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  1. #1
    Lucius Malfoy's Avatar Pure-Blood
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    Default The Wares of London

    The Wares of London
    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.




    Personal Equipment
    These are items equipped to characters to improve their traits.

    Armor and weapons
    Armor Sets
    Brigandine Armor (+5 hp, +2 Duels, +1 Survival) - The simplest armor in terms of creation and the weakest by way of protection, this armor nonetheless provides the user much better movement and is favored by those who would rather be quick on their feet over having the ability to slug it out in a melee. A boiled leather cuirass lined with small oblong steel plates riveted to the inside of the fabric over a gambeson, with steel vambraces, greaves, cuisses (thigh guards) and boots. This set of armor costs 50£.


    Mail Armor (+10 hp, +4 Duels, +2 Survival) - The armor 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 armor costs 100£.


    Partial Plate Armor (+15 hp, +6 Duels, +3 Survival) - The optimal trade-off between protection and cost, partial plate armor is often worn by those of a knightly bearing or professional soldiers. A thick and solid plate cuirass 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 dueling. This set of armor costs 200£.


    Full Plate Armor (+20 hp, +8 Duels, +4 Survival, +5 post-battle condition rolls) - Covering oneself from head to toe in the best plate available brings significant advantages and drawbacks. While slightly hindering mobility, the wearer becomes a tank that is almost impervious to attacks. Favored 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 armor for surviving a major battle rather than a set for everyday wear or single combat. This set of armor costs 500£.


    Weapons
    Weapons are divided into three overarching 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.


    Single-handed Weapon and Shield (+2 Duels, +5 Survival, +5 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 50£.


    Hand-and-a-half Weapon (+4 Duels, +3 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 100£.


    Two-handed Weapon (+6 Duels, +1 Survival) represents the weapons that are the largest and most destructive tools of war, be they poleaxes, great swords or war hammers. These weapons terrifying to face head-on, as 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 200£.


    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.

    Note: All upgrades can stack.

    Tier 1
    TIER I: £1000 Each
    - Tenant Homesteads: +10% estate income
    - Monastic Sponsorship: +1 charisma, +1 AI interactions with Clergy
    - Reinforced Gatehouse: +1 siege defence (primary residence only)
    - Peasant Patrols: -1 hostile raiding rolls across all provinces
    - Blacksmith Charters: -5% troop upkeep and recruitment cost
    - Increased Garrisons: Adds twenty soldiers (14 yeomen archers, 6 yeomen footmen) to the garrison of each castle you own.

    Tier 2
    TIER II: £2500 Each
    - Rented Properties: +15% estate income
    - Market Charters: +10% estate income, +1 AI interactions with Burghers
    - Chapel Sponsorship: +1 charisma, +2 AI interactions with Clergy
    - Enlarged Towers: +2 siege defence (primary residence only)
    - Militia Patrols: -1 hostile raiding rolls across all provinces, -1 additional bonus in primary residence
    - Armourers and Weaponsmiths: - 10% troop upkeep and recruitment cost.
    - Double Garrisons: Adds a further twenty soldiers (10 men-at-arms, 10 yeomen archers) to the garrison of each castle you own.

    Tier 3
    TIER III: £5000 Each
    - Enclosed Farmsteads: +20% estate income
    - Mercantile Patronage: +15% estate income, +1 AI interactions with Burghers
    - Church Sponsorship: +1 charisma, +2 AI interactions with Clergy
    - Castle Extensions: +3 siege defence (primary residence only)
    - Livery Guardsmen: Immovable garrison of 60 Yeoman Archers, 40 Yeomen Footmen (primary residence only) -1 hostile raiding rolls across all provinces
    - Regulated Equipment: -15% troop upkeep and recruitment costs, grants 1 knight free of cost and upkeep.
    - Livery garrisons: Adds a further thirty soldiers (10 men-at-arms, 20 yeomen archers) to the garrison of each castle you own.

    Regional Buildings
    Cost varying amounts. Can only construct one per character, requires bonus to be in region of primary residence.
    Fisheries: makes £50 per annum, costs £750.
    Sheep Enclosures: makes £200 per annum, +2 Burgher Interactions. Costs £3000
    Mines: makes £350 per annum. Cost £4500

    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 roleplaying arcs, as it's a demanding and long term roleplaying, 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:
    - Requires two Tier III buildings to be constructed
    - Laying Foundations: £2000, one week to construct
    - Walls: £3000, one week to construct
    - Interior: £3000, one week to construct
    - Roofs: £3000, one week to construct

    -> Cathedral: The greatest place possible to worship God, in all of Christendom. A cathedral is the seat of a Bishop within a diocese. 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. +15% estate income, +3 AI interactions with the Clergy. Can only be built 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. Construction of this facility allows characters to enter its gates and learn from the finest teachers, giving +1 trait points to coming of age characters, including the possibility of additional points through learning RP. Access to learned physicians affords great benefits (-1 death rolls) but a congregation of learned minds could lead to new and dangerous ideas…


    -> Palace/Manor: Such a magnificent building astonishes your subjects and vassals alike. A place of ostentation and luxuries few can afford. Furbished with the costliest tapestries, furniture and artworks; this reaffirms your power and wealth. +3 charisma, grants 2 knights free of cost and upkeep.
    Last edited by Gandalfus; February 27, 2017 at 09:37 AM.
    Gaming Director for the Gaming Staff
    Gaming Director for the Play-by-Post Subforum and the RPG Shed


  2. #2

    Default Re: The Wares of London

    Durham and Stafford build: Tenant Homesteads: +10% estate income -1,000

  3. #3
    General Brewster's Avatar The Flying Dutchman
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    Default Re: The Wares of London

    York purchases,

    - Tenant Homesteads: +10% estate income - 1.000
    - Partial Plate Armor - 200
    - Two-handed Weapon (+6 Duels, +1 Survival) -200

    -1400 pounds.

  4. #4
    Jokern's Avatar Mowbray of Nottingham
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    Default Re: The Wares of London

    Mowbray buys:

    Tier I
    - Tenant Homesteads: +10% estate income: £1,000

    Full Plate Armor (+20 hp, +8 Duels, +4 Survival, +5 post-battle condition rolls): £500.
    Hand-and-a-half Weapon (+4 Duels, +3 Survival): £100

    Total: 1,600

  5. #5
    Mary The Quene's Avatar Praeses
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    Default Re: The Wares of London

    Neville purchases.

    Tier I
    - Tenant Homesteads: +10% estate income


    Full Plate Armor (+20 hp, +8 Duels, +4 Survival, +5 post-battle condition rolls) - Covering oneself from head to toe in the best plate available brings significant advantages and drawbacks. While slightly hindering mobility, the wearer becomes a tank that is almost impervious to attacks. Favored 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 armor for surviving a major battle rather than a set for everyday wear or single combat. This set of armor costs 500£.
    Hand-and-a-half Weapon (+4 Duels, +3 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 100£.

    Full Plate Armor (+20 hp, +8 Duels, +4 Survival, +5 post-battle condition rolls) - Covering oneself from head to toe in the best plate available brings significant advantages and drawbacks. While slightly hindering mobility, the wearer becomes a tank that is almost impervious to attacks. Favored 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 armor for surviving a major battle rather than a set for everyday wear or single combat. This set of armor costs 500£.

    1600£ total

    Montagu purchases.

    Tier I
    - Tenant Homesteads: +10% estate income
    - Reinforced Gatehouse: +1 siege defence (primary residence only)

    Full Plate Armor (+20 hp, +8 Duels, +4 Survival, +5 post-battle condition rolls) - Covering oneself from head to toe in the best plate available brings significant advantages and drawbacks. While slightly hindering mobility, the wearer becomes a tank that is almost impervious to attacks. Favored 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 armor for surviving a major battle rather than a set for everyday wear or single combat. This set of armor costs 500£. (For John Montagu, presumed heir of salisbury)

    Hand-and-a-half Weapon (+4 Duels, +3 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 100£. (for the current earl, to be inhrited for John Montagu upon his death)

    2600£ total.

    Veritas Temporis Filia

  6. #6

    Default Re: The Wares of London

    Gaunt purchases:
    - Tenant Homesteads: +10% estate income
    - Blacksmith Charters: -5% troop upkeep and recruitment cost

    Total: £2000

    Derby Purchases:
    - Tenant Homesteads: +10% estate income

    Total: £1000

  7. #7
    The Mad Skylord's Avatar Tribunus
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    Default Re: The Wares of London

    Arundel purchases:

    Tenant Homesteads +10% Estate Income

    £1000

  8. #8
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: The Wares of London

    Percy purchases:
    - Tenant Homesteads: +10% estate income
    - 2x Partial Plate Armor (+15 hp, +6 Duels, +3 Survival)

    £1400

    Gloucester purchases:
    - Tenant Homesteads: +10% estate income
    - Partial Plate Armor (+15 hp, +6 Duels, +3 Survival)

    £1200
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  9. #9
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: The Wares of London

    Gerold Fitzgerald of Desmond builds Tenant Homesteads and Monastic Sponsorship in Desmond. 2,000


  10. #10

    Default Re: The Wares of London

    Gaunt builds:
    - Rented Properties: +15% estate income

    Cost: £2500

    Gaunt also purchases:

    Full Plate Armor (+20 hp, +8 Duels, +4 Survival, +5 post-battle condition rolls) - Covering oneself from head to toe in the best plate available brings significant advantages and drawbacks. While slightly hindering mobility, the wearer becomes a tank that is almost impervious to attacks. Favored 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 armor for surviving a major battle rather than a set for everyday wear or single combat. This set of armor costs 500£.

    Two-handed Weapon (+6 Duels, +1 Survival) represents the weapons that are the largest and most destructive tools of war, be they poleaxes, great swords or war hammers. These weapons terrifying to face head-on, as 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 200£.

    --

    Full total: £3200

  11. #11

    Default Re: The Wares of London

    Kent:

    - Tenant Homesteads: +10% estate income
    - Reinforced Gatehouse: +1 siege defence (primary residence only)
    - Increased Garrisons: Adds ten soldiers (7 yeomen archers, 3 yeomen footmen) to the garrison of each castle you own.
    -------------------
    3,000£.

    Full Plate Armor (+20 hp, +8 Duels, +4 Survival, +5 post-battle condition rolls) - Covering oneself from head to toe in the best plate available brings significant advantages and drawbacks. While slightly hindering mobility, the wearer becomes a tank that is almost impervious to attacks. Favored 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 armor for surviving a major battle rather than a set for everyday wear or single combat. This set of armor costs 500£.

    Two-handed Weapon (+6 Duels, +1 Survival) represents the weapons that are the largest and most destructive tools of war, be they poleaxes, great swords or war hammers. These weapons terrifying to face head-on, as 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 200£.

    TOTAL=3,700£.

    Huntingdon:

    - Tenant Homesteads: +10% estate income. 1,000£

    Full Plate Armor (+20 hp, +8 Duels, +4 Survival, +5 post-battle condition rolls) - Covering oneself from head to toe in the best plate available brings significant advantages and drawbacks. While slightly hindering mobility, the wearer becomes a tank that is almost impervious to attacks. Favored 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 armor for surviving a major battle rather than a set for everyday wear or single combat. This set of armor costs 500£.

    Hand-and-a-half Weapon (+4 Duels, +3 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 100£.

    TOTAL=1,600£

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  12. #12

    Default Re: The Wares of London

    Tiverton -
    Tenant Homesteads
    -1,000
    --
    The Archbishop of Canterbury funds the construction of an expansion to the Cathedral (Tier I Church)
    -1,000
    --
    The Earl of Ormond commissions the following :
    Blacksmith Charters: -5% troop upkeep and recruitment cost
    Tenant Homesteads: +10% estate income
    Monastic Sponsorship: +1 charisma, +1 AI interactions with Clergy
    -3,000

  13. #13
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Wares of London

    Ireland purchases:

    -Full Plate (500)
    -1 & 1/2-handed weapon (100)
    -Tenant Homesteads (1000)

    Total expenses: 1600 pounds

  14. #14

    Default Re: The Wares of London

    Durham and Stafford:

    Increased Garrisons: Adds ten soldiers (7 yeomen archers, 3 yeomen footmen) to the garrison of each castle you own.

  15. #15

    Default Re: The Wares of London

    Bolingbroke:

    Full Plate Armor (+20 hp, +8 Duels, +4 Survival, +5 post-battle condition rolls) - Covering oneself from head to toe in the best plate available brings significant advantages and drawbacks. While slightly hindering mobility, the wearer becomes a tank that is almost impervious to attacks. Favored 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 armor for surviving a major battle rather than a set for everyday wear or single combat. This set of armor costs 500£.


    Two-handed Weapon (+6 Duels, +1 Survival) represents the weapons that are the largest and most destructive tools of war, be they poleaxes, great swords or war hammers. These weapons terrifying to face head-on, as 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 200£.

    £700.

  16. #16
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: The Wares of London

    Fitzgeralds:

    1x Full Plate
    1x Two Handed Hammer
    700


  17. #17

    Default Re: The Wares of London

    The Earl of Ormond constructs Rented Properties - 2,500

  18. #18

    Default Re: The Wares of London

    Gaunt:

    - Market Charters: +10% estate income, +1 AI interactions with Burghers

    Total: £2500

  19. #19
    General Brewster's Avatar The Flying Dutchman
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    Default Re: The Wares of London

    York Purchases

    TIER II: £2500 Each

    - Rented Properties: +15% estate income
    - Market Charters: +10% estate income, +1 AI interactions with Burghers

  20. #20
    General Brewster's Avatar The Flying Dutchman
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    Default Re: The Wares of London

    York upgrades his partial plate to a full plate armor. -300 pounds.

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