The Wares of LondonPersonal Equipment
This is the list of Upgrades and Items you can buy for your Castles and Characters. Post what you buy and the cost here, and don't forget to update your Vault afterwards.
These are items equipped to characters to improve their traits.
Only Knights may be able to claim a free suit of armor and weapon of their choice. A bonus which is lost upon being elevated to a peerage of England.
Armor and weapons Armour Sets
Studded Leather Armour (+5 hp, +2 Scout, +2 Assassin, +2 Capture) - The simplest armour in terms of creation and the weakest by way of protection, this armour nonetheless provides the user much better movement and is favoured by those who would rather be quick on their feet over having the ability to slug it out in a melee. A studded leather chestpiece with hardened leather vambraces, shinguards, thighguards and boots. This set of armour costs 15,000 Crowns.
Chainmail Armour (+10 hp, +1 Scout, +2 Duels, +1 Survival) - The armour of choice for most freedmen, chainmail is affordable yet offers some protection on the battlefield. A mix of studded leather with a mail coat or mail worked into the leather. This set of armour costs 30,000 Crowns.
Partial Plate (+20 hp, +4 Duels, +2 Survival) - The optimal trade-off between mobility and protection, partial plate armour is often worn by those of a knightly bearing. A thick and solid plate chestpiece protects the vital organs while segments covering the thighs, shins and forearms allow blows to be deflected or absorbed. Leaving the upper arms and legs largely unrestricted means that movement isn't too heavily constrained, allowing the wearer mobility for duelling. This set of armour costs 40,000 Crowns.
Full Plate (+20 hp, +1 Battles, +6 Survival, +5 post-battle condition rolls) - Covering oneself from head to toe in the best plate available brings significant advantages and drawbacks. You become near-impossible to kill but also don't move much yourself. Favoured by knights taking to the battlefield, knowing their main role in such an event will be to present the heaviest possible mass atop a horse to plough through enemy troops in a formation of massed heavy horse, this is a set of armour for surviving a major battle rather than a set for everyday wear or single combat. This set of armour costs 60,000 Crowns.
Weapons
Weapons are divided into three overaching types: those used exclusively in one hand, those used with one or two depending on the context, and those large enough to require two hands at all times. Each comes with benefits and drawbacks.
A single handed weapon and shield (+2 Duels, +4 Survival, +6 hp) offers the most survivability, allowing the user to shelter behind the shield and use it to further protect themselves, but at the cost of sacrificing the reach and power afforded by the larger, heavier weapons. Most common weapons are an arming sword or a flanged mace. This combination costs 25,000 Crowns.
A hand-and-a-half weapon (+4 Duels, +4 Survival), the most common name for large single-handed weapons, are typically used without shields but are lighter and thus more mobile than two-handed weapons, giving the user the ability to position themselves faster and exploit the situation with more agility, at the cost of reduced reach and less power than a two-handed weapons, but superior reach and power to a single handed weapon. These weapons cost 30,000 Crowns.
A two-handed weapon (+7 Duels, +2 Survival) represents those swords that are the largest, heaviest weapons, be they poleaxes, longswords or warhammers. These weapons are sluggish but mighty: a solid blow from such a weapon, even to a shield, could break the arm of the target or outright shatter lesser weapons. The key to surviving such weapons is mobility, while the key to their masterful use is conservation of energy and the efficient application of it into well aimed, well timed strikes of immense power. These weapons cost 30,000 Crowns.
Building Upgrades
These are structures created in your character's home province that grant improvements to the province itself. May only be built within the main land of your title.
You can only build 3 at a time per week. Each building requires 1 week (1 in game year) to be built.
Tier 1 TIER I: 10,000 crowns each
- Reinforced Wall: +1 Siege Defence Rolls, -2 raiding Rolls.
- Grain Mill: +5% income, +1 Charisma
- Castle Smith: -5% professional troops’ upkeep and recruitment cost.
- Chapel: +5% to income for clergymen, +1 Charisma for Nobles.
- (Coastal Only) Dockyard: Requires wood. +5% income, player might build ships.
- Market Square: +5% income
- Logging Camp: gain access to Wood resource
- Small Mine: gain access to Stone resource
Tier 2 TIER II: 20,000 crowns each
- Towers and Gatehouse: Requires Stone. +2 Siege Defence Rolls, -4 raiding rolls.
- Granary: +5% militia, +5% income, +5 militia replenishment.
- Armory: -10% professional troops’ upkeep and recruitment cost.
- Church: +5% for clergymen, +1 Charisma for Nobles, +1 levy and taxation rolls.
- (Coastal Only) Large Dockyard: Requires wood. +10% income, player might build ships, -20% ship recruitment and upkeep cost.
- Merchant's Square: +10% province income
- Lumber Camp: +5% income
- Medium Mine: +5% income
Tier 3 TIER III: 40,000 crowns each
- Improved Fortifications: Requires Stone. +4 Siege Defence Rolls, -5 raiding rolls.
- Large Granary: +10% militia, +10% militia replenishment.
- Arsenal: -15% professional troops’ upkeep and recruitment cost.
- (Coastal Only) Major Dockyard: Requires wood. +10% income, player might build ships, -40% ship recruitment and upkeep cost.
- Plow lands: Extends the demesne's arable lands, thus increasing production. Greater population sustainable. +5% militia, +5% income.
- Lumber Mill: +10% income, required for Great Building
- Large Mine: +10% income, required for Great Building
Great Building Chain Great building chain: (needs Tier III buildings to be completed)
The great building chain comprises several tiers, each taking a year to complete. The great building chain encourages player-to-player interaction and collaboration, even if bonuses aren't that high (that would make things unbalanced) is mainly designed to create plots and new rpying arcs, as it's a demanding and long term rpg, so player might employ their money and time in something meaningful rp-wise, rather than mindlessly upgrading their homethreads by purchasing new buildings. Every time a great building is started a new thread might be opened in the proper subforum:
- Laying the foundations: 20,000 crowns, requires stone. (1 week)
- Erecting the walls: 30,000 crowns, requires stone. (1 week)
- Establishing the interior: 30,000 crowns, requires stone (1 week)
- Building the roofs: 20,000 crowns, requires wood. (1 week)
-> Cathedral: The greatest place possible to worship God, build on his honor. A cathedral is such when a bishop has his seat on the city. Extensive funds and lands are needed to maintain a new bishopric and the cathedral, thought it clearly improves both the clergy and the peasantry standing. +10% income, +1 Charisma, +1 militia and taxation rolls. Can only be build if the bishop authorizes it or the King/Pope allows the creation of a new bishopric.
-> University: A place of learning, in the image of Bologna or Paris. This building houses few of the wisest minds of Christendom, and that is costly. Students arrive from every corner of Europe to attend the lessons and debate the most intrincate philosophical and theological issues. Coming-of-age characters start with 2 extra trait points, +1 Charisma, -1 militia and taxation rolls (symbolizing the unrest created by the university). The superior education on some fields provide valuable assets, like skilled medician (-1 to death rolls).
-> Palace/Manor: Such a magnificent building astonishes your subjects and vassals alike. A place of ostentation and luxuries few can afford. Furbished with the most costly tapestries, furniture and artworks this reaffirms your power and wealth. +2 Charisma, -5% income, +1 militia and taxation rolls.





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