gtallat
Rules adapted from Morbid Gamer’s Ultimate Decades Challenge
Dear reader,
As Decades Challenges have gotten more and more popular, the rules have expanded depending on who plays the game and what they’re looking for in their experience. It all began with Zombie Cleo’s original rules and, from there, decades challenges have taken on a life of their own. I’ve used Morbid Gamer’s rules as a foundation but changed a few things based on (1) research about the time period and (2) wanting a more realistic experience. Given that the Sims 4 is a happiness simulator, it felt too easy to make money, have a good life, and avoid the struggle; for me, this just isn’t interesting enough to play for 700 years of in-game time. Additionally, the 1300s really weren’t that great for most people since feudalism consolidated power at the top and the vast majority of people living at the time were serfs. For me, it is rewarding to play from the bottom and, hopefully, get to see my sims overcome seemingly insurmountable odds. For that reason, my rules for the 1300s focus heavily on serfdom and the costs associated with being a serf.
Spoiler alert:
it sucks.
This style of gameplay may not be for everyone, and that is totally ok. If you don’t like it, adapt and change the rules in any way you’d like to. Try Morbid’s rules or any other rules that are out there. Play the way you want to. Find what works for you.
⚠️Warning ⚠️: This challenge goes through some really difficult moments in time and every stage of life requires a death roll for the likelihood of surviving. In fact, there are a lot of very triggering moments in this challenge and it may not be for everyone. Nothing is more important than your mental health, so be kind to yourself and only read/engage more if it is what’s best for you.
Kindest regards,
Plumbobs and the Past
Life happened differently for different people in the middle ages. See the general rules here, then check the section related to your social status for more information.
Walk Down the Aisle | Vows | Wedding Ring | Spousal Kiss |
then afterwards, if having the feast
Feast | Speeches | Toasts | Dancing |
** Even peasant weddings would bring their entire community together in celebration.
St. Valentine’s Day | Lent | Easter | Rogation Days |
Ascension Day | All Fool’s Day | Lord’s Harvest Festival | All Soul’s Day |
Nativity Fast | Christmas | Twelfth Night | Candlemas |
Since you’re using the simple living lot trait (Cottage Living DLC) then you have to grow your own food or starve. Here are the crops you can grow according to each season (Season DLC) and during this time period. You can only harvest ONCE per season so be wary about how long you set your calendar.
💐Spring 💐 | ☀️ Summer ☀️ | 🍂 Fall 🍂 | ❄️ Winter ❄️ | 🛞Year-Round🛞 |
Cabbage | Basil | Apple | Christmas Rose | Cereals (rye/barley) |
Carrot | Blackberry | Carrot | Onion | Garlic |
Daisy | Bluebell | Grape | Pear | Mushroom |
Green Pea | Blueberry | Mushroom | Snowdrop | Sage |
Mushroom | Cherry[1] | Onion | Spinach | Valerian |
Parsley | Chrysanthemum | Pear | Watermelon | |
Rose | Lily | Raspberry | ||
Snapdragon | Green Bean | |||
Strawberry | ||||
Tulip |
Marriage happened at different times and for different reasons during the middle ages. At the upper echelons of society, people were often married very young. For example, Isabella of France, wife of Edward II of England, was married at the very young age of 12. This was a marriage for political reasons, not for love. However, this wasn’t true for most people of the time. Most people were able to marry for their own reasons and at a time that suited them, though there is also evidence of landowners involving themselves in marriage matches. While records of the time aren’t that well-kept, it is believed that most people married around the age of 20.
So you’re a serf…
- §500 to marry another serf
- §5,000 to marry a peasant or lower class freedperson
- §8,000 to marry a middle class freedperson
- §15,000 to marry a member of the gentry class
- You may marry a member of the nobility if they propose to you autonomously.
Yay, you’re a freed person!
- §100 to marry a serf and raise them from serfdom
- §2,500 to marry another peasant or lower class freedperson
- §5,000 to marry a middle class freedperson
- §10,000 to marry a member of the gentry class
- You may marry a member of the nobility if they propose to you autonomously.
Oh, you’re nobility?
- §100 to marry a peasant and raise them to nobility
- §5,000 to marry a member of the gentry class- appearances must be kept up
- §10,000 to marry another member of nobility - appearances must be kept up
- You want to marry a royal?!
- Your dowry will cost §50,000
- You must also be friends with the royal you wish to marry.
When your heir gets married, he will receive the same dowry that he would give if he were giving the dowry instead (ex: if he is a serf marrying another serf, he gets §500).
Use Morbid’s rules for side household marriage and pregnancy chances:
Marriage | Babies | |
Roll a d20 for marriage | Roll a d12 for # of baby attempts | |
1-2 = Never getting married | 1 = No children | |
3-20 = Get married | 2-12 = # of children |
So you want a divorce? At the time, people could actually get legal separations, so you can too! However, if you separate, you are not allowed to get married to anyone else until your former partner dies; you just don’t have to live together anymore. The church will rule on how to separate your goods and children. If you are divorcing:
In all cases, woohoos should be risky as preventative measures were just old wives’ tales at the time. Children born as a result of unmarried woohoos will not be able to inherit, unless they are the only surviving child at the time of the previous heir’s passing.
Pregnancy Chances |
Teen = 30% |
YA = 25% |
Adult = 15% |
Women gave birth at home, usually with midwives, friends, and female relatives. They relied on these women to get them through the birthing process and the expectations for women changed depending on their social status. All women must breastfeed only.
So you’re a serf…
- Serfs work until they give birth- no time off!
- Serfs pick up work right after they’ve given birth- you’ve got a job to do!
Yay, you’re a freed person!
- You’re supported by your family. Take time off if you need it, and come back to work when you feel ready.
Oh, you’re nobility?
- Confine yourself from 6 weeks to 1 month before* giving birth (1 sim day)
- During this time you may only see your 1 female servant and your doctor, if you have one.
- After giving birth, you must stay in confinement with your baby for 40 days (1 sim day)
- During this time, windows must stay closed to keep bad spirits out
If a Sim dies, you can plead to the Grim Reaper to spare your Sim’s life. You never know, it might work…..
Death comes for us all equally in the Ultimate Decades Challenge. Good luck in your rolls.
Numbers that Kill | Life Stage | Sim Days | Length | Age |
1, 11 (10%) *2, **15, ***20 | Birth | 3 | 9 months | |
1, 5, 7, 10, 12, 15, 17, 20 (40%) | Babies | 2 | 6 months | 0 - 6 months |
Not Applicable | Infant | 6 | 1.5 years | 6 months - 2 years |
4, 8, 12, 16 | Toddler | 12 | 3 years | 2-5 years |
3, 9, 19 | Child | 28 | 7 years | 5-12 years |
7 | Teen | 36 | 9 years | 12-21 years* |
6, 14 | Young Adult | 36 | 9 years | 21 - 30 years |
3, 6, 11, 13, 18 | Adult | 60 | 15 years | 30 - 45 years |
<9, then (if you survive) roll D20 (# = # of years left) | Elder | ? | ? | ? |
*2 - This number only applies IF you are birthing your first baby AND no women who have already given birth successfully are with you at that time OR if you are in your adult life stage
**15 - If you have twins, not only must you roll twice, but the number 15 is now a deadly number for you.
*** 20 - If you have triplets, not only must you roll thrice, but the numbers 15 AND 20 are now deadly for you.
If you go to prison at any time for any reason, things are going to be pretty bleak. In the first year you have your best odds for survival, but things will go downhill pretty quickly from there. Roll a d6
Year 1 | 1, 3, and 6 are safe numbers. Unfortunately, 2 means you get a disease, 4 means starvation, and 5 means you were injured either emotionally or physically. |
Years 2-6 | 3 and 6 are safe numbers. Unfortunately, 1 and 2 means you get a disease, 4 means starvation, and 5 means an injury. |
Years 7-10 | 6 is the only safe number. 1-2 means you contract a disease, 3-4 means starvation, and 5 results in injury. |
Ah, a terrible and frightening disease: tuberculosis, aka: the king’s evil, consumption, the white plague, phthisis.
For those with TB: | Flip a coin. Heads you survive, tails you don’t. |
Does it spread? | For those who live with the infected person, roll a d20. A roll of 3 or 8 means they’ve contracted TB and should also flip a coin. |
Typhus was a devastating disease when it became an epidemic and it was spread by the poor, humble louse, who were a major part of human existence. Should your sims contract typhus, get ready!
For those with TB: | Roll a d10. The numbers 3, 4, 5, and 6 mean it was a fatal case. |
Does it spread? | For those who live with the infected person, flip a coin. Heads means they get it and tails means they don’t. |
Recurrence | Unfortunately, typhus can reactivate up to 40 years later if the sim is in a period of stress, aging, or their immune system weakens. If that happens, reactivate the typhus and redo the rolls. |
If you prefer a more skill-based war roll and play with the llazyneiph’s royalty mod as well as Jane Simsten’s archery mod, you can use war rolls below.
- All odd numbers mean death unless you skill up-
Fitness🏋️♀️ | Archery 🏹 | Swordsmanship🤺 |
Lvl. 2-4 - remove number 3 | Lvl. 2-4 - remove number 1 | Lvl. 2 - remove number 5 |
Lvl. 5-9 - remove number 17 | Lvl. 5-9 - remove number 11 | Lvl. 4 - remove number 7 |
Lvl. 10 - remove number 9 | Lvl. 10 - remove number 19 | Lvl. 5 - remove number 15 |
If you prefer a more diverse and random set of war rolls, roll a d20 where odd numbers mean the sims get a consequence!
1. Recognized for war efforts - interpret this how you would like to, maybe a gift? | 11. Captured by the enemy - pay the ransom or the sim stays in the captivity |
3. Physical injury - give your sim a scar or limit their physical abilities | 13. Received respect from higher ups - gain reputation with the nobles* |
5. Developed relationships - Friendships or romantic relationships, it's your choice!* | 15. Contracted a disease - spin the wheel of diseases to see which one |
7. Emotional injury - change a trait to one that is “bad” | 17. Got loot - use a random number generator to see how much money your sim brings back |
9. Built skills (skill boost) - add skill points to a skill you think your sim would have gained during their time at war | 19. Dishonored for being a bad soldier - lose reputation, but never have to return to another war |
* Get these results (#5 or #13) twice back to back in campaigns?Good news! You got promoted to being a noble! The bad news? Now you’ve got those taxes and those commitments to uphold. Hope you’re lucky!
For each house that an army passes by, roll a d10. A roll of 4 means that the house has had some sort of consequence. You can roll a d10 to discover which of the below options or create your own.
1. Siege and Occupation | Either (a) your home has been besieged as part of the area the army is blockading, leading to an inability to get more food, water, or medical supplies, or (b) occupation leading to new people living in your home, taking your space, and eating your food. |
2. Looting and Pillaging | Either (a) the army loots your home for goods, taking what you have, or (b) the home could be destroyed during the looting process, leaving the family homeless. |
3. Forced Recruitment and Labor | Either (a) some members of the family are forced to join the army as support or (b) the family is forced to support the army from their home, by tending clothes or feeding the army or repairing their damaged items. |
4. Famine and Disease | Either (a) the presence of the army dwindles food in the area, leading to a famine, or (b) they bring with them disease, affecting the family’s health. |
5. Refuge and Displacement | Either (a) the family flees to avoid the army, leaving them homeless, or (b) they might hide away in the woods, facing risk from natural disasters or exposure, until the army leaves. |
6. Economic Disruption | Either (a) the army interferes with trade routes, leaving the family unable to purchase new items or food, or (b) the family is taxed by the army in addition to their other taxes. |
7. Emotional Disruption | Either (a) the constant fear of violence and uncertainty for the future causes anxiety for the family, changing their personalities over time, or (b) witnessing the violence causes trauma, changing their personalities as well. |
8. Death | The army makes their point by eliminating one family member. |
9. Taken | The army takes one of the family members with them to ensure the family continues to support and/or do not work against the army. |
10. Unexpected Love | All that time living nearby has led to some sort of unexpected relationship between a family member and a member of the army. The question is, will the love bird act on it? |
Sometimes in a sim’s life, things might happen that mean you just have to make a witchy trade. No one ever wants to, but sometimes you just need that something you can’t get otherwise. Like a cure, or legs, or to break a curse. Well, if you’ve got to make a deal with a witch, it can be a little tricky to successfully get through. Get your desired goal, then roll or spin to see which of the following is the cost of getting your heart’s true desire.
No Cost for Now: You didn’t really think that delaying the cost due to the witch would be to your benefit, did you? Unfortunately, these costs are a little more… intense.
Step 1: Roll a d20 to see how many years you have before the true cost comes.
Step 2: When the appointed year comes, roll or spin for one of the below options.
Taxes and Situations | Consequence(s) |
Hunting: Once per week you are permitted to go hunting for free on the Lord’s lands.
| If you didn’t pay, roll a d10. Forests are owned by the nobility and the royals. Any unauthorized use is punishable by execution.
|
Fishing: Your lord is kind.
| If you didn’t pay, roll a d10. Streams are owned by the nobility and the royals. Any unauthorized use is punishable by execution.
|
Kingly Visits: Once per seasonal year (ex: spring to spring), the king and his entourage will come and visit your region.
| Sadly, your lord needs ALL your food when this happens, so you MUST hand over everything you have. Yes, in your cupboards. Yes, under the bed. Everything.
When the king comes, roll a d4.
|
War: So you’ve rolled a bad roll and are being sent to war? | If you choose, you can pay a scutage to get out of it. The cost is §1,000. |
Heriot:
| He may take either:
|
Main Heir Death Tax:
| Do you want your wife to be able to retain custody of your children?
|
Merchet:
| The cost is §100. |
Not Getting Married Tax:
| The cost is §500. Just pretend it's your dowry. |
Marriage Cost (to the Church): You’ve got to pay for the ceremony, silly! | The cost is §1,000. |
Secret Marriage Cost (to the Church)
| The fine is §2,000. |
Leyrwite or Childwyte:
| The cost is §100 per child. * If the child was born to an unmarried woman, you also no need to pay her dowry |
Mill Tax:
| The cost is §15 per flour batch if you’re using Ye Olde Cookbook (since it yields 8 flours). Did you not pay? This is a serious offense. Roll a d10.
|
Tithe: | You owe the church 10% of everything you harvest or sell. Sorry! |
Lord’s Tax:
| The initial lord only charges you 10% of all the goods you harvest every season and any goods you sell.
|
Tallage:
| Check the cost of your holding. Then, roll a d6.
If you can’t pay it off within 2 years, your male adult sim (or female sim if the male is dead) and the oldest male child must go to prison until you can.
|
Lord’s Son is Knighted:
|
|
Lord’s Daughter Marrying:
|
|
Taxes and Situations | Consequence(s) |
Hunting: Hunting and Forests are for Lords, not Peasants!
| If you didn’t pay, roll a d10. Forests are owned by the nobility and the royals, peasant! Any unauthorized use is punishable by execution.
|
Fishing: Fishing is for lords, not peasants!
| If you didn’t pay, roll a d10. Streams are owned by the nobility and the royals, peasant! Any unauthorized use is punishable by execution.
|
Kingly Visits: Once per seasonal year, the king and his entourage will come and visit.
| Sadly, your lord needs ALL your food when this happens, so you MUST sell everything you have. Yes, in your cupboards. Yes, under the bed. Everything. Your lord isn’t that great. He’ll only pay you 10% of what it’s worth (untaxed). Jerk. Luckily, you get to harvest once more during this gardening period! When the king comes, roll a d4.
|
War: So you’ve rolled a bad roll and are being sent to war? | If you choose, you can pay a scutage to get out of it. The cost is §2,000. |
Marriage Cost (to the Church): | The cost is §1,000. |
Secret Marriage Cost (to the Church)
| The fine is §2,000. |
Mill Tax:
| The cost is §15 per flour batch if you’re using Ye Olde Cookbook (since it yields 8 flour). Did you not pay? This is a serious offense. Roll a d10.
|
Tithe: | You owe the church 10% of everything you harvest or sell. Sorry! |
Lord’s Tax:
| The initial lord only charges you 10% of all the goods you harvest every season and any goods you sell.
|
Tallage:
| Check the cost of your holding. Then, roll a d6.
If you can’t pay it off within a year, your male adult sim (or female sim if the male is dead) and the oldest male child must go to prison until you can.
|
Taxes and Situations | Consequence(s) |
Hunting: Hunting and Forests are for Lords, not you!
| If you didn’t pay, roll a d10. Forests are owned by the nobility and the royals! Any unauthorized use is punishable by execution.
|
Fishing: Fishing is for lords, not you!
| If you didn’t pay, roll a d10. Streams are owned by the nobility and the royals! Any unauthorized use is punishable by execution.
|
Kingly Visits: Once per seasonal year, the king and his entourage will come and visit.
| Sadly, your lord needs your food when this happens, so you MUST sell half of what you have. At least he kind of respects you now. He’ll pay you 50% of what it’s worth (untaxed). That’s… better… Luckily, you get to harvest once more during this gardening period! When the king comes, roll a d4.
|
War: So you’ve rolled a bad roll and are being sent to war? | If you choose, you can pay a scutage to get out of it. The cost is §2,000. |
Marriage Cost (to the Church): | The cost for you is §2,000. |
Secret Marriage Cost (to the Church) | The fine is §4,000 or 4 days of imprisonment. |
Mill Tax:
| The cost is §15 per flour batch if you’re using Ye Olde Cookbook (since it yields 8 flours). Did you not pay? This is a serious offense. Roll a d10.
|
Tithe: | You owe the church 10% of everything you harvest or sell. Sorry! |
Lord’s Tax:
| The initial lord only charges you 5% of all the goods you harvest every season and any goods you sell.
|
Tallage:
| Check the cost of your holding. Then, roll a d6.
Can’t pay immediately? Your male adult sim (or female sim if the male is dead) and the oldest male child must go to prison until you can.
|
Taxes and Situations | Consequence(s) |
Hunting: Forests are for Lords, and that’s now you! | Once per week you earn §200 from your underlings’ use of your forest. |
Fishing: Fishing is for lords, and that’s now you! | Once per week you earn §400 from your underlings’ use of your forest. |
Kingly Visits: Once per seasonal year, the king and his entourage will come and visit.
| Sadly, there are records of this almost destroying noble households, so this is a risky time for you. Check the cost of your holding. Then, roll a d6.
Luckily, you get to harvest once more during this gardening period! If you can pay, when the king comes roll a d4.
|
War: Noble households are required to provide their rulers with military service. | If you are a knight, each male child-elder must go. If you’re a regular noble, male sims must attend ½ of the wars. If you want, you can pay a scutage to get out of it. The cost is §2,000. |
Marriage Cost (to the Church): | The cost is §3,000 for you. |
Secret Marriage Cost (to the Church) | The fine is §6,000 or 1 week’s imprisonment - You have to be made into an example. |
Tithe: | You owe the Catholic church 15% of everything you harvest or sell. |
King’s Tax:
| The initial king charges you 10% of all the goods you harvest every season and any goods you sell.
Ex: 2 = 20%, 4 = 40% → You need to keep the king on your side. |
Tallage:
| Check the cost of your holding. Then, roll a d6.
Can’t pay? Your male adult sim (or female sim if the male is dead) & the oldest male child must go to prison until you can. If a war comes up during this time, males must go to war.
*Debt was one of the most serious offenses in these times.* |
Your Son is Knighted:
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Your Daughter Marries:
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In 1307, Edward I- aka Edward Longshanks, aka Malleus Scotorum, the Hammer of Scotland- passes away after contracting dysentery. He’s remembered as a king with great military might, who conquered Wales and attempted to conquer Scotland. He regulated both criminal and property laws, established Parliament, and was intimidating at 6’2”. He was respected by his people as the ‘ideal’ of a king in medieval times: a wise administrator, a staunchly religious man, and a powerful soldier who escaped from captivity and went on to overtake many enemies, including William Wallace.
Edward II, the fourth son of Edward I, takes over rule of the country. He is betrothed to Isabella of France, who is 11 years old at the time, and makes great concessions to Piers Gaveston, who is disliked by his peers for the special attention he receives.
1314 is one of the wettest years in memory. All it does is rain, rain, rain and snow, snow, snow. Hopefully this doesn’t have any consequences!
Remember how it was super wet in 1314? Unfortunately, that has contributed to the great famine. Nothing was able to really take last year and very few are able to successfully plant. Since most people live on the edge of starvation at the best of times, this leads to a cataclysmic chain of events.
Famine Travel in 1316 - roll a d8 | Result | Famine Travel in 1317 - flip a coin | Result | |
1 , 4, 5 | Attacked | Heads | Attacked | |
2 , 6, 8 | Money Stolen | Tails | Money Stolen | |
3, 7 | Nothing Happens |
Attacked in 1316 - roll a d6 | Result | Attacked in 1317 - roll a d4 | Result | |
1, 6 | Escaped | 1 | Escaped | |
2, 5 | Injured | 2 | Injured | |
3 | Kidnapped | 3 | Kidnapped | |
4 | Murdered | 4 | Murdered |
Famine Death Roll: In 1317, roll a D8 for EACH of your Sims (even your side households) to see who lives and who dies.
Unfortunately, animal populations really dropped during the famine. During this 2 year period, animals cost 2x as much as normal.
As a consequence of the previous years’ poor weather, poor food, and high demand, people are already struggling. Sadly, this year the great Bovine Pestilence hits. During this time there are little to no dairy products available because 62% of cows that survived the past several years died as a result of the pestilence. Can Europe catch a break?
In 1327, Edward II was deposed due to general poor feeling between himself and the earls and a bunch of other complicating factors. Edward III technically ascends the crown, but as he is only 14 his mother rules in his place. Isabella of France, aka the She-Wolf of France, ruled the country for her son for several years.
A law passes that states that no one may eat a meal of more than 2 courses, and expressly states that soup IS considered a full course, not just a sauce (we’re looking at you, nobles!). The only time this rule may be broken is during Christmas.
The 100 years war had many causes and effects, including trouble in establishing a continuous line of succession in France (due to many untimely deaths that left the royal families heirless) and the fact that Edward III, who started it, was the son of Isabella of France. The conflict goes on for a long time, but has relatively low death rates for you.
*(If you want more complex rules for who goes to war, check the alternate 100 years war rolls at the end of the events section)
1342- A new law is passed making rules for people staying at inns and innkeepers.
The Black Death, thought of at the time as Divine Punishment, decimated Europe. Contributed to by the factors of the bovine pestilence, the great famine, years of malnutrition, and some questionable medical understanding, the Black Death ravages Asia and Europe.
Football (or soccer, depending on where you’re from) was not always as nice as it is today. It used to be a raucous, bloody game that injured a ton of people. In 1349, the game was banned.
Another plague outbreak sweeps through Europe, this one being less severe but more bizarre. While the death rate was only 20% overall, many more males than females fell victim.
The winter of 1363-64 was reportedly quite terrible, leaving a lot of people who had been used to the more amenable conditions of the warm period in a bit of risk. You can choose to roll this in 1363 or 1364 in which you must roll a d20 to see what happens:
1 - Death of the Family | The entire family succumbs to starvation, illness, or exposure. Their home is found later, abandoned and snow-covered. |
2 - A sickness calls | Roll to see which family member is affected, then flip a coin. Heads they survive, tails they do not. |
3 - Frostbite, amputation | Someone went out to get firewood ill prepared. They survive, but have a permanent injury as a result. |
4 - Starvation | Food runs out. Everyone suffers from malnutrition. You cannot harvest during the next season and must use the Great Famine roll for survival (on a d8, 3 and 7 are deadly). |
5 - Livestock lost | All animals died due to exposure or a lack of food. You can’t buy more until the spring. |
6 - Roof collapse | Heavy snow causes part of the house to collapse. Roll on a d10 to see the cost where 1 is 10% of your total lot value. Roll on a d6 for the family’s safety: 2 means death, 4 means injury. |
7-8- Firewood shortage | Without enough firewood, the family has to burn their things. They lose moral and the house is permanently damaged. Roll on a d10 to see how much it costs to fix it where 1 is 10% of your total lot value. |
9-10- Sickness spreads | A winter illness sweeps through the home. Roll a d4 for every family member. If they roll a 2, they get sick and must flip a coin for survival. Heads they live, tails they don’t. |
11-12- Barely hanging on | Hunger and cold press in, but the family survives. They cannot harvest the next season, but other than that have no additional cost. |
13-14- Neighborly aid | Another family or the local church shares food and firewood, sparing the family suffering. You become closer as a result. |
15-16- Winter crafting | The family is smart and uses the downtime to repair tools and make new clothes. Everyone gets 1 more outfit and they get to harvest an extra time in the spring. |
17- Hidden cache found | A forgotten store of grains or preserved meat is discovered under the floorboards or snow. The family has no negative cost. |
18- Healthy and warm | The good harvest and stocked larder provide for the family. No adverse effects. |
19- Winter bonding | The family grow closer from being together for the long winter. |
20- Unusual fortune | A noble needs the family’s help and offers either money or friendship in exchange for shelter. If you get money, roll on a d10 where 1 is 1,000. If you get friendship, develop a relationship with a noble sim. |
In this stage, Charles V reopened the conflict with England after his father died in English captivity. This conflict goes on until Charles V dies, leaving France in yet another state of uncertainty as to who will rule there.
King: “War isn’t cheap, guys, and we need you to pay for it! Yes, we know we’re taking your men. Yes, we know a bunch of people just died because of the Great Mortality. Yes, we know population is low because of the Black Plague, too. Yes, yes, we get it, you’re starving, you’re poor, boo-hoo. More money please!”
During this period, high taxes are levied against peasants to provide for government spending.
You now owe an additional 25% on all your harvests, sold products, etc. for these 5 years. Let’s hope your lord has been kind with his tax rate…
Bringing the situation to a head, in 1380 a poll tax was levied against the population. It was the third poll tax in four years, following on from a time where taxes had risen again and again to pay for war efforts. The tax was twelve pence per individual (the average skilled laborer at the time made 1 pence per day)
“The Peasants' Revolt, also named Wat Tyler's Rebellion or the Great Rising, was a major uprising across large parts of England in 1381. The revolt had various causes, including the socio-economic and political tensions generated by the Black Death in the 1340s, the high taxes resulting from the conflict with France during the Hundred Years' War, and instability within the local leadership of London.”
The winter of 1389 was reportedly very extreme, resulting in snowfalls so great even in the south of France that several people’s homes caved under the weight and crushed them. Use the bad winter rolls from 1363-64.
Knights: | Your job is war. You go 100% of the time, unless you pay a scutage to get out of it. To avoid going to war, you must pay §2,000 to your king. |
Tradespeople: | You’re pretty desirable due to your skills if you’re a cobbler, horse carer, cook, etc. roll a d10. The numbers 3, 8, and 10 mean you’ve got to pack those bags and head to war. |
Regular sims: | Are you an average joe? Well, roll a d10. The number 3 means you get the chance to see a new place, at a possible risk. Uh oh! |
Boys aged 7+ | If you only have 1 parent and they go to war, you can go with them or go to a relative. If you prefer a dice roll, roll a d20. The number 8 means you get to go along with the war camp. |
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If your serf/ peasant sim finds themselves in a position that they could receive something from their Lord, roll a d20 for the chance of a gift.
3- An animal Roll a d8 to decide which animal | 6 - Forgiveness of a Debt or A Future Favor | 9- Money Roll another d20 then add 2 zeros to the number |
12- An apprenticeship in a trade for 1 child | 15- Free Fishing for 1 Seasonal Year (ex: spring 1314 to spring 1315) | 18- Free Extra Hunting for 1 Seasonal Year |
There were a few ways to get out of serfdom.
Situation 1: Before the plague | Situation 2: After the plague |
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UNLESS |
If your lord has the AMBITIOUS, MATERIALISTIC, EVIL, MEAN, SNOB, or JEALOUS traits, you must:
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If your lord has the ERRATIC trait, you must also:
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Now that you’re freed, you don’t want to just be any old peasant. Peasants run the constant risk of ending up in serfdom, and you just got out of that crazy life. To move from just a peasant to a respected freed person, you must:
Once you accomplish this, you have been accepted as a respectable freed person, a member of the middle classes, and are able to plan your move to rise even higher in social status.
Full disclosure: I’ve planned out several possible, challenging paths towards nobility. You can choose one or go your own way, because they get a little silly in some places. I drafted these while on a 7 hour train ride, and cannot defend them all.
To become a noble you must:
* Consequences carry on for the generation who becomes nobility AS WELL AS the generation that comes after unless explicitly indicated otherwise.
** Should you lose noble status, you must wait until the 2 generations AFTER the one who lost it to try again.
Option | Consequence |
Option 1: Pay Your WayPay your way in by giving the royal family §250,000 but still having at least §25,000 left over for your family. | No ongoing consequence. |
Option 2: Be the BardMaster a music skill like guitar, singing, piano, etc. to go in as the court musician. | You MUST complete a new song every week OR pay a §1,500 penalty.
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Option 3: Treasure FinderFind or make a rare or expensive gift for the royal. | Every year you MUST continue to provide a gift of the same OR higher quality and cost, or give them §5,000 in its place.
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Option 4: Royal BotanistComplete any time-appropriate collection OR grow a cowplant. | You are now responsible for extra gardens for the next 100 years.
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Option 5: Lady Sims OnlyMaster knitting and cross stitch, and befriend a female royal. | You must:
This consequence does not carry on to the next generation. |
Option 6: Royal AstrologerMaster the paranormal skill/ career OR herbalism OR spellcrafting to be brought in as the royal astrologer. | However!
This consequence does not carry on to the next generation. |
Option 7: Good-Time FriendThrow 10 gold-rated parties of at least 6 different party categories to become a party noble. | Each week you must throw a silver or above party for the other nobles and royals.
Additionally!
This consequence does not carry on to the next generation. |
Option 8: VintnerMax mixology skill as well as nectar making skill and throw 4 successful parties of different kinds to become a noble vintner. | Each week you must throw a silver or above party for the other nobles and royals OR provide the royal family with a free finely aged, excellent bottle of nectar.
Additionally!
This consequence does not carry on to the next generation. |
Option 9: Love Conquers?Create and gift the flower arrangement that forces loyalty to an unmarried noble, but beware! | If they aren't married to you AND one of the 2 of you isn’t pregnant after the 3 days of loyalty override is up, it didn't work. You are not a noble and they no longer trust you, so they become your enemy.
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Option 10: ManipulationTurn your favorite family member into a plant sim OR witch. | Of course, you must then turn them in as a sign of commitment to the royal family. Sadly, they'll get tried, tortured, and burned to death for witchcraft. But you'll be a noble! |
Option 11: Military Advisor - Master logic and sword fighting (with the royalty mod) to become the noble military advisor. | You and your entire line of male descendents for the next 100 years are automatically conscripted to every war. |
Option 12: Knighted Op 1Master horse riding and/or max any 2 horse skills to get knighted. | You and your entire line of male descendents for the next 100 years are automatically conscripted to every war. |
Option 13: Knighted Op 2Master sword fighting and archery to become a noble knight. | You and your entire line of male descendents for the next 100 years are automatically conscripted to every war. |
Option 14: Noble ArtistMaster one of the arts and become respected as the next great painter/ sculptor/ writer/ etc. | Each week you must make and give 4 excellent quality paintings/sculptures/etc. to the nobles or royals (for free), as well as complete a painting OF a noble or royal (or equivalent depending on your chosen art form).
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