Saturday, June 25, 2022
Wagons
Wagons are usually pulled by two draft animals in a double yoke, and may carry about 600 pounds of cargo. They can travel about ten miles on good roads in good weather. One wagon team and one driver consume about eighteen pounds of food per day. Note that the 'chuck wagon' may be able to provide about thirty-three meals per wagon load of supplies. This includes both people and animals. Divided up, it is about fifteen pounds for beasts, and about three pounds for people per day. 'Chuck Wagons' may feed one man for 200 days; feed wagons feed one team for forty days. Most wagon trains will hire one or more hunters to supply game to the wagons.
Trapping
With trapping, the ordinary maximum should be considered about one hundred traps per square mile. Trapped creatures may include: Wolves, Foxes, Boars, Bears, Weasels, Otters, Beavers, Rabbits, etc. Hunters should check traps often. Less than once a month is considered bad form. All Weres hate traps and will destroy them if found. Trapping for certain types and/or kinds of animals is regulated. Some animals cannot be trapped legally.
Tourists
For every one hundred Gold Pieces invested in advertising, one tourist will visit. If their stay is safe, they will return the following year and refer the area to friends. In the third year, three friends will come, and so forth, up to ten, at which point at least ten couples will come to the area hoping to settle down. Note that the tourist count is reset to zero if even one visit is unsafe, or if half their money or more is lost on a single trip, or if settlers are produced. Note also that the ten gold piece total includes money spent on 'sprucing up' the area — building roads, erecting bridges, planting trees and flowers, etc. Also, an investment in an Inn is counted. Wayfarer's stops frequently grow to at least village size or more.
Temple Construction
To construct Temples and Churches, allow at least ten percent to sixty percent of parishioner's tithes. Note that if you are attempting to start a new religion in an area where there is already a religious presence, there will be resistance both from the populace (gaining new converts isn't easy) and from other churches in the area (we don't need any competition). This may range from indifference to total hatred. Check alignment of new religion or God versus average alignment of the village and go from there. Note also that without an area to properly worship, pilgrimages may have to be made to the nearest religious sanctuary of your choice. Only Muslims make a real Pilgrimage — from wherever they live to Hosira at least once in their lives. Hosira is the known capital of Muslim life in Æøæ.
Sultanates
Sultanates are smaller kingdoms. Sedmon appoints a Sultan from the ruling class of the secondary kingdom to rule the area in his place. The Grand Vizer serves as an intermediary between the Sultans and the Emperor. Sultans report on their dealings to the Grand Vizer, and he relays those reports to Sedmon. Pashas are rulers of large cities within Sultanates away from Tre'Volos. Pashas have to report to the Sultan of the Sultanate that they are within about their dealings. Marquis are noble lords who have been appointed to rule over smaller kingdoms within Midluachaer by Sedmon. Lords have a smaller area to control, and Barons have an even smaller area. Knights serve the various Barons, Lords, and/or Marquis, but owe their loyalty and allegiance to Sedmon. Knights are working to become Barons, Lords, or even Marquis themselves. Marquis are approximately equivalent to a Sultan, Lords are approximately equivalent to a Pasha, and Barons are approximately equivalent to a Boroughmeister, although Barons control more land. A Sultanate is quite a large piece of land, and has a fairly large population. Most Sultanates have a keep or small castle that serves as the regional capital.
Friday, June 24, 2022
Small Towns and Small Cities
Larger towns and all large cities are fairly self-sufficient. Trade is generally limited to villages, and places where specific specializations are lacking. Market potential is four times the village population. The population only counts able-bodied citizenry. Demand is willingness to buy, and not ability to purchase. Willingness to buy is based on availability of items per week. Willingness to buy common items, if needed, averages 1% per week, uncommon items, if needed, averages 2% per week, and rare items, if needed, averages 5% per week.
Smaller towns are not as self-sufficient. They usually buy what they cannot make from caravans and other towns nearby. Trading one item for another is practiced frequently.
Smaller towns are not as self-sufficient. They usually buy what they cannot make from caravans and other towns nearby. Trading one item for another is practiced frequently.
Ship Construction
One ship per year may be built per one hundred laborers and one shipwright. One hull point may be built for every three days out of green wood, one hull point may be built for every ten days out of seasoned wood, and one hull point may be built for every thirty days out of aged wood. Green wood ships generally last about four years. Seasoned wood ships generally last about eight to ten years. Aged wood ships generally last about twenty-five years. Wood for ships must be purchased at least one year ahead of time for seasoned wood, and three years ahead of time for aged wood. One hull point consists of about six hundred logs (12' X 1') five hundred pounds per log, cut down and made into ship timbers, hull, keel, masts, and such.
Settlers
Settlers generally arrive in April through September. They will arrive on any of the known roads into the settling area. Farmers will use roads as borders if available, and fishermen will use rivers if available. These settlers have the necessary materials for settling. Note that carrier service and passenger service increases the chances for settlers. Caravans will also carry settlers. Some caravans almost totally consist of settlers. Wagon Trains and other types of settler caravans frequently leave Tre'Volos, generally heading down one of the known roads. Caravan stopping places frequently grow into at least villages.
Merchant Ships
The average merchant ship carries about 150 tons of goods, and travels about a hundred miles per day in good weather. It may unload about one ton per hour in most ports of call. Horse carrying ships are specially designed, and can carry up to forty horses. Passenger ships are also specially designed, and carry about 150 passengers. Warship transports can carry sixteen pieces of heavy equipment maximum. These are not troop transports, which can carry about 150 troops without gear and 100 troops with field gear. Sea lanes are usually guarded by picket ships, but these picket ships can't be everywhere. Piracy is not very common near Tre'Volos, but much more common elsewhere.
Hunting Parties
For hunting, there is a ten to sixty percent chance of producing enough game to feed a small village per hunting party per two week expedition. Any more than two weeks between hunts increases chances by ten percent per week. Any less runs the risk of overhunting. Overhunting produces a ten percent decrease in productivity and animal population per day.
Fishing
Enough fish to supply one village can be produced by a small fleet of small boats carrying crews of twenty-five total fishermen. Fishing fleets will travel about one hundred miles per day. Fishing targeted to weather conditions, moon phase, month of year, etc., will produce more fish. Fishing for some things is also slightly related. There are also fish farms at sea as well as small ones on land. There are large quantities of shellfish available as well.
Fashioning Bows
A high quality Compound Bow takes five years to produce correctly. A good quality Longbow takes about one year to produce. Even a simple Recurve Bow takes about six months. Most of this time is for selecting, shaping, and seasoning the wood. Metal weapons take far longer. Even when a sufficient quantity of metal is available at all, it can take quite some time to make even just one good quality sword. The vast majority of this time is really spent catching up on other orders. Large armories are kept by the Emperor, or Kings, and other rulers. Many weapons are kept in store there in case of need.
Tuesday, June 21, 2022
Farm Production
Ten to twenty percent of any one village's necessary food of any one type can come from any one farm. Note that farms are usually established in April through September. Farms may also elect what to produce. Examples include:
Crops for People
The types here are as varied as any diet known. Crops for people include vegetables and fruit, as well as grain and other products.
Crops for Animals
This is the primary way we feed or cattle and other farm animals. Hay is the most prevalent, but some vegetables and fruits supplement their diet.
Animals for Breeding
Some farms specialize in raising prize animals. The animals are pedigreed, and are sold to other farms, mostly for breeding purposes.
Animals for Production
Hens produce eggs. Hoaries produce very delicious milk. Ordinary cows, goats, sheep, and other fauna produce milk, and that milk can be used to make other milk based products, such as cheese. Other farms are used to produce fauna that is edible, and use their stock to feed the populace.
Crops for Seeds
At least part of every farm produces crops that will be harvested and later used to replant that crop.
Crops for People
The types here are as varied as any diet known. Crops for people include vegetables and fruit, as well as grain and other products.
Crops for Animals
This is the primary way we feed or cattle and other farm animals. Hay is the most prevalent, but some vegetables and fruits supplement their diet.
Animals for Breeding
Some farms specialize in raising prize animals. The animals are pedigreed, and are sold to other farms, mostly for breeding purposes.
Animals for Production
Hens produce eggs. Hoaries produce very delicious milk. Ordinary cows, goats, sheep, and other fauna produce milk, and that milk can be used to make other milk based products, such as cheese. Other farms are used to produce fauna that is edible, and use their stock to feed the populace.
Crops for Seeds
At least part of every farm produces crops that will be harvested and later used to replant that crop.
Breeding
Breeding should produce about one good animal per year per animal. 50% chance of male/female. Breeding requires land enough to produce food for breeding stock, about fifteen pounds of food per day per animal. Note that breeding exotic stock requires exotic food and greater areas of land. Breeding Exalted animals is even harder. Breeding good animals takes time and careful record keeping. Many farmers and breeders keep meticulous records about which animals are bred to what animals and the types of results they get. Selective breeding is practiced to produce animals that produce more meat, or more milk, or other criteria. Some breeding also includes plants that are easier to grow or hardier. Breeding flowers to produce unusual coloring is very popular in Tre'Volos, but almost unheard of elsewhere in the world.
Almanacs
Farmers can produce more by following the signs, the seasons, and the stars. Most farms grow a variety of foods — for instance, specializing in corn one year and then wheat the next. They produce at least enough for their own needs, including hay, which is also used for thatched roofs. Any extra they produce is sold at area markets. Other farms exist that grow cattle and other animals, both for milk and for meat. Most farms that harvest grains let their fields lie fallow for one year out of seven.
Midluachaer
The area around the kingdom of Tre’Volos is called Midluachaer (pronounced like "mid-lough-chee-ay"), after the name of the main river running through the Sylvain valley. Midluachaer has millions of inhabitants when you include those in the city of Tre’Volos as well as those in the kingdom of Tre’Volos. Emperor Sedmon of the Six Lives rules here. The kingdom area is about 900 miles long from north to south, and about 800 miles deep from east to west. It stretches almost from the borders of the kingdoms of the Suda in the far north, to the borders of Hosira in the far South, and from far out into the ocean to the east; to far out beyond the lake of the Muthra in the west. There are two known kingdoms of Elves in the nearby forests, one of Sylvain Elves, and one of Laendoli Elves. There is one known underground kingdom of Dwarves. The kingdom of Tre’Volos is one of the largest singly ruled kingdoms on the planet, especially when you include all of the nearby kingdoms that owe fealty to Sedmon. There are twenty other provinces nearby that owe fealty to Sedmon.
Garbage Collection
Yet another of Sedmon's suggestions is garbage collection. Tre'Volos is an incredibly clean city, despite its size. Trash is picked up by carts once per week per quarter. There is no trash pick up on Sunday.
Mon = Lugnos = Guildsman's Quarter.
Tue = Matros = Thieves Quarter.
Wed = Ogmios = Seafront Quarter.
Thu = Brigitos = Merchant's Quarter.
Fri = Suecellos = Temple Quarter.
Sat = Nantos = Nobles Quarter.
Garbage collectors can send by an extra cart on special occasions, as well as festivals, faires, feasts, fasts, etc. They can also send by a cart for heavy pickups, but it must be ordered in advance, and be on the day that your home would normally be picked up. Garbage is recycled. Prisoners wishing to work off their sentence are frequently used as recycling agents. There is a bounty paid for metal items, and other still useful items.
Mon = Lugnos = Guildsman's Quarter.
Tue = Matros = Thieves Quarter.
Wed = Ogmios = Seafront Quarter.
Thu = Brigitos = Merchant's Quarter.
Fri = Suecellos = Temple Quarter.
Sat = Nantos = Nobles Quarter.
Garbage collectors can send by an extra cart on special occasions, as well as festivals, faires, feasts, fasts, etc. They can also send by a cart for heavy pickups, but it must be ordered in advance, and be on the day that your home would normally be picked up. Garbage is recycled. Prisoners wishing to work off their sentence are frequently used as recycling agents. There is a bounty paid for metal items, and other still useful items.
Postal Service
Another of Emperor Sedmon's ideas is a Postal Service. Mail is sent around the Empire and throughout the kingdoms that owe allegiance to Sedmon for just a few coppers for any one letter. They are sorted by delivery area and hand delivered by horse riders. Larger parcels are sent in caravans and cost more.
Writs of Construction
A Writ of Construction is simply a piece of paper signed by the Emperor or some other high ranking Nobility or provincial rulers that give the bearer permission to allow an item, especially high-grade Weapons and Armor, to be constructed. The Artificer will take the Writ and whatever funds they need from the bearer and begin construction. This is a process that generally will take quite some time. The Artificer will give the patron a receipt which specifies the approximate date of completion and allows the bearer to pick up his merchandise.
Armor Cost
Examples include: Plate Mail and other types of solid metal armor (when available) are quoted in Gold Pieces. Ring Mail, Chain Mail, and Banded Armor are also quoted in Gold Pieces. All magic items, with the exception of simple Potions, are quoted in Gold Pieces. This makes armor and magic expensive. Most meals and lodging are quoted in Copper Pieces except for high quality establishments. Even an Inn that caters to Lords and Princes would probably not charge more than one or two Silver Pieces per night for lodging and meals. The only exceptions to this is the Velos Club and the adjoining High Court Lodge.
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