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cragstone edited this page Sep 13, 2026 · 12 revisions

A Barony is a type of Actor in Foundry. Information is split across a number of tabs.

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Header Section

You enter than name of the Barony at the top of the sheet. You can also change the default image for the Barony by clicking on it.

Details Tab

  • County - enter the name of the County the barony is part of
  • Liege Lord - enter the name of the Lord to whom the barony owes fealty
  • Year Assized - enter the year the barony was last assized (ownership was transferred)
  • Assized Rent - enter the amount of the assized rent
  • Income - this is your income from Improvements (see the Improv tab) - it is calculated for you.
  • Standard of Living
    • Magnificent Cost - this is calculated for you and sets the cost in £ needed to maintain a magnificent standard of living)
    • Amount spent - enter the amount spent on maintaining your standard of living - if this is less than the calculated cost you will get a warning icon appear
  • Army cost - this is the cost of your army and is calculated for you (see the Mesnie tab)
  • Baronial expenses - this is the basic cost of running your barony and is calculated for you
  • Folk cost - whilst the basic costs of the people in the barony are covered in the Baronial expenses this is the calculated cost of those additional people hired or where their skills are above 15 (see the People tab)
  • Privy Income - this is your net privy income from the Barony - calculated from the values above.
  • Caput Major - enter the name of the main castle for the barony - the DV (Defensive Value) is calculated for you (see the Improv tab). A tooltip gives you a bit more information about how this breaks down.
  • Managed by: If someone other than your character is managing the estate you can either drop a Character or NPC on the sheet or choose one of the barony retinue (see the People tab). An Actor will take precedence over a member of the barony retinue. The appropriate Stewardship skill will be shown if you make one of these choices. If you have added a Character or NPC you can click the "eye" icon to view the relevant Actor sheet or the "delete" icon to remove them.
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Upgrades Tab

Drag and drop the appropriate Estate Improvements on the tab. You can only add Baronial Improvements or Defensive to a Barony.

Improvements

The first table lists the non-defensive improvements added. The name and type of the improvement is listed. If the Improvement generates income, was added after the Year Assized and is not 'Ruined' or 'Unavailable' then income is shown (those added before the Year Assized no longer generate separate income as it should be included in the Assized Rent). The Status of the Improvement is then shown. The 'eye' icon opens the Improvement sheet and double clicking the 'broom' will remove the improvement

Defenses

All the defensive improvements are listed in the second table group by defensive ring (Town Walls, Outworks, Outer Bailey, Inner Bailey, Motte and Stronghold). The Baileys, Motte and Stronghold are sub-divided in to three sub-groups for those fortifications with multiple bailies etc). See Defensive Improvements for more information. The DV is then shown along with the Status of the defensive improvement, assuming the status is "Maintained" or "Unmaintained".
The DV is then summed by defensive ring and shown in the DV below the table. There is a tooltip that provides a bit more information.

DVs for multiple Outer Baileys, Inner Baileys, Mottes and Strongholds are separated with a "-". And remember that where a Motte includes a "Motte" improvement (not a Double or Triple Motte) then the value of the relevant Stronghold is added to the Motte DV (i.e. Stronghold1 is added to Motte1, Stronghold2 is added to Motte2) etc.

The "Motte" improvement needs the PID of "i.manorImp.motte" to be classed as a Single Motte.

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Army Tab

This tab lists your army by troop type. Ent - is the calculated number of troop you are entitled to based on the Assized Rent Emp - enter the number of troops you wish to employ. You can not hire Vassal Knights. Total - this is the total number of troops Cost Per - this is the cost to hire each additional troop. Total Cost - this is the cost to hire the relevant number of troops.

The last line of the table shows the Baron.

The footer of the table shows the total number of troops and the total cost, including the cost of the troops the barony is entitled to.

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People Tab

This is the Baronies retinue. When a new Barony is created it comes with a certain number of people (see Background Characters for more information) and the cost of these is included in the "Folk Cost" mentioned above. Please note that the starting when using the Nobles Handbook module adds both a Christian and Pagan Chaplain. Please delete one of these depending on the Baron's preference.

The table shows, for each person, their name, what type of Background Character they are and their cost. The cost includes the base cost where they are not part of the starting court (e.g. you hire a Lawyer) plus (for all Background Characters) the additional cost of having a skill/trait rating over 15.

You can view the person's Sheet by clicking on the eye icon and you can remove them by double clicking the broom icon.

It should be noted that the skill/trait scores are not held on the Background Character sheet (they show the starting variable score such as 2D6+5) - they are actually stored as skills/traits in the manor (in Foundry terms) but they are linked to the relevant Background character. Deleting the background character will delete all linked skills/traits, but deleting the skills/traits will not delete the character.

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Skills Tab

There are two lists made up of the skills and traits the various Background Characters on the People Tab have. As the Background Characters are added the skills and traits are automatically added and the skill/trait score is rolled.

The list shows the skill/trait name (click on in to make a Skill/Trait Roll, using CTRL or ALTto make Fixed Opposed or Opposed rolls), the Background Character the skill/trait is linked to, the skill/trait score and an XP box you can toggle on/off to allow for Improvement rolls. The "eye" icon will open the skill/trait sheet and double clicking the "broom" icon will delete the skill/trait. Deleting the skill/trait does not delete the linked Background Character.

Altering the skill/trait score will automatically update the cost of the Background Character for high value scores.

There is a dice icon at the right of the table header that only GMs can see. Use this to re-roll the skill/trait scores. This is added because Baronies that are created and stored in a compendium already have the starting skill/trait scores rolled and you may want to re-roll them when they Barony is given to a player. Please note this re-rolls all skills/traits linked to a Background Character.

You can add skills and traits directly to the Barony using drag and drop. These skills and traits are not linked to a Background Character and will not incur a cost. Whilst we don't anticipate this being used often it may be required if you want a specific skill/trait made available.

For traits you can only roll the "main" trait, not the opposed one. If you want to use the "opposed" version of the trait (e.g. Lustful rather than Chaste) simply change the names in the Trait sheet and, if appropriate, the score.

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Map Tab

The map tab has an image which you can use to show the Barony. Click on the image to change it

Notes Tab

Contains a text box you can add notes about the Barony to.

GM Tab

Only visible to the GM. They can add notes about the Barony that they don't want players to see.

Remember to change the Ownership of the Barony actor in Foundry to allow the relevant players access to the Barony sheet

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