Council & Court
Mythic Bastionland · p.204
Open source p.204Play
Ref: Okay, Tal, now that you’re the rightful ruler of Raider’s Gate you’ll want to assemble a Council.
Ref outlines the positions of Steward, Marshal, Sheriff, and Envoy.
Tal: Okay, Moss, are you up for being the Marshal? Getting the soldiers into shape?
Moss: Yeah, of course.
Ref: Yeah that works. Now even though you proved the previous ruler, the Chain Knight, as an enemy of the Realm, the Steward who served under him is still here. She’s Medryn, very formal and professional. You can kick her out of her seat or keep her on.
Tal: Let’s keep her on for now, but we’ll keep a close eye on her. I’ll go and talk to her properly a little later.
Ref: Well security is also part of the Sheriff’s job, watching for threats inside and outside your walls. Who are you appointing there?
Tal: Needs to be somebody we trust.
Moss: I don’t think I trust anybody around here anymore.
Tal: Okay… can we leave the seat vacant just for now while we decide?
Ref: We can talk about it some more, but I definitely wouldn't leave your Realm without a Sheriff unless you want to invite trouble!
Tal: Argh, okay. Hey, what about that guy who was guarding the tower we found?
Moss: Yeah, he helped us out.
Tal: Okay, he was over here, right?
Tal points at a landmark a few Hexes away.
Tal: Can I like… send a rider out to summon him or something?
Ref: Of course, you’re the ruler now!
Thoughts
Like so many other parts of the game, ruling a Holding is at its best when the players have enough information to prompt difficult decisions with impactful consequences.
Assembling the Council is a good opportunity for this. As we see here, it’s a chance to introduce new characters or elevate previously encountered people into a more prominent role.
Focusing Holding management on the Council has a few beneficial effects. Firstly it keeps the spotlight on interactions with characters rather than the fine details of economics and infrastructure. You can decide that you want to collect more taxes, or change the armament of your warbands, but doing so requires going through your Steward or Marshal respectively, keeping those relationships at the forefront.
This is most effective when a ruler’s Council and Court are both populated by a dynamic cast of characters. Here a Referee can create a messy web of ambitions and quarrels for the ruler to attempt to keep in order. A combination of Spark Tables and Luck Rolls can give some useful prompts for this.
If one of the Knights ends up ruling a Seat of Power, then the rulers of each Holding become an additional layer of relationships to manage on top of this.
I like to ensure that the ruler still gets a chance to go out and be a Knight, letting their Council manage things in their absence. This can be encouraged by reassuring the player that Knights are expected to delegate rule to their Steward in order to continue fulfilling their Oath. If a Knight gets too bogged down in politicking from their castle then word begins to spread that they’ve grown soft or renounced their Oath to “seek the Myths”. That should give them a nudge toward adventure.