- There is more common law and bureaucracy.
- Everything is more expensive.
- There are higher rates of literacy.
- Larger maps are available.
- Wars are massive (battles of tens of thousands or more, cities burned to the ground) but more methodical and final (a period of peace may follow for decades).
- There's more communication and travel (both mostly due to better maintained roads).
- The various lawful alignments generally have more power.
- The law is more localized and often weird.
- Almost everyone belongs to a faction, tribe, or some kind of sectarian loyalty.
- More languages are spoken. That doesn't mean that the average person speaks more than one or two languages, but the diversity of languages overall is greater. Less cultural homogeneity in general.
- There are more pockets of isolation.
- Wars are smaller and battles are less devastating (battles of dozens or hundreds) but they’re constant.
- There's no common currency.
- The various chaotic alignments generally have more power.
Common Law (during Divided Times, remove 1d6 of these from every community):
- No disturbing the peace
- No public drunkenness
- No trespassing
- No assault (using a sword instead of a club carries a higher penalty and is thought of as aggravated, with an intent to kill)
- No battery
- No kidnapping
- No theft
- No vandalism
- No arson
- No heresy
- No murder
- No rape
- No robbery
- No sedition
- No treason
- Every man aged 7+ has to own and be trained to use a weapon
- Not allowed to carry a weapon in town
- Not allowed to wear a mask
- Poaching - Cannot hunt in the lord’s woods
- Bell for curfew is at 8 PM, no one can be out past then
- Sumptuary laws: forbidden from dressing above your class (and probably other forms of consumption, I dunno)
- No sodomy or sexual deviance
- No incest
- No openly referencing or implying the possibility of the king’s death
- No witchcraft
- No vagrancy (joblessness/homelessness)
- No gossiping/slandering
- No infidelity
- Stealing crops is a bigger deal than normal theft
- No gambling and gaming
- Marriage Crimes (outside your class, religion, without your lord’s permission, etc.)
- No working on the sabbath
- Big sales tax
- Mandatory military service for one season of the year
- No breaching the Underworld without a permitWeird Laws:
- No physical sporting. It’s too chaotic.
- No intentionally provoking the Fair Folk
- Must defend the city when attacked
- Mandatory pilgrimage once every 7 winters
- No milking of cows in the street or city (or other animal-related work)
- No dying in court. It’s a breach of decorum.
These lists are a bit flawed. I'd like to come up with more weird laws, and make the list of common law be something that matches a die size (like 20). You can see I had made a note of how to apply the Division template (remove 1d6 of them), but it raises the question: which ones? Is that random too? Or should it be something like, "roll on this list 4 times to determine which common laws aren't in effect." That could result in some pretty wild results like a town where murder isn't illegal, or even arson or treason. Maybe instead there should be a core list of laws that are always common in either template, but then in a country of Unity there are a handful of items from the list of "optional laws" that are made universal, whereas in a country of Division the "optional laws" list is rolled on separately for each settlement visited. I'll have to revisit this one.
2. Prices: I think that the prices in Brave are for a state of Division, and to adjust them for Unity, they should all be increased by either 10% or maybe 50%. Let's see how that would affect some common adventuring gear (rounding up in case of fractions):
|Dagger, staff, sling
|Sword, mace, axe
|Helmet or Shield
|Full plate armor
|1 day of rations
|50 ft of rope
|6 (per day)
I'll be honest, the 10% increase looks pretty negligible to me. The 50% increase, on the other hand, looks like it would be meaningful and yet not punishing. Common adventuring stuff still seems affordable but someone coming from a Divided country will notice the difference in their wallet. The good stuff is definitely much more out of range. Actually, maybe that's a bit unrealistic. Should it be easier to get a suit of full plate armor in a country in Division than in a country in Unity?
The original rationale for why things are pricier during Unity is that there's probably more capital in the economy overall, since it's all one large economy rather than many small neighboring ones. As you grow an economy, the cost of living increases as well. Now, hypothetically, wages also increase accordingly so it should even out. Increasing prices on the item list should be pointless if average income is going to increase by the same amount. But in reality, wages never increase uniformly. As an economy grows, so too does the wealth gap of its population. And this especially becomes apparent when you move from a country in one state to the other. Yes, the average wage of this country has gone up ever since it became a grand empire, but you are not from around here. You came from a tiny isolated valley and have never seen a gold coin before. The big city will be really expensive for you.
So yeah, it does make sense that the cost of living for an adventurer in a country in Unity will be higher and that might suck. BUT... there are also more opportunities to get rich. Like, if a PC wants to one day own a stronghold and a nice suit of plate armor and a warhorse, how are they gunna find that money? Even in a country in Division where the costs are lower, they're still really high. A country in Unity has business opportunities you can get in on like investing in trade and luxury goods and mass production and whatnot. Stuff that just isn't even around during a state of Division. So yes, plate armor is cheaper in a country in Division, but it's also more rare anyway. I'm gunna stick with the +50% rule for the Unity template, I think.
Knaves begin fluent in one native language + bonus language fluencies/literacies = to half their Intelligence (rounded up). Points are spent to either gain verbal fluency or to gain literacy, one at a time. If INT increases from leveling up, 2d4 weeks of downtime must be spent studying a language to learn it (again, either verbally or literate).
Characters who speak related languages can communicate but still have a -2 on disposition and cannot be affected by verbal Charisma checks. Reading a related text will leave gaps or multiple interpretations. The referee should make a list of languages used in their setting and their relations.
|Gradations of control radiating outward from the settlement
|Proposed effects of a road running from one town to another
- Law has a presence in Settled and Tamed
- Neutrality has a presence in Tamed and Wild
- Chaos has a presence in Wild and the Underworld
- Law has a presence in Settled
- Neutrality has a presence in Settled and Tamed
- Chaos has a presence in Tamed and Wild
- Settled hexes have a Lawful presence
- Tamed hexes have a mixture of Law and Chaos
- Wild hexes have a Chaotic presence
- Dungeon (I have an enormous collection of one-page dungeons, Trilemma Adventures dungeons, favorites from different modules over the years, etc.)
- Abundant natural resource
- Major monster lair
- Faction headquarters/stronghold
- High-level class trainer
- Sage (roll on another table to determine their field of expertise)
- Major temple (e.g. cathedrals for Law, Stonehenge for Neutrality, etc.)
- Underworld entrance
During the Middle Ages in Europe, many cities and towns issued their own coins, often carrying the face of a ruler, such as the regional baron or bishop. When outsiders, especially traveling merchants, visited towns for a market fair, it became necessary to exchange foreign coins to local ones at local money changers. Money changers would assess a foreign coin for its type, wear and tear, and validity, then accept it as deposit, recording its value in local currency. The merchant could then withdraw the money in local currency to conduct trade or, more likely, keep it deposited: the money changer would act as a clearing facility.As the size and operations of money changers grew they began to provide a lending facility, by adding the lending-fee to the foreign exchange rates. Later the Knights Templar provided this service to pilgrims traveling to and from the Holy Land.