Upon attaining the 9th level of experience, characters are considered lords eligible for feudal superiority and the right to dominion. The politics, rights, and military responsibilities involved with attaining this eligibility are oft determined through role-play. For example, land and title might be granted to lower-level adventurers should they complete a quest or deed, but their reputations as lords usually will not occur until 9th level is achieved.
Other instances may arise in which a lord whose reputation is established in a city such as Khromarium or Port Zangerios might be granted a city block within which a tower or fortified manor house is built or taken. As a lord granted land and title within the confines of the city, or perhaps outside the walls yet within its domain, certain rights and privileges may be granted. This contract is a form of feudal tenure in which the landholder is granted knighthood or barony, which may or may not include heritable rights but almost always includes military responsibility.
If a stronghold is taken or built in the hostile wilderness, the lord is not necessarily subject to local approval. Beyond the borderlands, in the savage wilds, one may become an independent lord, perhaps choosing to be referred to as “king,” or “queen,” or whatever title suits him or her. In Hyperborea, however, wilderness strong holds are oft beset by bestial horrors and countless other threats—some of otherworldly or netherworldly origin. Regardless, once the stronghold is established, the lord must assert control over his or her dominion. Control can be established militarily, politically, spiritually, through sorcery, or some combination of these factors, typically reckoned by the expectations of the lord’s alignment and character class. Once control is established, additional personnel are automatically attracted to serve.
Any character with proper resources can arrange for the construction of a castle, a fortified manor, a tower, or the like. Without sufficient experience and reputation, however, he may lack the right to build; neither will he automatically attract the service of men-at-arms or other followers. When most characters attain 9th level, they are considered lords eligible for feudal superiority and the right to dominion. The politics, rights, and military responsibilities involved with attaining this eligibility are oft determined through role-play. For example, land and title might be granted to lower-level adventurers should they complete a quest or deed, but their reputations as lords usually will not occur until 9th level is achieved.
Erecting a stronghold is an involved and expensive proposition. Before construction begins, the land must be cleared of all monsters in a 6- to 12-mile radius around the construction site, which may imply either destroying indigenous beasts and monsters, or simply driving them away. Once the land has been cleared, construction may begin; only after construction is complete will eligible character classes attract settlers and (in many cases) men-at-arms. In alternative instances, a character might usurp control of an existing stronghold. Depending on the circumstances, this arrogation could lead to angry villagers or even a local revolt—though if the inhabitants had been oppressed, abused, or heavily taxed by the former regime, they might well embrace new leadership.
Construction times may vary based on acquisition of labourers and materials and the distance between the materials and the construction site. On average, construction requires about one day per 400gp spent.
For every 75,000gp or fraction thereof spent in the construction of a stronghold, one engineer must be hired (see LORE, 3. HIRELINGS). The fees for all other labourers (masons, roofers, woodworkers, et al.) are subsumed in the cost of the project. If, however, one seeks to commission statues, fountains, and so forth, extra fees will apply.
Whether procuring a structure small or large in a town or city, or a stronghold outside of the settlement’s walls, the sale price should be within 20% of the costs noted on the Tables below. Of course, if one purchases not only a structure, but a thriving business, the expenditure may double or treble based on prevailing circumstances, as best determined by Franz.
Lords (e.g., knights, barons, chieftains) must retain the services of several worker types within and without the walls of the stronghold. Their number and composition will vary; typically, personnel are of similar race, alignment, and religion as the lord, though exceptions are possible. For example, within the domain of the City-State of Khromarium, a Keltic warlord from the Gal Hills might be granted the right to establish a stronghold whose personnel largely comprise mixed lineage (common) men.
When a sufficient land area has been cleared of threats, and when the land owner makes an effort to improve the area, settlers may be attracted. Settlers bring a host of skills and professions of which the land owner may take advantage. Some may seek to reside within the castle walls; others might establish a small thorp or village just beyond. Settlers become the backbone of the local economy, for they are the farmers, fishermen, hunters, millers, shoemakers, and so forth. Note that these are free persons who buy or rent and pay taxes to the lord (typically 5sp per person per month).
Peasant workers are neither slaves nor free men. They are bound to the lord and typically do not earn money; they work (as long as 12 hours per day) to provide shelter for their families, though the most productive examples sometimes earn enough extra money to buy their freedom. In many cases the sons of peasants become peasants themselves, unless they are fortunate enough to apprentice under master craftsmen. Most peasants plant, fertilize, and harvest crops; others herd animals. Just lords will continue to provide food and shelter to their peasant workers during the lightless year of Bat, as well as the nigh lightless years of Fox and Bear. It is during these leanest and most desperate years that men oftest are forced to indenture themselves to a lord.
Slavery is not uncommon in Hyperborea, including farm workers, ship rowers, and domestic servants. The practice varies from culture to culture. For instance, in the City-State of Khromarium, slavery is legal, but frowned upon; in Scythium, slavery is commonplace; and in New Amazonia, it is forbidden.
The dominion of a lord may generate income through diverse resources: mining (e.g., salt, copper, iron, lead, silver, gems, gold), hunting and fishing, farming (e.g., produce, poultry, dairy), herding, logging, milling, ship building, vinifying, and so forth. Swelling the coffers of the lord and his most notable subordinates certainly is possible, but perhaps not the stuff of heroic sword-and-sorcery gaming. It may suffice to say the stronghold’s economy is prosperous, deficient, or breaking even. The details and figures, if deemed enjoyable for game play, may be developed by the referee; however, the Franz may be disinclined to delve into this sort of minutiæ, preferring instead to gloss over the particulars.