Let’s start delving into some of the proposed mechanics for the manor system. The first step is step-dice. We’ll use the various die types – d4, d6, d8, d10, and 12 – to rank a few key facets of manors.

Holding size:

  • d4 is a virgate of land, typical to a single peasant family
  • d6 is a hide of land, the very minimum to support a lord and his immediate family.
  • d8 is a vill. It’s the typical amount of land given to a knight as a fee for his services.
  • d10 is a parish. Basically a larger version of a vill and a respectable size for a single manor.
  • d12 is a hundred. A division of a county/shire. Generally only bishops and earls would hold this much continuous land.

If you have four of one particular rank of land, they can be combined together to form the next rank up. So four d4 vigrates makes a hide, four hides make a vill and so forth.

Population:

  • d4 is a family – husband and wife, maybe a sibling or parent or two who lives with them and a few children.
  • d6 is a large extended family or a group of neighbors.
  • d8 is a small village worth of people.
  • d10 is a largish village of people.
  • d12 is the resident population of a town.

Like holding size, each rank is made up of four of the rank below it.

Tools:

Step-dice will also be used to rank the tools available to the manor. This works basically as a technology level. Each manor starts with d4 tools, but various implements will increase the rank by one step. These implements are: oxen (or work horses), a forge, and a mill.

Holding size is effectively a cap on how much population can work on the land. Various manor endeavors are resolved by rolling the die appropriate for the population working on the endeavor and including the tool die in the pool. So just like core CF resolution, but with population replacing skill. Various aspects can then be invoked to enhance your chances or endured to make things tough.