Tales of Teana Estate System Version 1.0 This book is dedicated to those who ventured before into the unknown land of boffer larping in South Africa. Without your pioneering spirit this book would not have been possible. Those who are about to boffer salute you! The Tales of Teana Estate System Guide is © 2011, 2012, 2013 by Tales of Teana. No part of this book may be reproduced, stored in or introduced into a retrieval system or transmitted, in whole or in part, by any means (electronic, mechanical, photocopying, recording, or otherwise) without expressed written permission of Tales of Teana. Purchase of this book implies acceptance of the above terms. Russell Goldman 26 Eleventh Street Orange Grove Johannesburg 2192 Jaco le Roux 34 Chantilly Norfolk Street Halfway Gardens 1685 www.teana.co.za A very special thank you to the following people for the generous contribution of your time, effort, feedback and creative input. Teana is a richer world because of you. Writers Russell Goldman, Marie Wessels, Angela Wheatley Maps, Images & Photos Megan Baumgartner (Maps & Climatology), Mark-Anthony Fouché (Imaging, Layout & Cover Design), Estelle Pretorius (Maps & Geology) Table of Contents Table of Contents Estate System ................................. 2 Introduction ........................................................................................................................... 2 Land Purchasing ..................................................................................................................... 3 Agricultural Industries ............................................................................................................ 4 Mining Operations ................................................................................................................. 5 Manufacturing Businesses ...................................................................................................... 6 Services.................................................................................................................................. 9 Improvements.......................................................................................................................10 Happiness .............................................................................................................................12 Defence Value .......................................................................................................................13 1 Estate System Introduction Estate System Introduction NOTE: This system is in Beta and may change radically as Plot observes it in action. Constructive feedback is welcome, and can be sent to plot@teana.co.za The Estate System allows Player Characters to purchase land within Arnhelm's borders. The land thus purchased is still operated subject to the authority of the local noble. However the yeoman who purchases land rights gains profit from all businesses on the land. Most nobles do not sell their profitable parcels of land, so most Bravos purchasing land find that land available for purchase is not the land with profitable businesses. Rather, it is empty land that they are expected to populate with businesses. Of course, owning lands comes with certain risks. Sometimes there are bandit attacks, sometimes illness or other malady strikes. Alternatively, a land owner could attract the eyes of the law or the Slayers, or even rival landholders. Of course, owning land can also be highly profitable, and fortuitous events can also occur. Occasionally a bumper harvest could double the return from the land, or the local noble could come for a social visit, raising the Bravos status. Mechanically, PCs may purchase land in acre sized plots. Bordering acres form an Estate, so when purchasing additional land, PCs can specify if they are increasing the size of their existing Estate, or purchasing land for a new Estate in another County. On each acre, a certain amount of businesses can be placed, depending on the amount of land required for a given business. Each sort of business needs a quantity of workers to function, but there is a limit to how many workers any given acre can sustain, which is dependent on the quality of the land. Each month, each business offers a return on investment. Each month, Plot rolls on the event tables for each separate estate to determine what, if any, notable events occur on that estate. There are also buildings and improvements that can be placed on an acre of land that make the workers happy, help defend the Estate or contribute to the social status of the owner. Soldiers for instance will add to the defence value of the land, combating the damage that violent events can do to an Estate. Taverns can up the happiness of the peasantry, keeping them from rebelling. What follows below is an in depth look at the available land types and businesses that can be placed on them. Additionally, we will also cover happiness and what happens if your peasant happiness falls below certain thresholds. There are tables in each section providing a quick reference for what can be bought and how much it gives the owner each month, or costs the owner each month. If you wish to purchase an estate, contact plot@teana.co.za. You can also buy additional acres next to your current acres as time passes and you have more coin available to you. Additionally you can buy empty acres and leave them fallow until you wish to develop them. Please remember to specify where (in which Duchy, and ideally which County) you would like to purchase the Estate. 2 Estate System Land Purchasing You can purchase an estate collaboratively, however one person must be responsible IC for the estate, as in-game Arnhelm will only recognise one person as the landowner. You may only take actions once per Estate per month. Most actions will involve building structures or improvements on your land, and are measured in the weeks required to perform the action. There are four weeks in a month, so the most actions you can take in a month is therefore four, if each action only takes 1 week apiece. Land Purchasing Land can be purchased in one of three qualities: 1. Poor Land: poor land is less desirable land, perhaps because it is unfertile, rocky, hilly or for other reasons. Poor land can support a maximum of 20 workers. 2. Fine Land: fine land is middle of the road land. It can support a maximum of 40 workers. 3. Exquisite Land: This is the most desirable land of all and can support any sort of business or multiple businesses with ease. It can support a maximum of 80 workers. Land must be purchased an acre at a time. Each acre of land costs a certain amount of money to maintain each month. As is ever the case, the location makes a radical difference to land prices. The price of an acre of land is different in each duchy of Arnhelm. This difference is due to safety and social reasons. Please see our campaign guide for details on each duchy. You must own the land before you can place any businesses on it. The prices for an acre of each land type in the various duchies: Thegnheim: Resources of Thegnheim include cattle, dairy, masonry, woodwork, hunting, fishing, orchards and oil. Land Quality Poor Fine Exquisite Land Price (per acre) 40 Gold Crowns 100 Gold Crowns 200 Gold Crowns Monthly Upkeep Cost (per acre) 2 Gold Crowns 5 Gold Crowns 10 Gold Crowns Sarkland: Resources of Sarkland include rice, clay, spices, tea, cocoa, coffee and silk. Land Quality Poor Fine Exquisite Land Price (per acre) 30 Gold Crowns 80 Gold Crowns 150 Gold Crowns Monthly Upkeep Cost (per acre) 1 Gold Crown, 5 Silver Shields 4 Gold Crowns 7 Gold Crowns, 5 Silver Shields 3 Estate System Agricultural Industries Ragonvaldr: Resources of Ragonvaldr include gold, silver, copper, lead, zinc, Dwarven trade, glass, paper, sheep, rubies and sapphires. Land Quality Poor Fine Exquisite Land Price (per acre) 15 Gold Crowns 35 Gold Crowns 70 Gold Crowns Monthly Upkeep Cost (per acre) 8 Silver Shields 1 Gold Crown, 8 Silver Shields 3 Gold Crowns, 5 Silver Shields Svaerstein: Resources of Svaertstein include coal and maize. Land Quality Poor Fine Exquisite Land Price (per acre) 15 Gold Crowns 35 Gold Crowns 70 Gold Crowns Monthly Upkeep Cost (per acre) 8 Silver Shields 1 Gold Crown, 8 Silver Shields 3 Gold Crowns, 5 Silver Shields Rotheim: Resources of Rotheim include diamonds, sheep, iron and emeralds. Land Quality Poor Fine Exquisite Land Price (per acre) 20 Gold Crowns 50 Gold Crowns 100 Gold Crowns Monthly Upkeep Cost (per acre) 1 Gold Crown 2 Gold Crowns, 5 Silver Shields 5 Gold Crowns Langzerund: Resources of Langzerund include malachite, copper, fishing, vineyards and Sarr Trade. Land Quality Poor Fine Exquisite Land Price (per acre) 20 Gold Crowns 50 Gold Crowns 100 Gold Crowns Monthly Upkeep Cost (per acre) 1 Gold Crown 2 Gold Crowns, 5 Silver Shields 5 Gold Crowns Agricultural Industries Agriculture includes farming, fishing and hunting. Placing a farm on an acre includes buildings required for the farm's operation and housing for the workers. Each industry has a building cost and a start-up cost. Both must be paid before any income will be yielded. The time in weeks to build is a limit to the amount of actions that can be taken. You may only take actions on an Estate that add up to 4 weeks build time, so if a business takes 4 weeks to build, that is all that you can do on that Estate in the month that you are building it in. 4 Estate System Mining Operations Farm (Grain) (rice, maize) Rotheim, Ragonvaldr Sarkland, Svaertstein Time to Build (Weeks) Workers Needed Monthly Income Pre-Reqs Setup Cost Farm (Sheep) Thegnheim Building Cost Farm (Cattle) (diary and meat) Available in Type of Industry Farms require a full acre in which to operate. All costs and incomes are shown in Gold Crowns. None 25 50 4 10 1 None 25 25 3 10 1 Fine Land 25 25 3.5 10 2 25 25 2.5 10 2 20 20 2 10 1 25 25 3 10 1 50 50 5 20 2 25 25 2.5 5 1 Vineyard Langzerund Farm (Vegetable) Farm (Work Animals) (dray horses, oxen, bison etc) Everywhere Not Exquisite Land None Everywhere None Fishing Operation Everywhere Hunting Operation Everywhere Orchards (fruit) Everywhere (different types) Fine Land 25 50 6 15 2 Sarkland Exquisite Land 25 100 12 20 4 Everywhere Everywhere None None 50 25 125 50 10 4 20 10 1 1 Plantations (tea, coffee, cocoa, spices) Horse Stud Farm Timber Plantations Suitable Water Wild Land nearby Mining Operations Mining includes precious and semi-precious stones as well as mineral wealth. Building a mine includes all the tunnels, open pits and sorting buildings required to operate the mines. There are no prospecting costs or such involved, as they are factored into the costs. Each industry has a building cost and a start-up cost. Both must be paid before any income will be yielded. The time in weeks to build is a limit to the amount of actions that can be taken. You may only take actions on an Estate that add up to 4 weeks build time, so if a business takes 4 weeks to build, that is all that you can do on that Estate in the month that you are building it in. Mines require a full acre in which to operate. All costs and incomes are shown in Gold Crowns. 5 Estate System Clay Time to Build (Weeks) Workers Needed Setup Cost Mining Operations (Semi Precious) Monthly Income Building Cost Rotheim 75 50 8 15 2 Ragonvaldr, Langzerund 75 50 8 15 2 Ragonvaldr 75 75 10 20 3 Ragonvaldr 100 100 13 20 3 Ragonvaldr 50 50 6 15 2 Ragonvaldr 50 50 5 15 2 Svaerstein 50 25 3 15 2 100 75 10 25 4 Thegnheim 25 25 2 15 1 Rotheim 100 150 15 30 4 Langzerund 50 50 5 15 2 Ragonvaldr 75 75 8 20 3 Ragonvaldr 75 75 8 20 3 Rotheim 75 75 8 20 3 25 50 3 15 2 25 25 2 10 1 Duchies Mining Operation (Iron) Mining Operation (Copper) Mining Operation (Silver) Mining Operation (Gold) Mining Operation (Lead) Mining Operation (Zinc) Mining Operation (Coal) Oil Refinery (Pitch, Lamp Oil, Trade w. Hoblings) Quarry Mining Operations (Diamond) Mining Operations (Malachite) Mining Operations (Ruby) Mining Operations (Sapphire) Mining Operations (Emerald) Pre-Reqs Manufacturing Businesses Thegnheim Anywhere, must specify which type Sarkland Must be on Bay of Maresco Manufacturing Businesses Manufacturing business are all businesses that make items. After the table follows a full explanation of each type of business. All business from manufacturing must be built on land owned by the Estate. The land required by the business is given in a portion of acres. You can only fit as many business on an acre as can fit on that acre, and as can be supported by the maximum number of workers that acre can provide. 6 Estate System Manufacturing Businesses Various business add or subtract happiness. Happiness will be fully explained further on, but suffice to say, if your happiness drops too far, you will face poor worker productivity and eventually peasant revolt. Some manufacturing businesses are restricted to 1 per x number of peasants as per the pre-reqs column. You can only have 1 per that number of peasant workers employed across all the businesses on your Estate. Your number of peasant workers are thus determined by totalling the workers from all the businesses (including Farms and Mines) you have on your Estate. Artisan (Specify) Anywhere, must specify which type Happiness Land Size Req in acres Time to Build (Weeks) Workers Needed Monthly Income Setup Cost Building Cost 50 2 5 1 0.125 Acre +2 25 50 50 50 3 2 8 8 1 1 0.25 0.5 +1 +3 100 50 7.5 15 2 0.5 -1 50 50 5 10 2 0.5 +0 Anywhere 25 75 8 5 2 0.125 -2 Anywhere 25 75 8 5 2 0.125 -2 Anywhere 25 50 6 5 2 0.125 -1 Anywhere 25 50 6 5 2 0.125 -1 Ragonvaldr , Sarkland 50 50 5 10 2 0.25 +1 Sarkland 50 50 7 10 3 0.5 +1 Sarkland 50 125 12 10 4 0.5 +2 75 75 5 10 2 0.5 +1 75 75 6 10 2 0.5 +0 50 25 4 15 2 0.5 +0 25 25 2 5 1 0.5 (includin +1 Anywhere Anywhere Forge Anywhere Glassworks Must have suitable source material on estate 25 Blacksmith Brewery Docks/Pier s Laboratory (Potions) Laboratory (Scrolls) Laboratory (Alchemy) Laboratory (Traps) Pre-Reqs Duchies All costs and incomes are shown in Gold Crowns. Silkworms (Caterpillar ) Silkworms (Spiders) Winery Anywhere Distillery Anywhere Sawmill Anywhere Flour Mill Anywhere Suitable water Must have iron mine Vineyard Appropriat e primary source Need timber plantation Must be near water 7 Estate System Manufacturing Businesses source Bakery Anywhere Butcher Anywhere Tannery Anywhere Shipyard Anywhere Need flour mill; 1 per 100 Need livestock farm or hunters; 1 per 100 Need livestock farms or hunters Suitable water g water source) 25 25 1 4 1 0.125 +2 25 25 1 4 1 0.125 +2 25 50 8 8 1 0.5 -2 75 75 10 30 4 1 +0 Artisans: This is any kind of manufacturing from raw materials, e.g. jeweller, that is not represented by the other items. You must specify what sort of Artisan you have on your estate when purchasing the business. You must also have the right raw materials to support the artisan, e.g. you cannot have a goldsmith without having a gold mine. They money you make from the business represents the tax you gain from the business, not what the artisan makes, which is why (currently) all artisans return the same profit. Blacksmith: A blacksmith makes horseshoes, hoes, farming implements etc. They are generally not members of the Smiths Guild being largely rural smiths who learn basic techniques from their parents, and they do not make weapons or armour. Brewery: Beer is made in a brewery. While it does not make much money, it significantly adds to the happiness of the peasant workers to have beer readily available. Docks/Piers: This allows boats to dock. This is not a fishing operation; rather it represents commercial docks. Although it is profitable, docks bring with it an undesirable element and seediness, thus reducing the happiness of the peasants. Forge & Laboratories: These are businesses operated by skilled artisans who are generally guild members of their various professions. The magic based businesses reduce the happiness of the peasants most, as many in Arnhelm are superstitious about magic users and fearful of the attention they draw. Traps bring some criminal elements, so also reduce the happiness and alchemy comes with pungent smells that also reduce happiness. Glassworks: This is the blowing and creation of glass items. They can only be manufactured in Sarkland and Ragonvaldr due to the required quality of the sand. Silkworks: Silk can be made from caterpillar cocoons or from silk spider webs. The spider silk is much more expensive to set up, but brings rich rewards as it is a favoured cloth of the nobility or the very wealthy. Having a silkworks can also enable you to have an artisan weaver or tailor on your estate. Winery: Wine is made in a winery. It requires a vineyard before it can be manufactured. 8 Estate System Services Distillery: Stronger forms of alcohol (brandy, whiskey etc) are made in a distillery. You have to have a primary source farm before purchasing a distillery on the estate (i.e. if you want to make brandy, you need a vineyard; cherry liqueur, you need a cherry orchard, etc). Sawmill: A sawmill grinds out worked planks from raw timber. You must have a timber plantation in order to purchase a sawmill. Flour Mill: A flour mill grinds wheat into flour. Given the use of grains as a staple in Arnhelm's diet, there are no pre-requisites for this type of mill. Bakery: A bakery bakes bread, including basic and sweet breads. You must own a flour mill in order to purchase a bakery. A bakery can only be supported if you have 100 peasant workers on your estate. You can have 1 bakery per 100 peasant workers. Butcher: A butcher cuts up any meat and sells it in various cuts. You must have a meat source, such as an appropriate farm or hunting operation, for a butchery to be purchased. A butchery can only be supported if you have 100 peasant workers on your estate. You may have 1 butcher per 100 peasant workers. Tannery: A tannery produces leather and fur from animals. A tannery reduces your happiness due to the smell. You need to have a source of appropriate animals for a tannery to be purchased. Shipyard: A shipyard produces ships. It is expensive to setup but yields excellent profits once in production. Services Services include all industry where a service is sold rather than a product (e.g. merchants selling on already manufactured products). After the table follows a full explanation of each type of business. All business from services must be built on land owned by the Estate. The land required by the business is given in a portion of acres. You can only fit as many business on an acre as can fit on that acre, and as can be supported by the maximum number of workers that acre can provide. Various business add or subtract happiness. Happiness will be fully explained further on, but suffice to say, if your happiness drops too far, you will face poor worker productivity and eventually peasant revolt. Some manufacturing businesses are restricted to 1 per x number of peasants as per the pre-reqs column. You can only have 1 per that number of peasant workers employed across all the businesses on your Estate. Your number of peasant workers are thus determined by totalling the workers from all the businesses (including Farms and Mines) you have on your Estate. Must have appropriate source of 9 3 4 1 0.125 Happines s Land Size Req Time to Build (Weeks) 25 Workers Needed 25 Monthly Income Setup Cost Anywhere, much specify Building Cost Merchant (Specify) Pre-Reqs Duchies All costs and incomes are shown in Gold Crowns. +0 Estate System Improvements Inn Stables Tavern Barber Guild (Bard) Guild (Duellist) Guild (Healers) Guild (Mages) Guild (Smiths) Guild (Alchemists) which type Anywhere Anywhere Anywhere Anywhere Anywhere goods 1 per 100 1 per 30 1 per 300 1 per 100 50 25 25 25 25 50 25 25 25 10 6 2 1 2 1 10 6 5 3 5 1 1 1 1 1 0.5 0.5 0.25 0.125 0.125 +0 +0 +3 +0 +3 Anywhere 1 per 500 50 25 3 5 2 0.5 +0 Anywhere 1 per 500 50 50 5 5 2 0.25 -1 Anywhere 1 per 500 50 50 5 5 2 0.25 -2 Anywhere 1 per 500 50 25 3 8 2 0.5 +1 Anywhere 1 per 500 50 25 3 5 2 0.5 +0 Merchant: A merchant sells on items, primarily from the manufacturing industry. You need a source of goods to support a merchant. Inn: An inn is a place where travellers can rest for the night. It generally offers a food services and some drinks as well. Stables: These are commercial stables where travellers may put their horses up for the night. Breeding stables are represented by Stud Farms under Agricultural Industries Tavern: This is quite simply a place to drink alcohol. It is not very profitable, but ready alcohol increases peasant happiness quite significantly. Barber: A barber offers haircuts and shaves. Generally, only the nobility or the very rich can afford such luxuries. Guilds (Various): These are official guild houses endorsed by the Arnhelm guilds. The magical guilds bring down peasant happiness due to the low regard in which magic is held in Arnhelm. Other minor guilds may become available at a future date. Improvements Improvements are things you can add to your estate to improve your standard of living or the defence value of your Estate. Primarily Improvements effect the Happiness or Defence Value of your Estate. The defence value of your Estate will reduce or even eliminate the damage caused by hostile martial attacks against you. Defence values will be more fully explained further on. All costs and incomes are shown in Gold Crowns. Please note where negative income is indicated: this represents a monthly upkeep cost. 10 Estate System Barracks (sleeps 20) Anywhere Soldiers (20) Anywhere Military Outpost (sleeps 40) Roads (infrastructure per existing acre) 1 0.5 +0 0 0 -20 0 0 0 +2 Anywhere 75 0 0 0 2 1 +0 Anywhere 20 0 -1 4 2 0 +2 75 50 2 10 2 0.5 +4 25 25 0 5 1 0.5 +1 50 30 1 8 2 0.25 +3 75 30 2 10 2 0.5 +5 10 10 0 4 1 0.5 +2 Anywhere Anywhere Anywhere Graveyard Anywhere Manor House Summer House Barracks 1 per 500 1 per 200 1 per 200 1 per 500 1 per 100 25 25 0 2 1 1 +1 Anywhere 50 0 -2 8 2 0.5 0 Anywhere 25 0 -2 5 2 0.5 0 25 0 0 0 1 0 0 Anywhere 50 0 -2 3 2 0 +1 Anywhere 100 0 -4 5 2 0 +1 Anywhere 100 0 -5 5 4 0 +2 Anywhere 200 0 -8 6 4 0 +3 Anywhere 1 per 50 Must be inside walls 11 Special Effects Happiness Land Size Req Time to Build (Weeks) Workers Needed 0 Anywhere Walls (6' Wood) Walls (10' Wood) Walls (6' Stone) Walls (10' Stone) Monthly Income 0 School Protected Well Setup Cost 0 Anywhere, must specify which type Marketplace Building Cost 50 Educational Academy (Specify) Village Hall (50) Town Hall (100) Pre-Reqs Duchies Improvements Defence value Happiness penalty for not having graveyard in large populations (100+) Defence Value Defence Value Defence Value Defence Value Defence Value Estate System Happiness Military Outpost / Barracks: These structures house soldiers, including drill yards for the soldiers to practice in. They are required before you can recruit soldiers. Inherently, these structures do not add to your Defence Value as the soldiers are not included with these structures, but the soldiers they can support will add to the Estate's Defence Value significantly. Soldiers: Soldiers are recruited in batches of 20. They cost 1 gold per soldier per month in upkeep. Besides adding to Defence Value, soldiers also add to happiness as your workers feel safer when protected. Walls: Walls can be made of wood or stone and can either by 6 foot or 10 foot tall. The cost given is per acre to be walled. So if you wish to wall 6 acres in 6' stone walls, it will cost 600 gold Crowns. Walls require a certain amount of Crowns and workers each month to maintain and add to happiness and Defence Value. Protected Well: This represents a well that is protected from interference during a siege. It must be within a structure contained within walls in order to add to the effective Defence Value (i.e. it must be located on an acre that is walled). Roads: Upgrading the roads of your Estate make it easier for your peasants to work and thus increase their happiness. The cost is given per acre that you wish to upgrade. Roads cost 1 Crown each month to maintain (per acre). School: This is a rudimentary educational facility. While rare in Arnhelm, they do exist in larger settlements. Schools teach reading, writing and basic arithmetic. Educational Academy: This is a more advanced educational facility that also adds significant prestige to an Estate. Such academies are specialised, and you should pick what is taught at the academy when purchasing one for your Estate. Graveyard: If you have more than 100 peasant workers and you do not have a graveyard, you start suffering peasant happiness penalty of -1 per 50 peasant workers. Village Hall: This is a hall where the people of the village may gather and trade. It can accommodate up to 50 people. Town Hall: This is a larger hall where the people of a town may gather and trade. It can accommodate up to 100 people. Marketplace: This is large open area where peasants can sell their wares to all comers. It does not require much setup and does not yield any profit but add to peasant happiness. Manor House: This is the main residence of the owner of an Estate. Not having such a structure significantly reduces the prestige of the Estate. Summer House: This is a secondary dwelling of the owner of the Estate. Having such a structure adds greatly to the prestige of the Estate's owner. Happiness Happiness represents the peasant work forces willingness to rebel on one hand, and to be as productive and helpful as they can be on the other hand. The standard happiness is 0. At this level of happiness, the peasants don't really care. They are (mostly) not starving and they have some kind of shelter. They don't really care who their lord is and they will listen apathetically to talk of revolution without paying it much 12 Estate System Defence Value attention and without planning on doing anything about it. However, they will not be willing to put in any extra effort for their lord. Below 0 is where the trouble starts. First, there will be penalties to the productivity of the Estate as unhappy workers neglect doing their duties fully. The further below 0 peasant happiness falls, the more likely they are to revolt and halt all productivity on an Estate. A revolt will also cause the overseeing noble to be displeased with the Estate owner. Above 0 is where your peasants start loving you. If you get your happiness high enough and maintain it there, they will go the extra mile for you, and even start telling you of the firebrands who creep around in the night preaching revolution so you can deal with such idiots. The happiness of your peasant workforce is calculated per month by adding up the value of unhappiness and happiness generated by your businesses. Additionally, there are events that affect your happiness for good or ill. After this number is calculated and sent to you, you have the opportunity to buy happiness by throwing money at your peasants (nothing makes peasants happier), in the forms of bribes, social events or other largesse. However, this is an expensive exercise and it costs 10 gold Crowns per point of happiness you wish to buy in this manner. You will have 1 week to buy happiness after your monthly happiness is mailed to you. After that week, your happiness for the month is finalized and any arising consequences of your happiness (for good or ill) will be communicated to you. Defence Value Defence Value represents your Estate's ability to defend itself against attack, whether by ambitious neighbours, bandit raids or attacks by the enemies of Arnhelm. Certain duchies are much more likely than others to see such military action. Ragonvaldr and Rotheim are more likely to see military action, given their position on the southern border of Arnhelm, whereas attacks are almost unheard of in Thegnheim, given the proximity to the Royals. Depending on the event that causes the attack, the Attack Value of the force is calculated. Each squad or unit in the attack is assigned a number typically ranging between 1 and 5, and then the squads' values are added together. The estate's Defence Value is then calculated, based on improvements that grant Defence Value to the Estate, such as Soldiers, Walls and Wells. The results of the battle and any gains or losses are then communicated with the Estate owner. 13 Estate System Defence Value Thank you for reading! If you have any queries, please contact plot@teana.co.za 14