TEXT: IntroductIon
  Although Hellfrost is primarily a game about adventuring and heroic deeds, it also 
  rewards characters who have invested in the Noble, Rich, or Filthy Rich Edges, or achieved 
  positions of power through roleplaying. In order to use the rules in this chapter the hero 
  must have one of the aforementioned Edges or the GM’s express permission.
  This supplement takes a look at managing an income-producing resource, whether that 
  is a noble’s domain, a guild, a mercantile enterprise, a temple, a mercenary company, or 
  even a school. For convenience, all of these are referred to as Resources (with a capital 
  R). Because the most likely type of Resource in a typical campaign is a noble’s domain, 
  we often refer to the owner as a noble. This title is interchangeable with guildmaster, 
  mercenary captain, priest and paladin, dean, naval captain, merchant prince, or whatever 
  else the owner of the specific Resource may be called.
  It is important to note that these rules are not an accurate accounting system for every 
  gold scield or designed to simulate detailed land management. They provide a fast, furi-
  ous, and fun way of governing a Resource with minimum effort while providing the GM 
  with the tools to include Resources in his campaign.
  While some groups may enjoy the challenge of running a domain and playing the ad-
  ventures it generates, others will have little interest in “number crunching,” even once per 
  game year. As such, these rules may be waived in favor of the fixed income generated from 
  the Noble, Rich, and Filthy Rich Edges.
  Regardless of whether or not your group wishes to use these rules, they can be a source 
  of adventures for a GM. After all, a hero with one of the Edges required to run a Resource 
  still has a source of income to maintain.
  The second section, Kinship and Fealty, looks at how nobles and characters with family 
  can call on their allies, kith, and kin to aid them in times of need.
  resources & the campaIgn
  While player characters may start the game in charge of a Resource, they are normally 
  at the bottom of the ladder, controlling an unimportant Resource in the grand scheme of 
  things. Heroes who want to run a Rassilon-wide mercantile empire or become king of a 
  realm must do so through roleplaying.
  Within an individual campaign, Resources may be kept firmly in the background (a way 
  of generating money but of little other interest), or they may become the central focus of 
  the entire game.
  31247
  PAUL “WIGGY” WADE-WILLIAMS
  • S U P P L E M E N TA RY •
  Author & Layout: Paul Wade-Williams
  Editing: Scott Alan Woodard
  Graphic Design: Robin Elliott
  Interiot Art: Chris Kuhlman
  resource  
  management
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  Background
  With a background Resource, the heroes adventure 
  across Rassilon, perhaps only returning home to collect 
  money only every year or two. The running of the Re-
  source is completely ignored in favor of a fixed sum (as is 
  standard) or handled with a few die rolls and card draws. 
  NPC seneschals and castellans are required if the hero 
  wants a variable income with a chance of striking it rich.
  In the latter instance, yearly Events (see page 16) 
  might be dealt with as a block at the end of the year. 
  Since the heroes are absent, they cannot directly affect 
  the outcome. However, this does mean heroes cannot 
  react to disasters which occurred in spring until late win-
  ter, when the events are dealt with. Suddenly learning 
  their characters’ homes were razed to the ground nearly 
  a year ago, and all their income lost, might gall some 
  players, especially if their characters were not that far 
  away. 
  Ideally, the GM should quickly run through events as 
  they occur each season, passing on news of the outcome 
  to the absentee owner through merchants and skalds 
  the heroes meet along the way. In this way, a hero may 
  choose to act on news from home, albeit after the Event 
  has occurred—“ollsvik, you say? That was sacked by orcs 
  last month.”
  campaIgn-centrIc
  In this type of game, the majority of adventures are 
  set in, around, or otherwise involving the Resource in 
  some manner. Ideally, every character should have some 
  important role in running the Resource, otherwise the 
  non-Resource-owning players are going to get bored 
  very quickly or feel frustrated their goals and aspirations 
  are being sidelined or restricted. More importantly, the 
  other players should not be treated as lackeys, but rather 
  as close companions (unless the ruler wants to face a 
  revolution, of course).
  For instance, a Noble character might run a village. 
  Within the same group, the priest character is appointed 
  as overseer of the local temple (which is not treated as a 
  separate Resource in this instance), a mage as a trusted 
  advisor or the seneschal, a roguish type as head of intel-
  ligence, a woodsman as chief forester or hunter, a war-
  rior as castellan or head of the local militia, a merchant 
  placed in charge of all trade matters, and so on. In this 
  manner, every hero is directly tied to the Resource even 
  though only one character controls it.
  Naturally, other heroes in the group should be given 
  a salary or share of the profits as they are actively aiding 
  the growth of the Resource and thus deserving of some 
  reward.
  new hIndrances,  
  edges, & skIlls
  The following Edges and Hindrances are available 
  only in games which involve detailed Resource manage-
  ment. They are of no use if characters receive a fixed 
  income through their Edges, as is standard. As such, they 
  are completely optional.
  hIndrances
  unhappy cItIzens (major)
  A character must be in overall control of a Resource to 
  take this Hindrance.
  No matter what the ruler says or does, his subjects are 
  never happy under his authority. The Resource’s citizens 
  have a –2 penalty to all loyalty die rolls, regardless of the 
  loyalty die type. If the ruler is replaced, the effects of this 
  Hindrance no longer apply (unless his replacement also 
  has the Hindrance).
  weak resource (mInor/major)
  A character must be in overall control of a Resource to 
  take this Hindrance.
  The Resource is in a state of financial, military, and/or 
  political poverty. With the Minor version, the Prosperity 
  of the Resource begins at Average but with an actual rat-
  ing of just 8. With the Major version it starts at Poor with 
  a rating of 4, just one point away from being Impover-
  ished. Characters with the Powerful Resource Edge may 
  not take this Hindrance.
  Background edges
  happy cItIzens
  Requirements: Novice, must control a Resource
  Whether through the ruler’s skill as governor or 
  some other mysterious factor beyond his control, the 
  Resource’s ruler is populated by happy citizens.
  The Resource’s citizens have a +2 bonus to loyalty 
  rolls. If the ruler is replaced, the citizens lose the bonus 
  unless their new master also has the Edge.
  ultra QuIck rules
  Still want some variation in a hero’s income but 
  without involving any extra work beyond a single 
  die roll? Just roll a d6 at the start of each year and 
  consult the table below. Nothing could be simpler!
  d6 
  Result
  1 
  Half income for the year
  3–5 
  Normal income for the year
  6 
  double income for the year
                                
  hellFrost
  
  
  powerFul resource
  Requirements: Novice, must control a Resource
  The character’s Resource may be rich, have large 
  amounts of land, suffered few hardships in recent years, 
  or simply have the support of the people. However it is 
  has managed it, the Resource has achieved a good and 
  prosperous standing.
  The Resource begins at Average Prosperity but with 
  a rating of 15. Characters with the Weak Resource Hin-
  drance may not take this Edge.
  socIal edges
  sanctuary
  Requirements: Novice
  The hero has created or discovered a place of tranquil-
  ity. The sanctuary must be a small, static area, typically no 
  larger than large house. It can indoors or outdoors, as fits 
  the character’s nature and archetype. The sanctuary may 
  be a secret or public place, as decided when the Edge is 
  taken. For instance, a druid or cleric of Eostre might take 
  a wooded glade; a warrior might have a trophy room in 
  his stead, where he can gaze on souvenirs and reflect 
  on past deeds, or a shrine to Tiw; while a cleric might 
  have a private space in the local temple where he can 
  meditate. 
  The hero and allies he welcomes to the site who 
  spend four days within the sanctuary add +1 to their 
  next natural Healing roll. Furthermore, characters gain 
  +2 to resist Fear and Tests of Will while within the sanc-
  tuary. Both modifiers are in addition to any others that 
  may apply. If the sanctuary is defiled (GM’s call on what 
  counts as defiling), the hero must spend a minimum of 
  one week rebuilding it. Total destruction may require 
  weeks, months, seasons, or years of work to set right.
  This Edge may be taken more than once. Each time it 
  is picked, the hero gains another sanctuary.
  Because the sanctuary is static, this Edge is best suited 
  to a community-centric campaign, where the characters 
  do not travel far from home on a regular basis.
  trusted assIstants
  Requirements: Seasoned, must control a Resource
  The hero has appointed a trustworthy or skilled 
  seneschal and castellan (p. 9). When drawing cards to 
  determine the traits for his seneschal and castellan, he 
  may draw two cards for each, keeping the one he prefers. 
  In the event one card is a Joker, the hero may keep the 
  Joker and discard the other or use it to determine traits. 
  In the former case, the hero draws a single card to deter-
  mine the value of the assistant’s traits. He must take the 
  value of the drawn card.
  Example: Ridder Ulfgar draws a Joker (indicating 
  a Wild Card NPC) and a Six of Clubs for his seneschal. 
  He elects to keep the Joker. This allows him to draw a 
  new card to determine the seneschal’s actual ratings. 
  Ulfgar may elect to use the Six, but decides the suit is too 
  weak and opts to draw again. Whatever card he draws 
  next, for better or worse, he must use for his seneschal’s 
  Charisma and Knowledge (Stewardship).
  For his castellan, Ulfgar gets a King of Clubs and 
  a Jack of Hearts. Ulfgar elects to keep the Jack as the 
  Hearts give his castellan a higher Spirit die.
  new knowledge skIll
  Running any sort of business requires knowledge of 
  accountancy, time-management, resource control and 
  people skills. In Hellfrost, this is covered by the Knowl-
  edge (Stewardship) skill.
  While some heroes may wish to invest in the skill, giv-
  ing them a “hands on” approach to managing their Re-
  source, the skill is designed primarily for NPC seneschals, 
  characters who run the Resource while the owner is off 
  adventuring. Skilled seneschals are worth their weight in 
  gold. See page 10 for information on seneschals.
  creatIng a resource
  The GM and the player should take time to work out 
  the basic information regarding the Resource. This is 
  especially true if the Resource is going to be become the 
  focus of the campaign.
  1. type oF resource
  This section covers general basic information about 
  the Resource. once the basic nature of a Resource has 
  been determined, the player may begin filling out the 
  Resource Management Sheet located at the back of this 
  book. Read through the section and pick the profession 
  best fitting the hero.
  Both GMs and players should note that Resources 
  must include an element of owner responsibility, consti-
  tute a minor temporal power, and allow the hero the op-
  portunity to go adventuring by leaving someone else to 
  govern his business. The rules are designed to add a new 
  dimension to the game, not detract from adventuring.
  Type: The generic type of Resource the character 
  likely controls based on his profession. Not every hero 
  owns the Resource outright. A noble may well own a vil-
  lage and control its population, but a priest is merely a 
  guardian or supervisor of a temple.
  Location: The most common geographic location for 
  the Resource. As always, the specific nature of a given 
  Resource makes this an example, not a firm rule.
  Abode: The sort of house the owner typically resides 
  in. Though this may play little part in a standard cam-
  paign, it does give the party a base of operations and 
  somewhere safe to recover from their heroic adven-
  tures.
  Income Source: How the Resource generates money. 
                                    
  resource management
  
  
  Heroes may, of course, expand this list. However, their 
  base income cannot be altered simply by choosing a high-
  value item to trade. Selling diamonds does not make a 
  Rich hero any more money than selling grain—he simply 
  sells far fewer items at far higher prices.
  Responsibilities: A basic list of the sorts of respon-
  sibilities the owner has. In many cases, these require no 
  die rolls or roleplaying, but they do require character 
  time. Resource owners, in general, have less time to 
  spend adventuring than other characters. Such is the 
  price one pays for having a social title or high income. 
  This is why most rulers hire seneschals to manage their 
  sources of income.
  Responsibilities can be used by the GM to create ad-
  venture hooks. What begins as a simple labor dispute 
  among a guild, for instance, may spiral into a plot by an 
  evil organization to disrupt trade or discredit the local 
  noble.
  Soldiers: As detailed under the Noble Edge, a hero 
  has a certain number of men-at-arms at his disposal. This 
  is one of the perks of controlling a Resource. The entry 
  lists a typical number, which may be altered by the GM, 
  and the archetype from the Hellfrost Bestiary used for 
  the troops. Fill out an Ally Sheet for each type of soldier 
  your hero commands.
  These soldiers are not the same as Followers, though. 
  They generally answer to the hero, but their sole interest 
  is in protecting the Resource, not adventuring. A hero 
  who wants adventuring buddies should purchase the 
  Followers Edge separately.
  guIld
  Type: A guildmaster governs the affairs of a single 
  trade. Most often this is a legitimate guild, such as the 
  blacksmiths’, dockworkers’, scriveners’, or loggers’ 
  guilds. However, with the GM’s permission, a hero may 
  run a thieves’ guild.
  Location: This may be within a small town (larger 
  towns and cities are governed by more senior figures) 
  or cover a number of rural locations, depending on the 
  guild in question.
  Abode: A town-based hero likely has a townhouse, 
  large enough for his family and servants. Those living in 
  rural areas have a fortified manor house.
  Income Source: Guildmasters earn their income 
  through business taxes, guild dues, and, quite often, 
  bribes and backhanders.
  Responsibilities: Guildmasters must settle disputes 
  among their workers, negotiate contracts, deal with 
  other guilds or local nobles, arrange tax levies on goods, 
  fend off competitors, and so on. Much of their daily grind 
  involves a mountain of paperwork.
  Soldiers: Guilds are rarely a military force. The guild-
  master has 10 soldiers (equivalent to a village militia) 
  to protect his abode and his office. A thieves’ guild may 
  have five thieves as guards. Remember though, they are 
  there to defend the Resource, not go adventuring.
  mercantIle
  Type: Mercantile Resources may be static or mobile. 
  Static Resources most often cover one or more shops, 
  rights to a market in a rural region, a logging camp or 
  mine, or perhaps a busy inn. Mobile Resources may be 
  ships or caravan trains. There is nothing to stop a mer-
  chant utilizing both, of course.
  Location: This varies with the type of Resource. A 
  merchant with a ship probably must operate from a dock, 
  a market concession might be in a village, town, or city, 
  and an inn might be in a village, town, or city, or stand as 
  a single structure along a busy trade road. Mines tend to 
  be quite rural, though the local settlement is within easy 
  reach and is the major source of workers.
  Abode: A town or city-based merchant lives in a 
  townhouse, large enough for his family, a few servants, 
  an office, and room to entertain guests. A rural merchant 
  probably owns a fortified manor, which also doubles as 
  a warehouse. Merchants with a mobile business may live 
  on a ship or in a caravan for much of their lives. Heroes 
  hellFrost
  
  
  with a mobile Resource have access to a knarr (if Noble 
  or Rich) or a busse (if Filthy Rich), or enough horses to 
  mount the heroes, as applicable.
  Income Source: Mercantile Resources do not gen-
  erally manufacture anything, though they may produce 
  raw materials. Income is solely generated by profits gar-
  nered from other folks’ labors. Buy low and sell high is 
  the merchant’s motto. The exact type of produce sold is 
  up to the hero. He may ship large quantities of grain or 
  pottery, or handle smaller consignments of raw or pro-
  cessed metals, as examples.
  Responsibilities: The hero runs a business, and is 
  therefore responsible for negotiating contracts, settling 
  worker disputes, dealing with the various guilds, fending 
  off rivals, accountancy, and so on.
  Soldiers: Static merchants have 10 town watch as 
  security. Mobile merchants have 10 common mercenar-
  ies of the owner’s choice to act as guards on the more 
  dangerous roads. Characters with the Styrimathr Edge 
  may have common sailors instead, if they prefer, gaining 
  as many sailors as their ship has crew.
  mIlItary
  Type: Such a Resource may be a mercenary company 
  or a castle. A mercenary captain’s Resource is his men 
  and war machines. Running a company, as opposed to a 
  castle, allows the hero to continue adventuring.
  Location: Mercenary companies may be static or 
  roaming. Static mercenaries are on retainer to a guild, 
  noble, temple, or some other temporal power. Roaming 
  mercenaries scour the land searching for work.
  Abode: Roaming captains have no permanent abode. 
  Instead, they continually travel Rassilon in search of 
  work. Retained mercenaries are fixed to a single locale 
  for a long duration. In such cases, the captain may own 
  a fortified manor house, which he uses as his headquar-
  ters.
  Income Source: Mercenaries work for gold. loot-
  ing and battlefield spoils also contribute to the annual 
  income. despite the many problems wracking the land, a 
  mercenary’s income is rarely guaranteed year upon year. 
  only those fighting against orcmark or patrolling the 
  borders of the Withered lands have secure income for 
  the foreseeable future.
  Responsibilities: A captain must find his men em-
  ployment, coordinate battles, arrange supply lines, se-
  cure medical attention for his wounded, and so on. of 
  course, his greatest responsibility is leading his men into 
  battle.
  Soldiers: Naturally, a mercenary captain needs a mer-
  cenary company. The captain commands 100 common 
  mercenaries. In addition, he has a core bodyguard of five 
  veteran mercenaries. The player decides the exact type 
  and breakdown of his forces.
  unlike some other soldiers, mercenaries are more 
  likely to take part in adventures. Typically, though, the 
  adventure must involve a Mass Battle or at least military 
  action for the troops to take part in. Remember, they are 
  not dedicated Followers—mercenaries work for money, 
  which means a share of any treasure in an adventure in 
  which they partake.
  noBIlIty
  Nobles in areas like the Free lands and Heligioland 
  may answer only to themselves, having no feudal lords. 
  Nobles in realms with a central government are at the 
  bottom of a hierarchy and have a liege lord to whom they 
  are beholden. This is typically a noble who is one or two 
  steps higher up the social ladder.
  Type: A noble’s Resource is his lands. In general, this 
  means the agricultural fields or livestock, but some may 
  control a mine or other such natural resource. A noble’s 
  domain is called a fief.
  Location: Starting characters should govern a small 
  village or small number of remote steads or hamlets. 
  Higher ranking nobles (counts or above) may run a small 
  town.
  Abode: The noble dwells in a fortified manor house. 
  Among the Anari or frost dwarves, this is an actual stone 
  structure. Saxa, Tuomi, and elf nobles rule from wooden 
  great halls. Both use the same stats. This may be within 
  the noble’s village or in a more remote location.
  Income Source: Income is primarily generated from 
  local taxes and selling surplus goods from the fields. 
  Some nobles may operate toll bridges or booths along 
  important stretches of road.
  Responsibilities: Nobles judge criminals, mete out 
  justice, settle disputes, fend off jealous neighbors who 
  covet their lands, and deal with bandits and other aggres-
  sors. Since they generally answer to a higher authority, 
  they must also spend time at their liege’s court. Even 
  those without a lord must visit their neighbors regularly, 
  if only to keep a covert eye on them.
  Soldiers: A noble receives 20 village militia, fighting 
  men from the local populace paid a small stipend to help 
  defend the settlement and act as constables. In addition, 
  the ruler has five huscarls to protect his personal abode.
  relIgIous
  Type: The cleric, whether priest or paladin, runs 
  a small temple or a major shrine. Priests generally run 
  more scholarly or spiritual temples, whereas paladins 
  have a more militant bent. Naturally, the tenets of spe-
  cific deities may affect stereotypical divide.
  Location: This is usually in a rural location, as those 
  in towns and cities are governed by more senior priests. 
  Although a few temples are single structures, most are 
  associated with a village and may actually serve several 
  villages.
  Abode: Most temples should be treated as fortified 
  manor houses. The cleric typically has a room or number 
  of rooms within the temple, though he may choose to 
  live in a house within the nearest village.
  Income Source: Temples earn much of their income 
  from gifts and tithes. Those with access to a natural re-
  resource management
  
  
  source, such as a temple of Ertha in a mining village or 
  temple to var on a major trade route, likely boost their 
  income through the local resource. The deities’ aspects 
  may also factor into income. For instance, a temple to 
  Eira can make money caring for the sick and selling 
  herbal remedies, whereas one to Hoenir may charge 
  for access to its library. Selling alchemical devices also 
  supplements the income.
  Responsibilities: The hero likely does not control 
  the populace, but he is responsible for at least part of 
  their spiritual wellbeing, collecting tithes, and conduct-
  ing ceremonies. He may also have a seat on the local 
  council or serve as an advisor to the ruling noble.
  Soldiers: Most temples have 10 guards, who also use 
  the town watch stats. Militant faiths, such as Scaetha, 
  Sigel, and Tiw, grant a hero 20 common mercenaries. 
  The specific type is up to the player. These may be actual 
  mercenaries or lay paladins (paladins with no Arcane 
  Background). Pacifistic faiths, such as Eira, grant only 
  five soldiers, and these count as town watch.
  In addition, for every two Population, the temple gains 
  either an additional priest or paladin (owner’s choice) 
  with the Arcane Background (Miracles) Edge. As always, 
  the cleric is not an adventurer—he serves the god (and 
  his temple) first, and his mortal master second.
  Special: The Resource automatically begins with a 
  temple the same as the hero’s faith (see pages 13-16). 
  However, it begins with one less Population point, as not 
  everyone in the region worships the god. This in turn 
  affects the hero’s base annual income (see page 20).
  scholastIc
  Type: The hero runs some sort of educational estab-
  lishment. This might be a general school or university, 
  providing the scions of rich families with a general edu-
  cation, or a specialized center of learning, like a scribal 
  school, or even a center of learning for mages. Temples 
  to Hoenir, while they often double as schools, are treated 
  as temples.
  Location: The Resource may be in the remote wilds 
  or in a village, town, or city. In general, the larger the 
  population, the less important the Resource will be. For 
  instance, in a city, there may be several schools compet-
  ing for business, but out in the agricultural lands, the 
  hero is probably the only mentor for many miles.
  Abode: Heroes in a town or city likely have a town-
  house. This may be used as the school, be part of a 
  small complex, or an entirely separate building. In rural 
  regions, the school is likely a fortified manor or tower, 
  which also doubles as the character’s abode.
  Income Source: Student fees are the primary source 
  of income, though certain Resources may have other 
  sources. For instance, a scribal school might hire out 
  students to guilds, temples, and nobles, while a mage 
  school also sells alchemical devices.
  Responsibilities: The character must handle the daily 
  administration of the school, mediate disputes, chastise 
  those who have broken the rules, organize supplies and 
  contracts, collect fees, outwit rival establishments, attract 
  new students, and so on.
  Soldiers: Scholarly institutes have a small security 
  force of 10 town watch. In addition, for every two Popu-
  lation, a magical establishment gains one mage of the 
  appropriate sort with the Arcane Background (Miracles) 
  Edge. The mage is not an adventurer—he is a teacher, 
  bookworm, or alchemist.
  . populatIon
  Every Resource has a Population associated with it. 
  Each whole number represents approximately one hun-
  dred people. Thus, a Resource with Population 3 has 
  300 people involved. The exact nature of the population 
  varies immensely. 
  A village, for instance, obviously has many families 
  living within its boundaries. A guild’s population com-
  prises not just workers (and maybe their families) but 
  also regular customers. A mercenary company has sol-
  diers, crafters, and camp followers, while the population 
  of a temple most likely represents the congregation. A 
  center of learning has a few teachers, staff, students, and 
  perhaps their families it can call upon.
  It is important to note that the owner does not neces-
  sarily command these people. A noble may indeed rule 
  over a village as its sole lord, but for a temple, Population 
  likely indicates the number of worshippers or those who 
  rely on the temple for services, while a shop may have 
  a small number of paid staff but lots of loyal customers, 
  not to mention suppliers.
  Initial Population: A hero with the Noble or Rich 
  Edges has Population 2 associated with him, and a 
  Filthy Rich hero, Population 6. Enter this value on your 
  Resource Management sheet. Population has no upper 
  limit.
  Base Income: To find the Resource’s base annual in-
  come in gold scields, multiply the Population by 2,500. 
  Enter this on your Resource Management sheet.
  Zero Population: A Population of zero generates no 
  income and no Annual Income roll is made.
  Growth and Fall: Hellfrost is not a setting which 
  meticulously accounts for population growth or shrink-
  age. As such, population growth and fall are deemed to 
  be equal unless an event occurs to alter this (such as a 
  terrible or excellent financial year) or the owner deliber-
  ately sets out to invest in more Population (p. 11).
  . prosperIty
  All Resources have a Prosperity rating. Typically this 
  rates between 1 and 20, but may go higher or lower in 
  rare cases. Prosperity determines not only the financial 
  and physical state of the Resource, but also the mood of 
  the populace, employees, congregation, or customers. 
  Prosperity Ratings can rise and fall over time.
  Initial Prosperity: A Resource begins with Prosperity 
  11 unless altered by Edges and Hindrances. Enter this on 
  the Resource Management Sheet.
  hellFrost
  
  
  With the GM’s approval, a hero may roll 2d10 for his 
  initial Prosperity, instead. This can produce extremely 
  good results or leave the Resource on the Edge of fi-
  nancial collapse. This option negates the need to intro-
  duce two of the new Hindrances and Edges into your 
  campaign. of course, the GM may always set the initial 
  Prosperity rating to fit his campaign.
  Loyalty: The Population of a Resource has a loyalty 
  rating which is used to affect the Annual Income roll. 
  This typically begins at a d6, assuming an initial Prosper-
  ity of 12. As the Prosperity of the land rises and falls, so 
  loyalty changes as the peasants become more grateful 
  to their lord or grow despondent and rebellious. The 
  loyalty die is never rolled as a Group roll.
  Reaction: Instead of rolling 2d6 on the Reaction Table 
  when asking an NPC to do something, the initial reaction 
  is fixed. Add both characters’ Charisma to this as normal. 
  The number in parentheses is the die roll equivalent on 
  the Reaction table.
  Zero Population: A Resource with zero Population 
  automatically has loyalty of zero. Each year it remains 
  unpopulated, its Prosperity automatically drops 1d6 
  points as buildings and land fall into rapid states of dis-
  repair.
  prosperIty ratIng taBle
  Rating 
  Level
  Ruined 
  0 to –10
  Impoverished 
  1–3
  Poor 
  4–7
  Average 
  8–16
  Good 
  17–19
  Rich 
  20+ (no upper limit)
  ruIned
  The Resource has collapsed into ruin. land-based 
  Resources are wastelands with fields choked with weeds, 
  mineral veins have run dry and the tunnels collapsed, 
  and rivers are heavily polluted or devoid of fish stocks. 
  A business has no customers, a temple no worshippers, 
  and a school no students. Buildings are run down with 
  crumbling walls, collapsing roofs, and rotten furnishings. 
  The Resource quickly becomes infested with bandits, 
  thieves, orcs, or some other fell monsters.
  Buildings and vehicles have –4 base Toughness and 
  –4 Armor (–8 reduction in total) due to the total lack of 
  maintenance. Each year the Resource remains Ruined, 
  base Toughness and Armor drop a further 1d6 points. 
  Roll once for each at the end of each year, before the An-
  nual Income roll. Armor cannot drop below zero. Should 
  Armor drop below 4, a structure or vehicle no longer 
  counts as having Heavy Armor due to gaping holes or 
  numerous weak points. When Toughness reaches zero, 
  the structure or vehicle is destroyed, reduced to rubble, 
  or rotten beyond hope of repair.
  The Population of the Resource is automatically re-
  duced to zero. Although a handful of citizens may re-
  main, they have forsaken any oaths of allegiance to the 
  owner and eke a pitiful existence. Worse still, the entire 
  area has developed a terrible reputation, which prevents 
  people from ever wanting to move to the region or work 
  for the organization until drastic steps are taken to im-
  prove the situation.
  The Resource generates no income until it is rebuilt. 
  This should require a major adventure rather than just 
  spending money to attract new settlers. With the con-
  clusion of a successful adventure, the Prosperity Rating 
  increases to 1, whereupon the Resource begins to gen-
  erate income again. If Prosperity ever drops below –10, 
  the land can never be resettled and becomes a barren 
  wasteland.
  Loyalty: Zero
  Reaction: Hostile (2)
  Glory: For each year the Resource is Ruined, the ruler 
  loses 2 Glory. This penalty ends at Prosperity –10, when 
  the land is abandoned.
  ImpoverIshed
  The Resource is on the verge of collapse. The peas-
  ants are starving and no longer attend religious or civil 
  ceremonies, crops wither in the fields, livestock are gaunt 
  (producing very little meat, milk, or wool), natural re-
  sources are running low or are of extremely poor quality, 
  customers are moving away to rivals due to the shoddy 
  quality of goods, or trade routes are closing in the face of 
  more favorable markets. Poverty is rife.
  Any property is in a state of total neglect. Buildings 
  and vehicles have –2 base Toughness and –2 Armor (–4 
  Toughness reduction in total) due to the total lack of 
  maintenance. Should Armor drop below 4, a structure 
  or vehicle no longer counts as having Heavy Armor.
  Loyalty: d4–2
  After three years in a row in this state, loyalty drops to 
  zero. If the realm improves to Poor, it has a d4 loyalty, the 
  peasants being very grateful that things have improved. 
  Should it drop to Impoverished again, the Resource has 
  d4–2 loyalty (until three years of abject poverty follow 
  again).
  Reaction: uncooperative (3)
  poor
  The Resource is in a state of disrepair but has yet to 
  fall to wrack and ruin. The peasants are hungry and an-
  gry at their master, crops are poor and barely feed half 
  the population, livestock are sickly or malnourished, 
  attendance at ceremonies drops, customers are wary of 
  spending too much on a merchant’s poor quality goods 
  or investing in a company on the verge of bankruptcy, 
  and morale is low. Most citizens are poor, with many fac-
  ing starvation and deprivation.
  Buildings require maintenance, but are habitable and 
  keep out the worst of the weather. Buildings and vehicles 
  have –1 base Toughness and –1 Armor due to the lack of 
  regular maintenance. Should Armor drop below 4, the 
  resource management
  
  
  resource oFFIcIals
  Even if the ruler makes all the important decisions, it is very unlikely that he personally handles every little detail of 
  managing the Resource on a day-to-day basis. This is especially true of absentee rulers.
  Below are some of the more important, well-known, or interesting helpers and hirelings who assist Resource owners. 
  While most of these titles are geared toward noble estates, the work they perform can be applied to most Resource 
  types. The wages for these officials is already factored into the ruler’s annual income.
  Note that small Resources may not fill all these positions or they may have one man performing multiple rolls. large 
  Resources often have multiple individuals filling subordinate rolls. In such cases, there is always one leader, generally 
  adding the prefix “High” to his title (such as a High Provost), with others acting as his subordinates. If the Resource is 
  important in the campaign, the roles of senior officials are ideal for non-ruling player characters. Those most suitable 
  for fellow heroes are italicized.
  Almoner: distributes charity on behalf of a temple. The almoner is often a layman or junior cleric.
  Armorer: Maintains the armory and supervises the manufacture of weapons. He answers to the steward.
  Captain: In small Resources, the castellan normally acts as sole captain. However, in a Resource with lots of soldiers 
  there is often one or more captains, each responsible for a section of the defending army and answerable to the cas-
  tellan.
  Captains may be named by the various shifts (such as Captain of the day Watch), a special post (Captain of Huscarls), 
  or the type of troops they command (Captain of Horse, Captain of Artillery, and so on). In mercenary outfits and Re-
  sources with lots of troops, a captain may control one company, regardless of its makeup.
  Captain of the Guard: The senior captain and the marshal’s right-hand man. In a small Resource, this post may be 
  held by the marshal.
  Castellan: The castellan is in charge of all military matters, from defense of the realm through to overseeing the 
  ruler’s personal safety. As such, he is a very important figure and second only to the seneschal in seniority. In temples, 
  the castellan is always a paladin.
  Cellarman: In charge of the lord’s beer, wine, and mead stores. He is subordinate to the steward.
  Chancellor: Responsible for the treasury and taxation. He answers to the seneschal.
  Chapel Master: Responsible for the cleaning and security of a temple’s main hall of worship. He answers to the 
  steward.
  Chaplain: liaises between the ruler and a local temple. depending on the Resource, its owner’s social rank, and the 
  temple’s faith, this may be a junior functionary or a high-ranking cleric.
  Constable: A law enforcement officer answerable to the provost. The title “sheriff” (from shire-reeve) is also used, 
  though it is considered an antiquated term even by Saxa standards.
  Cup Bearer: Serves drinks at the high table. A trusted post, since he could easily poison his lord. The cup bearer 
  answers to the steward.
  Door Guard: A subordinate of the steward who controls access to the ruler.
  Druid: Rulers whose Resource encompasses agricultural lands or forests sometime employ druids. druids are re-
  sponsible for placating the fey lords of the forest, as well as blessing crops and animals. like the forester, they answer 
  to the inquisitor.
  Engineer: Most commonly found in permanent employment only in mining Resources, engineers are responsible for 
  construction projects. Most other Resources hire engineers as required. They answer to the seneschal.
  Forester: oversees the hunting estates and keeps poachers away. He serves the inquisitor.
  Gardener: oversees the household garden, including the growing of medicinal herbs.
  Herald: Experts in heraldry. They introduce visiting dignitaries, carry messages for their lord, and act as ambassadors. 
  Most Resources have just one herald, who answers to the steward.
  High Priest: The head of a single temple. This title has nothing to do with character Rank. Where the temple is not 
  the main Resource, the high priest is an independent advisor.
  Inquisitor: Responsible for thwarting enemy spies, operating the ruler’s spy network, overseeing the dungeons, 
  questioning prisoners, and so on. He answers to the steward.
  Jester: Jesters are common at Anari courts. Although they play the fool, jesters are allowed to say things others dare 
  not (within certain limits). Hence, nobles value jesters as advisors unafraid to tell the truth, no matter how unpleasant 
  it may be to noble ears. More than a few are clerics of the unknowable one who entertain and advise through satire. 
  The jester is answerable to the steward.
  Keeper of the Seals: Watches over the ruler’s seal, his stamp of authority. He is answerable to the steward.
  Mage: unless a mage is an alchemist, he rarely has a distinct role as a spellcaster. Instead, he serves in one of the 
  other posts as best befitting his skills and spells. The same applies to clerics not affiliated with the local temple (if one 
  exists).
  hellFrost
  
  
  structure or vehicle no longer counts as having Heavy 
  Armor.
  Loyalty: d4
  Reaction: Neutral (5)
  average
  This is the default starting level for a Resource. Income 
  is steady, citizens and livestock are generally healthy, 
  problems exist but are not enough to overly worry the 
  population, and the populace works hard and pays most 
  of its taxes on time. Harvests are enough to feed the 
  populace until the next harvest, and other resources are 
  producing enough income to remain profitable. No one 
  is particularly rich (beyond the owner), but neither are 
  they especially poor.
  Loyalty: d6
  Reaction: Neutral (7)
  good
  Times are good far more often than they are bad. Peas-
  ants and workers are healthy (as are livestock), children 
  dance in the streets, winter supplies allow for one or two 
  feasts between harvests, worshippers leave donations at 
  the temples, customers are happy to recommend the 
  goods to their friends, and merchants are keen to open 
  new trade routes with the Resource.
  Loyalty: d8
  Reaction: Neutral (9)
  rIch
  The Resource is in a perfect state. The peasants and 
  workers are fat and jolly, children and adults dance and 
  sing in the streets, the lord is welcomed with bright 
  smiles and hearty hellos, winter supplies are sufficient 
  to allow for bountiful feasts all year round, livestock 
  produce healthy young, customers flock to the stalls and 
  shops, the temples are crowded with pious worshippers, 
  mercenaries are swamped with offers of work, and new 
  trade routes present themselves daily.
  Loyalty: d10
  After a continuous three year period the Resource re-
  mains at Rich, loyalty increases one step to a d12. over 
  the next three years, it rises to a d12+1, then finally a 
  d12+2 three years later. 
  Should the Resource drop to Good, it has d8 loyalty 
  die, regardless of its previous rating—the wealthier the 
  Resource was, the more the peasants moan when it falls. 
  If it returns to Rich, it has a d10 loyalty and must begin 
  the process all over again.
  Reaction: Friendly (10)
  Glory: For each year the Resource is Rich, the ruler 
  earns +2 Glory.
  . seneschals & castellans
  While heroes may elect to govern Resources them-
  selves, those who want to go adventuring beyond the 
  reaches of the Resource need someone to keep their af-
  Marshal: The marshal is responsible for training the militia and men-at-arms. He answers to the castellan.
  Master of the Horse: Senior officer in charge of the stables and other animals (such as hawks or hunting dogs). He 
  answers to the seneschal. He may be served, or even replaced, by a falconer or master of hounds.
  Porter: In charge of receiving visitors and attending to their needs, whether that be a bed for the night or a meal. 
  This role is also found in temples for those who wish services beyond merely attending a ceremony. He answers to 
  the steward.
  Provost: The chief magistrate (magistrate is an Anari term). Provosts are usually only found in high population Re-
  sources (Population 20+) and help relieve the burden of the ruler or seneschal, to whom they answer. Many are 
  clerics of Hothar.
  Reeve: The reeve oversees the workers in one village or specific industry within the Resource. Whereas other posts 
  are appointed, the reeve is elected from the citizens or workers. He is responsible for ensuring the workers do not 
  slack and pay their taxes dutifully. He answers to the seneschal. The terms bailiff, headman, and mayor are also com-
  monly used. Among guildss reeves are known as syndics or officers.
  Seer: A cleric of the Norns, who advises the ruler through divinations. The seer answers to the seneschal.
  Seneschal: The seneschal is the ruler’s right-hand man and most trusted servant. It is his duty to handle all affairs 
  relating to the wider estate that the ruler does not want to deal with. More importantly, when the ruler is away, the 
  seneschal becomes the de facto ruler. His word is considered that of his master.
  Skald: As well as being an entertainer, a skald serves as historian and record keeper. Scholars such as clerics of Hoenir 
  or lorekeepers might fill the latter roll in a large Resource, serving as a librarian. The skald answers to the steward.
  Standard Bearer: Carries the ruler’s banner at civil functions and in battle. He answers to the castellan.
  Steward: Runs the ruler’s household (as opposed to the larger estate overseen by the seneschal) on a day-to-day 
  basis, overseeing all servants and administrative functions. It is his duty to compile reports from all the other servants, 
  thus allowing the ruler to make informed decisions. He answers to the seneschal and is considered his right-hand 
  man. Among the Anari he is known as a chamberlain.
  Treasurer: A treasurer does not run the treasury. Instead, he handles investments, contract negotiations, searches for 
  new trade routes, and so on. He answers to the seneschal.
  resource management
  
  
  fairs in order, unless they want the Resource to fail. Two 
  major senior skilled assistants are required to maintain 
  a healthy Resource. other assistants may be appointed, 
  but they have no bearing on play.
  seneschal
  A seneschal is responsible for the day-to-day running 
  of a Resource. Well-educated and often charismatic, 
  he may govern in his lord’s absence or simply take the 
  burden of management from his shoulders. In his lord’s 
  absence, the seneschal is the de facto governor of the 
  Resource and is deemed to speak for his master in all 
  matters concerning the running of the Resource.
  Initial Rating: A seneschal has two important abili-
  ties, Charisma and Knowledge (Stewardship). draw a 
  single card from the action deck and check the results 
  on the table below to determine the level at which these 
  abilities start. Record these on your Resource Manage-
  ment sheet.
  Value 
   Stewardship 
  Suit 
  Charisma
  2 
   d4 
  Club 
  –1
  3–10 
   d6 
  diamond 
  0
  Jack–King  d8 
  Heart 
  +1
  Ace 
   d10 
  Spade 
  +2
  Joker 
  Seneschal is a Wild Card. draw again for 
  actual values. With a second Joker, the se-
  neschal has d12 Knowledge (Stewardship) 
  and +4 Charisma.
  Advancements: Resource owners can improve their 
  seneschal. Each time the owner gains a new Rank (or 
  every 20 XPs after legendary), draw a card from the ac-
  tion deck. 
  A red card means the seneschal gains an advance. A 
  Joker nets two advances, though these must be differ-
  ent—the NPC cannot gain a two dice increase to his 
  Stewardship skill, for instance. A black card means no 
  advancement is earned.
  The seneschal may increase his Stewardship by one 
  die type (max. d12) or gain +1 Charisma (to a maximum 
  of +4). When the seneschal reaches d12 in Knowledge 
  (Stewardship), the hero may purchase the appropriate 
  Professional, Expert, and Master Edges for his seneschal 
  (ignoring the Rank requirement) as an advancement.
  castellan
  A castellan is a war chief. Whereas the seneschal runs 
  the Resource, the castellan protects it. While any Re-
  source with an absentee ruler requires a seneschal, not 
  every Resource requires a castellan (though most do). 
  Should the Resource be attacked in the owner’s absence, 
  it is the castellan who must muster the troops (p. 17) 
  and lead them in the defense of his master’s holdings. 
  Castellans may be junior nobles, Knights Hrafn, merce-
  nary captains, lay paladins (no Arcane Background), or 
  retired warriors.
  Initial Rating: A castellan has two important traits, 
  Spirit and Knowledge (Battle). Shuffle the action deck, 
  draw a single card, and check the results on the table be-
  low to determine the level at which these abilities start. 
  Record these on your Resource Management sheet.
  Value 
   Battle 
  Suit 
  Spirit
  2 
   d4 
  Club 
  d4
  3–10 
   d6 
  diamond 
  d6
  Jack–King  d8 
  Heart 
  d8
  Ace 
   d10 
  Spade 
  d10
  Joker 
  Castellan is a Wild Card. draw again for 
  actual values. With a second Joker, the cas-
  tellan has d12 Knowledge (Battle) and d12 
  Spirit.
  Advancements: Resource owners can improve their 
  castellan. Each time the owner gains a new Rank (or ev-
  ery 20 XPs after legendary), draw a card from the action 
  deck. A red card means the castellan gains an advance. 
  A Joker nets two advances, though these must be dif-
  ferent—the NPC cannot gain a two dice increase to his 
  Battle skill, for instance. A black card means no advance-
  ment is earned.
  The castellan may increase his Battle or Spirit by one 
  die type (max. d12) or gain a leadership Edge. The cas-
  tellan must meet any Spirit or leadership Edge require-
  ments, but ignores all other requirements. When the 
  castellan reaches d12 in Spirit or Knowledge (Battle), the 
  hero may purchase the appropriate Professional, Expert, 
  and Master Edges for his castellan (ignoring the Rank 
  requirement) as an advancement.
  wIld cards
  Wild Card seneschals and castellans receive two ben-
  nies, just like other NPC Wild Cards. However, because 
  they make only brief appearances, they receive two ben-
  nies a year, not per session. This allows them to deal 
  with minor problems, such as a poor Annual Income roll 
  or a single raid, but prevents them from having the ben-
  nies to reroll every failed die roll during the year. Such is 
  the price a hero pays for leaving a Resource in the hands 
  of others. Space to record these can be found on the 
  Resource Management sheet.
  replacements
  A seneschal or castellan can be fired and a replace-
  ment hired just once per year. The current seneschal or 
  castellan must be fired before cards are drawn to deter-
  mine the quality of his replacement.
  Replacing such a senior figure has a negative effect on 
  the Resource for the year. dismissing a seneschal gives 
  a penalty to the next Annual Income roll while the new 
  seneschal is finding his feet. A new castellan has –2 to 
  Knowledge (Battle) rolls in his first year as the warriors 
  and militia adjust to the new leader and his methods.
  . InItIal treasury
  Every Resource has an initial Treasury. This is equiva-
  lent to whatever the hero has left out of his starting funds 
  hellFrost
  10
  
  plus one year’s basic income. Enter this value on the 
  Resource Management sheet.
  As a Novice character, this assumes the hero has just 
  taken over management of a new Resource, his prede-
  cessor was either inept or corrupt (a possible adventure 
  hook), times have not been too good of late, funds were 
  spent on an improvement which brought the character’s 
  annual wealth to its current level, or some other reason 
  of the player’s imagining.
  Money in the Treasury may be used to buy improve-
  ments (see p. 11) or gear for the hero and his friends. 
  It is the hero’s private funds, so he can do with it as he 
  wishes.
  . name
  Every Resource needs a name. This might be the name 
  of a village controlled by a noble (Applesby), the name 
  of a temple (Temple of the Burning Sword), a business 
  (The lord’s Rest Inn), a mercenary company (The Hand 
  of vengeance), or whatever.
  Ideally, a name should tie into the Resource in some 
  manner. Applesby, for instance, might be so named 
  because the major export is apples or cider, whereas 
  Kieraton might be named after lady Kiera, the founder. 
  The Temple of the Burning Sword might be sacred to 
  Kenaz, Sigel, or even Scaetha. The lord’s Rest Inn may 
  be a presumptuous name, or have received the name 
  when a notable lord stayed there one night. The Hand 
  of vengeance is likely a name chosen by the captain to 
  inspire fear in his foes, though it might be a battle honor 
  bestowed by a former patron.
  A good name greatly adds to the flavor of the cam-
  paign, whereas a bad or mediocre one, such as Bob’s 
  village or the Temple of Thunor, quickly destroys the at-
  mosphere of a game. The GM always has the authority to 
  demand a name change if he feels it will be detrimental 
  to his game.
  Improvements
  At the start of the year, before event cards are drawn 
  (see page 16), a hero may undertake one improvement 
  for each unique Resource he controls. The ruler picks 
  one improvement from the list below.
  He need not pay the entire gold scield cost in one hit. 
  Instead, he can elect to pay smaller sums over multiple 
  years. However, until the full amount is spent, no roll is 
  made to complete the improvement. Regardless of the 
  population, number of seneschals, or finances thrown 
  at a project, only one improvement may be worked on 
  during any one year. The ruler may suspend work on 
  one project in favor of starting or finishing another.
  At the end of the year in which the final payment to-
  ward the improvement is made, the seneschal makes a 
  Knowledge (Stewardship) roll, using the modifiers for 
  that year’s Annual Income roll (p. 20).
  With success, the improvement is finished. Its ben-
  efits are felt at the start of the next year. With a raise, the 
  improvement is constructed at a reduced cost, perhaps 
  due to hard-working peasants or a reduction in material 
  costs. The hero gains back 10% of the improvement’s 
  cost and it enters play next year. This sum is added to the 
  Treasury and is not affected by the Annual Income roll.
  on a failure, the improvement is not yet complete. No 
  more money need be invested at this stage, however. As-
  suming the ruler pushes on with the improvement, the 
  seneschal makes another roll the following winter to see 
  if the project is finally finished.
  A critical failure or modified Stewardship total of zero 
  or less leads to disaster—the improvement is well behind 
  schedule. Half the monetary investment is irrevocably 
  lost, meaning the noble must refund the improvement 
  project. The yearly events should give the GM plentiful 
  ideas as to why this occurred. Perhaps part of a new mine 
  collapsed in an earthquake, new homes were burnt down 
  in a fire that swept the Resource, materials for defenses 
  were found to be substandard and had to be replaced, or 
  the peasants had better things to do with their time, such 
  as gathering in the crops before a major orc raid.
  Improvement cost taBle
  Improvement 
  Cost (gs)
  defenses 
  8,000
  Fortification 
  varies
  Men-at-Arms 
  5,000
  New Industry 
  20,000
  Population increase 
  7,500
  Prestige Item 
  2,500
  Shrine (to one deity) 
  5,000
  Temple (to one deity) 
  15,000
  Improvement notes
  Defenses: Basic outer defenses, such as a ditch and 
  palisade. GMs may limit the defenses available or their 
  nature based on the Resource’s location. For instance, 
  no one is going to let the hero construct a ditch around 
  a temple in a city, but they might allow a fence or wall. 
  Similarly, while a merchant ship may be equipped with 
  weapons, its defenses cannot be improved as it has no 
  Siege rating.
  Each improvement grants a +1 Siege bonus, to a 
  maximum total Siege Bonus of +3. A basic +1 bonus 
  might be a ditch or wooden fence, perhaps with a single 
  watchtower. A +2 bonus equates to a wooden fence and 
  ditch, whereas +3 might be a double ditch and fence 
  or a single ditch with a sturdy stone wall, a fortified 
  gatehouse and numerous watchtowers. defenses are 
  expensive because, unlike a fortification, they surround 
  the entire Resource.
  Fortification: A hero who wants an actual fortifica-
  tion, such as a tower or small castle, should consult the 
  Hellfrost Player’s Guide for costs and rules. The same 
  applies to siege equipment and vehicles.
                            
  resource management
  11
  
  Men-at-Arms: The hero hires 10 permanent soldiers 
  (treat as town watch or common mercenaries, as appro-
  priate) or five huscarls or experienced mercenaries. The 
  cost involves not only hiring fees, but also equipping and 
  training the warriors to a decent standard, erecting bar-
  racks, and setting aside funds to pay future wages. These 
  soldiers do not contribute to the income of the Resource, 
  only its defenses, nor do they count as Followers.
  New Industry: Most Resources already have mul-
  tiple sources of income factored into their basic annual 
  income. A farming village, for instance, relies primarily 
  on its crops, but there will also likely be crafters and 
  healers present, revenue from animals, as well as regular 
  tax income. Mercenaries, on the other hand, may take 
  up short term contracts guarding merchant caravans to 
  supplement their main income. A new industry gener-
  ates a major source of income for the community.
  depending on the nature of the Resource, this could 
  be anything from cultivating new land, opening a mine, 
  starting a market, forming a new trade route (or cement-
  ing a trade agreement), purchasing boats for fishing, 
  hiring out guards to merchant caravans, constructing a 
  logging camp, extending a library, purchasing land for 
  rearing livestock, excavating clay for pottery, and so 
  on. The geographic location of the Resource should be 
  considered when picking a new industry. For instance, a 
  Resource with no access to waterways will not likely start 
  a fishing boom, whereas one near a forest is probably 
  going to favor logging over strip mining.
  Each new industry grants +1 to the Annual Income 
  roll. The maximum number of new industries a Resource 
  may support is one per three whole Population. you can-
  not construct a new industry in the anticipation of the 
  Population increasing—there is not enough manpower 
  to work and run the new project. However, a new indus-
  try which has been built may be voluntarily abandoned 
  at the start of any year, thus freeing up the workers. It 
  produces no income until restarted. Again, starting up 
  an abandoned industry may occur only at the start of any 
  year.
  Should the Population drop below the level required 
  to maintain a new industry, then one industry, chosen by 
  the owner, provides no modifier to the Annual Income 
  roll. Should the Population increase again so it can sup-
  port the industry, it immediately comes back into play.
  Example: A Resource has Population 6 and can sup-
  port two new industries. The ruler has added a stable of 
  thoroughbred horses and a leather working industry to 
  produce saddles. Due to plague, the Population falls to 
  5. Until it is boosted, the owner cannot benefit from one 
  of his new industries (his choice). If the Resource had 
  Population 6 and just one new industry, the population 
  loss would have had no effect.
  Population Increase: Swelling the population re-
  quires land clearance, the construction of new homes, 
  an improved infrastructure, advertising that new land 
  is available to settlers, attracting new customers, and so 
  on. A successful Knowledge (Stewardship) roll increases 
  the Population by one, while a raise increases it by two 
  points. A critical failure leads to an overburden on the 
  existing population, and reduces the Population by one 
  point as people leave.
  Prestige Item: While Glory is quickest earned 
  through deeds, extravagant possessions can provide 
  small Glory rewards. For each such improvement com-
  pleted, the hero gains +1 Glory as a one-time bonus. No 
  more than 20 points of Glory (representing a 50,000 gs 
  investment) can be earned in this manner. The financial 
  cost represents not just the item itself—it also includes 
  hiring skalds to tell stories of the wondrous item and 
  spread knowledge of its existence across the lands.
  Such items may include a fabulous drinking hall, lav-
  ish decorations to a structure or vehicle, a single valuable 
  object, a beautiful garden, statues (of the hero, gods, 
  or others), displays of weapons and armor (taken from 
  foes, rather than purchased new), kennels of hunting 
  hounds, a collection of fine hawks, smart uniforms for 
  guards with silver and gold inlay, a tapestry telling of the 
  hero’s great deeds, and pretty much whatever else the 
  player can dream up.
  Prestige items need not be separate items. A hero 
  might earn +10 Glory over time from a single improve-
  ment, such as a truly massive collection of hawks built up 
  over a decade or more or a grand feast hall worthy of a 
  king, for instance. However, putting all one’s eggs in one 
  basket is not always a good idea—if the prestige item is 
  ever destroyed, lost, or otherwise permanently removed 
  from play, the Glory is immediately lost.
  Shrine/Temple: veneration of the gods aids a com-
  munity, not through direct divine interference but 
  through a sense of general well-being, miraculous spells 
  from the clergy, and the mundane services of the cler-
  ics. Many temples, and some shrines, are also places of 
  business as well as spiritual centers. The cost includes 
  actual construction (materials and labor), consecration, 
  stocking with appropriate trappings, hiring clerics, and 
  so on.
  Temples and shrines to Freo, the Norns, and the 
  unknowable one provide the Resource with a benefit. 
  other shrines are useful in helping to reduce the effects 
  of disasters (see page 16), but grant no regular boon.
  The GM has the right to refuse the construction of 
  a temple if he does not feel it will fit the Resource. For 
  instance, a temple to Hoenir is perfect for a city or region 
  with many villagers within easy reach, as these provide a 
  ready source of students and scholars, but it is unlikely 
  to generate much income in the wilds of the High Win-
  terlands.
  A Resource may have a maximum of one shrine per 
  two points of Population and just one temple per six 
  points of Population. unlike new industries, these im-
  provements are not lost if the Population shrinks. Rather, 
  it just prohibits the construction of new ones.
  Note that it is considered acceptable to build shrines 
  to the dark gods (Hela, Niht, Thrym, and vali). Civilized 
  folk rarely worship these deities, but leave token offer-
  ings to placate their wrath. Constructing a temple to one 
  of these gods comes with its own penalties.
  hellFrost
  1
  
  A hero may remove shrines and temples, though there 
  are repercussions. Some of the repercussions are natu-
  ral, such as a loss of traders at a temple to var, whereas 
  others have an indirect divine cause. Removing a holy 
  site must be declared at the start of a year.
  Removing a shrine carries no particular penalties, 
  except for those of Freo, the Norns, and the unknow-
  able one. Abandoning a temple or shrine to one of the 
  aforementioned deities is far more serious—the Removal 
  penalty listed under each entry remains until three years 
  pass, the temple is reopened and 1,000 gs is offered in 
  sacrifices and blessings, or a replacement temple is con-
  structed, whichever comes first.
  Any benefit is automatically lost when the structure 
  is abandoned. In many cases this represents a double 
  loss. For instance, abandoning a temple to var swaps a 
  +2 bonus to the Annual Income roll for a short term –2 
  penalty, resulting in a four-point swing.
  See the section on Religious Sites below for specific 
  details.
  relIgIous sItes
  Shrines and temples are focal points of community 
  worship and provide a small income from pilgrims and 
  worshippers. Shrines, except in rare instances, provide 
  no direct bonuses. However, they can serve to help offset 
  natural calamities. 
  Temples, by comparison, are often businesses in 
  their own right. Their presence also serves the workers’ 
  spiritual needs, which means they are more productive. 
  Where a shrine does provide a bonus, the Resource may 
  also have a temple of the same deity. However, only the 
  temple benefit is earned. Similarly, only one shrine or 
  temple to a given god benefits a Resource.
  dargar (BarBarIty)
  Temple: Worship of dargar, while not illegal in most 
  realms, is heavily frowned upon. loyalty rating is au-
  tomatically lowered by one die step, to a minimum of 
  d4–2, as citizens live in fear of the god’s vile reputation 
  for carnage and bloody sacrifice. When defending their 
  homes against a raid, calculate the tokens as normal and 
  then add one token to the defenders’ total to represent 
  their ferocity. 
  Constructing a temple to dargar costs the ruler 20 
  Glory if the temple is ever discovered by the populace. 
  Removing the temple does not grant a 20 point in-
  crease—mud sticks.
  Removal: The loyalty rating increases one die type. 
  However, dargar vents his fury on the Resource. All raid-
  ers increase their tokens in Mass Battles by one.
  eIra (healIng)
  Temple: Temples to the goddess of mercy attract 
  healers and herbalists, who in turn aid the general popu-
  lation through their skills. A temple grants +1 to Annual 
  Income rolls by selling its services and herbal remedies. 
  In addition, the penalties incurred by suffering a raid are 
  reduced by one point, to a minimum of zero.
  Removal: The Annual Income roll suffers a –1 penalty. 
  Raids are particularly violent and incur an additional –1 
  penalty.
  eostre (anImals & plants)
  Temple: Temples must be dedicated to either Eostre’s 
  Animalmother or Plantmother aspect. If the Resource is 
  primarily a farming community (crops or livestock, as 
  appropriate), the Annual Income roll has a +2 bonus. 
  otherwise, there is no effect.
  Removal: The Annual Income roll suffers a –2 pen-
  alty.
  ertha (earth)
  Temple: If the Resource’s main income is generated 
  by mining or metalworking, or much trade is generated 
  resource management
  1
  
  with neighboring frost dwarves, the Annual Income roll 
  has a +2 bonus. otherwise, there is no effect.
  Removal: The Annual Income roll suffers a –2 pen-
  alty.
  Freo (travel)
  Shrine: Many citizens believe a lengthy journey 
  should always begin at a shrine to Freo or bad luck will 
  follow them. A shrine to Freo attracts donations from 
  those wishing good fortune on their journeys. Add +1 
  to the Annual Income roll if the Resource is part of a 
  trade route or in a well-traveled region. otherwise, there 
  is no special effect.
  Removal: The Annual Income roll suffers a –1 penalty, 
  regardless of whether the shrine granted a bonus while it 
  was standing—those wishing to reach the Resource find 
  their journey more arduous.
  Temple: Freo has no temples.
  hela (undead)
  Temple: Civilized folk do not worship Hela openly, 
  and they rarely honor her with shrines in a bid to keep 
  her undead minions at bay (Scaetha’s shrines serve that 
  purpose). Erecting a temple grants the ruler 20 zombie 
  men-at-arms, if he so desires. It also serves as a place 
  associated with death for her disciples.
  Constructing a temple to Hela costs the ruler 20 Glory 
  if the temple is ever discovered by the populace. Remov-
  ing the temple does not grant a 20 point increase.
  Removal: The 20 zombies immediately leave, sham-
  bling off into the night. Hela regularly sends undead 
  to plague the Resource until the loss of the temple is 
  negated.
  Each year there is a raid Event, one raid comprises 
  skeletons and zombies. If no raid Event is drawn, then a 
  moderate raid occurs as an extra Event. Alternatively, the 
  GM may design an adventure utilizing fewer but more 
  insidious undead or servants of Hela.
  hoenIr (knowledge)
  Temple: Hoenir’s temples are libraries, and make 
  their income from renting out access to their tomes or 
  hiring priests as advisors to the rich and powerful. To a 
  lesser extent they serve as schools for the children of rich 
  patrons. A temple grants a +2 bonus to Annual Income 
  rolls.
  Removal: The Annual Income roll suffers a –2 pen-
  alty.
  hothar (justIce)
  Temple: The presence of a temple to Hothar attracts 
  citizens looking for the chance to lead an honest, pro-
  ductive life in a just environment. As a result, the citizens 
  are very keen to help their master, even in bad times. The 
  citizens roll a d6 Wild die when making loyalty rolls.
  Removal: The citizens roll an extra d6 when making 
  loyalty rolls and take the lowest result of the two dice.
  kenaz (FIre)
  Temple: Temples manufacture metal goods, such as 
  plows, weapons, and armor, which adds +1 to the An-
  nual Income roll. A further +1 bonus is gained because 
  Kenaz’s clergy inspire the citizens to be more productive 
  in the face of the lengthening winters.
  Removal: The Annual Income roll suffers a –2 pen-
  alty.
  maera (magIc)
  Temple: A temple to Maera attracts mages, who come 
  to worship (and thus make donations) and study. The 
  clergy also manufacture and sell alchemical devices. The 
  Annual Income roll has a +2 bonus.
  Removal: The Annual Income roll suffers a –2 pen-
  alty.
  nauthIz (thIeves)
  Temple: Temples to Nauthiz may only be constructed 
  if the Resource is a thieves’ guild. The god of gambling 
  and thieves is as much a bane to a Resource as he is a 
  boon. His temples tend to attract thieves, gamblers, and 
  other risk takers. The Annual Income roll is modified by 
  1d4–2 (giving a result of –1 to +2). Roll each year.
  Removal: The Annual Income roll suffers a –2 pen-
  alty.
  neorthe (water)
  Temple: Holy sites to Neorthe are extremely rare 
  away from water sources. If the Resource involves fishing 
  or waterborne trade, the Annual Income roll has a +2 
  bonus. otherwise, there is no effect.
  Removal: The Annual Income roll suffers a –2 pen-
  alty.
  nIht (darkness)
  Temple: Niht’s temples are home to assassins. A +1 
  bonus to the Annual Income roll is earned through con-
  tract killings carried out by the clerics. In addition, the 
  ruler can call upon the assassins should the need arise. 
  Treat this as a Connections Edge.
  Constructing a temple to Niht costs the ruler 20 Glory 
  if the temple is ever discovered by the populace. Remov-
  ing the temple does not grant a 20 point increase—the 
  hero’s reputation cannot be cleansed that easily.
  Removal: The Annual Income roll suffers a –2 penalty 
  due to a spate of murders scaring the populace.
  norns (Fate)
  Shrine: The Mistresses of Fate favor no man, though 
  hellFrost
  1
  
  they have been known to take a personal interest in cer-
  tain individuals. Any one die roll made by a seneschal or 
  castellan (but not both) during the year, may be rerolled. 
  However, the second result must be kept, even if it is 
  worse than the original roll.
  Removal: once per year, the GM may force the sen-
  eschal or castellan (but not both) to reroll one die roll. 
  The lower result is used. No bennies may be spent on 
  this roll.
  Temple: The Norns have no temples.
  rIgr (vIgIlance)
  Temple: Thanks to the keen eyes of the watchmen, 
  raiders are more likely to be spotted before they trouble 
  the Resource. Rolls to determine how many citizens 
  actually answer a successful call to arms when the Re-
  source is raided, are made at +2, thanks to the advanced 
  warning given.
  Removal: Rolls to determine how many citizens actu-
  ally answer a successful call to arms when the Resource 
  is raided are made at –2
  scaetha (death)
  Temple: A temple to Scaetha spurs men’s hearts 
  when facing undead. Knowledge (Battle) and Spirit 
  rolls in Mass Battles when facing undead attacking the 
  community are made at +1. In addition to the above, a 
  temple also benefits the community by providing burial 
  services for all and sundry. The income this generates 
  adds +1 to Annual Income roll.
  Removal: The Annual Income roll suffers a –1 penalty. 
  In addition, Knowledge (Battle) and Spirit rolls against 
  undead suffer a –1 penalty due to the citizen’s height-
  ened fear.
  sIgel (sun)
  Temple: A temple to Sigel spurs men’s hearts when 
  facing orcs, goblins, giants, demons, and other intelligent 
  monstrous races. It does not include undead, as Sigel 
  gave Scaetha sole responsibility for those vile creations.
  Knowledge (Battle) and Spirit rolls in Mass Battles, 
  when facing such foes attacking the community, are 
  made at +1. In addition to the above, a temple also ben-
  efits the community by providing purification rituals for 
  crops, livestock, and people. The income this generates 
  adds +1 to Annual Income roll.
  Removal: The Annual Income roll suffers a –1 penalty. 
  In addition, Knowledge (Battle) and Spirit rolls against 
  attacking evil creatures suffer a –1 penalty due to the 
  citizen’s heightened fear.
  thrym (wInter)
  Temple: only frostborn or hrimwisard dominated 
  communities worship Thrym openly, though some 
  communities honor the frozen god in a bid to stave off 
  the worst effects of the harsh winters—not that Thrym 
  listens to such pleas. Within the Resource’s boundaries, 
  hrimwisards treat the temperature as being one level 
  colder than it actually is.
  Constructing a shrine to Thrym also costs the ruler 20 
  Glory (if discovered) for openly advocating the worship 
  of the icy deity. Removing the temple does not grant a 20 
  point increase—his reputation is seriously tarnished.
  Removal: The region modifier to the Annual Income 
  roll increases to the next worst category (maximum of 
  equivalent to the Hellfrost) as the winter bites hard and 
  long.
  thunor (aIr)
  Temple: Thunor is prone to violent mood swings. 
  one year he may grant perfect weather, while the next he 
  inflicts torrential rains on his worshippers. The Annual 
  Income roll is modified by 1d4–2 (giving a result of –1 to 
  +2). Roll each year.
  Removal: The Annual Income roll suffers a –2 pen-
  alty.
  tIw (war)
  Temple: Temples to the god of battle attract men-at-
  arms, and the clerics instruct the citizens in how to fight 
  more effectively. The castellan (or other army command-
  er) gains +2 to Knowledge (Battle) rolls when defending 
  the settlement. 
  In addition, the temple’s private military force works 
  for the betterment of the Resource. Treat the Population 
  as being one point higher for the purposes of summon-
  ing the citizens to war (see Events below). For instance, 
  a Resource with Population 2 could normally call upon a 
  maximum of 50 citizens. With a temple to Tiw, the maxi-
  mum increases to 75.
  Removal: Knowledge (Battle) rolls are made at –2 
  while defending the settlement. In addition, the temple’s 
  private army departs, leaving the populace disheartened. 
  The maximum number of militia who answer a summons 
  is 15 per point of Population.
  ullr (huntIng)
  Temple: In addition to the Resource’s regular sources 
  of income, having a temple attracts hunters and trappers 
  to the Resource, who sell meat, skins, and furs, as well as 
  druids and a few earth elementalists who sell alchemical 
  devices. This grants a +2 bonus to the Annual Income 
  roll.
  Removal: The Annual Income roll suffers a –2 pen-
  alty.
  unknowaBle one (trIckster)
  Shrine: A shrine to the unknowable one attracts 
  skalds. The taxes they pay from their income grant a +1 
  bonus to the Annual Income roll. However, the Resource 
  resource management
  1
  
  suffers 1d4 events per year instead of 1d4–1 (see page 
  11).
  Removal: The Annual Income roll suffers a –1 pen-
  alty.
  Temple: The unknowable one has no temples.
  valI (dIsease & corruptIon)
  Temple: Few civilized beings actually worship the 
  Plaguelord, though they frequently leave offerings in the 
  hope of receiving favorable judgment. Favoring the dark 
  deity with a temple gives a –2 penalty to loyalty rolls 
  due to discontent at having his image in open view. on 
  the plus side, the presence of disease, vermin, and blight 
  is actually reduced, granting +2 to the Annual Income 
  roll.
  Constructing a temple to vali costs the ruler 20 Glory 
  if the temple is ever discovered by the populace. Remov-
  ing the temple does not grant a 20 point increase.
  Removal: The Annual Income roll suffers a –2 penalty 
  due to sickness among workers, plagues of vermin, and 
  so on.
  var (trade)
  Temple: Serving as indoor markets, var’s temples aid 
  in generating income through an increase in trade taxes 
  or sales of exports. A temple grants +2 to the Annual 
  Income roll.
  Removal: The Annual Income roll suffers a –2 pen-
  alty.
  annual events
  Resources do not exist in isolation. They are part of 
  the larger world, one which cares little for how well the 
  Resource is being managed or who owns it. From lowly 
  guildmasters to mighty kings, all are subject to the whim 
  of Fate.
  handlIng events
  GMs have three main options when handling events. 
  Which method an individual GM chooses depends on 
  how important the Resource is to his game, the attitude 
  of his players, and the proximity of the characters to the 
  Resource.
  Glossed Over: Events may be glossed over with a 
  brief description. For instance, disaster might be re-
  ported to the player simply as poor weather, with no 
  embellishment at all. The players can fill in the blanks 
  if they wish.
  added complexIty: justIce
  In most Resources, justice is meted out by the ruler or seneschal rather than a provost. Minor civil disputes can be 
  handled by the Moot in Saxa lands, a gathering of freemen with the power to conduct lesser legal matters. Sometimes, 
  though, one party (or the law) demands the ruler hear the case and pass judgment. This is a routine part of the ruler’s 
  job which, while it does take time, need not be handled in a game session.
  However, for a little added flavor, the GM may opt to occasionally present the ruler with an actual case. Example cases 
  are given below for a noble’s estates. Similar cases for other Resources should be created by the GM as required.
  The GM needs to determine the plaintiff, defendant, and nature of the dispute. A quick table is presented below for 
  a noble’s lands. Simply roll 2d4 three times. Added complications may include one or both parties offering a bribe, 
  refusal to accept the ruling, thus leading to a blood feud, or a demand that the case be heard by a higher authority if 
  it goes against one party.
  Technically, there is no right or wrong solution, as the ruler can pass judgment as he so desires. For those who prefer 
  to make just rulings rather than arbitrary ones, a Streetwise roll may be made to gather evidence. This may be per-
  formed by the ruler or an appointed official.
  With success, the character still gets to decide for himself which way the case goes, but his answer is the correct one 
  (in legal terms). The GM might decide to make the ruler’s life a little more interesting by one or both parties offering 
  a bribe to rule in their favor.
  example cases
  2d4 
  Plaintiff/Defendant 
  Dispute
  2 
  Stranger passing through 
  Adultery (or sleeping with someone’s daughter before wedlock)
  3 
  Cleric or mage 
  Insult, slander, or defamation of character
  4 
  Poor or rich farmer or citizen 
  unpaid debt
  5 
  Average farmer or citizen 
  ownership of an animal or object
  6 
  Crafter 
  Moving of field or property boundary markers
  7 
  Attractive widow or old crone 
  Injury in a fight (and a demand for weregild)
  8 
  Friend of ruler 
  Theft (a serious crime), murder, arson
                             
  hellFrost
  1
  
  Sideline: The description of the Event is expanded, 
  but left as a sideline event to the main focus of the game. 
  For instance, a disaster might be described as: “Heavy 
  rains coupled with hail have flattened much of the crops 
  in your fields. The harvest will suffer as a result.” The 
  GM has provided the owner with some facts and a bit 
  of flavor.
  Adventure: The GM can turn the event into a sce-
  nario. depending on the needs of the campaign, the 
  adventure might be a one-hour filler or develop into a 
  full-length adventure. It may even spawn an entire cam-
  paign idea. With the former two options, the event is a 
  hard fact and likely cannot be altered. However, with the 
  latter option, the outcome of the event depends solely 
  on the heroes. An unexpected Windfall might involve 
  the heroes discovering a lost ruin occupied by orcs. The 
  GM places treasure amounting to 1d6 x 500 gs in the 
  ruin, but how much the heroes actually retrieve depends 
  on how well they do in the adventure.
  A storm might allow the heroes the opportunity to 
  use magic like becalm to prevent the bad weather as a 
  very quick mini-adventure. If they do not have the spell, 
  they need to find someone who does. For a full-scale ad-
  venture, perhaps a rogue priest of Thunor or an ancient 
  storm dragon is responsible for generating storms. If the 
  result was vermin, perhaps a paladin of vali is summon-
  ing rat swarms (the adventure N1: Lair of the Vermin 
  Lord details exactly such a situation). By defeating the 
  villain, the heroes have a chance to avoid the event or at 
  least lessen its impact.
  Be careful, though. Allowing the heroes to avoid ev-
  ery negative event means the Resource will never suffer 
  hardship, which is unrealistic and will quickly lead to 
  very rich characters living in a near utopia. Perhaps the 
  disaster has already destroyed the crops. All the heroes 
  can do is to try to ensure it does not happen to anyone 
  else by hunting down the culprit. This way, the event still 
  negatively affects the Resource, but the heroes get the 
  opportunity to be heroic, as well.
  numBer oF events & season
  Every Resource suffers 1d4–1 (0–3) events per year, 
  regardless of its Population, Prosperity, location, owner, 
  or other factors.
  determining the exact nature of events requires the 
  use of the action deck. At the start of each year, the GM 
  draws one card per event. Each event has two important 
  factors, the season in which it occurs and the specific 
  nature of the event. The suit of the card determines the 
  season and the value, the specific details.
  Although all events are drawn at once, they actu-
  ally occur throughout the year. The suit of each card 
  determines in which season an event occurs, as shown 
  below. Thus, the GM must sort them into order. Exactly 
  when they occur within a given season is left solely to 
  the GM’s discretion. When possible, they should be tied 
  into events in the campaign. A Bad Weather disaster, for 
  instance, may fall on a holy day to Thunor, regardless of 
  the season. In this way, the heroes might deduce Thunor 
  is angry about something.
  Suit 
  Season
  Club 
  Spring
  diamond 
  Summer
  Heart 
  Fall
  Spade 
  Winter
  Joker 
  Special (see page 20)
  specIFIc event
  The face value of a card reveals the specific nature of 
  the event, as described below.
  two: raId, major
  The Resource is attacked! depending on the nature 
  of the Resource and its location, this may be an army of 
  thugs or soldiers hired by a jealous rival, bandits attack-
  ing a caravan, pirates attacking a ship, a surprise enemy 
  attack on a mercenary unit, or a raid by rapacious orcs or 
  some single, fearsome beast, like a dragon.
  Although any actual battle might last just a few hours, 
  there are normally many days, if not weeks, of gather-
  ing forces, hasty training, probing attacks, intelligence 
  gathering, and light raids before the main engagement. 
  Hence, any raid is detrimental to the financial state of a 
  Resource.
  Heroes should note that total defense is not the best 
  option when a Resource is raided. yes, a noble may 
  have a fortified manor, but by safeguarding his abode he 
  leaves the rest of holdings open to sacking. Typically, the 
  defenders must meet the invading force before they can 
  cause any lasting damage.
  Exactly how the GM wishes to handle the invasion 
  depends on the importance of the Resource to the cam-
  paign. Typically, this is run as a Mass Battle. Alternatively, 
  if the characters are at the Resource when the attack takes 
  place, the GM may wish to turn the event into a series 
  of tabletop skirmishes and allow the heroes a chance to 
  thwart the raid before much damage is caused.
  A Resource typically receives some advance warning 
  on an impending attack, thus allowing a hero to muster 
  his permanent soldiers. The men and boys of the com-
  munity are also expected to lend their support. This is 
  handled through the Kinship and Fealty rules on page 22 
  with two small changes:
  First, the population makes a loyalty Cooperative 
  roll. This may help or hinder the character’s Persuasion 
  roll—happy peasants have more to fight for and are thus 
  more likely to take up arms in favor of their master, while 
  downtrodden citizens rarely have anything worth fight-
  ing and dying for.
  Second, the number of fighting men available from 
  the general population cannot exceed 25 times the 
  Resource’s Population rating. Thus, if the settlement has 
  Population 2, the maximum number of men who can be 
  called upon is 50. Higher results are automatically low-
  ered to the maximum value. Permanent troops, such as 
  resource management
  1
  
  the watch, huscarls, and lay paladins, are then added in 
  to determine the total army strength.
  The strength of the enemy is equal to 70 + (1d6 x 
  10%) of the defenders’ total possible strength. The total 
  possible defender strength is equal to 25 fighters per 
  Population point plus any permanent soldiers. If you 
  intend to use the Mass Battle rules, calculate the number 
  of tokens based on the percentages.
  The enemy commander’s Battle skill, Spirit, and ap-
  propriate leadership Edges are determined by a die roll, 
  as show below.
  d4 
  Battle 
  Spirit 
  Edges
  1 
  d4 
  d6 
  Cry Havoc
  2 
  d6 
  d8 
  Cry Havoc, death Before dis-
  honor
  3 
  d8 
  d10 
  A Few Good Men, Cry Havoc
  4 
  d10 
  d12 
  A Few Good Men, Cry Havoc, 
  death Before dishonor
  Example: A Resource has Population 6 and 10 per-
  manent soldiers. The maximum numbers of defenders 
  is equal to 160 (150 citizens plus the 10 soldiers). Re-
  gardless of how many troops answer the summons, the 
  enemy strength is based on this value. Thus, a roll of 1 
  on the d6 equates to 80% of 160, or 128 raiders. If the d6 
  came up 6, the total enemy numbers would be 208.
  In actuality, the defenders manage to summon just 
  80 men. The attackers have the larger army with 128 
  warriors and thus have 10 tokens. The defenders have 
  63% of the attacking army’s numbers, and so have a 
  mere 6 tokens. Unless the defenders have a trick up their 
  sleeves, they face disaster.
  three: raId, moderate
  As above, except the enemy strength is calculated as 
  1d6+4 x 10% (50–100%) of the total possible defenders 
  available to the Resource.
  Four: raId, mInor
  As a result of a deuce, except the enemy strength is 
  calculated as 1d4 x 10% (10–40%) of the total defenders 
  available.
  FIve: dIsaster
  A disaster (natural or unnatural) has fallen upon the 
  Resource. The GM should roll 2d10 and consult the table 
  below to determine the nature of the disaster.
  The Resource may suffer a reduced effect so long 
  as it has a shrine or temple dedicated to an appropri-
  ate deity. Make a loyalty roll, adding +2 if there is a 
  temple. Shrines, even those to Freo, the Norns, and the 
  unknowable one, grant no bonus, but allow the roll to 
  be attempted. 
  With success, the problem becomes minor. With a 
  raise, the disaster is averted and has no effect on the 
  Resource. on a failure, the disaster is major.
  Running this event as an adventure allows the heroes 
  to deal with the cause, even if it is too late to undo the 
  damage. A disaster may not truly manifest for a season. 
  The cows look sick or customers do not seem to be 
  spending as much, but it’s just a seasonal glitch. As the 
  year progresses, things start to get worse. Similarly, the 
  effects may not be natural at all, but a result of a vile cleric 
  or mage or some terrible beast. Whether the disaster is 
  major, minor, or thwarted depends on the characters’ 
  actions rather than the faith of the population.
  2d10 
  General Nature of Event 
  Deities
  2 
  drought 
  Kenaz or Thunor
  3 
  Heat wave 
  Sigel or Thrym
  4 
  Restless dead 
  Hela or Scaetha
  5 
  Roads blocked 
  Freo, or var if the 
  Resource deals 
  with trade
  6 
  vermin 
  Eostre Animal-
  mother or vali
  7 
  Ferocious beast 
  dargar or ullr
  8–9 
  Crop blight or sick animals Eostre Ani-
  malmother or 
  Plantmother (as 
  appropriate)
  10–11 Cold snap 
  Kenaz or Thrym
  12 
  Storm or blizzard 
  Thunor (storm) or 
  Thrym (blizzard)
  13 
  Plague 
  Eira or vali
  14 
  Fire 
  Kenaz or Thunor
  15 
  Flooding 
  Neorthe (coastal 
  or river) or Thu-
  nor (heavy rain)
  16 
  Game becomes scarce 
  Eostre Animal-
  mother or ullr
  17 
  Hellfrost wind 
  Thrym or Thunor
  18 
  Corruption in high places 
  Hothar
  19 
  Crime wave 
  Hothar or Nauthiz
  20 
  Something very strange* 
  varies
  * Examples include the warriors losing their fighting 
  edge (Dargar or Tiw), a spate of murders (Hothar or 
  Niht), all the fish begin dying (Eostre Animalmother or 
  Neorthe), magic begins failing (Maera), earthquake or 
  a mine collapse (Ertha), an extended eclipse shrouds 
  the land in darkness (Niht or Sigel), and so on.
  sIx: unexpected expendIture
  The Resource immediately loses a number of gold 
  scields. Roll a d4 and check the table below. Subtract this 
  straight from the treasury. It is not affected by the Annual 
  Income roll. If the treasury drops below zero, the hero is 
  in debt to someone. Failure to pay might result in crimi-
  nal charges, murder attempts, or a loss of Prosperity as 
  word of the hero’s financial problems spread.
  Exactly who a hero might owe money depends on 
  the Resource and the whims of the GM. The sudden and 
  unexpected expenditure might be a one-off payment to a 
  higher-ranking lord to support a crusade, a gift to a lord 
  for some prestigious event, hosting a tournament with 
  high prize money, sponsoring a special ritual, a damaged 
  hellFrost
  1
  
  building needing urgent repairs, the payment of bribes 
  to ensure the smooth running of the business, purchas-
  ing new arms and armor for the men, or simply a poor 
  investment coming back to haunt the hero.
  d4 
  Expenditure
  1 
  1d6 x 100 gs
  2 
  1d6 x 250 gs
  3 
  1d6 x 500 gs
  4 
  1d6 x 1,000 gs
  seven: a call For help
  Someone asks the ruler for assistance. Most Resources 
  are not truly independent, so the ruler usually has little 
  choice but to send aid. Truly independent Resource 
  owners (like those in the Freelands) might be coerced 
  into helping or giving promises of support in the future. 
  Whether or not these promises are upheld could make 
  for an interesting story.
  The request might come from a noble’s liege fighting 
  against bandits or orc raiders, the Hearth Knights arrang-
  ing raids against frost giants, a senior priest leading a 
  crusade, a guild facing violent opposition, a constable 
  tackling a thieves’ guild, or a mercenary company earn-
  ing a short-term contract.
  The hero should gather his permanent troops and 
  fighting men from the general populace to go help. A 
  minimum of 10 warriors per point of Population is 
  enough to satisfy the request. Should the hero refuse 
  or his men ignore the call, the GM must determine any 
  backlash. Examples include refusal to aid the hero when 
  he requires help, the cancellation of a contract, or an in-
  crease in raids because the bandits or orcs broke through 
  the first line of defense.
  If the GM desires to turn this into an actual adventure, 
  he must determine the exact nature of the call to arms. 
  In many instances, the heroes could probably leave their 
  workers at home and attend themselves.
  eIght: potentIal populatIon 
  change
  War, famine, the hope of better opportunities, a land 
  grant, a change in customer base, or an increase or de-
  crease in the size of the Resource’s influence—whatever 
  the reason, people have joined or left the Resource’s 
  population pool. The GM should decide what event 
  caused the immigration or exodus, weaving in previous 
  events where possible.
  Roll a d3–2. The Population changes by this amount. 
  Total Population cannot drop below 1 with this event. 
  Should this occur, treat it as no event instead. A result 
  of zero may still represent an actual change, despite the 
  overall Population remaining steady. 
  For example, a guild or mercantile Resource may 
  have switched trade routes, effectively changing one set 
  of customers for another. A noble’s fief may have suf-
  fered losses from raids or plagues but been blessed by 
  a spate of childbirths or a wave of newcomers seeking 
  a new life.
  Whether the Population increases or decreases, the 
  change instantly affects the hero’s base income. Modify 
  the Resource Management sheet accordingly.
  nIne: sponsor
  Someone wants to help the hero with an improve-
  ment to his Resource. This may be the clergy of a given 
  faith helping to build a temple, a merchant looking to 
  open a new industry, the hero’s superior looking to 
  improve the Resource’s defenses, an investor hoping to 
  expand a guild’s influence, and so on.
  Roll a d4 to see how much help the sponsor pro-
  vides.
  d4 
  Aid Provided
  1 
  Assuming the sponsor can be logically tied 
  into current building projects, the sponsor 
  pays 25% of the remaining costs for an im-
  provement in progress. Naturally the ben-
  resource management
  1
  
  efactor now believes he has a stake in the im-
  provement. Alternatively, if no improvement 
  is currently underway, the sponsor agrees to 
  fund 10% of a suitable improvement if started 
  in the next year.
  2 
  As above, except the percentages are 50% and 
  25% respectively.
  3 
  As above, except the percentages are 75% and 
  50% respectively.
  4 
  As above, except the percentages are 100% 
  and 75% respectively.
  ten: unexpected wIndFall
  The Resource immediately gains a number of gold 
  scields. Roll a d4 and check the table below. Add this 
  straight to the treasury. It is not affected by the Annual 
  Income roll.
  The windfall might be a gift from a lord, buried trea-
  sure unearthed while plowing fields, an unexpected 
  surge of customers, a temporary change in market prices, 
  a business investor, a major holy day increasing tithes 
  and donations, a gift from local fey, increased revenue 
  from hosting a tournament, or booty scavenged from a 
  battlefield.
  d4 
  Windfall
  1 
  1d6 x 100 gs
  2 
  1d6 x 250 gs
  3 
  1d6 x 500 gs
  4 
  1d6 x 1,000 gs
  jack: Important vIsItor
  An important and financially or politically powerful 
  NPC and his entourage come to the Resource. This may 
  be a noble’s feudal lord, a client seeking to hire mer-
  cenaries, a renowned cleric, an influential person who 
  wants his son educated, or perhaps a potential major 
  customer looking to strike a trade contract.
  The hero must spend 1d4 x 250 gs on the guest. This 
  covers lavish feasts, small tournaments, gifts, or bribes. 
  If the expenditure is met, this year’s Annual Income roll 
  receives a bonus, possibly leading to an increase in Pros-
  perity and Population as a result of the visit.
  This event is also perfect for expansion into a scenar-
  io. It could be entirely roleplayed, with the hero being 
  asked questions about his Resource and how it can aid 
  the visitor or the daughter of the guest falling for one of 
  the heroes. Naturally, some sort of complication should 
  arise to make it interesting. Alternatively, there could be 
  plenty of action, as the visitor is the subject of an assas-
  sination attempt or a political coup.
  Queen: very Important vIsItor
  As above, except the person is very important and 
  influential. Such individuals may include a duke, prince, 
  or king, the highest-ranking cleric in the realm, an arkh-
  wisard, a renowned skald whose words can make or 
  break reputations, an ambassador from a foreign realm 
  (or different race), and so on.
  The hero must spend 1d4 x 1,000 gs in order to earn 
  a bonus to his Annual Income roll. Although the expense 
  of hosting the guest is high, the potential rewards can 
  be even higher. Failure to spend the required amount 
  grants no bonus for the event and likely leaves the guest 
  disappointed at his host’s hospitality.
  kIng or ace: BlessIng
  A deity chooses to bless the Resource. depending on 
  the nature of the Resource, this could be a blessing from 
  Eostre for an agricultural area, var for merchants, Tiw for 
  mercenaries, Hoenir for scholars, Maera for mages, and 
  so on. It may also represent a faerie watching over the 
  fields or livestock, some threat to the Resource being re-
  moved by an outside force, or just a good harvest yield.
  The blessing may be carried out by a cleric visiting the 
  Resource and conducting a ceremony, hinted at through 
  an omen or divination, or perhaps by the mysterious ap-
  pearance of a relic (which just as mysteriously vanishes 
  at the end of the year). Maybe the heroes have to solve 
  a cryptic divination or retrieve a lost relic to claim the 
  bonus.
  of course, the event is likely to attract attention. 
  due to the bonus granted to the Annual Income roll, 
  the ruler’s long-term income may rise through healthier 
  crops, richer clients, better skill at arms, or just an influx 
  of pilgrims making donations. Such a divine intervention 
  likely attracts jealous rivals as well, not to mention priests 
  and paladins of rival faiths seeking to spoil the blessing. 
  Worse still, inquisitors from the deity’s nearest temple 
  may question the hero on how he came to be blessed or 
  whether he is simply a charlatan.
  joker: two events
  As the old saying goes, it never rains but it pours. 
  draw two more cards. Both events take place in the same 
  season, determined by the suit of the lowest value card. 
  In the event the values are equal, Clubs take priority 
  over diamonds, diamonds over Hearts, and Hearts over 
  Spades. 
  Should another Joker be drawn as one of the two 
  cards, discard it and draw two more cards, for a total of 
  three events in the same season. It could be a very rough 
  year.
  annual Income roll
  At the start of each year, the hero must decide whether 
  he or his seneschal is running the Resource this year. 
  once chosen, this cannot be altered. 
  on the last day of each game year, the appointed 
  seneschal, be that the hero or an NPC, makes a Knowl-
  edge (Stewardship) roll. This roll is subject to modifiers, 
                                  
  hellFrost
  0
  
  as detailed below. Check the results of the Knowledge 
  (Stewardship) roll on the Annual Income Table below.
  once the outcome is known, the GM should try to 
  work the year’s Events into a short story at the end of 
  each year, perhaps telling how, despite a major raid, the 
  townsfolk rallied together to rebuild the smashed walls 
  and replant the crops if a Good result was obtained. A 
  little flavor can go a long way to setting the right atmo-
  sphere. 
  Funds already in the Treasury are not subject to the 
  modifiers for the Annual Income roll outcome. So, a hero 
  with a 5,000 gs Treasury and a 25,000 gs annual income 
  who has a disastrous year gains only 2,500 gs, making his 
  Treasury total 7,500 gs.
  modIFIers
  Mod 
  Event
  Seneschal
  +X 
  Seneschal’s Charisma
  –1 
  Per two months the seneschal 
  was away from the Resource
  Previous Outcome
  –2 
  disaster
  –1 
  Poor
  0 
  Average*
  +1 
  Good
  +2 
  Excellent
  Loyalty
  Roll the loyalty die as a Cooperative roll.
  Improvements
  +1 
  Per New Industry
  Events
  All Event modifiers are cumulative.
  +2 
  Blessing
  –1 
  Call for Help
  –2 
  disaster, minor
  –4 
  disaster, major
  +2 
  Important visitor
  +4 
  very important visitor
  –1 
  Raid, minor**
  –2 
  Raid, moderate**
  –4 
  Raid, major**
  –2 
  Seneschal replaced
  Geographic Region
  0 
  Hearthlands
  –1 
  low Winterlands
  –2 
  High Winterlands
  –4 
  Hellfrost
  * Use this modifier the first year the Resource is 
  used.
  ** Modifiers are doubled if the defenders lose the 
  engagement.
  annual Income taBle
  Roll 
  Outcome Income Prosperity Pop
  Critical Failure* disaster 
  x0.1 
  –2 
  –1
  Failure 
  Poor 
  x0.5 
  –1 
  0
  Success 
  Average 
  x1 
  0 
  0
  Raise 
  Good 
  x2 
  +1 
  0
  2+ raises 
  Excellent 
  x5 
  +2 
  +1
  * A modified total of zero or lower produces the same effect.
  Income: The hero’s base income for the current year 
  is multiplied by the entry on the table. This income is 
  after all taxes and tithes have been accounted for. This is 
  not in addition to the hero’s standard income from his 
  Edges—it completely replaces that income. 
  For instance, a hero with a base income of 5,000 gs 
  who suffers a disaster earns just 500 gs that year, whereas 
  one with an excellent year generates a massive 25,000 
  gs.
  Prosperity: The Prosperity level of the Resource is 
  raised or lowered by this amount. This in turn may affect 
  loyalty and Reactions.
  Population: Especially bad years result in a loss of 
  Population from starvation, families moving to more 
  prosperous lands, or customers seeking new markets. 
  likewise, an Excellent result increases the Population as 
  families move into the area or the Resource attracts new 
  customers or settlers.
  Remember, every one point change in Population 
  alters the base income of the Resource by plus or minus 
  2,500 gs for the next year. 
  Note the Population and Base Income changes on the 
  Resource Management sheet.
  kInshIp & Fealty
  The value of a man is measured as much by his kin as 
  it is by his personal actions. Family members are expect-
  added complexIty:  
  largesse
  In the world of Hellfrost those in power are expect-
  ed to show largesse to their subordinates and fol-
  lowers. Generosity is a prized trait, and also a way 
  of thumbing your nose at rivals by openly display-
  ing your wealth.
  In game terms, at the end of each year the ruler 
  may elect to donate a portion of his last annual 
  income back to the population. This isn’t money 
  spent on improvements, but rather used ephemer-
  ally to sponsor feasts or tournaments, buy gifts for 
  prestigious locals or customers, lower tax burdens, 
  or host religious ceremonies.
  For each 25% of the previous year’s annual income 
  a ruler donates back to the Resource’s population, 
  he earns a +1 bonus to his Annual Income roll the 
  following year. The decision is made at the start of 
  the year, after improvement spending but before 
  Event cards are drawn.
                                
  resource management
  1
  
  ed to stick together and support each other, no matter 
  the circumstances. Even distant cousins, who are usu-
  ally members of the same clan, are expected to answer 
  a summons. of course, this works both ways, and player 
  characters are obliged to answer requests from family 
  members. Nobles use this system in a slightly different 
  manner. 
  Noble characters wield temporal power. By the 
  ancient laws, which are similar for all the races, every 
  citizen under their dominion owes the noble fealty. In 
  times of great need, a noble can call upon his personal 
  soldiers, as well as the local militia, hunters, and even 
  the peasant farmers, to fight for him. Together, this force 
  is known as the fyrd, an Auld Saxa term. Every nobleman 
  has his own fyrd, as do many temples (who can call upon 
  the worshippers).
  These rules are written with a certain spirit in mind, 
  and are thus easily open to abuse by players. The GM 
  has the absolute final word on whether a hero’s family 
  will even consider aiding his request—if the GM says no, 
  then no die roll can be made to enlist support. 
  Typically, families will not assist in “dungeon crawls” 
  (though a raid against an orc encampment might serve 
  their interests). Anyway, the presence of so many Extras 
  is likely to lessen any Glory and financial rewards unless 
  the enemy is particularly numerous.
  The fyrd have not signed up to go adventuring with 
  their lord, either—they are summoned only in times of 
  invasion. With the winters lengthening, it is more impor-
  tant that the fyrd remains on the land, plowing, sowing, 
  and harvesting, tending the livestock, working the mines, 
  and so on. Calling the fyrd at the wrong time or getting 
  them slaughtered on some fool’s errand is a surefire way 
  to shatter the economy of a realm. 
  A good guideline is that a family only ever assists when 
  the GM plans to use the Mass Battles rules to handle the 
  adventure or when the aim of requesting aid is merely to 
  borrow a ship for a quick trip.
  To call upon his kin, a character must approach the 
  head of the family or clan and beseech his aid. 
  The petitioner must make a Persuasion roll with a 
  –4 penalty. Additional modifiers are shown below. If 
  successful, the character rolls on the Kingship Results 
  Table, adding any applicable modifiers. A raise on the 
  request roll grants a +2 bonus on the Kinship Results 
  Table.
  If the request is approved, the leader, not the petition-
  er, calls for volunteers—no one is forced to go. Nobles 
  added complexIty: taxatIon
  As mentioned before, these rules are designed to be quick and fun, not an in-depth treatise on financial management 
  in the fantasy genre. GMs who want to add further complexity to fit their group’s needs are encouraged to do. one 
  option is included below as an example of what can be done to expand the rules. other examples occur elsewhere 
  in the book.
  Part of most every ruler’s income is generated from taxes or tithes. For game purposes, we have assumed the taxation 
  level is fair and affordable (at least by the lord’s standards). of course, since taxation raises income, a cash-strapped 
  ruler may decide to bleed his people beyond their means to pay in order to fill his coffers. A nobler, and richer, ruler 
  may actually lower taxes. Tax rates must be set at the start of the year, before Event cards are drawn.
     Increases
  Tax increases can be set at high or draconic. High gives +2 to the Annual Income roll, but the loyalty die drops to 
  the next lowest die type starting the next year. Reaction also drops one level. For each year taxation remains high, the 
  loyalty and Reaction continue to drop as above. Each rating increases one step (to a maximum of its normal rating) 
  only after two years of normal taxation rates.
  draconic taxes work as above except they give a +4 Annual Income modifier, and loyalty drops two die types and the 
  Reaction rating falls two steps. Again, this starts the next year. Recovery requires four years at normal taxation levels.
  Continued high taxation tends to lead to revolt. If the loyalty die ever drops below d4 due to high taxes, the peasants 
  revolt. The GM may handle this as he sees fit, but at best the Resource should lose a minimum of one Population when 
  the revolt is put down.
     reductIons
  lowering taxes risks generating less income but keeps the peasants happy. Reductions in taxes can be low or mini-
  mal. A low rating gives –2 to the Annual Income roll, but increases the loyalty die to its next highest type (with no 
  maximum). Reactions also increase one step. Above Friendly it becomes Helpful. Minimal taxation gives a –4 Annual 
  Income penalty, but increases loyalty two die types and Reactions by two levels. 
  unfortunately, while peasants hold long grudges against high taxations, they are very quick to forget the good years 
  when taxes are returned to normal. As soon as a normal taxation year is declared, both loyalty and Reactions instantly 
  drop back one level toward their standard ratings for the Resource’s Prosperity. If taxation remains normal, they drop 
  another level the following year (if applicable).
  hellFrost
  
  
  must address their people, either directly or indirectly 
  (such as through messengers).
  kInshIp modIFIers
  Mod 
  Reason
  Petitioner
  +X 
  Petitioner’s Charisma
  +1 
  For each of the petitioner’s leadership Edges
  +1 
  Per petitioner’s Rank above Novice*
  +1 
  For each whole 50 Glory of the petitioner
  Target
  +2 
  Acting to safeguard the family’s lands**
  +2 
  Acting against family subject to a major blood 
  feud
  +1 
  Acting against family subject to a minor blood 
  feud
  –4 
  Acting against members of one’s own clan
  –6 
  Acting against members of one’s own family
  Season
  –2 
  Spring or fall
  –4 
  Winter
  Distance
  –2 
  Neighboring realm
  –6 
  Journey into non-neighboring realm
  –8 
  Journey to the Hellfrost
  Miscellaneous
  +2 
  Per additional character from same family in 
  the party
  +1 
  Per additional character from same clan in the 
  party
  –2 
  Per additional request made in the same year
  –4 
  Per additional request made in the same sea-
  son
  * Seasoned gives +1 bonus, veteran +2, and so on.
  ** This includes the kingdom in which they live, as well 
  as their immediate homes.
  Petitioner: The status of the petitioner has a great 
  impact on whether he can enlist support for his cause. 
  Charismatic individuals are likely popular among their 
  people, and can muster support better than those who 
  are disliked or unruly. A hero with leadership Edges has 
  proven abilities at commanding men, and is thus more 
  likely to lead them safely home. Rank is a general reflec-
  tion of overall combat skill, while a glorious hero has 
  performed brave deeds and has a positive reputation.
  Target: The nature of the target to be raided has a 
  direct bearing on the character’s ability to muster sup-
  port. Few clans and families have any wish to wage war 
  on their kinfolk, no matter the provocation. However, 
  against rival families or foes who threaten their lands, the 
  men folk are more willing to take up arms.
  Season: Spring is the time of sowing and harvest of 
  reaping, and men can ill afford to be away from their 
  farms and homes. In winter, the weather is too cold for 
  volunteers to step forward. Summer is the traditional 
  time for waging war.
  Distance: The further afield the army must travel, the 
  more risks and hardships are involved and the longer the 
  men will be away from their homes.
  Miscellaneous: Having multiple characters from the 
  same immediate or extended family adds weight to the 
  petitioner’s request. Since all the men are volunteers, 
  they are loathe to be away from home too often, and thus 
  frequent requests make it harder to garner support.
  kInshIp results taBle
  Optional Modifier: A character can plead for sup-
  port when the need is great, but his family is reluctant 
  to volunteer. For each 5 points of permanent Glory he 
  sacrifices, he gains a +1 bonus. This can be applied after 
  the d20 is rolled.
  d20 
  Men 
  Ship
  0 or less 
  None 
  No ship
  1–5 
  1d6 (3) 
  No ship
  6–10 
  2d6 (7) 
  No ship
  we are FamIly
  In most fantasy roleplaying games, the characters 
  operate in a small party of like-minded individuals. 
  That they have families is largely an irrelevant detail 
  and of little use when plundering tombs and slay-
  ing beasts. Hellfrost, however, has the potential to 
  allow for families to play a role in the characters’ 
  lives.
  If you are electing to use the Kinship & Fealty rules 
  and introduce the family-oriented Edges and Hin-
  drances from this book, then sibling characters 
  become a distinct possibility. As any siblings are 
  obviously from the same family, certain Edges and 
  Hindrances must apply to them both equally unless 
  adequate reasoning is provided as to why this is not 
  the case. For instance, dave and Rob decide their 
  characters are brothers. dave wants to play a No-
  ble. Rob now has three choices—he must take the 
  Noble Edge for his hero, convince dave to drop the 
  idea, or decide to play an illegitimate sibling who 
  does not benefit from his father’s title.
  Heroes can also be more distantly related, perhaps 
  playing cousins. In this case, although they belong 
  to the same family, they need not share the same 
  Hindrances and Edges as they are from different 
  branches and possibly live in different geographi-
  cal areas. Similarly, more distant kin are members 
  of the same clan but not the same family, having 
  a common ancestor several generations back, and 
  thus do not need to take the same Hindrances and 
  Edges.
  With some minor tweaks, the new Kinship & Fealty 
  rules can easily be used to represent military or po-
  litical alliances, support from temples, and support 
  gained via the Connections Edge.
  resource management
  
  
  11–14 
  3d6 (10) 
  Smabyrding (10 crew)
  15–17 
  3d6 x 2 (20) 
  Knarr (20 crew)
  18–20 
  3d6 x 5 (50) 
  Busse (45 crew)
  21–22 
  2d6 x 10 (70) 
  drakkar (60 crew)
  23–24 
  2d10 x 10 (110) 
  Snekke (100 crew)
  25+ 
  2d4 x 50 (250) 
  Skeid (200 crew)
  Aid comes in the form of freemen or a ship and crew. 
  Men covers farmers trained in basic combat arts. The GM 
  can either roll the dice, or select the average (which is 
  given in parentheses). Ships are only offered for overseas 
  voyages or where ships are required for a raid, and then 
  only if the family lives on a navigable river or the coast. 
  Rather than using the Men column, a ship comes with 
  a full crew compliment. Family members are treated as 
  town/village militia. If a ship is available, they have Boat-
  ing d6 as an additional skill.
  only noble families or similar can afford to keep pro-
  fessional soldiers, known as huscarls. A noble character 
  may opt to exchange any or all of the listed freemen for 
  huscarls at the rate of two militiamen for one typical 
  huscarl or four militiamen for one veteran huscarl. At 
  the GM’s discretion, four militiamen can be swapped for 
  a typical mage or priest and eight traded for an experi-
  enced or Wild Card mage or priest.
  In all cases, command of the resources is given to the 
  petitioner, who is responsible for their welfare. Charac-
  ters may only approach their own family, but the party 
  may pool resources from multiple families, even if they 
  are in the same clan. Note that if the allies are used on 
  the tabletop, actual control for tactical purposes should 
  be divided among the players.
  new hIndrances
  weak FamIly (mInor/major)
  The character’s family lacks both military and political 
  resources. 
  The character receives a –2 penalty to rolls on the Kin-
  ship Results Table (see page 23) for the Minor Hindrance 
  and –4 for the Major version. Taking this Hindrance does 
  not prohibit the character from being a Noble. All sibling 
  characters must also take this Hindrance.
  new edges
  Note that these new Background Edges are only use-
  ful if you intend to use the rules on Kinship & Fealty.
  Background edges
  large FamIly
  Requirements: Novice
  The character’s family may not be particularly power-
  ful, but there are lots of them. The character receives a 
  +2 bonus when rolling on the Kinship Results Table (p. 
  23). Characters with the Weak Family Hindrance may not 
  take this Edge. Sibling characters must take this Edge.
  noBle
  This is an addition to the standard Noble Edge.
  In addition to the regular benefits of being a noble-
  man, the character also gains a bonus to rolls on the Kin-
  ship Results Table (see page 23). The bonus varies with 
  the noble’s social rank. Note that only the male Anari 
  titles are listed for brevity.
  Title 
  Modifier
  Knight 
  +0
  Banneret 
  +1
  Baron 
  +2
  Count 
  +4
  duke 
  +6
  Prince 
  +8
  King 
  +10
  powerFul FamIly
  Requirements: Novice
  The character’s family, whether large or small, holds 
  great power in the land. The character receives a +2 
  bonus when rolling on the Kinship Results Table (see 
  page 23). Characters with the Weak Family Hindrance 
  may not take this Edge. All sibling characters must take 
  this Edge.
                               
                      
  hellFrost
  
  
  resource management sheet
  Resource Name
  Seneschal                                 
  WC
  Improvements & Notes
  Ruler
  Charisma: –1   0   +1   +2   +3   +4
  Resource Type
  Stewardship: 4  6  8  10  12  12+1 
  12+2
  location
  Bennies             o    o
  Abode
  Castellan                                 WC
  Income Source
  Spirit: 4   6   8   10   12   12+1   12+2
  Soldiers
  Battle: 4   6   8   10   12   12+1   12+2
  Population
  Leadership Edges
  Base Income (Pop x 2,500)
  Prosperity Rating
  loyalty die
  Treasury (gs)
  Reaction
  Bennies             o    o
                                                      
  resource management sheet
  Resource Name
  Seneschal                                 
  WC
  Improvements & Notes
  Ruler
  Charisma: –1   0   +1   +2   +3   +4
  Resource Type
  Stewardship: 4  6  8  10  12  12+1 
  12+2
  location
  Bennies             o    o
  Abode
  Castellan                                 WC
  Income Source
  Spirit: 4   6   8   10   12   12+1   12+2
  Soldiers
  Battle: 4   6   8   10   12   12+1   12+2
  Population
  Leadership Edges
  Base Income (Pop x 2,500)
  Prosperity Rating
  loyalty die
  Treasury (gs)
  Reaction
  Bennies             o    o
                                                      
  resource management
  
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost/Savage Worlds - Hellfrost - Resource Management.pdf