This is a complilation and clarifying of the rules from Dave Arneson’s First Fantasy Campagin (FFC), original dungeons and dragons (LLB) and CHAINMAIL mass combat system.
The purpose of this tract is to help players spend the gold they acquire.
cost for a Heavy Foot man at arms in 0d&d is 3 gp per month = 36 gp year
cost for 1 infantryman 10 gp, 1 suit of chain armor 24 gp, 1 helmet 2 gp, 1 sword 10 gp
in Arneson’s FFC = 36 gp+10 gp per year. I point this out to show you that the following can be as detailed as you wish. One should consider the 0d&d rules on strongholds and name level characters as the “basic” version of Arneson’s FFC, itself the “diplomacy” supplement to CHAINMAIL.
- clear a hex (roll wilderness wandering monster d6. If a 6 is rolled it is inhabitated and you must fight to eject whomever or whatever is already there.)
- build a keep. type I 18,500gp, type II 49,500gp, type III 89,500gp
- roll 2d4 for number of hamlets
- roll 1d4x100 for number of peasants in each hamlet
- peasants provide 10gp per year per peasant in labor/goods to baron.
- take the total number of peasants and multiply by 0.3 This is the Fyrd (militia) Each village will can send up to 50% of their fyrd to the baron to outfit.
- If your barony is in an established kingdom send 1% of your xp in gold to the national government in tribute.
- outfit your men at arms, dragons, and heroes in accordance with your fyrd.
- in order to increase your starting number of peasants in your domain (determined by #3-4) you must do one of two things. WAR! and take them by force, or clear more hexes and invest in your land as described in the FFC.
If you don’t have Dave Arneson’s FFC, Hill Canton's blog is the next best thing.
If you don’t have Gygax and Arneson’s LLB’s then The reformatted LLB's are the ...actually this is the best thing ever.
- A “year” is often rounded to 10 months for easy math.
- One wilderness hex is 5 miles. City and underground baronies will be smaller in square footage, but not in population.
Example: the Drow city state of Erelhei-Cinlu is home about 10,800 drow ruled by 8 noble houses (barons) averaging a population of 1,350 each within twenty 250 yard hexes.
- A castle is ruled by a Lord, Baron, or Castellan, etc.
- One castle can protect a distance of up to 4 hexes in each direction.
- while you start at 1 hex and an average population of 1,375, clearing additional hexes can provide the resources needed to increase your peasant population.
- Kingdoms are usually a city plus an equal number of surrounding villages.
Example: the egg of coot in Blackmoor is a kingdom with a capital city of 30,000 and surrounding population of about 36,000.
- hexes must be cleared before construction of villages and castles can commence. A wandering monster roll on the wilderness adventure section of the rule book will determine if a hex is occupied.
- conquering a village or tribe, clan, monster lair, dungeon, or rival baron is worth that tribes treasure type in gp and xp.
- Those surviving--if all have not been put to the sword, will then produce 10gp per year per peasant for the Baron in labor goods and gold.
- usually only 10% of taxes can be spent on “specials” (ogres, dragons, heroes et al)
- 30% of population is Fyrd. This is the portion of the population fit and trained for combat.
- 50% of fyrd is generally sent to the local baron (15% of total population).
- a baron must also himself be taxed 1% of his total xp in gold per year.
- fyrd are peasant, levy, light foot, heavy horse, etc as they are so equiped and trained to be.
- 0.02% of the fyrd is from levels 3rd-6th (1:50 fyd)
- 0.01% of the fyrd is from levels 7+ (1:100 fyd)
- An average newly established 9th level lord will start with a castle, 1 hex, and up to 168 men at arms. 1,375 peasants an income of 13,750 gp, eight heroes and 4 super heroes (including himself). His costs are to send 2,400gp in tribute to the king per year. The remaining money can be used to outfit his fyrd and to hire on the heroes (limited by his charisma) or to bankroll explorations into dungeons, clearing land, tourism, road building, establish trade etc.
- xp for conquring neighboring baronies is per treasure type, not taxable labor/goods.
Example: House Eliservs is the 1st of 8 houses of Erelhei-Cinlu is controled by the noble Elcavdra and her 10 family members. They control 3 hexes and a population of about 3,375 drow with a tribute fyrd of 506 and an income of 33,750 gp/year.
- a 1+1 or 2nd level veteran can lead 20 men in battle
- a 3rd-4th level hero can lead 40 men in battle
- a 5th-6th level hero can lead 60 men in battle
- a 7th-8th level super-hero can lead 80 men in battle etc.
example: an army of 300 men requires some combination of veterans, warriors, and heroes to command them in battle, perhaps an 8th level fighter two 4th level fighters, two 3rd level fighters, and a 1st level fighter.
- All commanders other than the player character count against his charisma limit to henchman. The above example with the 8th level PC equals 5 henchman which requires a charisma score of 13+
- All monster descriptions in the 0dd rule books describe the fyrd and not the total population.
exampe: orcs are listed as 30-300. This is the Fyrd. Total population is 100-1000.
- For NPC heroes and super heroes this is the class make up:
- 45% fighting-men
- 20% clerics
- 20% magic-users
- 15% thief
- subclasses make up about 5-10% of the above totals.
- different cultures may have differing percentages.
example: in a barony of 1,125 with a fyrd of 337, there will have about six 3-6th level heroes (1:50 hero:fyrd) There will also be three super heroes of 7th+ level. The baron--perhaps, and two others. The makup will be 4 fighter types, perhaps 2 mu, 2 cl and 1 thief. This doesn’t mean they will automatically fight in the army, like all troops they must be paid for. A village will not send mothan ½ of all fyrd of these will be unavailable as they are requied for local defense, labor, farming etc.
- Of those 7th+ 60% are from 7th-9th level, 25% are from 10th-12th level, 12% are from 13th-15th level and 3% are 16-18th and 1% of 19+
Example: The city of Greyhawk has a population of 70,000. 21,000 fyrd. 420 from levels 3rd-6th and 210 from levels 7+. 95 of which are fighter types. 56 of those are from levels 7-9th. 23 from levels 10-12th. 11 from levels 13-15th. 3 from levels 16-18th and 1 who’s 19th level or higher.
- 1 established hex houses 2-8 hamlets
- Each hamlet has 100-400 people
- This combines into a village of--on average, 1,375 people (200-3,200)
- Treasure Type A average is abo 9,022 gp per village (6.5 gp per villager) this is their xp value if conquered.
- 1 human villager is taxed abo 10 gp in labor, goods per year to the baron.
- a Baron without a castle is considered a bandit-king
- Brigands: as bandits +1 morale always chaos
- Berzerkers: +2 hit bonus (no bonus in mass combat) 1+1hd in MtM, no morale check
- Dervishes: as berzerkers 1+1 hd, no morale check
- Nomads: as bandits, all fyd is horsed
- Buccaneers: as bandits
- Pirates: as brigands always chaos
- cavemen: 2hd
- mermen: as berserker, but -1 on land
example: In 0d&d gygax and arneson describe 30 or more bandits always being led by a 4th level fighter. Where do they come from? Well, one small hamlet of 150 peasants supports a fyrd 45 and a single hero. A single 4th level fighting man can only command up to 40 of them at one time. The hamlet has a treasure value of 975gp if conquered (+10 xp per man killed) and produces 1,500 gp in labor/material/goods per year for purposes of outfitting the 45 light foot bandits which cost 450gp to outfit and must contend with monthly wandering monster checks as there is no castle and baron within 4 hexes.
example #2: If there are 300+ bandits this implies a landless Baron in control (or preying on...) a population of at least 1,000 peasants. with 6 heroes under him and and 3 super heroes just as the book describes.
- One cave or village averages 500 orcs (100-1000) and 30-50% fyrd.
- depending on size this may include other creatures
- lords may be fighters, wizards, or even dragons or other fantastic leaders
- Orcs are Treasure Type D (average: 2,882 gp). This does not include the treasure of other creatures associated with the tribe/clan.
- 1 orc is worth 6 gp on average if conquered.
- 1 orc produces 10 gp in labor/goods for a baron.
example: a clan of 500 isengard orcs will have a fyd of 150 (with no more than 75 out at one time raiding, or in service to an evil wizard, and 75 guarding the clan). With this there will be perhaps 3 ogres (4+1 hero types) and a 7th level wizard or 7HD dragon.
- Clan average is 500 (100-1000) elves and 30% fyrd
- Elves are Treasure Type E (average 2,800)
- 1 elf is worth 6 gp on average if conquered.
- 1 elf produces 10 gp in labor/goods for a baron
- Clan size average is 800 (120-1,200)
- Dwarves are Treasure Type G (average 21,569 gp!)
- 1 dwarf is worth on avearge a prodigious 27 gp (no wonder Smaug wanted their kingdom).
- 1 dwarf produces 10 gp in labor/goods for a baron
Why does a magic-user need 5000gp to reach 3rd level? Because it costs a minimum 4000gp to research a 2nd level spell. Once he has amassed this gold, he creates his first 2nd level spell (finding a lost scroll will move him toward this goal, but nothing beats doing it yourself for..what’s the word?... experience. The resources provide the means for experience.
- In addition to xp by conquest and castle building, wizards can spend gold on spells and magic items and gain the xp therefrom. They must also tithe 1% of their xp per year to the wizard guild. This grants access to research equipment. If a wizard builds his own tower outside the magisterium of the guild, no such tax is required.
example: Mazirian the Thurmaturgist (5th level) has up to this point accumulated 20,000 gold which he as spent on creating magic items, tithing to his guild, making a downpayment on a small tower. Months later, has plundered, cajoled, and conquered his way to another 16,000 gp. He wishes to research a spell he’s heard of called, “fly”. It costs him 2,000 gold and 1 week per spell level. This gives a 20% chance of success. He decides to double his base chance and for the next 3 weeks he spends 16,000 gold and the referee rolls a d100 and any score from 1-40 means he has successfully researched that spell and is now Mazirian the Magician (6th level). Broke, he sets off in search of forgotten tomes and treasure in order to feed his insatiable desire for more knowledge.
- Being military types they proceed in a similar manner as fighting-men except they get help from “above” and through their church which pays for half of whatever they want. In effect Clerics can do everything fighters do 1 level earlier as (gold=xp)2 is the same as being one level higher. This is why clerics reach name level at 8 and fighters 9.
WAR GAMING FROM DAY 1.
1st level fighter buys chain armor, sword, shield and rolls 3d6x10 for wealth. Let’s say 120gp. A 1+1 veteran can only lead 20 men anyway, so he hires with his remaining 70gp twenty heavy foot men at arms for 1 month. He has 10 gold peices left to spare.
# & type
20 HF (1:1)
Through clever tactics he loots a small dungeon of 2 levels and defeats an orc tribe 100 members (waiting for 50% of the orc fyd to leave on a pillaging expidition of their own). Average gold of a 1st level dungeon is 48 gold and the 2nd level is 195 gold. The orc tribe was worth 500 gold and 150 xp alone from the 15 fyrd orcs that were at the cave that were slain in combat. After one month our new veteran has amased 743 gold and about 1000 xp. He gives a years salary to the families of the 10 slain men which knocks him down 300 gp, but keeps morale high, forks over another 60 gp for 20 men in the 2nd month which leaves him with a net profit of 383 gp and halfway to 2nd level...
You are the most promising citizen of your hamlet of 100-400 souls (fyrd: 30-120) you are:
- A Veteran fighting man with a +1 hit points over a normal man and a +1 to hit.
- An Alcolyte of the faith who is a normal man in all respects, but your faith can turn the undead.
- A medium a normal man in all respects save you can cast 1 spell per day.
- An Apprentice a normal man in all respects save you have a relationship with donald trump...just kidding, you have some rudimentary thief skills and can backstab.
your hamlet is curse/needs something/will soon be attacked/etc and they entrust you and 50% of the towns fyd to right the worng/break the curse/slay the monster/etc. Perhaps someday you will return victorious and build a castle to protect your family...
RULER OF THE STATE
for 4-6 players. The king is dead! Civil war has broken out! All the petty warlords and barons scramble for control of the failed state.
- Each player is given a name level character with gp equal to the xp requirement.
- They are granted 1 hex and roll for their village population. 2d4 hamlets 1d400 people per hamlet.
- they decide on a castle type I, II, or III.
- They build their army and purchase specials (heroes, dragons etc)
monthly time keeping starts now
- with the remaining monies they may purchase improvements as described in the FFC (roads, ships, trade with other baronies, dungeon expiditions, farming etc.)
- a kingdom is when 30 hexes have been brought under control.
- he who controls at least 15 hexes can crown himself 1st among equals. Control of 15 hexes can merely be an alliance between more than 1 player combining their shares.
- The ruler levies a 10% per year xp tax on other barons and is sent 50% of each barons fyrd for the raising of a national army. Those barons who break from the new king...