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Post by Rigil Kent on May 12, 2016 12:41:52 GMT -6
Current NPC stats for potentially filling roles (you'll still have to convince them to join and agree to the role you want them to, some of which will be easier than others) Jhod - STR 10, DEX 8, CON 13, INT 12, WIS 18, CHA 14 Kesten - STR 17, DEX 8, CON 13, INT 10, WIS 12, CHA 14 Oleg - STR 11, DEX 9, CON 10, INT 12, WIS 15, CHA 8 Svetlana - STR 8, DEX 9, CON 10, INT 11, WIS 12, CHA 15 Perlivash - STR 9, DEX 17, CON 13, INT 16, WIS 14, CHA 16 Hmm. With those attributes (man, Perlivash has some awesome stats!), these are my recommendations: - Jhod - Councilor
- Kesten - General
- Oleg - Treasurer
- Svetlana - Magister (she's become the kingdom's school marm!)
- Perlivash - Spymaster (because no one would expect the talking dragonfly inquisition!
Unfortunately, we still need a Royal Enforcer and a Warden. Plugging the existing characters into the sheet, I come up with Economy 7, Loyalty 0, Stability 14, which definitely isn't terrible to start.
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Post by WxMAN on May 12, 2016 15:21:55 GMT -6
Also, I am going to relax any penalties for a bit that may come from roles be empty. I will also say, Magister tends to represent education and magic - neither of which Svetlana has to any degree.
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Post by Rigil Kent on May 12, 2016 15:55:39 GMT -6
Bah. Tell her to level up and take Adept.
Okay. That's going to be a problem cause the only "Arcane" caster I think we know right now is Walays ... except maybe Bokken? Not sure what his classes are or whether he'd even be interested.
Okay ... what if ... hmm. Maybe if we make Jhod the High Priest instead of Tess, and then make Svetlana the Councilor (which probably makes sense for her), then have Tess be ... the Warden? ("The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the kingdom leaders.") That could work nicely if she's okay with that and doesn't want to be Pope...
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Post by WxMAN on May 12, 2016 18:37:42 GMT -6
Hey, I'm not saying it can't happen, just letting you know what your character knows and would be considering
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Post by Rigil Kent on May 13, 2016 22:53:30 GMT -6
FYI, WxMAN, I found this on the Pathfinder SRD: Am wondering how to record success/fail of kingdom stuffs: I rolled a 16 for the initial Stability check (total result of 28), but I don't recall what was rolled for Economy check for taxes (a 15, I think?). So month one was: Claim ground, build Inn (Tyg's Landing) and House; formed "Shieldlands" kingdom and declared Tyg's Landing our capital. Stability was successful, no Unrest so +1 BP, then lost that BP for Consumption. Claimed 1 hex (-1 BP); Prepared hex (-1 BP); no additional buildings; EDICTS TO BE DETERMINED. No withdrawals, no deposits, no expensive items sold; successful taxes collected resulted in 11 BPs to our Treasury. No Event this month. Rigil Note for next week: Our Consumption is now 2, so Andrei is going to recommend we build a farm on that hex we just claimed. This will cost 4 BPs. Also, question: SEASONS. Are they going to come into play? With my Saturday game, that's easy cause I'm using Earth so I just start in March and proceed through the month... And, lest I forget (which I think I did): GOOD GAME! Had fun all around. I'm consistently impressed with your GM capabilities given your relative newness to the role. Well done!
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Post by Rigil Kent on May 14, 2016 11:32:13 GMT -6
Had another thought: maybe we can suborn Dragana (sp?) away from the Gorum priest. If she spends at least a month around us, she's going to figure out that we're trying to build a community, so maybe we can recruit her to our side? Angle of attack there might be "hey, you can stick with us and almost guarantee you'll be getting into a fight somewhere - because there's always a fight. Always. - or you can continue hanging around with an old one-eyed has-been who uses his authority and position as a cudgel against junior initiates of his order instead of going out there and fighting the good fight." Her Charisma sucks, but presumably, her Strength is awesome so maybe we could slot her in as the General...
Might be worth considering...
I'm also thinking the PCs should use the "downtime" in between setting things up to continue exploring. If nothing else, we should totally explore the Hexes around our newfound city to ensure there isn't a big monster camp next door...
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Post by WxMAN on May 14, 2016 20:30:55 GMT -6
Rigil - Yes, seasons will come into play, using Earth as the standard template because well, its easy. Each season is 3 months long, the session began at the start of summer, so the first Kingdom turn was during the period of summer month 1.
Also, due to Tyg's Landing being at the site of the Stag Lord's fort, you guys gain a +1 to Economy, Loyalty, and Stability. Please adjust anything you needed for the first Kingdom turn as it would have been your capitol city before the rolls. Both rolls you recorded were correct - a 16 for stability and a 15 for economy.
Thanks for the kind words - I think the rest of the chapter will go much smoother. This kingdom building stuff is a new thing for all of us and very free form, I'm just happy people are enjoying it.
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Post by Rigil Kent on May 15, 2016 12:28:59 GMT -6
Also, due to Tyg's Landing being at the site of the Stag Lord's fort, you guys gain a +1 to Economy, Loyalty, and Stability. Please adjust anything you needed for the first Kingdom turn as it would have been your capitol city before the rolls. Both rolls you recorded were correct - a 16 for stability and a 15 for economy. Yeah, I could swear you mentioned something like that before. Applied the bonus - don't think it changed anything from before (specifically in regards to tax collection.) Its going to take a while, but I think once we get it all figured out, things will work nicely. Regarding Edicts, the spreadsheet is using the Ultimate Rulership stuff and "offers up modified versions of three of the standard edicts for use in ruling your kingdom. These edicts offer somewhat more flexibility than the published versions, including greater opportunity to trade negatives in one area for positives in another." Specifically, in regards to the Expansion Edicts, we have: Attitude | Hex Claims | Stability | Loyalty | Economy | Consumption | Isolationist | -1 | +2 | +1 | -2 | -1 BP | Cautious | standard | +1 | - | -1 | - | Standard | standard | - | - | - | - | Aggressive | +1 | -1 | -1 | +1 | 1d4 BP | Imperialist | +2 | -2 | -2 | +2 | 2d4 BP |
So, by default, we're using Standard.
Holiday edicts are thus:
Frequency | Consumption | Economy | Loyalty | None | - | -2 | -4 | Annual | 1 BP | -1 | -2 | Quarterly | 1d3 BP | 0 | 0 | Monthly | 1d6 BP | +1 | +2 | Weekly | 1d12 BP | +2 | +4 |
By default, none, but as you can see that hurts. We might want to go to Annual, even though it will increase current Consumption by 1. Once we get the farm up, this will even out. Taxation Edicts are thus Tax Level | Revenue | Economy | Loyalty | Minimal | Economy check/5 | +2 | +2 | Light | Economy check/4 | +1 | +1 | Normal | Economy check/3 | - | - | Heavy | Economy check/2.5 | -2 | -4 | Crushing | Economy check/2 | -4 | -8 |
I see no reason to change from Normal here. Ultimate Rulership also has the following: Special Edicts
In addition to the standard edicts, whether using the official published versions or the alternative versions outlined above, the revised kingdom rules introduce the concept of special edicts. These edicts may affect an entire kingdom or a single city in your domain or in another country. In addition to the diplomatic, exploration, trade, and vassalage edicts, Ultimate Rulership offers several more special edicts for your country to use, as described below. Regardless of which special edict you choose, you may issue only one special edict per kingdom turn. The effects of special edicts are resolved after you issue your standard edicts for the month. Commission Edicts: These edicts allow the kingdom’s leaders to have magical items or buildings constructed at their request. Endowment Edicts: These edicts allow the kingdom to sponsor the construction of a great edifice for the arts and learning, gaining them local and international prestige Espionage Edicts: These edicts allow you to spy out the secrets of neighboring kingdoms, gathering information and fomenting unrest. Festival Edicts: These edicts represent the calling of a special local festival in one particular place in your kingdom, from athletic competitions to religious pilgrimages to celebrations of history, culture, or anything else. Recruitment Edicts: These edicts reflect your degree of military mobilization, including how much of your nation’s population you are willing to devote to the necessities of war.
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Post by WxMAN on May 15, 2016 16:23:02 GMT -6
Thanks for all your work on this Rigil, I appreciate it. I'm getting my grad school stuff done so I am more dual tasked than normal and trying to keep up with you, ha!
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Post by Rigil Kent on May 15, 2016 17:16:49 GMT -6
Yeah, well, like I've said before, I have no life. And I need to actually know this stuff for Saturday too...
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Post by Rigil Kent on May 22, 2016 15:19:44 GMT -6
Kingdom Checks:
MONTH ONE (JUNE) of KINGDOM BUILDING: Claim the hex where the Stag Lord's fort was, build an Inn (Tyg's Landing) and House, thus forming the realm of the "Shieldlands" (as we mean to stand as a shield for Brevoy against the southern kingdoms) and named Tyg's Landing our capital. Stability was successful, no Unrest so +1 BP, then lost that BP for Consumption. Claimed 1 hex (-1 BP); Prepared hex (-1 BP); no additional buildings; Edicts (No Holiday (-1 to Loyalty); Light Taxation (+1 Economy, -1 Loyalty); Token Promotion Edict (+1 Stability, +1 Consumption). No withdrawals, no deposits, no expensive items sold; successful taxes collected resulted in 11 BPs to our Treasury. No Event this month. Ending month Kingdom Stats: Economy 12, Loyalty 11, Stability 16, Size 2, Control DC 23, Treasury 11, Unrest 0, Consumption 3.
MONTH TWO (JULY) of KINGDOM BUILDING:
Stability (natural 20) was successful, no Unrest so +2 BP (since natural 20, 1 extra BP per GM), Consumption reduced by -3. Claimed 1 hex (-1 BP); Built Farm (-4 BP); no additional buildings; no edict changes. No withdrawals, no deposits, no expensive items sold; unsuccessful taxes (natural 1) collected. Event this month (22). Determined it was a Settlement Event, and then that it was a Beneficial event. Rolled "Remarkable Treasure", but that was not appropriate so went with "Unexpected find." Gained a temporary minor magic item. Ending month Kingdom Stats: Economy 13, Loyalty 10, Stability 17, Size 3, Control DC 24, Treasury 6, Unrest 0, Consumption 1.
MONTH THREE (AUGUST) of KINGDOM BUILDING:
Stability (11) was successful, no Unrest so +1 BP, Consumption reduced by -1. Claimed 1 hex (-1 BP); no additional buildings; no edict changes. No withdrawals, no deposits, sold axe & linens; unsuccessful taxes (8) collected. No event this month (57); Ending month Kingdom Stats: Economy 14, Loyalty 10, Stability 17, Size 4, Control DC 25, Treasury 7, Unrest 0, Consumption 2.
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Post by WxMAN on May 26, 2016 18:37:52 GMT -6
Doing the magic item rolls. Using the ruleset here www.d20pfsrd.com/magic-items#Table-Random-Magic-Item-GenerationRolling a ton of d100s and I'll follow where they go and see if I need to roll anymore. O7xJA16q1-1001-1001-1001-1001-1001-1001-1001-1001-1001-1001-1001-1001-1001-1001-1001-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100
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Post by WxMAN on May 26, 2016 18:43:52 GMT -6
16 makes it a potion. 27 makes it first level. 100 makes it Undetectable Alignment, costing 300GP. The rest of the d100s are superfluous.
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Post by Rigil Kent on Jul 1, 2016 22:31:23 GMT -6
MONTH FOUR (SEPTEMBER) of KINGDOM BUILDING: Stability (8) was successful, no Unrest so +1 BP, Consumption becomes 3. Claimed 1 hex (-1 BP); built Fishery (-4); no edict changes. No withdrawals, no deposits, unsuccessful taxes (natural 5) collected. Event: Visiting Celebrity - Fame increased by 1, BPs increased by 11! (6 + 5) Ending month Kingdom Stats: Economy 15, Loyalty 10, Stability 21, Size 5, Control DC 26, Treasury 13, Unrest 0, Consumption 2. Visiting Celebrity: Ihvon Zupan, captain-general of the Swordlords, visits, results in a Tourney. Late during this tourney, word comes down that the King has declared Ihvon a traitor and the Shieldlands are declared null. Unrest is increased by 2 at this announcement. Lord Ihvon claims that this is an error by the king. This leads to adjustment to Kingdom Stats: Economy 12, Loyalty 8, Stability 19, Size 5, Control DC 26, Treasury 13, Unrest 2, Consumption 2. Walays convinces Ihvon to give a speech attempting to counter the king's proclamation ... which he does by claiming the Charter *was* legitimate that was signed by the king, and that many Houses within the Kingdom are allied against them. Any House that seeks to undermine those in the South need to know that the Swordlords will rise again. This decreases Unrest by 1. He also sneaks in a thank you to the Leaders for allowing him to stay. This leads to adjustment to Kingdom Stats: Economy 13, Loyalty 9, Stability 20, Size 5, Control DC 26, Treasury 13, Unrest 1, Consumption 2. MONTH FIVE (OCTOBER) of KINGDOM BUILDING: Stability (2) was unsuccessful, so Unrest increases to 2, Made Ihvon the General, Sootscale the Spymaster, Beldame as the Magister. Claimed 1 hex (-1 BP) which is Svetlanagrad but rolled 4 so failed; Unrest increased by 1. Built Smithy at The Landing (6 BP); no edict changes. No withdrawals, 2 BP deposit, successful taxes (13) collected 9 BPs. 25% chance of event - (4 on 1d4) so no event. Ending month Kingdom Stats: Economy 15, Loyalty 7, Stability 21, Size 6, Control DC 27, Treasury 16, Unrest 3, Consumption 2. MONTH FIVE (OCTOBER) of KINGDOM BUILDING: Stability (2) was unsuccessful, so Unrest increases to 2, Made Ihvon the General, Sootscale the Spymaster, Beldame as the Magister. Claimed 1 hex (-1 BP) which is Svetlanagrad but rolled 4 so failed to absorb the village; Unrest increased by 1. Built Smithy at Tyg's Landing (6 BP); no edict changes. No withdrawals, 2 BP deposit from party funds, successful taxes (13) resulted in collection of 9 BPs. 25% chance of event - (4 on 1d4) so no event. Ending month Kingdom Stats: Economy 15, Loyalty 7, Stability 21, Size 6, Control DC 27, Treasury 16, Unrest 2 (because Walays spends 500gp and much time talking to everyone to calm them down), Consumption 2. Updated Skills of four rulers and this evidently bumped the kingdom attributes to Economy 16, Loyalty 8, Stability 23. Next thing we need to build, BTW, is a Mill (6 BP, 1 Lot, Economy +1, Stability +1). On the bright side, "Fill a Settlement with 4 Lots of Buildings: 1,600 XP)
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Post by WxMAN on Jul 4, 2016 18:55:01 GMT -6
XP, recap up. Low XP night, but likely much combat will be done next session, so prepare yourselves.
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Post by Rigil Kent on Jul 4, 2016 19:04:09 GMT -6
Ugh. You aren't kidding. Blech.
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Post by Rigil Kent on Jul 15, 2016 22:17:52 GMT -6
MONTH SIX (NOVEMBER) of KINGDOM BUILDING:
Kingdom Stability check (8). Unrest decreases by 1. Pay consumption 2. Beldame quits because Walker is openly wearing the leather armor of the dead guy; attempt to convince her to stay but she demands 1 loved one from each us, so we kick her to the curb. Incorporated Svetlanagrad (House, Shop, Stables). Claimed 1 hex (bandit camp) (1 BP). Begin preparing the moon radish hex (Forest, so will take two months instead of 1.) Failed Treasury check ... again (5). Event (2 on 1d4): Beneficial Kingdom Event: Good Weather. Leaves attributes at Economy 19, Loyalty 12, Stability 26, DC 29, Treasury 9, Consumption is 4, Unrest is 1.
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Post by WxMAN on Jul 17, 2016 20:53:28 GMT -6
A question: Currently you've had no issues making your Stability Checks. You have to roll a 3 or better to make it - but you've had a really hard time making your economy checks - I'm not sure what the DC is (is it 18?). Either way - is there a reason y'all haven't let Chief Sootscale buff Economy instead of Stability?
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Post by Rigil Kent on Jul 18, 2016 7:54:52 GMT -6
Short answer: No, I don't think there's a reason. Did not occur to me personally as Stability is, IMO, the most important stat since if you fail that check, your Unrest increases (by either 1 or by 1d4, depending on how badly you fail), which results in all stats decreasing.
King scores are currently E19, L12, S26. The current DC is 29. Will be DC30 the next time we claim a hex. If we swapped his focus, the Kingdom stats become E22, L12, S23 ... until the next event phase when E and L both drop by 2 (as a result of the Good Weather event ending.) That gives us (again, presuming focus is swapped) E20, L10, S23. With DC30, a 10 is required for tax checks and a 7 for Stability. Might give that a try during the next kingdom check?
I'm also thinking that the next hex we should Claim (and prepare) is the spider hex under Svetlanagrad. That would give us a direct line of Hill hexes to prepare and construct roads on (6 hexes total: Svetlanagrad, Spider, gold resource (which we definitely need to construct a mine on later), Bridge, Farm, the Landing) - this will give us a +1 to Economy for the road, then when we add two more hexes to that road, an additional +1 to Stability.)
After we build the farm in the moon radish hex, the Mine (6 BP) should be our next target for building: 2 BP to prepare, the 6 BP for the actual mine. The mine will increase Economy by 1, and regardless of what we roll on Taxes, Treasury would increase by +2 BPs (1 for the mine, 1 for there being a resource) which means it pays for itself in 4 months.
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Post by WxMAN on Jul 18, 2016 14:29:33 GMT -6
Also, I failed to ask y'all a few things and I need to retcon ask these: For the PC's:- What types of laws are on the books? I'm guessing murder is illegal, but what else?
(I don't need exact words or exact laws but more like generalities, ie: murder is illegal, theft is illegal, treason is illegal, jaywalking is illegal, etc) - What are the punishment for breaking these laws?
- What is the size of the "police force" in Tyg's Landing, Svetlanagrad, and the "Claimed Wilds" (the claimed hexes without towns)
- How are the "police force" trained to deal with criminals?
Again, these are questions I should have asked at the beginning of the founding of the Shieldlands, but I didn't think of it (as such nothing negative will happen because of the answers in the past, but it will affect the future) In the future I'm going to try and do a better job using the council NPCs to better communicate with the "Royal Council" (the PC's) my in-game excuse for the change is that none of the people on the council (nor the PC's) have ever been royalty so y'all are kind of learning as you go.
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Post by WxMAN on Jul 18, 2016 20:18:12 GMT -6
Further Notes: There is currently ~900 people in the Shieldlands.
| Population | Humans | Dwarves | Gnomes | Halflings | Half-Elves | Elves | Other | Tyg's Landing | ~400 | 372 | 4 | 4 | 0 | 4 | 16 | 0 | Svetlanagrad | ~300 | 279 | 9 | 3 | 3 | 3 | 3 | 0 | Claimed Wilds | ~200 | 192 | 0 | 0 | 0 | 2 | 6 | 0 |
Not that the actual numbers matter all that much, but it should give you an idea as to your demographics. The vast majority in the Claimed Wilds worship Erastil, while in Svetlanagrad it is evenly split between Erastil, Gorum, Abadar, and Cayden. Tyg's Landing is primarily Gorum, followed by Erastil and Cayden.
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Post by Rigil Kent on Jul 19, 2016 9:33:04 GMT -6
What types of laws are on the books? I'm guessing murder is illegal, but what else? Since Andrei is from Brevoy, I expect he'd push using pretty much the same kind of laws which are probably fairly Byzantine. Maybe slim them down to "If murder, then death. If manslaughter, then fine and/or exile. If theft, then flogging and/or exile. If treason (as in actively undermining or taking illegal action against realm), then death (so someone bitching about taxes isn't a traitor, but someone bribing an official for govt documents is). If battery, then fine and/or imprisonment. If playing Pokemon Go within realm borders, then flogging, fine, torture and death." That sort of thing... I have no idea how this would be determined. Is there a section in one of the books that recommends equivalent size for that sort of thing (so 1 "cop" for every 50 people, or 1 for every 100, etc.)? Again, not sure about this. To be honest, I'm not actually sure how this happened historically - would have to research.
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Post by Rigil Kent on Jul 19, 2016 9:35:47 GMT -6
The vast majority in the Claimed Wilds worship Erastil, while in Svetlanagrad it is evenly split between Erastil, Gorum, Abadar, and Cayden. Tyg's Landing is primarily Gorum, followed by Erastil and Cayden. Wow. Andrei really does stand out as a "weirdo" for his worship of Iomedae, doesn't he?
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Post by WxMAN on Jul 19, 2016 11:19:20 GMT -6
Since Andrei is from Brevoy, I expect he'd push using pretty much the same kind of laws which are probably fairly Byzantine. Maybe slim them down to "If murder, then death. If manslaughter, then fine and/or exile. If theft, then flogging and/or exile. If treason (as in actively undermining or taking illegal action against realm), then death (so someone bitching about taxes isn't a traitor, but someone bribing an official for govt documents is). If battery, then fine and/or imprisonment. If playing Pokemon Go within realm borders, then flogging, fine, torture and death." That sort of thing... So standard fantasy laws? That's fine with me if it is fine with everyone else. I have no idea how this would be determined. Is there a section in one of the books that recommends equivalent size for that sort of thing (so 1 "cop" for every 50 people, or 1 for every 100, etc.)? Not as far as I know. I was going to kinda go with a rough 10 point scale 1 being basically free-for-all, 10 being like police on every corner. Obviously there will be trade-offs: less upkeep more crime near 1, less crime but more unhappiness near 10, some crime some unhappiness near 5. Some of this will depend on how police are trained to deal with the populace. I don't want to get bogged down too much in minutia too much, but want to give you guys a chance to really tailor the feel of your kingdom as it grows. Again, not sure about this. To be honest, I'm not actually sure how this happened historically - would have to research. Sure, as above, I'd rather not get bogged down into minutia, but just a general "only pursue if clear and present threat exists", "judge dredd: if you resist, you die", etc Wow. Andrei really does stand out as a "weirdo" for his worship of Iomedae, doesn't he? A bit, Iomadae is typically more heavily worshiped south of the River Kingdoms. Jhod is a previous worshiper of Iomadae and you'll find ~1% or so in the area are fellow worshipers. People may be surprised to hear it, but it wouldn't get too many stared. It'd be like "huh, that's odd, oh well" kind of reaction.
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Post by Gigermann on Jul 19, 2016 11:37:47 GMT -6
My understanding is that there is no standing "police force" in Medieval European cultures, but some citizens were on duty to chase down and secure fugitives, to be handed over to the local magistrate. Otherwise, enforcement falls to the militia/lord's men.
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Post by WxMAN on Jul 19, 2016 12:37:57 GMT -6
My understanding is that there is no standing "police force" in Medieval European cultures, but some citizens were on duty to chase down and secure fugitives, to be handed over to the local magistrate. Otherwise, enforcement falls to the militia/lord's men. See, this is where my lack of medieval history knowledge or fantasy tropes really hurts me - if y'all could decide how you want your kingdom to function, I can roll with it.
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Post by Gigermann on Jul 19, 2016 12:57:34 GMT -6
See, this is where my lack of medieval history knowledge or fantasy tropes really hurts me - if y'all could decide how you want your kingdom to function, I can roll with it. In your defense, I only know this because I had to research it for another game; things like "Where do the villagers put the crims when they catch them?" (A: there is no prison; they just get locked up wherever is convenient.)
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Post by Rigil Kent on Jul 19, 2016 13:07:11 GMT -6
My understanding is that there is no standing "police force" in Medieval European cultures, but some citizens were on duty to chase down and secure fugitives, to be handed over to the local magistrate. Otherwise, enforcement falls to the militia/lord's men. This is partially correct - there are many recorded instances of a particular lord having competent trackers and soldiers serving as a forester where their job was to principally provide food for said lord but they would double as anti-poachers (presuming they weren't bribed to look the other way) and actual cities will have guards, depending upon the society, who could do some of what we'd consider police activities. But overall, like armies, a "standing police" force is a relatively modern invention. I think the general practice was "benign neglect" right up until a criminal starting becoming a problem then, ala the Old West, the "lord" would assemble a posse and hunt down said criminal. I'll dig into it when I get the chance...
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Post by LabRat on Jul 19, 2016 13:23:50 GMT -6
I think the general practice was "benign neglect" right up until a criminal starting becoming a problem then, ala the Old West, the "lord" would assemble a posse and hunt down said criminal. I'll dig into it when I get the chance... This was more my line of thinking, even though I didn't check up on whether or not this actually occurred in history. Or we can put together a police force and be extremely progressive. We are going to turn this fantasy world on its head
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Post by Gigermann on Jul 19, 2016 13:30:53 GMT -6
Tess is just "posse leader"; not a street judge, BTW
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