Table of Contents

Lordship and Vassals

Ruling over land is a tried and true way to gain and store wealth.

Terms and Conditions

LORD–Defined: A man chosen by a King or Earl to be governor over 1 Hundred (5 mile x 5mile area with 100 Churl militia-farm families and about 1000 total population). Or, over a 1000-person ward or district of a city or large town (an Urban Hundred).

LORD–Privileges:

LORD–Duties:

REEVE–duties and rights

VASSAL–Defined: every man (churls, geburs and burgers all) in the kingdom must have a lord to whom he swears faithfulness, someone who is not a lord, is called a vassal. A vassal is not an employee, slave or property of his lord, but is expected to follow his orders during military actions and during court procedures and to pay his royal taxes to him. Lords and Vassals are expected to be loyal to one another, not to lie or cheat one another. A vassal who will not swear faithfulness to the Lord of his hundred is expected to sell or abandon his land at the end of the year and find another.

OATH OF FAITHFULNESS: each year, typically on January 1, the men of Nessex all swear an Oath of Faithfulness to a Lord, which is reckoned to last 1 year. This binds them to a lord as their war-time commander and their judge in matters of law. Breaking the oath by lies, defiance or crime on either side is considered an offence under law and is tried in the Earl's court, unless an Earl is involved, in which case it is tried by the King.

Players Becoming Lords

The least complicated way to become a lord is for the player to be appointed to a vacant lordship by an Earl or the King. There's no format for this, it must arise from player action through the course of political role-play. A more likely scenario is for the player to create and settle his own lordship.

To create a lordship, one must stake out a 5 by 5 mile area in unclaimed land. Then one must settle at least 500 people on it. If the territory is adjacent or easily accessible to the Kingdom, then applying to the King will like result in his accepting the founder as a new Lord and assigning him to the authority of the nearest Earl.

One might want to establish a completely independent lordship outside of the kingdom, which has its advantages (setting one's own tax rate and keeping all the cash, for example), but it has a significant downside in that it will be much harder to recruit loyal vassals to farm the land.

Recruiting Vassals

Establishing the Hundred

Settling the Vassals

The Militia

Prepared Vassals: these appear as standard class D Nessex militia with a round shield, short spear, saex and hunting bow.

Unprepared Vassals: these appear as class E raw recruits, with the round shield and short spear you bought for them.

Improving the Militia

Improving the militia is very often a key goal of many new lords.

Housecarls

Housecarls are the professional soldiers hired by a Lord, Earl or King who live and attend upon their liege and are ready for danger at all times. A housecarl and his liege swear a second oath, beyond that of Faithfulness, called an oath of Homage, whereby the housecarl agrees to become the liege's man. A housecarl is expected to guard the life of his liege even at the price of his own, and the liege and housecarl are expected to protect, rescue and ransom each other at need. The oath is held binding until both parties agree to dissolve it.

Generally, the liege spends 1gp per HD per housecarl and housecarl's horse (if any) per day for upkeep and maintenance (this is included in the daily living expenses). Any knights in a liege's service count as housecarls for all purposes. There is a bit of status rivalry between housecarls trained as infantry and those trained and equipped as knights. The knights think that they are of higher status, since European knights do in fact have a much higher status, but infantry housecarls dispute this, saying that the infantry housecarl is “true English” in tradition (the law does not, in fact, distinguish between the two, except that a Lord must provide 1 knight's service in the kings army 60 days per year).

The player character's henchmen are treated exactly as housecarls: they swear and oath of faithfulness and an oath of homage, and the living expenses for each are the same.

If a character becomes a Lord and wished to build a band of housecarls, be can recruit a number equal to his CHA. These arrive in a group, and begin with stats equal to Class D Nessex militia. To advance to Class C is the same process as training class D to Class C militia above, but they become Class C Housecarls instead of militia.

If you want to have knights in your service it is more difficult. You can recruit 1 Class E raw recruit per level and buy a warhorse for each you wish to train. It will take 2 years of training, by a knight who spends at least 1 week in every 4 supervising the training, to train them into Class D squires. Improving them further follows the same rules as militia.

Of course, you can recruit henchmen through the normal means and make them into housecarls as well (or knights, if they are knights or templars in class archetype).

Earls and the King can have as many Housecarls as they can afford, and aren't limited by their CHA, the power of the State substitutes for Charisma.