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A Magical Medieval Society: Western Europe (d20 Fantasy Roleplaying)

معرفی کتاب «A Magical Medieval Society: Western Europe (d20 Fantasy Roleplaying)» نوشتهٔ Suzi Yee, Joseph Browning، منتشرشده توسط نشر Expeditious Retreat Press در سال 2003. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

This 144-page supplement is for GMs and players who wish to add a touch of realism to their game. It's for the people who'd like to flesh out the background of their gaming world, but don't have the time to dig through scholarly books. A Magical Medieval Society: Western Europe provides you flexibility and advice in creating your own world. It contains a massive amount of game-usable information about the medieval period and focuses on how D20 magic could change a traditional medieval setting. Generation systems for kingdoms, cities, manors, aristocratic wealth and landholding; a thorough construction system; and an economic simulator allow GMs to recreate the high middle ages feel with ease. A Magical Medieval Society: Western Europe solves age-old dilemmas like: How much does it cost for my PCs to repair the formerly-orc-infested abandoned keep they want to use as a home base? What would happen, politically, were the PCs to set up their keep? How big is my city of 15,000 people? How many buildings are in my city? What do all the NPCs do? How do I start my PCs on the road to becoming kings? Just how much does a king earn a year anyway? What about just a regular noble? How big is a kingdom of 5,000,000 people? How many cultivated acres does it take to feed them? How should I map towns, cities, and smaller communities within my kingdom? What type of government should I use for my kingdom? How does magical religion really work? Just what do those NPCs do with all their time? The questions plaguing DMs and world-builders for the past twenty-five years have now been answered! Race......Page 6 Welcome and Thank You......Page 7 Manorial Complex......Page 8 Administration......Page 9 Laborers......Page 10 Labor Obligations......Page 11 Manor Monopolies......Page 12 Harvest......Page 13 Labor Calendar......Page 14 Castles as Manors......Page 16 Peasants......Page 17 Plot Hooks (see Appendix V for more manorial plot hooks)......Page 18 PC Land Acquisition......Page 19 Definition of Manor......Page 20 Income Sources......Page 21 Cash Crops......Page 22 Manorial Rights......Page 23 Generating Expenses......Page 24 Example: The Good Fellows......Page 26 Generating Multiple Manors......Page 27 Manor Worksheet......Page 28 Fortification......Page 29 Justice......Page 30 Free City......Page 31 Streets......Page 32 Churches......Page 33 Guildhalls......Page 34 Plague......Page 35 Power Centers......Page 36 Merchant Guilds......Page 37 Wizards' Guilds......Page 38 Thieves' Guilds......Page 39 City Council......Page 40 Adventurers......Page 41 Trade and Economics......Page 42 Banking......Page 43 Familiarity......Page 44 Taxation......Page 45 Magic and Law......Page 46 Income for Lord/King......Page 47 Wards......Page 48 Power Centers......Page 49 Guilds......Page 50 City Worksheet......Page 58 Power Center Worksheet......Page 59 Social Implications with Resale......Page 60 Purchasing Examples......Page 61 Establishing a Patron God Status......Page 69 Tolerance......Page 70 Social Church......Page 71 Other Social Roles......Page 72 Canon Law......Page 73 Manorial Income......Page 74 Decentralized Hierarchies......Page 75 Monastic Orders......Page 76 The Church of the Neutral Good God......Page 77 Social Hierarchies......Page 78 One Order......Page 79 Evil Religions......Page 80 Vassalage......Page 81 Lord's Obligation......Page 82 Liege Lord......Page 83 Feudal Incidents......Page 84 Alienation......Page 85 Feudalism Example......Page 86 Commonality......Page 87 Kings......Page 89 Government as an Aspect of Kingship......Page 90 Courts......Page 91 Parliaments......Page 92 The Nature of Law......Page 93 Aspects of Court......Page 94 Charter Court Procedures......Page 95 Magic and Justice......Page 96 Outlaws......Page 97 Manors......Page 102 Allodial Land......Page 103 Cresson's Elite......Page 104 Scutage Income......Page 105 Cresson's Income......Page 106 Kingdom Worksheet......Page 107 Appendix I-Demographics......Page 108 Demographics Worksheet......Page 111 Influence Points Worksheet......Page 112 Examples of Annual Aristocratic Magical Revenue Generation......Page 113 Appendix III-Magical Medieval King Template......Page 114 Step Two: Layout, Walls, and Excavation......Page 115 Step Six: Style......Page 116 Remodel......Page 117 Magic Spells......Page 118 Wondrous Items......Page 120 Final Notes......Page 121 Example One: A Simple Great Hall......Page 122 Example Three: A Great Church......Page 123 Structure Types......Page 124 Material......Page 129 Style......Page 130 Building Worksheet......Page 132 A sample free-city charter......Page 133 Sample guild rules......Page 134 Examples of Mundane Tolls and Taxes......Page 136 Plot Hooks Compendium......Page 137 Glossary......Page 139 Bibliography......Page 142 A Magical Medieval Exam......Page 143 Legal Stuff......Page 144 A Magical Medieval Western Europe is a 144-page supplement for GMs and players who wish to add a touch of realism to their game. It's designed to provide you flexibility in creating your own world. It provides players and GMs information about the medieval period and how D20 magic would change a traditional medieval setting. Generation systems for kingdoms, cities, manors, aristocratic wealth and landholding; a thorough construction system; and an economic simulator allowing GMs to recreate the high middle ages with ease. This supplement to the Dungeons & Dragons game allows players to add the feel of medieval times without being tied to the history. Use this fact-filled workbook to design realistic buildings, cities, and people to populate your world
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