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== Glossary ==
 
== Glossary ==
'''Note: <span style="color:#FF0000">ADD</span>''' seperate pages for Glossary
 
 
'''Note: <span style="color:#FF0000">Cross reference</span>''' with other Glossaries, Hârndex, etc.
 
 
'''Note: <span style="color:#FF0000">ADD</span>''' Category/Type to each entry, such as Tax, Fine, Title, Measure, Crime, Item, Action, etc. '''<span style="color:#FF0000">MAKE</span>''' into a table, with Name :: CATEGORY :: TYPE :: DESCRIPTION and so on.
 
 
 
 
* Manor 32-34
 
* Manor 32-34
 
=== A ===
 
==== A ====
 
 
==== A ====
 
* A
 
** A
 
 
'''ACRE''' The basic unit of area measurement. The customary size of an acre may vary from one part of Lythia to another, but these rules assume a standard measure. An acre is roughly 200 feet square, or 20mm × 20mm on a local map.
 
 
'''ADULTERY''' An offense against the canon law of the churches of Larani and Peoni. Adultery is considered a more serious crime than leirwite since it threatens the family, the foundation of Hârnic society.
 
 
'''ALEWIFE''' A village woman who brews ale, beer, cider, and similar alcoholic beverages. Most rural folk consume six to 12 pints of ale per day. When an Innkeeper franchise exists on the manor, alewives cannot (officially) brew for public consumption. Otherwise, alewives take turns producing their favorite brew and selling it from their cottage. This custom means the local "tavern" moves up and down the village from cottage to cottage.
 
 
'''AMERCEMENT''' A fine. Amercements are an important source of income for many lords. Common offenses under manorial custom/law include crimes of neglect, laziness, petty larceny, failing to deliver kind owed to the lord, avoiding boon work, poaching, or failing to maintain the cottage. These offenses are all violations of feudal obligation and carry fines of 6d to 48d (typically 12d). Fines may be levied in cash, kind, or labor (generally equating a day of labor to a penny) at the lord's discretion. Overburdening a tenant with amercement is considered a dereliction of duty on the lord's part. Freemen have the right of appeal to (royal) hundred or shire courts.
 
 
'''ASSART''' The process of clearing woodland or draining marshland, undertaken to increase the amount of cleared land. Assarting is often undertaken by freemen in exchange for three to five years of free rent, the origin of the term "free holder."
 
 
'''ASSIZE''' Laws fixing standards and prices for bread, ale, and other staples. Such laws are not common due to the influence of Hârnic guilds.
 
 
'''BAILIFF''' An officer appointed by the lord to govern in his stead. Many bailiffs are knights-bachelor, but anyone may hold the post. On some manors, the reeve serves as bailiff.
 
 
'''BAILIFF OF THE HUNDRED''' The chief royal officer in a hundred, directly responsible to the sheriff.
 
 
'''BALK''' A narrow strip of turf left unplowed to establish a boundary between selions.
 
 
'''BEADLE''' Tenant officer responsible for the preservation of seed and winter feed for the livestock. He also impounds livestock that stray onto the lord's land, collects fines, etc. The office is often held by a yeoman as part of his feudal service or by a trusted villein appointed by the lord. Also see Manor 13.
 
 
'''BLASPHEMY''' A lack of respect for a lawfully recognized deity, generally verbal disrespect. This is an offense against the canon law of all legally recognized churches. Punishment is scolding. Repeat offenders might have their tongue removed.
 
 
'''BOON-WORK''' Work that an unfree tenant must perform for his lord, typically during the crucial harvest time. All adult (age 13+) unfree tenants, male or female, must harvest the lord's crops before they can harvest their own. This work is a boon to the lord, meaning it is unpaid. This effort can take 15–30 days of very hard labor. The lord generally gives free ale and a meal to all workers and can fine tenants who violate the custom. Boon work is included in the four days per acre assessment used to determine tenant obligations.
 
 
'''BYLAWS''' The body of custom governing cultivation and grazing, enforced by the reeve. Violation of bylaws may be dealt with by the reeve or brought to the lord's attention in the manorial court.
 
 
'''CHEVAGE''' An annual or monthly fee paid by an unfree tenant for the privilege of living off the manor. The amount varies from 12 to 60d per year. Remaining family of the absentee tenant are held accountable to pay the chevage and to fulfill any other obligations due to the lord.
 
 
'''CHILDWITE''' A fine levied on some manors for bearing a child out of wedlock. In many regions, childwite is treated as leirwite. The fine is typically between 3d and 24d and usually paid by the woman. Childwite may be a confusing issue since it is often deemed a good idea to make sure a woman is fertile before marriage. Hence, out-of-wedlock pregnancies tend to occur in cases in which a man has reneged on a promise of marriage. This is also an offense (both canon and secular) that may be treated as breach of contract or as rape (the latter being a capital offense). Often, however, the male offender cannot be found. Little social stigma is attached to premarital sex and its consequences.
 
 
'''COASTAL MANOR''' A manor or abbey with direct access to the sea and which can partly support itself by fishing. Manors bordering Lake Benath and other large bodies of fresh water are also considered to be coastal manors.
 
 
'''COMMON''' A portion of the manorial village where any resident may graze livestock.
 
 
'''CORRODY''' An old-age pension purchased from or awarded by an abbey or other institution. Corrody is an individual contract but always covers food and lodging.
 
 
'''COTTAR''' An unfree tenant with minimal land. Most cottars hold one to five acres but some hold only their cottage and garden.
 
 
'''CROFT''' The garden surrounding a peasant's cottage. While it is usually less than an acre, the croft is a vital source of fruit/vegetables.
 
 
'''DEMESNE''' Manor land that the lord keeps for himself. The demesne is worked by unfree tenants who owe labor in exchange for their land. Some manors do not have demesne, a few are entirely demesne.
 
 
'''DISTRAINT''' A summons or arrest, often the first step in legal proceedings in the hallmoot.
 
 
'''ESSOIN''' A permission to delay or an excuse to not attend court granted to a defendant or witness.
 
 
'''EXTENT''' Document listing lands, assets, stock, rights, and obligations held/owed in/by a manor.
 
 
'''EYRE''' Name sometimes given to a royal circuit court.
 
 
'''FARM''' Legal term for a lease or grant for consideration, usually money. Some manors are farmed to a bailiff. Manorial lords farm to freeholders in exchange for fixed rent.
 
 
'''FREEHOLDER''' One who holds land in exchange for rent (rather than labor). See also, Yeoman.
 
 
'''FOREST MANOR''' A manor (or abbey) directly abutting a forested area, typically on the edges of civilization. Forest manors contain larger tracts of woods than is normal.
 
 
'''FURLONG''' (Furrow-Long) A group of selions (strips) in an open field.
 
 
'''GERSUM''' Fee paid to the lord for the right to take up a tenancy. It is a one-time payment made by a tenant who is occupying a holding for the first time. It is not levied in cases of inheritance (see Heriot and Wardship). Gersum is 24–48d, varying by the size of holding.
 
 
'''GLEBE''' Land on a manor to support the local temple or chapel. The land is cultivated by local clerics and by adherents "working their tithe" or is farmed out for Rent. See Manor 14.
 
 
'''GORE''' An odd-shaped piece of land. Gores may be left uncultivated or worked with hand tools.
 
 
'''HALF-VILLEIN''' An unfree tenant who typically holds half a yard (15 acres) in exchange for labor.
 
 
'''HALLMOOT''' The lord's court. See Manor 37.
 
 
'''HAMSOEKEN''' Assault within the victim's home. This is a more serious crime than assault outside the home.
 
 
'''HEADLAND''' Wasteland at the ends of selions where the plow is turned.
 
 
'''HEDGEROW''' A dense line of cultivated trees (hawthorn is most common) that are the preferred method for dividing fields. Hedgerows make a vital and complex contribution to the agricultural ecology.
 
 
'''HERESY''' Contradicting, denying, or disputing official church doctrine. Penalties for this canon crime are always unpleasant, such as death by impalement, roasting, or burning.
 
 
'''HERIOT''' Death duty paid to the fiefholder by the heir of a tenant. It is traditionally the best animal of the deceased but another chattel or cash payment may be substituted; good lords will not cause undue hardship.
 
 
'''HEUSHIRE''' Rent paid on a house or cottage, generally fixed by custom or by farm contract.
 
 
'''HIDE''' An area of land, traditionally four yards. This averages 120 acres but varies from one district to another based on land quality and imprecision in measurement.
 
 
'''HUE & CRY''' A method of pursuing a criminal whereby all within earshot must assist in the capture. This method can be dangerous for the suspect being apprehended.
 
 
'''HUNDRED''' A district, an administrative division of the shire. The chief crown representative is the Bailiff of the Hundred.
 
 
'''HURDLES''' Portable fences for containing livestock in specific areas of an open field. They are commonly used as obstacles for running contests at village festivals.
 
 
'''HERDER''' The chief herdsman responsible for the fief's pasture and livestock. Also see Manor 13.
 
 
'''KNIGHT'S FEE''' Sufficient land/resources to support a fully equipped cavalryman (knight). Traditionally, this is 10 Hides, or 1200 Acres.
 
 
'''LEIRWITE''' A fine levied against an unwed woman for sexual misconduct and usually paid by the offender herself. Typical leirwite is 6–24d. Despite the fines levied for this offense, little social stigma is attached unless the maiden is formally betrothed.
 
 
'''LIEGE''' The person from whom land is held.
 
 
'''LORD''' The person who holds the manor. The purpose of a manor is to support the lord and his household.
 
 
'''LOVE-DAY''' An opportunity given by the lord to disputants in a court case to resolve their differences. If the disputants fail to resolve the issue, it is settled by the lord.
 
 
'''MANOR''' An estate consisting of tenant holdings and/or a lord's demesne. Theoretically, a manor has the amount of land required to support one knight.
 
 
'''MANORHOUSE''' The residence of the lord and his family and household.
 
 
'''MARRIAGE''' Marriage between rural peasants tends to be informal and may consist of nothing more than a kiss and a promise exchanged in public. Formal religious ceremony is, however, a growing custom.
 
 
'''MASLIN''' A mixture of wheat and rye flour, sometimes barley and rye flour, from which peasant bread is made.
 
 
'''MEADOW''' The part of the manor where grass is grown for winter fodder. The meadow is often the best land in the fief.
 
 
'''MERCHET''' The fee paid by an father to his lord for the right to marry off his daughter.
 
 
'''MOOT''' A village meeting and/or the place where it is held (mootplace). The reeve presides and all aspects of village life and bylaws are debated. See also, Hallmoot.
 
 
'''MORTUARY''' Death duty paid to the church by pious adherents, traditionally the second best animal. The Peonian Church will not accept mortuary if this causes great hardship.
 
 
'''MULTURE''' The miller's share of the grain he grinds: typically one, two, or three parts in twenty.
 
 
'''PANNAGE''' Annual fee paid by tenants in exchange for the right to graze pigs in the lord's woods.
 
 
'''PARISH''' A religious district of a church that contains at least one temple and a variable number of smaller chapels. In the feudal kingdoms of Hârn, where the Church of Peoni dominates peasant worship, there tends to be one chapel to Peoni per manor. Other faiths have far fewer, but larger, parishes.
 
 
'''PASTURE''' Land used for grazing livestock. This is mostly the cleared land left fallow each year, but some areas of permanent pasture may exist, such as hilly areas too steep for plow oxen to work.
 
 
'''POTTAGE''' A stew that is a staple part of most peasant diets. A large pot simmers on the hearth day and night, into which all kinds of vegetables, grains, and scraps of meat are thrown as available in season. The ongoing cooking keeps the food from spoiling because bacteria cannot survive the high temperatures.
 
 
'''PLEDGING''' Legal guaranty of one villager for another's court appearance, good conduct, payment of a debt, etc.
 
 
'''PUNFOLD''' An enclosure wherein the lord keeps stray animals until their fines are paid. The punfold is generally managed by the beadle.
 
 
'''QUARTER''' Unit of volume, eight bushels.
 
 
'''REAP REEVE''' An unfree tenant appointed by the reeve to help supervise the harvest. Also called a "warden of the autumn."
 
 
'''REEVE''' An elected or appointed villein who performs most of the managerial functions in a manor or village. The reeve presides at the village moot, decides what crops to plant, supervises the formation of plow teams, and generally makes sure that everyone does their proper share of work. On some manors, the reeve collects rents, levies fines on tenants, sells produce for the lord, and makes purchases for the manor. Records are kept on tally sticks of the produce harvested and the respective shares delivered to the lord, to the tenants, to market, and to storage. Also see, Manor 13.
 
 
'''RING''' Unit of volume, four bushels.
 
 
'''RUSHLIGHT''' A rush soaked in tallow. The principal form of illumination in many households.
 
 
'''SEISIN''' Legal possession, occupation, or tenancy of land or property.
 
 
'''SELION''' A half-acre strip of land in one of the arable fields (or meadows). Each selion is held by one tenant household, which usually holds multiple selions scattered throughout the fields. Selions are grouped in furlongs, each of which may be planted in a different crop.
 
 
'''SENESCHAL''' Another name for Steward.
 
 
'''SERF''' An unfree tenant. There are three main classes, depending on acres held: Villein, Half-Villein, and Cottar.
 
 
'''SHERIFF''' The chief royal officer in a shire, directly responsible to the king (or, more likely, the Lord Constable). The crown often farms shires, exchanging the right to govern and tax the king's subjects therein for a fixed sum paid by the highest bidder. The term "Sheriff " is derived from "shire-reeve."
 
 
'''SMALL BEER''' A weak ale made from the second or third brew of the same malt and hops. It is mostly consumed by children, the sick, and the very poor. Small beer does not taste good and has little alcohol (few redeeming features, in fact) but it is healthier than water.
 
 
'''SPINSTER''' A person who earns income by spinning and/or weaving, usually for the Clothiers' Guild. This activity provides good income for some households.
 
 
'''STEWARD''' An officer appointed by a fiefholder to oversee substantial holdings, particularly those held by a bailiff of the lord.
 
 
'''TALLAGE''' A tax levied at the lord's pleasure. Tallage can be an arbitrary assessment but is more often based on acres held; can also be a poll tax on the number of adults living in the household.
 
 
'''TALLY-STICK''' The preferred accounting method for most reeves: transaction records are made by notching sticks. For an experienced reeve, the technique is efficient and accurate.
 
 
'''TITHE''' An annual fee paid to a church by a pious adherent, typically equal to 10% of produce. Poor folk are often allowed to "work their tithe" by providing labor for acres held by the local chapel or temple.
 
 
'''TOFT''' A peasant's cottage. Also see, Croft.
 
 
'''VILLEIN''' The wealthiest class of unfree tenant. The villein typically holds a Yard (30 acres) of land.
 
 
'''VIRGATE''' Another name for a Yard, or 30 acres. It is the traditional holding of a Villein, who is sometimes called a Virgater.
 
 
'''WARDSHIP''' Guardianship exercised by a lord over a widow or orphaned minor. In return for this service, the guardian takes revenue from the holding. The practice is much abused and fiefs under wardship are often stripped of their wealth.
 
 
'''WASTE''' Land that is "wasted." This is not useless land, it is land that, for one reason or another, is currently unused. Insufficient labor or seed, crop disease, or military factors may be responsible.
 
 
'''WITCHCRAFT''' Conjuring or consorting with demons and spirits, disposing of souls, spell casting, etc. The definition of witchcraft varies from region to region but is usually a canon crime punishable by death (burning). Rural peasants are a superstitious lot; Shek-Pvar are always wise to keep their activities well concealed on country roads and manors. Rural priests can be especially deadly antagonists.
 
 
'''WOODWARD''' A manorial officer appointed on some manors to protect the lord's woods, manage assarting, and ensure that tenants to not abuse their rights to swine grazing, foraging, and collecting dropwood. Also see, Manor 13.
 
 
'''YARD''' Thirty acres (or 60 selions) of cleared land suitable for cropland and pasture. The actual amount varies according to the productivity of the land and other factors and can range from 20 to 40 acres.
 
 
'''YEOMAN''' A freeholder who holds land in exchange for military service. Most yeomen are equipped as Light Foot, but there is a growing custom for them to be trained longbowmen. Also see, Manor 12.
 
  
 
== Manor Events ==
 
== Manor Events ==

Revision as of 19:49, 16 July 2017

HârnManor is the base for all that Hârn has to built upon. Breakdown and expanding this supplement article with the original vision by Robin, shall allow for a far superior game that draws on the intrgue and draw players into a medieval world that is alive and broad in it's exploration.


Designed to be used with HarnMaster, this is a valuable resource for any Fantasy/Historical RPG that wishes to include manging and running a manor as part of the campaign.


Note: SPLIT article up like Kingdom of Kandáy COL5660 and have seperate pages for each sections.

Note: MOVE TO NEW PAGE HârnManor COL5660

Note: ADD Comparison and differances to EH3 Manor CG6003 article. This will bring back to proper costs and original concept by Robin.


Contents

Original Table

Hârnic Regions - Original
Region Name Kingdom Name Shire Name Hundred Name Hundred Moot Marketplace Manor Name Title Holder # Acres Land Quality # HouseHolds Notes
Hârn Kingdom of Kandáy COL5660 DAENSHIRE Aleur Forest Hundred Manor Name Holder of title # Acres Land Quality # HouseHolds
Hârn Kingdom of Kandáy COL5660 Shire Name Hundred Name Hundred Moot Marketplace Manor Name Holder of title # Acres Land Quality # HouseHolds Notes
Hârn Kingdom Name Shire Name Hundred Name Hundred Moot Marketplace Manor Name Holder of title # Acres Land Quality # HouseHolds Notes


Original Coloured MultiTable

Hârn Articles (all versions)
Name Product Product # Product # Year Page count Category Banner background Notes
Primary Secondary
Arcane Lore Hârn Classics COL4803 CG 2010 10 Lore Guilds & Crafts black
Arcane Lore Hârn Classics COL4803 CG 2010 10 Lore Guilds & Crafts black
Aleath Son of Cities COL5015 CG 1987 6 Kandáy none Aleath 7 through 12


Example Grid Table
A B C
D E F
G H I


Relocate THIS Section

Complete Hârn book list from Columbia Games broken down into sections, then expanding each book into wiki pages.

to UPDATE: with Chapters (breakdown) by each Heading type (list Font Name/Type (Italic, Bold, etc.), Size, and Key for description). All this will breakdown and make things easier later on when it comes time to figure out the wiki layout, templates required, and code for special additions like Headers & Foots and so on.

  • Book Title: Albertus-Bold 96pt
    • Credits: AmasisMT,Bold 14pt
    • Chapter Title: Korinna-Bold 18pt (Header Title Name: Korinna-Bold 14pt/Header Section/Page#: Korinna-Bold 18pt)
      • Chapter subheading: Korinna-Bold 14pt
        • Chapter section: Korinna-Bold 12pt
          • Chapter Text Intro: AmasisMT-Regular 12pt
            • Chapter Text: AmasisMT-Regular 10pt
  • Chapter sidebar Header: Korinna-Bold 10pt
    • Chapter sidebar Text: AmasisMT-Regular 9pt
  • Place these in layered bullets lists and add font to code, possibly even a template for each font making a wiki system for Styles (as in MS Word).
  • Add a "Template:{{Infobox game}}" & "{{Primarysources}}" from HârnMaster at wikipedia.
  • Add Header and foot style to each page via templates.


Note: Green = I Have, Red = Don't Have, Orange = Old Scan, Blue = Misc, Black = ALL Base (Template)


CG4751-E HârnManor

Note: ADD SIDEBARS of 33% width creating pages with a look similar to the actual Article layout. Note: ADD Background Colour (and maybe coloured border) to reflect Type of sidebar. ie. Optional as one colour, Page Supplment/sub Table, Miscellaneous/Generals Rules, etc.


Note: ADD TAGS for each PAGE #, so cross linking can be easily linked.


Note: CHANGE pagename once have base wiki structure figured out and how to best optimise these articles and their data.


Note: ADD expansions, and all other material related to Manor as links, seperate pages etc.


Note: CHECK “ ” ’  and change to " ' (checkbox symbol "") and □□
Kandáy Political Map
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A

Manor Life

  • Manor 3-8

Village Generation

  • Manor 9-14

Manor Generation

  • Manor 15-16

Household Generation

  • Manor 17-22

Manor Budget

  • Manor 23-31

Glossary

  • Manor 32-34

Manor Events

  • Manor 35-36

Note: ADD TABLES, each list on right is a table use SideBar to create Table.


MANOR EVENTS

A vibrant manor with a life of its own adds depth to the role-playing experience and makes the whole game seem more real. This section contains rules for generating a number of problems to trouble the lord's repose.

All random events are meant to be inspirational rather than hard and fast rules. Discard any event that seems excessive or just wrong for the situation. The idea is to create headaches for the lord, not the GM.

Generating Events

It is best to pregenerate a schedule of manorial events for the next year in advance, or at least for the next quarter. This gives the GM time to devise suitable plot-lines and prepare whatever NPCs and other game resources may be needed.

[1] Take a blank Annual Calendar (see HârnPlayer) and highlight the days holy to the local gods, usually Agrik, Ilvir, Larani, and Peoni. Also note the day each month when the lord holds Hallmoot, typically the 10th day, but not a holy day.

[2] Roll on the Manor Events table once per month and record each event (in advance). Randomly determine the day of the event.

[3] See Manor 37 for Hallmoot Events.

MANOR EVENTS Table

01–05 MANOR RAID: The lord must defend his tenants against raiders, although few would really expect him to challenge an invading army. Choose an event suitable for the situation and season or randomly generate with 1d6:

1 Brigands 4 Knights 2 Vikings 5 Gargun 3 Tribesmen 6 Predator(s)

See Manor 36 for guidance.

06–10 WEATHER EVENT: Rogue weather can have devastating effects on the manor and its occupants. Choose an event suitable for the season or randomly generate with 1d6:

1 Storm 4 Drought 2 Blizzard 5 Flood 3 Frost 6 Tornado

See Manor 36 for guidance.

11–20 CRIME/JUSTICE: A serious crime or tenant dispute occurs on the manor. The lord must identify, apprehend, and punish the perpetrator, or resolve the dispute.

See Manor 37 for guidance.

21–30 NEIGHBOR DISPUTE: Neighbor lord claims:

  • Part of your fief belongs to him; resolve at Hundred or Shire court.
  • Your tenant(s) have stolen some of his livestock or committed some other crime on his fief.
  • Your livestock graze on his property.
  • Your manor is harboring a runaway or criminal.
  • Other (GM discretion).

31–35 CLERIC VISITOR: A party of 1d6 clerics visit the manor. A decision to offer hospitality (or not) may involve the lord in religious politics. The clerics are engaged on one of the following:

  • Soliciting donations or tithe.
  • Inspecting the local cleric.
  • Investigating a report of a miracle or other spiritual event.
  • Travelling to somewhere else, perhaps on a pilgrimage, or fleeing authority.
  • Preaching – possibly disrupting.
  • Conducting an inquisition after heretics, apostates, etc.
  • Engaged in non-church business.
  • Are brigands posing as clerics.

36–40 NOBLE VISITOR: A lord, liege, or vassal visits. Such visits can be very expensive, especially if the guest is reluctant to leave. Perhaps the guest is a traitor or spy and the fiefholder is enmeshed in a web of intrigue.

41–55 OTHER VISITOR: The fief is visited by a mage, scholar, guild official, group of adventurers, troupe of thespians, caravan of merchants, and the like. The visitors may not be what they claim to be. The trade index (Manor 16) can be a guide to the extent and nature of visitors.

55–60 LIVESTOCK: Disease affects half (50%) of one random species of livestock. The hardiness of the species can modify loss at GM discretion. All afflicted animals must be destroyed and their bodies cremated. If you are not recording separate livestock, then reduce Pasture Yield by 20%. The disease may spread to neighboring manors unless dealt with promptly.

61–62 PLAGUE: 1d6×10% of tenants are inflicted. Determine virulence by randomly rolling a Contagion Index from 1 to 6 and a Healing Rate from 1 to 5. See Physician 4 in HârnMaster. Check to see if the disease spreads to the Manorhouse. Reduce available labor by the appropriate amount.

63–70 FIRE: Forest and crop fires are likely in summer when vegetation is dryer. House fires are a hazard in winter when tenants seek more warmth. There is a 10% chance the mill (or some other building) is on fire. Unless someone can save the mill, rebuilding it (by the guild) takes 1d6 months; until then, grain must be ground at a neighbor's mill for extra cost and cartage.

71–75 MYSTERY: Someone or something vanishes or mysteriously appears. Perhaps a tenant has been kidnapped or an object of religious significance has disappeared (or appeared).

76–80 DISCOVERY: A discovery on manor lands. Refer to Manor 21, "What's in my woods?"

81–90 NEW HOUSEHOLD: Generate random tenant (Manor 9). The lord cannot grant land he does not have. Unfree tenants must get Cleared Acres and pay Gersum equal to sixpence (6d) plus one penny (1d) per acre, but gives no other income until next year. Freeholders may be granted Cleared Acres as above or Woods to assart for some special deal, such as no Rent for 3–5 years.

91–00 OTHER EVENT: Use HârnMaster encounter tables (Campaign 11) to generate an appropriate event, or make up one of your own.


MANOR RAIDS

Raids can come in the form of vikings, brigands, tribesmen, knights, gargun, or predators.


MANOR RAIDS Table

[1] VIKINGS: Booty is an important source of income in Orbaal and Ivinia, and thrall labor is essential to the Ivinian economy. Warbrides are also important; at least three wives are necessary for the ambitious Ivinian male to have any prestige at home.

Viking raids comprise 1d3 warboats, each containing about 30 warriors. Favored weapons are swords, axes, and shortbows. A common tactic is to strike out of the morning mists at dawn, seize whatever can be carried away, and burn the rest.

There is a 5% chance the attackers will colonize, meaning the raid will not stop until all defending combatants are dead or captured. Once the attackers have secured the manor, their wives, children, thralls, and livestock may follow. Survivors will be put to work as thralls and treated honorably (but not necessarily well).

[2] BRIGANDS: Similar to a viking raid except the attack is likely to come from the land and the attackers are usually less numerous. Unemployed mercenaries and outlaws often resort to brigandage.

[3] TRIBESMEN: A local tribe raids to discourage further expansion into their land or to acquire livestock, food, or slaves. If they are trying to discourage or punish the manor's expansion, favored tactics include burning the mill or village. Tribesmen are unlikely to assault a well-defended manorhouse.

[4] KNIGHTS: A company of knights and/or foot invade the manor seeking pleasure and plunder. Depending on location and the local military situation, there is a good chance the raiders are from a hostile fighting-order. Such raids are only likely to happen if the invaders feel there is no chance of effective reprisal. They may assault the manorhouse.

[5] GARGUN: Gargun complexes are constantly on the verge of starvation, and cannibalism, while not uncommon, is less preferable than fresh mutton or beef. Gargun typically drive off an animal or two for later eating. There is a 10% chance the gargun raid is a swarm seeking a new home. Garguarak may settle in the lord's woods, others will just destroy everything in their path until they discover a suitable cavern to adopt.

[6] PREDATOR: A creature of some kind raids the village. Wolves and bears are common, as are legends of werewolves and werebears. Dragons are always fond of horseflesh; hungry dragons are less picky.


WEATHER EVENTS

Weather events can have devastating effects on the manor and its occupants. Choose a weather event that is appropriate to the season and current weather.


WEATHER EVENTS Table

[1] STORM: Storms can topple trees and homes, flood rivers, and destroy crops. Most rural folk know the warning signs in the clouds and do their best to protect their possessions and seek cover. Damage to buildings depends on construction type and the force of the storm.

Storm Force: Roll 1d6 to determine severity: a Force 1 Storm is just a bit rougher than usual weather, a Force 6 Storm is something people will talk about for years. Subtract the Storm Force from the Building Strength, then roll 1d6. If the number rolled exceeds this value, the building takes structural damage proportional to how badly it failed the roll. Tree damage can be severe; roll 1d6 and multiply the result by Storm Force to determine the percentage of trees destroyed. Reduce appropriate yields by that amount. Fallen trees must be removed or replaced, but the timber is valuable.

[2] BLIZZARD: Winter storm. As for STORM, but with 1d6 feet of snow falling over 1d3 days. During a blizzard, people cannot get about much and are largely cottage-bound. Minor problems can turn into emergencies for want of normally prompt action. Frostbite and hypothermia often take lives.

[3] FROST: Unseasonal frost damages crops in the field. The extent of damage depends on the Hardiness Rating (Manor 29) of the crop, ranging from 10% damage (+20 hardiness) to 60% damage (–30 hardiness). Use 30% damage if Hardiness is not being used.

[4] DROUGHT: Too little rain or too much sun at the wrong time. Duration 2d6×10 days. A drought reduces Cropland and Pasture yields by 5% per 10 days duration. Irrigation lessens the effect if available.

[5] FLOOD: Water levels in rivers rise from mid-spring to midsummer and may flood and cause extensive crop damage. Saltwater floods caused by high tides and storms may cause long-term damage (LQ penalty) to coastal cropland. An important stream may be diverted or dammed, perhaps by a landslide, beavers, or a neighbor. Water is life; the lord must act promptly.

[6] TORNADO: Summer and early autumn, on hot cloudy days. Cuts a 10–60 yard wide swath of total destruction across manor lands. Have the storm enter manor from a random map side, then every 100 yards roll 1d6:

1–2 Storm continues in same direction 3–4 Slight change of direction, 3 left, 4 right 5–6 Hard change of direction, 5 left, 6 right.


SIDEBARS

BUILDING STRENGTH Table

BUILDING STRENGTH 4 Daub & Wattle 6 Wood 10 Brick 12 Stone Increase or decrease by 1 for building quality.

Hallmoots Events

  • Manor 37


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HALLMOOTS

A lord might have to deal with dozens of cases in the course of a year, but in roleplaying this is rarely practical. However, it is a good idea to play out at least one Hallmoot in detail to give players a sense of manorial justice and to give a GM a chance to assess the lord's legal policies and management style. A court session or two can also generate events that lead to adventures.

Hallmoot Procedure

When a hallmoot is to be roleplayed, the lord, reeve, and defendant(s) must be developed to some degree. The lord must settle the facts of the case in his mind; sitting in judgement is primarily a matter of sorting through different versions of the same story.

Hallmoot Events Table

To generate cases, roll on the Hallmoot Events table (right) once per five (5) tenant households. Only significant events are listed because petty events are usually informally resolved by a tenant officer prior to a court.

At the hallmoot, the reeve (GM) brings each matter to the attention of the lord, describing what he knows and perhaps, if asked, noting the customary law that may apply. The lord deals with each event as he deems fit. The customary fine may be assessed by the lord without comment, or he may wish to say a few words to the defendant or to the assembled court.

The GM should assess each decision first in terms of customary law and then its likely effect on tenant goodwill and the lord's reputation with other magnates. Overly lenient or harsh judgments may not have the effect intended. For example, leniency may seem justified when times are tough, but there will inevitably be some tenants who will resent another being treated lightly if they got tougher justice.

A player should earn development rolls for the skills of Rhetoric, Oratory, or Law to reflect the experience gained.

Note: For slaves and unfree tenants the lord's verdict is final. Freemen can appeal to the king's justice at a hundred or shire moot.

See HârnPlayer 21 for more detail on Hârnic Law.


HALLMOOT EVENT Table

01–07 ARSON: Setting fire to another's property, directly or indirectly.

Penalties: fine, restitution, death by burning.

08–20 BATTERY: Common assault causing injury. Assault without visible injury is rarely considered a crime.

Penalties: restitution, pillory, flogging.

21–25 FRAUD: Cheating a villager.

Penalties: fine, restitution, death.

26–30 CORRUPTION: A manorial officer is accused of improper activities.

Penalties: fine, loss of office, branding.

31–35 CONSPIRACY: Advocating, inciting, or planning any crime.

Penalty: same as the conspired crime, often after torture to implicate other conspirators.

36–45 LARCENY: Defendant is accused of theft of an animal, food, or tool. Livestock are marked with red ochre with a distinctive symbol, but the marking may have been accidentally or intentionally destroyed. Stealing food is severely punished unless the tenant can prove he was starving.

Penalty: pillory, restitution, fine, flogging, imprisonment, hanging.

46–55 LAXNESS: Doing less work than is expected such as:

  • Failing to maintain his cottage in good repair.
  • Failing to work in accordance with the reeve's instructions.
  • Failing to keep his livestock from straying into cropland.

Penalties: fine 3–24d

56–60 LEIRWITE: An unmarried woman is accused of having sex. This crime is always a good source of revenue.

Penalties: fine 6–12d.

61–65 MURDER: Killing a commoner without cause or provocation. Killing a noble, even in self-defense, is a certain date with the hangman.

Penalties: restitution, fine, hanging.

66–75 POACHING: Defendant is accused of hunting, fishing, or foraging on manor lands without permission. This is a felony (state crime) on royal lands.

Penalties: restitution, fine, flogging, branding, mutilation, banishment, death.

76–80 RAPE: Sexual assault of a male on a female. The defendant must normally be caught in the act to be brought to trial. The word of the victim, unless noble, will rarely convict.

Penalties: flogging, restitution, castration.

81–85 REBELLION/REVOLT: Taking up arms against a lawful liege.

Penalties: loss of property, death.

86–90 TEMPLE CRIME: A crime against a legally recognized church. These include Adultery, Blasphemy, Heresy, and Witchcraft, all of which are described in the Glossary (Manor 32). Unless the judging lord is a lay brother, the defendant will be turned over to a canon court for trial and punishment.

Penalties: branding, mutilation, and death by stoning, burning, or impalement.

91–00 LORD'S BLESSING: Hallmoot is where the lord approves marriages and inheritance issues. Since all property is held by the lord, including all freeholds, a tenant cannot inherit unless the lord approves. Such petitions are rarely refused, provided the appropriate fees are paid or at least promised for the near future. Choose events to be heard from the following list:

AMALGAMATION: Two tenant households wish to merge by marriage or adoption. This requires payment of a negotiable fee.

CHEVAGE: Tenant wants to temporarily live outside the manor and agrees to pay an annual fee for the privilege. Chevage is typically 24–48d per year. Current obligations for the land must still be met or the land is forfeit. Freeholders do not pay chevage but can be charged with fraud if they abandon their land before their farm (contract) expires.

MANUMISSION: Tenant wants to to be permanently released to seek his fortune. The tenant offers 20–120 pence for this privilege (negotiable), which varies with the current labor supply.

MERCHET: Tenant wants to betroth one of his daughters. Typical fee is 12–36d.

STATUS DISPUTE: A tenant claims freeman status while the reeve/lord say he is unfree. Since the status of the land worked, free or unfree, is de facto evidence of legal status, the onus lies with the tenant to prove his status. Generally, the tenant must prove his father was a freeman and swear that he has never (since birth) acknowledged unfree status to any lord.


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Tenant Fate

  • Manor 38


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TENANT FATE

The welfare of tenant households is subject to change. This is determined each year prior to Manor Budget. Ideally, the Tenant Fate involves negotiation between the tenant and the lord. The routine generates changes to acres held and to labor and kind obligations. Temporary changes (valid only for one year) are entered only as adjustments in the Notes column. The lord is at liberty to grant all, part, or none of a tenant petition. If the lord is unreasonable, the tenant might take illegal action.

Tenant Fate Routine

[1] Skill Development Roll

Make a normal skill development roll for each tenant. Assume a skill base of 10 for all tenants, hence the roll is made at 1d100+10. Tenant ML increases by one (1) if the roll exceeds the current ML.

[2] Skill Roll

Make a success roll against Tenant ML, modified at GM discretion. Manorial officers deserve a bonus of +10. Also modify for Weather from –20 (Disastrous) to +20 (Excellent).

[3] Fate Roll

Roll 1d100 on the Tenant Fate table, modified by the Tenant success level generated in [2] above.

CS: +30 MS: +10

MF: –10 CF: –30

Tenant Fate Example:

[1] A tenant has ML78. The 1d100+10 development is 82 meaning an increase to ML79.

[2] A normal skill roll is now made against ML79. No modifiers for office or weather apply. Assuming a roll of 63, the result is Marginal Success (MS).

[3] A 1d100 roll is made on the Tenant Fate table. The roll is 68 but the MS gives +10 for a score of 78. This result gives a Land Petition of 1d10 acres, generated as 4 acres. The tenant offers 16 days Labor or 24d Rent for these acres and the lord agrees or negotiates.


TENANT FATE Table

01–10 ECONOMIC COLLAPSE

Household will suffer total collapse in 1d6 months unless the lord provides a subsidy of 2–12d Kind per acre. If the lord agrees, enter the subsidy in the Notes column. If the subsidy is denied, the household abandons the land when the collapse occurs and the holding reverts to the lord.

11–30 TENANT HARDSHIP

Tenant requests assistance from the lord, offering to pay 25%, 50%, or 75% of his normal obligations. If the petition is refused, the chance of economic collapse (above) is shown in square brackets. Concessions are entered in the Notes column.

01–60 Pay 25% Obligations [80%] 61–90 Pay 50% Obligations [50%] 91–00 Pay 75% Obligations [20%]

Both parties may negotiate. The lord has the right to demand permanent contract changes for concessions. This might be higher obligations for the same acres, conversion of some free acres to serf acres, and so on. Unreasonable demands by the lord are likely to be accepted, but this brings a 25% chance of economic collapse.

25–35 HERIOT

The head of the household dies or disappears but leaves an heir acceptable to the lord. The heir must pay heriot, traditionally the best animal but often valued at 60d + 1d per acre. Heriot is entered in the Notes column. Regenerate Household ML for the heir.

36–40 WARDSHIP

Tenant leaves a widow or minor as heir. The lord probably exercises the right of wardship until the widow remarries or the minor comes of age. Under wardship, the lord converts Labor owed (if any) to Rent at the rate of one day equals one penny, and then takes 50% more Rent than normal.

There is a 10% chance that no heir will be acceptable to the lord. Holding reverts to the lord.

41–60 AVERAGE YEAR

Tenant can meet his obligations and is happy with his current status.

61–70 TENANT EVENT

The tenant household has a special event that may be developed at GM discretion. Possibilities include robbery, discovery of buried treasure, crime of passion, family member disappearance, runaway, adoption, birth, wedding, or supernatural visitation.

71–90 LAND PETITION

Tenant petitions for 1d10 additional acres. If a household already has 30 acres of unfree land, the petition is usually for freehold land. Freeholders rarely want unfree land. Tenant offers four days Labor per unfree acre or 6d Rent per free acre. Terms are negotiable. Any acres granted by the lord must come from his current demesne. An increase in acres may result in a change of class, such as cottar to half-villein.

91–00 COMMUTATION

Serf offers to pay Rent instead of Labor for some/all unfree acres. The offer may be temporary or permanent. Rent offered is generally six pence (6d) per acre plus a one-time fee of 12d per acre for a permanent commutation. Permanent conversion of all Serf Acres to Free Acres means transformation to freehold status.

Freeholder makes a new Land Petition for 2d10 acres.

Yeomen petitions to convert military service into Rent (permanent) or Scutage (temporary). The monthly "cash value" of a yeoman's military service can be calculated from the Household Military support table on Manor 21.


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A Table

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Manors of Hârn (examples)

  • Manor 39-78 (page43-82)

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Note: ADD A colour link code to each reference to a Trade item, Skill, Profession. Or Using the REF code links.


Avonel

  • Avonel 1-10

AVONEL

Location: Hohnamshire, Kingdom of Rethem

Holder: Clan Tassady

Liege: Earl Barzak of Ithiko

Population: Village 204; Manor 7

Avonel Poetic Map

Avonel is a coastal manor in Rethem, held by Clan Tassady from Earl Barzak of Ithiko. The manor is located on the north shore of the Gulf of Andurien between Cape Whyd and Malasin Point. Avonel can be reached by a good road from Ithiko but locals have always relied more on the sea for travel and trade.

Avonel lies on a flat plain that is bounded to the north by Emetern Forest and to the east by Arketh Moor. The vegetation is mostly grassland and scattered heather moors, with mixed scrub of hawthorn, hazel, and birch. The sea bounds the fief to the south with steep rocky cliffs. A safe landfall is almost impossible except at Avonel, where the mouth of the Amoine Brook forms a sandy beach and an inlet with a good anchorage.

The village is divided into two areas. The old, or lower, village lies within the gully formed by the Amoine Brook. The majority of the population here are fishermen, reflecting the manor's genesis as a fishing port. Most cottages along the narrow beach are built on stilts four to six feet high and are accessible by a flight of stairs that are often awash during the highest of tides. From the center of the lower village, a steep path leads up to a plateau where the upper village of Avonel sprawls. Most residents here are engaged in agriculture. Interaction between the upper and lower villages is limited. Most of the fishermen farmout their acres to upper village tenants and exchange fish for grain.

Current Affairs

Avonel has been held as a knight's fee by Clan Tassady for three generations. Most of the clan were killed in a dragonship raid in 715. Only the lord's young son, Gethro, and his aunt Selina survived the carnage. Because Gethro (born 704) is a minor, the Earl of Ithiko now holds the fief in wardship. The earl appointed Sir Howart Mymby, a nephew, to act as bailiff of Avonel. The wardship will last for another six years, until Gethro comes of age and is knighted at age 21.

IMAGE: Sir Howart Mymby

The Earl of Ithiko farmed the fief to Sir Mymby for an annual payment of £50. This fee is more than double what the earl formerly received as scutage and other feudal obligations, but the practice of taking a "little more" from a fief under wardship is almost a tradition. Sir Mymby ensures there is more than enough money to pay the earl. He has instituted a "defense tax" on grain and fish under the pretext of protecting the manor from future raids. He also refuses to spend the money needed to repair the damage caused by the 715 raid. The fief has a shabby appearance.

Sir Mymby's impoverishing of the fief has not gone unnoticed by Selina and Gethro Tassady, but they are powerless. Selina, who is 27 and pretty, has sought influence by enticing Sir Mymby to her bed. These efforts have been spurned, which has only magnified Selina's low opinion of "that penny knight."

Selina has made sure that Gethro Tassady knows all about Mymby's greedy fief management. Gethro is too young to challenge a knight like Sir Mymby but his defiance grows. Gethro aims to become a skilled hunter and warrior. He spends much of his spare time training with Eras, the resident Agrikan priest.

Earl Barzak leaves his bailiff alone. Sir Mymby has always been prompt with the feudal payments due and the earl has larger concerns. The earl is loyal to the crown and is a staunch enemy of the Earl of Tormau, who seized nearby Ithius Keep from the Barzaks in 713. Earl Barzak knows the Earl of Tormau employs a large force of Orbaalese vikings. He believes the 715 raid on Avonel was yet another outrage sponsored by the Earl of Tormau. Earl Barzak knows that his lands have become the main site of conflict in the undeclared war between the Earl of Tormau and King Chafin III. The crown has so far failed to give Earl Barzak military support to counter the vastly greater wealth and power of the Earl of Tormau. Earl Barzak suffers few illusions about the likely outcome should the king abandon or betray him. While doing what he can to improve his defenses, Earl Barzak ponders the merit of an alliance with the Earl of Tormau.

Economics and Agrarian Life

Avonel has 2,130 gross acres, of which 370 are wooded and 1,760 cleared. Of the cleared land, the tenants hold 918 acres and the demesne is 842 acres. The principal crops grown are oats, barley, rye, and beans.

Rethem is noted for its cattle rearing and production of leather. Avonel is no exception; much of the wealth of the fief is generated from a large herd of long-horned cattle owned by the lord. The cattle also support the hideworker, salter, and woodworker, since most of the meat is salted and shipped out in barrels.

Every fall, the villagers slaughter a huge number of animals rather than feed them over the winter. Some villagers have their own cows, some keep a few pigs or goats, and everyone has chickens.

Ten Avonel households make their living from the sea, mainly working inshore to harvest crab, lobster, oysters, mussels, and other shellfish. Fishing license fees of 24d per year are paid to Sir Mymby, who also demands one fish in four for his kitchen. The fishermen are heavily burdened by this tax.

LOCAL MAP KEY

[A] The village anchorage, where the sea meets Amoine Brook. The harbor bottom is sandy.
[B] A natural rock pillar, 60 feet tall, that shelters the harbor but creates a perilous entrance for the unwary seaman. Known by local fishermen as Homestone, climbing it is an unofficial rite of passage for young men. Several have perished in the attempt.
[C] A natural reef with dumped boulders to form an artificial spit and breakwater. A picnic and work party is held each spring to repair winter storm damage.
[D] Watchtower Head towers over the harbor. It is manned by serfs on a rotating schedule to give warning of seaborne raids.
[E] Whale Head, although lower than Watchtower Head, offers a better view to the south and southwest.
[F] The Twyflor Brook marks the southern extremity of the village and powers the village mill.
[G] An area of rocky heath and scrub.
[H] The Amoine Brook runs about five leagues inland. It is a placid stream except for its last few hundred yards. A footbridge crosses the brook just north of the upper village. From the bridge to the Manorhouse ford, the brook drops 120 feet over a series of falls and rapids.
[I] Beech, oak, and yew woodland.
[J] The Manorhouse complex, detailed on Avonel 6.

THE VILLAGE RESIDENTS

The key numbers below correspond to the numbers on the GM Map and the Village Census Form.

Note: ADD Clan/Family Names: ie. Londa (see [17, 22, 23, 28, 29, 32, and 36]) CREATE Village Hierarchy of who is related to whom, then ADD subinfeudation diagram as well.


#
  1. 1 FISHERMAN (Laron of Estor)
    Laron is the de facto leader of the community of fishermen in Avonel. He is the master of a 24-foot nivik with which he plies the Gulf of Andurien in search of mackerel, herring, and cod. Laron's wife died in 717 giving birth to their fourth child. Laron's eldest son is courting the daughter of Jeris [29]. Laron resents Mymby's high taxation and lands a portion of his catch at other ports. Sir Mymby's response, should he discover Laron's deception, would be harsh.
  2. 2 FISHERMAN (Febene of Estor)
    Febene is a devout Peonian and believes the Agrikan priest Eras [33] to be a liar. Febene dreams of dousing the Agrikan's fiery tongue in the Gulf of Andurien. Febene lives with his wife, two adult sons, and a young daughter.
  3. 3 FISHERMAN (Pebya of Estor)
    Pebya has a wife and two children.
  4. 4 WOODCRAFTER (Jabis of Amula)
    Size: 5 Quality: ✰✰✰✰ Prices: Average
    Jabis runs a large workshop, employing three journeymen and an apprentice. His workshop is a stone hall with a cellar that is partially below ground and entered from the street. The cellar's rooms are used as bedchambers for the journeymen and for lumber storage. The main floor is the workshop. There is a small cooking hearth and stairs to the floor above. The workshop is filled with workbenches, tools, scraps, and items under construction. A fireplace heats a copper tub that produces steam to soften wood. The floor above contains two bed chambers, one for Jabis and his wife and one for his two children. A third room is Jabis' office. An apprentice sleeps on a bed at the top of the stairs.
    Jabis' primary business is the manufacture of barrels. The work has many stages from shaping, steam bending, and assembling the staves, to fitting the iron retaining bands that are manufactured by Pedkael's [24] apprentice.
    IMAGE: Cellar : Ground Floor : Second Floor
    Most of Jabis' barrels leave the fief filled with salted beef and fish, but his reputation is so good that many merchants will buy empty barrels from him. Jabis' workshop also produces all the furniture and wooden implements used by the villagers. Most of the buildings in the village are constructed from timber. Erecting and maintaining these buildings is another aspect of Jabis' business. He also makes minor repairs to the fishing boats; major damage must await the monthly visit of a journeyman shipwright from Ithiko.
  5. 5 FISHERMAN (Krasain of Akersyn)
    Krasain and Laranak [7] are brothers who share a pinda. Both are loyal friends of Laron [1]. Krasain's household includes his wife's mother.
  6. 6 FISHERMAN (Mylirel of Jenal)
    Mylirel and Jarhath [9] are brothers. Mylirel has a wife and four boys. His eldest son is deaf and mute.
  7. 7 FISHERMAN (Laranak of Akersyn)
    Laranak's household has a wife, three boys, and a demented father who is sometimes found wandering in the upper village at night, shouting at the sky. The youngest son recently spent a day in the stocks for throwing a stone at Sir Mymby. The boy had overheard his father complaining about the bailiff.
  8. 8 FISHERMAN (Kethkael of Akersyn)
    Kethkael and his wife live with their two daughters. The eldest is unmarried. Their son drowned on a fishing trip when he fell overboard in rough weather.
  9. 9 FISHERMAN (Jarhath of Jenal)
    Jarhath lives with his wife, son, and daughter-inlaw, who has just given birth to a boy with a clubfoot. Jarhath's brother is Mylirel [6].
  10. 10 FISHERMAN (Harerl of Rinda)
    Harerl was a sailor from Golotha whose ship was rammed and boarded by pirates in 714. He escaped death by jumping overboard. He was later pulled from the sea by Laron [1] and has been called "big fish" ever since. He married Mythar's [11] daughter last fall. Harerl is delighted that Agrik has sent Eras [33] to Avonel. He preaches his faith to the other fishermen.
  11. 11 FISHERMAN (Mythar of Estor)
    Mythar, his wife, and their two adult sons live together. A younger daughter, Wista, was recently married to Harerl [10]. The family is very poor.
  12. 12 COTTAR (Vorthrin of Retiga)
    Vorthrin lives with a wife, three young boys, and an attractive adult daughter who is not yet betrothed.
  13. 13 HALF-VILLEIN (Yalak of Retiga)
    Yalak's wife died during childbirth of their third child (who also died). His mother and her sister live in his cottage. He despises all villagers who honor Agrik.
  14. 14 SALTER (Kadene of Engbos)
    Size: 3 Quality: ✰✰✰ Prices: Average
    Kadene is an essential member of the village's economy, especially after the annual slaughter. Kadene lives with his wife and three children in a large wood-framed house. A journeyman and an apprentice complete his household.
  15. 15 COTTAR (Larma of Holgath)
    Larma arrived at Avonel in 716. He and his two brothers are vassals of the Earl of Tormau. Several times per year, they report their observations to a visiting mercantyler from Tormau. Larma's youngest brother, Avel, has secretly married Lasa's [21] eldest daughter, Reina. Although she lives with her parents, Reina spends most of her time at the brothers' cottage ostensibly doing household chores. Larma and his brothers are devout Agrikans. They have become close to Eras [33]. A pit beneath the cottage hides a small cache of weapons, including several spears and daggers. All three brothers are skilled in their use.
  16. 16 HALF-VILLEIN (Fertewn of Sanvis)
    Fertewn lives with his wife, Lonja, who is the village midwife. They have one teenage son, Ferlon, who is far more interested in woodlore than agriculture. Fertewn has whipped his boy on numerous occasions for spending more time in the woods than in the fields, but nothing seems to deter Ferlon.
  17. 17 HALF-VILLEIN (Ryldmeld of Londa)
    Ryldmeld and his wife have two sons and two daughters. His brother is Charthrin [23].
  18. 18 VILLEIN (Finbene of Retiga)
    Finbene's wife is Shenata's daughter [35]. They have four young children. Three months ago, Mymby ordered Finbene to organize manning the watchtower (D). Finbene has created a rotating schedule with a different serf serving each day.
  19. 19 COTTAR (Horkael of Kanesta)
    Horkael's wife is a servant at the manor. She is pregnant.
  20. 20 THE BLACK STEER (Yarbrond of Telo)
    Size: 3 Quality: ✰✰ Prices: Low
    The "Black Steer" is a popular watering hole for locals as well as traders visiting the manor. The inn was torched in the 715 raid and two teenage daughters were kidnapped. Yarbrond has rebuilt the inn but recently buried his wife, who never seemed to quite recover from the events of 715. Yarbrond always suspected she was raped but this she denied. Yarbrond's revenues have decreased by a third over the past year, which he feels is mainly due to the higher taxes collected by Sir Mymby. Yarbrond has two sons, one 15 and the other 18. The sons promised their mother on her deathbed that they would discover the whereabouts of their kidnapped sisters and rescue them. Fearing the loss of his last two remaining children, Yarbrond discourages any such hopeless quest. Both sons know their task is virtually impossible but swear to keep their pledge, with or without their father's blessing. The family live in a separate cottage just north of the inn.
  21. 21 VILLEIN (Lasa of Kanesta)
    Lasa lives with his wife and her father as well as three children.
  22. 22 COTTAR (Lyremeld of Londa)
    Lyremeld's wife disappeared last winter. Village gossips say she fled to Ithiko with a lover but Lyremeld insists she was taken by a sea monster. Lyremeld works in Eras' [33] fields; he claims to be loyal to Agrik but is really a man who bends as the wind blows. His eldest of two sons works with the herdsman, Uran [27].
  23. 23 HALF-VILLEIN (Charthrin of Londa)
    Charthrin lives with his wife and two sons. The elder boy has become a follower of Eras' [33] teachings, which upsets his parents greatly. Charthrin supervises work in the fields in conjunction with the reeve [36].
  24. 24 METALSMITH (Pedkael of Wryin)
    Size: 2 Quality: ✰✰ Prices: Low
    Pedkael is barely competent enough to repair the village tools and pots. His work suffers from intoxication, for he is a fixture at the Black Steer since his family was killed in the 715 raid. Most locals know to give work to journeyman Fantin. The journeyman and his wife expect to inherit the franchise soon unless Pedkael defeats his demon.
  25. 25 MILLER (Ebran of Derias)
    Size: 4 Quality: ✰✰✰ Prices: High+
    Twyflor Brook powers Ebran's mill. He is a careful worker and ensures that everyone receives their full quota of flour. His regular fee is 1/12. Sir Mymby has imposed an identical "defense tax" on all grain and has charged Ebran to collect and deliver it to his beadle. Hence, Ebran now takes 1/6 of the grain, half for himself and half for the lord. Most folk understand but that does not make them any happier with Ebran, who takes, it seems, most of the abuse for the tax. Ebran's wife and two sons aid him with the mill.
  26. 26 YEOMAN LF (Lasis of Edsar)
    Lasis is a former soldier of the Agrikan fighting order, Companions of Roving Doom. He has always dreamed of becoming a famous gladiator but, at age 36, he knows this is a fantasy best never fulfilled. Lasis is a devout Agrikan and he and Eras [33] spar almost daily to maintain their martial skills. Lasis knows the true identity of Eras and helps the cleric with his plan to resurrect the fortunes of the Order of the Pillar of Fire. A regular at the Black Steer, Lasis is aggressive and tends to challenge visitors. His wife is a difficult woman and he grows tired of her. Some village gossips call her the "Widow Edsa" because Lasis is almost never with her. They have four children.
  27. 27 VILLEIN/HERDER (Uran of Galle)
    Uran enjoys greater freedom than most serfs, as he has control of the manor's herd of longhorn cattle. He is up before dawn, herding the cattle to pasture, and then ensures they do not stray on to croplands. He also supervises breeding the cattle. At dusk, he returns the cattle to the village barn [27a]. Uran has developed high skills for treating the cattle's injuries and diseases. He has a wife and two young daughters. Uran is assisted by the sons of two other serfs [22, 28].
  28. 28 HALF-VILLEIN (Sherak of Londa)
    Sherak has a wife, two sons, and a daughter. The eldest son works with the herder, Uran [27].
  29. 29 VILLEIN (Jeris of Londa)
    Jeris has a wife and two adult children. His daughter has fallen in love with Laron's [1] eldest son. Jeris has forbidden their marriage and the lovers have pledged to jump from Whale Head next new moon. His son, Ebor, is having an affair with his uncle's [32] wife.
  30. 30 YEOMAN/BEADLE (Murmeld of Tosala)
    Murmeld owes his job to Sir Mymby. Most of the villagers resent his small-minded, heavy-handed tactics. His daughter is married to Chelo [37]. Murmeld and his wife are disappointed with their son's lack of interest in the military lifestyle. Their household is Agrikan.
  31. 31 VILLEIN (Yameld of Sanvis)
    Yameld is the former reeve of Avonel. He lost his job to Kethor [36] when Sir Mymby arrived and resents all changes to the fief 's operation. Yameld supports a wife, three children, and his mother.
  32. 32 VILLEIN (Jerilor of Londa)
    Jerilor and his wife, Lyna, live alone. She is his second wife and is just 23 years old while he is 45. Lyna has seduced Ebor [29] and they meet often for a tryst when Jerilor is working in the fields. Jerilor does not know of his wife's adultery and would be incensed to discover that her lover is his own favorite nephew.
  33. 33 AGRIKAN CLERIC (Eras of Frestor)
    Eras has been a resident of Avonel for three years. He was sent to Avonel by Earl Barzak of Ithiko, charged with the task of ensuring Gethro Tassady was brought up within the faith.
    Eras claims to be a priest of the Order of Herpa the Mace, but is really an Aperhanar (Master of Low Discipline) of the Pillar of Fire. This clerical order was largely exterminated in 717, a victim of politics and its own doctrine. The few priests who survived are covert, patiently rebuilding for a day of reckoning.
    Eras spends two or three hours with Gethro Tassady most days, teaching him the ways of Agrik, which mostly means the best ways to inflict pain on Laranian prisoners. Eras' attention to this duty has earned him Gethro's respect and affection.
    Eras also preaches to villagers, many of whom have embraced his teachings. Eras believes the masses must be converted to the faith so that their souls can fuel the "Emperor of Flame" to triumph over the whore, Larani. This philosophy, a doctrine of the Pillar of Fire, is a heresy to most Agrikans and largely explains why the order was suppressed. Eras believes that the Peonian cleric [43] must be forced to depart this world before he will gain sway over the villagers.
    Sir Mymby is unhappy with this activity of his "fiery priest." It upsets the peasants and that means less work and revenue. There is, however, little he can do because the Agrikan is a retainer of his liege, Earl Barzak, and is also loved and protected by Gethro Tassady.
  34. 34 VILLEIN (Larib of Sanvis)
    Larib and his wife live with their three children. Their oldest son is a student of the Agrikan cleric.
  35. 35 FARMER (Shenata of Frestel)
    Shenata is an old lady of 64 who is used to getting her way. She continues to hold the tenancy even though her sons and grandsons actually work the land. The clan is second only to the lord in land held and they hire many others to help work their land. Shenata is furious about Sir Mymby's defense tax and spends most of her free time plotting how to return him grief. Her latest scheme was to ensure a high turnout at the Harvest Feast two months ago. Sir Mymby had discouraged attendance over the years by providing poor fare and weak ale. Shenata brought a cask of good wine to share and brought the Peonian cleric as her guest to ensure that Sir Mymby and the Agrikan cleric would both be annoyed beyond belief. Surprisingly, Shenata and Selina Tassady like each other's company and are often seen together in conversation.
  36. 36 REEVE/VILLEIN (Kethor of Londa)
    Sir Mymby appointed Kethor as reeve when he arrived since he was the most obsequious villein available. Kethor is not as well liked by the villagers nor as experienced as Yameld [31]. However, he happily cooperates in Sir Mymby's deprivations. He is slow witted and has so far failed to note the growing resentment in the village. It may not be long before he meets with an untimely accident. Kethor and his wife have two children.
  37. 37 VILLEIN (Chelo of Sanvis)
    Chelo lives with his wife and five sons. The family has converted to Agrikanism.
  38. 38 HALF-VILLEIN (Barik of Londa)
    Barik has a wife, son, and two daughters. The eldest girl works part-time at the manor as a servant.
  39. 39 HIDEWORKER (Mikeld of Grentel)
    Size: 2 Quality: ✰✰✰✰✰ Prices: High
    Mikeld has a wife and one apprentice. He is an excellent hideworker with a large compound one mile upstream (off-map) where he butchers the animals and skins them. Mikeld has four tanning vats and six tenter-frames to hold the drying leather. He uses an outbuilding (39a) for storage of tanned skins. Mikeld has three territorial dogs.
  40. 40 YEOMAN LF (Myhath of Harkinda)
    Myhath came to Avonel with Sir Mymby and is loyal to him. He supports a wife and eight children, two of them adults. This household is Agrikan. Myhath is armed as Light Foot, but is developing skill with a longbow.
  41. 41 VILLEIN/WOODWARD (Kadain of Sanvis)
    Kadain and his only son have constant disputes with the timberwright [42], especially since Sir Mymby allowed the felling of four magnificent oaks.
  42. 42 TIMBERWRIGHT (Rothmeld of Ifundis)
    Size: 3 Quality: ✰✰✰ Prices: Average
    Rothmeld has a wife and six children and also supports a widowed sister and her son. He supplies the manor with timber and exports the finest woods to Ithiko and Golotha by sea. Traditionally, he was restricted to trees on the outskirts of the fief, but Sir Mymby has granted him, at ten shillings per tree, license to harvest a stand of mature oaks near the village. Encouraged by an irate woodward, most villagers resent it.
  43. 43 PEONIAN CLERIC (Sotreld of Gamis)
    Sotreld is a Peonian cleric who lives in a clearing north of the village. He has a small cottage and ten acres of tilled land, some near his hut and some further north. Sotreld has no temple, not even a shrine, but the faithful make the difficult journey to celebrate Lesser Sapelah (Low Mass) four times each month in his presence. Like most Peonian clerics in Rethem, Sotreld is tolerated by the Agrikan overlords only as a pacifying influence on the serfs. However, Eras [33] has different ideas about peasant souls and he schemes to have Sotreld removed from the fief.

IMAGE:

#
  • Or create mixed lists
    1. and nest them
      • like this
        definitions
        work:
        apple
        banana
        fruits

MANORHOUSE

IMAGE: MANORHOUSE

The Avonel manor complex is not enclosed within a wall or palisade. The buildings are strung along a level plateau, bounded by high cliffs in the rear and by a road and then a grassy slope down to the Amoine Brook in the front. With the exception of the wooden barn, all buildings are constructed of local stone. The great hall is the only building with a clay roof; all others are thatched.

[1] Storehouse: This building has thick stone walls and a thatched roof. Fruit, meats, fish, and other perishable foods are stored here.
[2] Stables: The stables house three palfreys and their tack. Lord Mymby's warhorse died four months ago and he is planning to buy another by summer. The "defense tax" will finance an excellent steed.
[3] Great Hall: The main area of the hall has four trestle tables for dining; they can be put away to allow more space. The stairs lead up to a bedchamber (not shown) used by the lord's family. Currently, only Gethro Tassady and his aunt Selina live here. The bedchamber shown is occupied by Sir Mymby. The other room, built as the lady's sewing room, is now his office.
[4] Kitchen: Two large hearths, a bread oven, and the preparation tables define the kitchen. Most of the food is stored in the separate building to the south of the kitchen, while smoked bacon, cheeses, and dried herbs are stored in cupboards in the main kitchen.
[5] Barn: This double-aisled barn, entirely rebuilt in 716, is used to store demesne produce and winter feed. Three foul-tempered mastiffs live in the barn. They answer only to Sir Mymby.

HOUSEHOLD

Sir Howart Mymby

Mymby is the bailiff of Avonel until Gethro Tassady comes of age in 725. He has imposed extra taxes and aids on the villagers, increased their obligations, and neglected maintenance duties under the pretext of raising funds for defense and to pay scutage. Sir Mymby makes a quarterly trip to Ithiko where he pays the earl and invests most of his profit from managing the fief into a perfumery owned by Koqu of Shanal.

Gethro Tassady

IMAGE:

Born in 704, Gethro Tassady is one of two surviving members of his clan in Avonel. His parents, two older brothers, and four other relatives were slain during a viking raid on the manor in 715. He survived by hiding in the woods to the north of the village; his aunt Selina was fortunate to be visiting Ithiko. Gethro carried the shame of his escape for many months but that emotion soon turned to hatred. He is determined to have his revenge against the Earl of Tormau, who is widely believed to have employed the raiders. As a minor, Gethro has no control over the fief and has vowed to take his revenge on Sir Mymby as well. In the meantime, Gethro practices his combat skills with the Agrikan priest.

Selina Tassady

Selina was married to Gethro's uncle and was widowed during the viking raid. She returned from a journey to find her husband and all clansfolk except Gethro already buried. Selina could not persuade Earl Barzak to make her ward of Avonel until Gethro came of age. She can read and write and fulfills the role of Sir Mymby's chamberlain except in matters of money. Selina is 22 years old and seeks a new husband. She has tried in vain to seduce Sir Mymby but only to gain influence.

Servants and Retainers

Sir Mymby's thrift and the reduction in householders from the events of 715 have forced many of the servants to leave. Only an elderly cook and three servants remain. Sir Mymby uses serf labor from villagers to help with household duties when essential.

AVONEL MANOR BUDGET

Note: ADD Table within Table, or figure a way to create floating Tables to create a page with Tables side-by-side.


AVONEL MANOR BUDGET
GENERAL DATA
Topography: Coastal
Gross Acres 2,130
Woods Acres 370
= Cleared Acres 1,760
− Tenant Acres 786
= Demesne Acres 974
   
Labor Pool 21,500
Labor Obligation 1,268
   
Land Quality 1.03
Fief Index 0.80
Trade Index 0.90
LORD'S HOUSEHOLD
Name/Occupation ML Each # Total Loyalty
Fiefholder: Gethor Tassady 78 1,500 1 1,500
Bailff: Sir Howart Myrmby 84 2,000 1 2,000 68
Selina Tassady 77 1,500 1 1,500 92
Cook 92 500 1 500 78
Domestics 80 300 2 600 75
Stableboy 60 300 1 300 81
           
           
           
           
STABLE: Palfreys 900 3 2,700
TOTAL 9,100
MANOR BUDGET
WEATHER INDEX: 1.00 ACRES LABOR KIND
F

i

e

f


B

u

d

g

e

t

1 Woods Yield: 15 370 1,110 + 5,500
2 Crops Yield: 49 880 5,280 + 43,120
3 Pasture Yield: 74 880 8,800 + 65,120
4 Waste 0
5 Total Harvest = 15,190 = 113,790
6 Crop Seed 880 - 10,560
7 Winter Feed 880 - 10,560
8 Fief Maintenance 1,760 1,690 - 3,379
9 Assart 7 210 + 840
10 Fief Income = 17,090 = 90,131
L

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'

s

B

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11 Demesne Income (55%) + 49,572
12 Tenant Rents & Fees + 6,479
13 Glebe Revenue + 3640
14 Taxes & Tolls (including "extra defense aid") + 4,766
15 Amercements + 516
16 Feudal Income + 0
17 TOTAL INCOME = 64,793
18 Household - 9,100
19 Feudal Payments (£50) - 12,000
20 Tithe (Temple of Agrik, Ithiko) - 6,497
21 Labor Hired - 6,524
22 Political Expenses - 2,130
23 TOTAL EXPENSES = 36,251
24 PRIVY PURSE = 28,722
CROPS
CROP YIELD1 ACRES LABOR KIND
Rye 37 88 440 3,526
Barley 40 264 1,584 10,560
Oats 35 88 440 3,080
Hay 33 264 1,320 8,712
Vegetables 66 176 1,408 11,616
Wheat 0 0 0 0
Fruit 0 0 0 0
         
         
TOTALS 880 5,192 37,224
LIVESTOCK
HEAD YIELD1 ACRES LABOR KIND
Oxen: 89 107 178 1,513 9,523
Cows: 294 154 588 5,880 45,276
Goats: 94 32 47 470 3,008
Sheep: 123 27 41 369 3,321
Swine: 260 12 26 520 3,120
           
TOTALS 880 8,752 64,248
     

Note: 1 Yields have been modified by LQ, FI, and WI. When using the optional detailed rules, replace LABOR and KIND totals in the Manor Budget (left) with the Crop and Livestock totals above.


Note: This amendment requires DEFININITION, possibly a change to the Template/Table as an Optional set of rules.

AVONEL MANOR CENSUS

Note: ADD TABLES should have links to Tenant Occupation/Person, and Hyperlink to License(s) attatched as a regular cost, to the relavent Glossary or other page containing the License in question.


Note: ADD TAGS somehow to each person for quick cross-linking from other areas/articles of the wiki.


Note: TABLE

  • Tenant Occupation
    • Ref #
    • Status/Occupation
  • HD Size
  • ML
  • Acres
    • Serf
    • Free
  • Labor Days
  • Kind
    • Rent
    • Fees
  • Notes
  • 43 Rows, 10 Columns


AVONEL MANOR CENSUS TABLE

Note: ADD Clan sortable by Family Tree. see Table Sorting by numbers, dates, etc.

Note: ADD Craft Guilded/Unguilded. (S/Q/P) HD Size: Wife (Maiden name, nee. ), Children (M/F), relations, etc.


  • Occupation/Class: Craftsmen : Yeomen: Free : Unfree

Note: ADD Tenant Officers Hierarchy: Chief Tenant Officer: Reeve. Herder, Woodward, and Beadle as assistants. For more information on the duties and responsibilities of these officers, see Manor 13.


AVONEL MANOR CENSUS
Tenant Occupation Name Fealty ML Acres Labor

Days

Kind Notes
HH # HD

Size

Class Occupation Craftsman Tenant

Officer

Person of Clan Serf Free Rent Fees
# # Class Occupation Craft Office Person of Clan Fealty # # # # # #
1 5 Serf Fisherman Laron of Estor Tassady 94 5 0 20 60 35 Fees include 24d License, Leader of Fishermen. Owns 24-ft. Nivik.
2 5 Serf Fisherman Febene of Estor Tassady 91 3 0 12 60 33 Fees include 24d License
3 4 Serf Fisherman Person of Clan Tassady 86 4 0 16 60 34 Fees include 24d License
4 8 Freeman Woodcrafter Jabis of Amula Tassady 89 0 10 0 120 136 Fees include 120d License. 3 Journeymen, Apprentice. Primary: Barrels. Secondary: Furniture & Buildings.
5 3 Serf Fisherman Krasain of Akersyn Tassady 72 3 0 12 60 33 Fees include 24d License
6 6 Serf Fisherman Mylirel of Jenal Tassady 49 4 0 16 60 34 Fees include 24d License
7 6 Serf Fisherman Laranak of Akersyn Tassady 66 2 0 8 60 32 Fees include 24d License
8 4 Serf Fisherman Kethkael of Akersyn Tassady 68 3 0 12 60 33 Fees include 24d License
9 5 Serf Fisherman Jarhath of Jenal Tassady 62 3 0 12 60 33 Fees include 24d License
10 2 Serf Fisherman Harerl of Rinda Tassady 46 2 0 8 60 32 Fees include 24d License
11 4 Serf Fisherman Mythar of Estor Tassady 57 1 0 4 60 31 Fees include 24d License
12 6 Cottar Vorthrin of Retiga Tassady 69 1 0 4 60 7
13 5 Half-Villein Yalak of Retiga Tassady 68 17 0 68 60 23
14 7 Freeman Salter Kadene of Engbos Tassady 72 0 11 0 126 137 Fees include 120d License
15 3 Cottar Larma of Holgath Tassady 63 1 0 4 60 7 Vassals of the (observers for) Earl of Tormau. devout Agrikans.
16 3 Half-Villein Fertewn of Sanvis Tassady 68 12 0 48 60 18
17 6 Half-Villein Ryldmeld of Londa Tassady 72 17 0 68 60 23
18 6 Villein Finbene of Retiga Tassady 64 27 0 108 60 33 Finbene organizes a rotating schedule with a different serf to serve manning the watchtower each day.
19 2 Cottar Horkael of Kanesta Tassady 66 4 0 16 60 10 Wife is servant at the Manor.
20 3 Freeman Innkeeper Yarbrond of Telo Tassady 65 0 24 0 204 246 Fees include 216d License. The family live in a separate cottage just north of the inn. Two kidnapped daughters.
21 6 Villein Lasa of Kanesta Tassady 91 28 0 112 60 34
22 3 Cottar Lyremeld of Londa Tassady 72 4 0 16 60 10 Lyremeld works in Eras' [33] fields. His eldest of two sons works with the herdsman, Uran [27].
23 4 Half-Villein field supervisor Charthrin of Londa Tassady 76 17 0 68 60 23 Charthrin supervises work in the fields in conjunction with the reeve [36].
24 3 Freeman Metalsmith Pedkael of Wryin Tassady 77 0 9 0 114 159 Fees include 144d License. Drunk.
25 4 Miller Ebran of Derias Tassady 75 0 27 0 222 273 Fees include 240d License. Twyflor Brook powers Ebran's mill. His regular fee is 1/12. ("defense tax" on all grain) now takes 1/6 of the grain, half for himself and half for the lord.
26 6 Yeoman Light Foot Lasis of Edsar Tassady 68 0 15 0 60 21 former soldier of the Agrikan fighting order, Companions of Roving Doom. Lasis is a devout Agrikan and he and Eras [33] spar almost daily to maintain their martial skills.
27 4 Villein Herder Uran of Galle Tassady 72 36 0 0 60 42 He has control of the manor's herd of longhorn cattle. At dusk, he returns the cattle to the village barn [27a]. Uran is assisted by the sons of two other serfs [22, 28].
28 5 Half-Villein Sherak of Londa Tassady 63 12 0 48 60 18 The eldest son works with the herder, Uran [27].
29 4 Villein Jeris of Londa Tassady 68 27 0 108 60 33 His daughter has fallen in love with Laron's [1] eldest son. His son, Ebor, is having an affair with his uncle's [32] wife.
30 3 Yeoman Light Foot Beadle Murmeld of Tosala Tassady 58 0 17 0 60 23 His daughter is married to Chelo [37]. Their household is Agrikan.
31 6 Villein Yameld of Sanvis Tassady 82 29 0 116 60 35 Yameld is the former reeve of Avonel. He lost his job to Kethor [36] when Sir Mymby arrived and resents all changes to the fief 's operation.
32 2 Villein Jerilor of Londa Tassady 74 27 0 108 60 33 Lyna has seduced Ebor [29] and they meet often for a tryst when Jerilor is working in the fields.
33 1 Freeman Priest (Order of Herpa the Mace) Eras of Frestor Tassady 86 0 57 0 0 0 He was sent to Avonel by Earl Barzak of Ithiko, charged with the task of ensuring Gethro Tassady was brought up within the faith. Eras believes that the Peonian cleric [43] must be forced to depart this world before he will gain sway over the villagers. Really is a Cleric of Agrik (Aperhanar (Master of Low Discipline) of the Pillar of Fire).
34 5 Villein Larib of Sanvis Tassady 77 28 0 112 60 34 Their oldest son is a student of the Agrikan cleric.
35 13 Freehold Farmer Shenata of Frestel Tassady 83 0 115 0 750 121 The clan is second only to the lord in land held and they hire many others to help work their land. Shenata is furious about Sir Mymby's defense tax and spends most of her free time plotting how to return him grief. Shenata and Selina Tassady like each other's company and are often seen together in conversation.
36 4 Villein Reeve Kethor of Londa Tassady 63 26 0 0 60 32 Sir Mymby appointed Kethor as reeve when he arrived since he was the most obsequious villein available. Kethor is not as well liked by the villagers nor as experienced as Yameld [31]. It may not be long before he meets with an untimely accident.
37 7 Villein Chelo of Sanvis Tassady 70 23 0 92 60 29 The family has converted to Agrikanism.
38 5 Half-Villein Barik of Londa Tassady 66 13 0 52 60 19 The eldest girl works part-time at the manor as a servant.
39 3 Freeman Hideworker Mikeld of Grentel Tassady 97 0 53 0 378 203 Fees include 144d License. He is an excellent hideworker with a large compound one mile upstream (off-map) where he butchers the animals and skins them. Mikeld has four tanning vats and six tenter-frames to hold the drying leather. He uses an outbuilding (39a) for storage of tanned skins. Mikeld has three territorial dogs.
40 10 Yeoman Light Foot Myhath of Harkinda Tassady 72 0 12 0 60 18 Myhath came to Avonel with Sir Mymby and is loyal to him. He supports a wife and eight children, two of them adults. This household is Agrikan. Myhath is armed as Light Foot, but is developing skill with a longbow.
41 2 Villein/ Woodward Kadain of Sanvis Tassady 79 27 0 0 60 33 Kadain and his only son have constant disputes with the timberwright [42], especially since Sir Mymby allowed the felling of four magnificent oaks.
42 10 Freeman Timberwright Rothmeld of Ifundis Tassady 64 0 20 0 180 242 Includes 216d License. He supplies the manor with timber and exports the finest woods to Ithiko and Golotha by sea. Traditionally, he was restricted to trees on the outskirts of the fief, but Sir Mymby has granted him, at ten shillings per tree, license to harvest a stand of mature oaks near the village. Encouraged by an irate woodward, most villagers resent it.
43 1 Freeman Cleric of Peoni Sotreld of Gamis Tassady 81 0 10 0 0 0 Sotreld is a Peonian cleric who lives in a clearing north of the village. He has a small cottage and ten acres of tilled land, some near his hut and some further north. Sotreld has no temple, not even a shrine, but the faithful make the difficult journey to celebrate Lesser Sapelah (Low Mass) four times each month in his presence. Like most Peonian clerics in Rethem, Sotreld is tolerated by the Agrikan overlords only as a pacifying influence on the serfs. However, Eras [33] has different ideas about peasant souls and he schemes to have Sotreld removed from the fief.
TOTALS
204 406 380 1,268 4,074 2,405


Note: ADD TAGS Totals as seperate.

Note: ADD TAGS A tally of each Occupation, etc.

GM MAP Name

Note: ADD MAP in Vector format, with # Links on page to said Location Entry.

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IMAGE:

PLAYER MAP Name

Note: BEST EXAMPLE of a Local Regional Map with contours showing not only heights for land, but include underwater/sea ones as well.

Note: ADD

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Clord

  • Clord 1-10
Clord Poetic Map

NAME

Current Affairs
Economics and agrarian Life

Local Key Map

The Village Residents

#

MANORHOUSE

HOUSEHOLD

Sir A
Name A
Servants and Retailers

Name MANOR BUDGET

GENERAL DATA
LORD'S HOUSEHOLD
MANOR BUDGET
FIEF BUDGET
LORD'S BUDGET
CROPS
LIVESTOCK

Name MANOR CENSUS

TABLE PARTS
NAME MANOR CENSUS
Tenant Occupation HD

Size

ML Acres Labor

Days

Kind Notes
# Occupation Name Serf Free Rent Fees
TOTALS # # # # # #

GM MAP Name

PLAYER MAP Name

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Roganter

  • Roganter 1-10
Roganter Poetic Map

NAME

Current Affairs
Economics and agrarian Life

Local Key Map

The Village Residents

#

MANORHOUSE

HOUSEHOLD

Sir A
Name A
Servants and Retailers

Name MANOR BUDGET

GENERAL DATA
LORD'S HOUSEHOLD
MANOR BUDGET
FIEF BUDGET
LORD'S BUDGET
CROPS
LIVESTOCK

Name MANOR CENSUS

TABLE PARTS
NAME MANOR CENSUS
Tenant Occupation HD

Size

ML Acres Labor

Days

Kind Notes
# Occupation Name Serf Free Rent Fees
TOTALS # # # # # #

GM MAP Name

PLAYER MAP Name

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    • A

IMAGE:


Turenborg

  • Turenborg 1-10
Turenborg Poetic Map

NAME

Current Affairs
Economics and agrarian Life

Local Key Map

The Village Residents

#

MANORHOUSE

HOUSEHOLD

Sir A
Name A
Servants and Retailers

Name MANOR BUDGET

GENERAL DATA
LORD'S HOUSEHOLD
MANOR BUDGET
FIEF BUDGET
LORD'S BUDGET
CROPS
LIVESTOCK

Name MANOR CENSUS

TABLE PARTS
NAME MANOR CENSUS
Tenant Occupation HD

Size

ML Acres Labor

Days

Kind Notes
# Occupation Name Serf Free Rent Fees
TOTALS # # # # # #

GM MAP Name

PLAYER MAP Name

  • A
    • A

IMAGE:


Template

  • A
    • A
A Poetic Map

NAME

Current Affairs
Economics and agrarian Life

Local Key Map

The Village Residents

#

MANORHOUSE

HOUSEHOLD

Sir A
Name A
Servants and Retailers

Name MANOR BUDGET

GENERAL DATA
LORD'S HOUSEHOLD
MANOR BUDGET
FIEF BUDGET
LORD'S BUDGET
CROPS
LIVESTOCK

Name MANOR CENSUS

TABLE PARTS
NAME MANOR CENSUS
Tenant Occupation HD

Size

ML Acres Labor

Days

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# Occupation Name Serf Free Rent Fees
TOTALS # # # # # #

GM MAP Name

PLAYER MAP Name

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IMAGE:

Manor Budget Form

  • Manor 83


Note: ADD All expansions and additional source material pertaining to Manors and their function, economics, etc.

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Manor Census Form

  • Manor 84


Note: ADD All expansions and additional source material pertaining to Manors and their function, economics, etc.

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Back Cover

Note: ADD to the start of page for a brief overview of each section?


HârnWorld tm

  • A medieval environment designed specifically for fantasy gaming and suitable for ANY rule system.
  • Run your epic quests within a believable, stable, and rational world that really could exist.
  • Quality, detail, and consistency are our hallmarks. Nothing is better.

MANORS OF HÂRN

  • Villages
Rules to generate useful, realistic Hârnic villages, populated with a variety of serfs, freeholders, and craftsmen.
  • Household
Rules to populate the lord's household. For most lords, a rich household carries prestige and a penny saved is a penny wasted.
  • Manor Budget
Rules to operate realistic medieval manors.
  • Manors of Hârn
Four manors that illustrate the diverse politics and economics of rural Hârnc. Each has a color local map, and data on each villager and retainer of the lord's household.
Avonel is a microcosm of the deadly politics of Rethem. The fief is a ward of the Earl of Ithiko and a pawn in his struggle with the Earl of Tormau. The underage Lord of Avonel simmers while a rapacious bailiff steals much of the fief's wealth. Religious strife looms between Agrikan and Peonian clerics.
Clord is a manor on an island near Thay, recently granted to the Church of Peoni as an abbey and hospice. Most patients are lepers. The local serfs who work Clord's fields and otherwise support the church grow ever more afraid and many have fled the island.
Roganter is a secular manor in Kaldor, held by a knight from the Archbishop of Larani. The nearby woods and hills echo to the sounds of miners and outlaws.
Turenborg is a Jarin village conquered by the Ivinians. It was a hotbed of unrest during the Jarin Rebellion of 701–703 and the wounds of that conflict have yet to heal.


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Addons: Households (add Expansion article)

Note: ADD All expansions and additional source material pertaining to Manors and their function, economics, etc.

Note: CREATE seperate pages and cross sections for all the below material.

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Building A Manor

Article from Thonahexus No8, by George Kelln and Joe Adams.

A short explanation of how long, it takes to build a manor.


Generating and Running a Manor With HârnManor

HârnManor

These pages will look at the process of generating a manor and its initial setup. After that we look at how to continue maintaining the manor on an annual basis, game years that is. To help in the process I developed a spreadsheet that takes you through all of the steps for both phases. At the end of each phase I will post a link to a pdf of the manor we are using as an example.

For those of you who have never used HârnManor, I hope you find this informative and peaks your interest. If you like what you see in these pages you can go to my download pages and down load the HârnManor generator spreadsheet I used with these pages.

Before I begin, you need to decide how you wish to proceed

  • Option 1: Use the HârnManor rules, to do this you will need to purchase HârnManor if you do not already have it from Columbia Games
  • Option 2: Use the Manor Generator spreadsheet I have developed, to do this you need to have a computer with MS Excel; if so, down load the four Manor Generators from my download site by using the link to the left - (The four Manor Generator titles are shown below)

Each step of the way I will provide two links, one for the rule set and the other for the spreadsheet, the only exception being the first phase, 'Gathering Manor Data'.


Introduction to the Manor Generation Process

To begin the process you will need to identify a manor you wish to populate from one of the kingdom modules and gather the information on households, fief index, land quality, total acres, and is it held by the lord or a bailiff. If you are building a manor that does not exist in any of the modules, then you need to generate the same information before begriming.

The phases involved in building a manor are:

  • Gather manor data
  • Generate you manorial village's tenants.
  • I prefer to skip ahead here and populate the manorial household.
  • Generate the Initial fief budget, this gives you a starting point for future manorial budgets.
  • Generate the Initial lord's budget, this also gives you a starting point for future manorial budgets.

The above can be done in one of four ways, either using one of four spreadsheets or with pencil and paper.

  • Basic manor generation, just the basics when looking at crop and livestock production, no specialization.
  • Advanced manor generation, more specifics when looking at crop and livestock production.
  • Basic abbey manor generation, just the basics when looking at crop and livestock production, no specialization. This is used when developing a Laranian or Peonian abbey. The new Kaldor and Kanday rules specify that x-number of households represent abbey residents and not peasant households.
  • Advanced abbey manor generation, more specifics when looking at crop and livestock production. This is used when developing a Laranian or Peonian abbey. The new Kaldor and Kanday rules specify that x-number of households represent abbey residents and not peasant households.

Once the initial manor is developed you can continue managing the manor on an annual basis using the spreadsheets or using pencil and paper for the following areas.

  • Develop events for the manor.
  • Determine tenant fates.
  • Develop hallmoot events for the coming year, at harvest time.
  • Update manorial household, if necessary.
  • Update Village Census Form, if necessary.
  • Complete the fief budget for the current year, at harvest time.
  • Complete the lord's budget for the current year, at harvest time.
  • Update Manor Budget Form, if necessary.


Gathering Manor Data

Generating a Village

The Manorial Household

Generate Fief Budget

Generate Lord's Budget

Managing a Manor

Advanced Features

Religious Manors


  • Note: See The Alienage All Things Relating to Trade, Shipping, and Commodities (© Roy Denton 2010)
    • Alienage also has other sections to add, expand, such as The Land, Agriculture, etc.


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