Difference between revisions of "Hârn Columbia Games CG4751-E HârnManor"

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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.
+
Designed to be used with HârnMaster, 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: <span style="color:#FF0000">ADD</span>''' Comparison and differances to EH3 Manor CG6003 article. This will bring back to proper costs and original concept by Robin.
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'''Note: <span style="color:#FF0000">MOVED</span>''' [[Hârn_Manor|HârnManor]] '''<span style="color:#008000">COL5660</span>''' so it can be split, added/expanded upon and rolled back to the original vision of Robin, with older values and non Economic breaking as the newer version does. '''''See:''''' [[Hârn_Encyclopedia_Hârnica|Encyclopedia Hârnica]] ([[Hârn_Encyclopedia_Hârnica_03|Encyclopedia Hârnica 3]])
  
  
Complete Hârn book list from Columbia Games broken down into sections, then expanding each book into wiki pages.
+
== <span style="color:#008000">CG4751-E [[Hârn_Columbia_Games_CG4751-E_HârnManor|HârnManor]]</span> ==
 +
=== [[Hârn_Manor_Preface|Preface]] ===
  
'''<span style="color:#FF0000">to UPDATE</span>: '''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.
+
== [[Hârn_Manor_Introduction|Introduction]] ==
 +
* Manor 1-2
  
* Book Title: Albertus-Bold 96pt
+
== [[Hârn_Manor_Manor Life|Manor Life]] ==
** Credits: AmasisMT,Bold 14pt
+
* Manor 3-8
** Chapter Title: Korinna-Bold 18pt (Header Title Name: Korinna-Bold 14pt/Header Section/Page#: Korinna-Bold 18pt)
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*** Chapter subheading: Korinna-Bold 14pt
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**** Chapter section: Korinna-Bold 12pt
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***** Chapter Text Intro: AmasisMT-Regular 12pt
+
****** Chapter Text: AmasisMT-Regular 10pt
+
  
* Chapter sidebar Header: Korinna-Bold 10pt
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== [[Hârn_Manor_Village Generation|Village Generation]] ==
** Chapter sidebar Text: AmasisMT-Regular 9pt
+
* Manor 9-14
  
* 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).
+
== [[Hârn_Manor_Manor Generation|Manor Generation]] ==
* Add a  "Template:<nowiki>{{Infobox game}}</nowiki>" & "<nowiki>{{Primarysources}}</nowiki>" from [https://en.wikipedia.org/wiki/H%C3%A2rnMaster HârnMaster] at wikipedia.
+
* Manor 15-16
* Add Header and foot style to each page via templates.
+
  
 +
== [[Hârn_Manor_Household Generation|Household Generation]] ==
 +
* Manor 17-22
  
'''Note:''' Green = '''<span style="color:#008000">I Have</span>''', Red = '''<span style="color:#FF0000">Don't Have</span>''', Orange = '''<span style="color:#E18700">Old Scan</span>''', Blue = '''<span style="color:#000080">Misc</span>''', Black = <span style="color:#000000">ALL Base (Template)</span>
+
== [[Hârn_Manor_Manor Budget|Manor Budget]] ==
 +
* Manor 23-31
  
 +
== [[Hârn_Manor_Glossary|Glossary]] ==
 +
* Manor 32-34
  
== <span style="color:#008000">CG4751-E [[Game_Design_Ideas_Hârn_Books_Columbia_Games_CG4751-E_HârnManor|HârnManor]]</span> ==
+
== [[Hârn_Manor_Manor Events|Manor Events]] ==
=== Credits ===
+
* Manor 35-36
==== Writers ====
+
*  
+
**
+
==== Editors ====
+
*
+
**
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==== Maps & Plans ====
+
*
+
**
+
==== Cover & Art ====
+
*
+
**
+
==== Contributors ====
+
*
+
**
+
  
'''Note: <span style="color:#FF0000">CHANGE</span>''' pagename once have base wiki structure figured out and how to best optimise these articles and their data.
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== [[Hârn_Manor_Hallmoots Events|Hallmoots Events]] ==
 +
* Manor 37
  
 +
== [[Hârn_Manor_Tenant Fate|Tenant Fate]] ==
 +
* Manor 38
  
'''Note: <span style="color:#FF0000">ADD</span>''' expansions, and all other material related to Manor as links, seperate pages etc.
+
== [[Hârn_Manor_Manors of Hârn (examples)|Manors of Hârn (examples)]] ==
 +
* Manor 39-78
 +
=== [[Hârn_Manor_Avonel|Avonel]] ===
 +
=== [[Hârn_Manor_Clord|Clord]] ===
 +
=== [[Hârn_Manor_Roganter|Roganter]] ===
 +
=== [[Hârn_Manor_Turenborg|Turenborg]] ===
  
 +
== [[Hârn_Manor_Template|Template]] ==
 +
* TEMPLATE 1-10
  
'''Note: <span style="color:#FF0000">CHECK</span>''' “ ” ’  and change to " ' (checkbox symbol)
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== [[Hârn_Manor_Manor_Budget_Form|Manor Budget Form]] ==
 +
* Manor 79
  
 +
== [[Hârn_Manor_ManorCensus_Form|Manor Census Form]] ==
 +
* Manor 80
  
=== Introduction ===
+
== [[Hârn_Manor_Back Cover|Back Cover]] ==
HârnManor is a set of rules and environment for generating and running Hârnic manors. Since nine of ten Hârnic folk spend their entire lives on the manor, often the same manor, there are many reasons for detailing them.
+
* Manor 82
  
#. To generate a manor and village as an adventure site. Perhaps the manor is the scene of terrible crimes that must be solved, or the locale of a concealed artifact required to complete a mission, or a safe haven where players can rest and recover from wounds.
+
== [[Hârn_Manor_Addons_&_Expansions|Manor Addons & Expansions]] ==
#. To detail the birthplace and family of a character. Characters may be low-born peasants, but detailed settings help players to get more in touch with their world. Families in distress are always a ripe source of adventure plots.
+
=== [[Hârn_Manor_Building_A_Manor|Building A Manor]] ===
#. To generate the lands held by a patron who has employed the players as men-at-arms, foresters, priests, and so on. This is an excellent way to get low-born players involved in the lofty ambitions and often deadly intrigues of the nobility.
+
=== [[Hârn_Manor_Generating_&_Running|Generating and Running a Manor With HârnManor]] ===
#. Players whose characters are born noble, or have earned their place in the nobility, will certainly want to know their resources. Some will be happy to entrust the details of their fief to a bailiff; some will demand the option to improve their good fortune by astute management.
+
 
+
 
+
=== About Realism ===
+
Realism in a game system helps players attain the “suspension of disbelief” that is so essential to memorable role-playing. On the other hand, some sections of this article may be more than you want in a game. The rules are designed to let you take only what you need.
+
 
+
If all you want is a ready-made manor, choose one from the four that are included and modify to suit your needs. You can also generate a custom manor and ignore fief budgeting. If players want to make economic decisions to improve their fief, details on crops and livestock are given.
+
 
+
Optional rules are preceded by a check  box. Read and review the rule and then check the box if you plan to use it. This will help you to maintain consistency and will be helpful to players referring to these rules.
+
 
+
Hârnic animal and crop yields are much less than those of modern Terra. For example, modern dairy cows yield ten gallons of milk per day, but in the 12th century they gave only one gallon.
+
 
+
However, Hârn is not an exact model of medieval Terra. Several factors, including magic and a polytheon of gods, affect the overall quality and yields of Hârnic agriculture.
+
 
+
 
+
=== Contents ===
+
* Manor Life provides a general overview of Hârnic manors.
+
 
+
* Village Generation gives realistic Hârnic villages, populated with a variety of serfs, freeholders, and craftsmen. The village is an excellent source of roleplaying material since they are often much-abused by brigands, gargun, and other predators. Villages may also be a fine place to recover from injuries or to hide from enemies.
+
 
+
* Household rules to populate the lord’s manorhouse. For most rural lords, the whole point of agriculture is to enhance noble culture. A rich fief means a rich household and prestige. Not everyone can be a lord, but players can easily be members of a lord’s household.
+
 
+
* Manor Budget rules for operating medieval manors. There is a basic routine
+
for those who simply wish to generate a manor and leave it unmodified from year to year. This is followed by a Manor Budget section that allows you to operate a manor, seeking to maximize revenues and the good life. Finally, there is a series of optional rules that allow decisions to be made about what crops to grow, which livestock to raise, how much woods to clear, and so on.
+
 
+
* Avonel is a microcosm of the deadly politics of Rethem. The fief is a ward of the Earl of Ithiko and a pawn in the struggle between the crown and the Earl of Tormau. The underage Lord of Avonel simmers while a rapacious guardian steals much of the fief ’s wealth. Religious strife looms between two competing 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 the fields and support the church fear the arrival of these unfortunates into their world.
+
 
+
* 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 Ivinian Clan Turen. It lies ten leagues northwest of Geldeheim. Turenborg was briefly liberated by the Jarin in their revolt of 701 and the Turens have never forgotten the trauma of those days.
+
 
+
 
+
=== Manor Data Forms ===
+
HârnManor uses two forms, printed back to back, to keep track of information.
+
 
+
* Village Census Form (VCF) handles key details for each tenant on the manor and is, essentially, a village census.
+
 
+
* Manor Budget Form (MBF) records details on manor size, land use, the lord’s household, and fief budget.
+
 
+
The forms have been designed to make the task of manor economics as simple as possible. Think of them as a character profile for the manor.
+
 
+
=== Dice Conventions ===
+
HârnManor refers to dice by the letter “d” followed by the type of dice.
+
 
+
==== CREATE TABLE ====
+
d100 = Percentile dice
+
 
+
d6 = Standard six-sided dice
+
 
+
d3 = A d6, but read 1 and 2 as 1, 3 and 4 as 2, and 5 and 6 as 3.
+
 
+
d2 = A d6, but read 1, 2 and 3 as 1, and 4, 5 and 6 as 2.
+
 
+
 
+
=== Rounding Conventions ===
+
When rounding numbers:
+
 
+
* Round acres to the nearest whole acre.
+
* Round cash and kind to the nearest penny.
+
* Round fractions to the nearest whole number.
+
 
+
 
+
=== HârnMaster Terms ===
+
HârnManor uses some terms from HârnMaster that may not be familiar:
+
 
+
ML is Mastery Level, also known as skill level. This is recorded in percentiles. Every household on the manor has a primary skill ML.
+
 
+
EML is Effective Mastery Level, or the character’s ML after it has been modified by whatever variable conditions might apply.
+
 
+
CS, MS, MF, & CF are Critical Success, Marginal Success, Marginal Failure, and Critical Failure, respectively. When rolling percentile dice, all numbers ending in 0 or 5 are critical results.
+
 
+
 
+
== Manor Life ==
+
The power of the nobility is ultimately vested in its control of land. Most Hârnians live in the countryside, where they work to feed themselves and their livestock and to prosper by selling surplus food to townsfolk. Survival for everyone depends on growing food, and feudal lords control most productive land under the manorial system. A typical manor has a manorhouse, an adjacent village of 10–30 peasant households, and supporting craftsmen.
+
 
+
 
+
=== The Manorhouse ===
+
The lord, his family, and their retainers live in the manorhouse, a stone or timber stronghold surrounded by an outer wall. The manorhouse complex is usually situated on a natural or artificial hill at one end of the village, but can be anywhere within the manor.
+
 
+
The heart of the manorhouse is the great hall where members of the lord’s household eat meals and socialize. Here, too, the lord holds his manorial court, settling disputes among tenants, ruling on matters of law and custom, and receiving due homage. A fireplace is near the center of the hall, beneath a smoke hole in the high roof. Wood or peat fires provide light and warmth, and are used for cooking if there is no separate kitchen. Additional light may be provided by high, narrow (defensible) windows and, in the evening, by rushlights, torches, or lanterns. Large trestle tables are erected for meals and removed as necessary. Most residents sit on stools or long benches, but the lord will have chairs for himself, immediate family, and noble retainers. The floors may be hardwood or stone, covered with rush mats or carpets.
+
 
+
Bedrooms and dormitories are separated from the great hall by partitions, curtains, or walls. Quality of accommodation depends on the manor’s wealth. The lord and lady might share an elegant four-poster. Very young children sleep in cradles near the bed of their nursemaid, perhaps their mother. Older children, retainers, and most guests are given space in dormitories, or a folding cot in the great hall. Important guests may borrow the lord’s bed. Poorer residents can hope for pallets filled with straw.
+
 
+
The manor courtyard has an outer wall, sometimes built of stone but more likely a wood palisade, surrounded by a moat, ditch, or earthworks. Most manors are reasonably selfsufficient and have a miller, woodcrafter, metalsmith, and other craftsmen. Some craftsmen are bonded to the lord’s household and operate workshops within the manor wall. Other craftsmen are freemasters and operate in the village outside the manorhouse complex.
+
 
+
==== Hârnic Manors ====
+
The manor is the basic economic unit of rural Hârn. A typical keep or castle has 10–30 manors within a five-league radius.
+
 
+
The manor ranges from 600 to 3,600 acres in size. Manors are held by a knight who owes fealty and military service to a baron or earl, or are held directly by a great noble and managed by loyal retainers known as bailiffs. Some manors are held by religious orders. A few manors around chartered freetowns are held by wealthy simplefolk. “Manor” is the nearest English translation of the Hârnic word Nealu.
+
 
+
==== Knight's Fee ====
+
A knight’s fee is the amount of land considered sufficient to support a fully equipped cavalryman and his family.
+
 
+
Traditionally, this is ten hides, or twelve hundred (1200) acres, but the rising cost of chivalric weapons, mail armour, and trained warhorses require knights to manage their fief with care. Some knights hold larger manors for the same military obligation; some hold smaller manors. In other cases, a large manor is held as a double or triple Knight’s Fee.
+
 
+
==== Rushlights & Lamps ====
+
Rushlights are made of rushes soaked in tallow. They are cheap, reliable, reasonably bright, and are the most common source of indoor light. Other sources of illumination include oil lamps and, in wealthier households, candles.
+
 
+
 
+
=== Manor Lands ===
+
Manor lands are composed of three primary types: woodland, cropland,
+
and pasture. The latter two, the cleared land, is arranged as two open fields of
+
equal size, one of which is left fallow each year. The open fields are subdivided
+
into furlongs (furrow-longs), these being rectangles of about ten acres each.
+
The furlongs are separated by a balk of turf, or a hedge, and have names like
+
“Hopalong” or “Rockylong” for identity. Furlongs follow the lay of the land,
+
often lying at odd angles to each other, and wedges of land where they meet,
+
called gores, are cultivated with the hoe. Headlands for turning the plow exist at
+
the ends of furlongs.
+
 
+
==== Cropland & Crops ====
+
Furlongs are subdivided into long, narrow, strips called selions, traditionally
+
220 paces by 11 paces, about half an acre. The selions are assigned to specific
+
tenants so that a serf holding one selion out of 20 in “Riverlong” receives one
+
twentieth of the harvest from that furlong. A villein with 60 selions would have
+
30 under cultivation in a dozen or more different furlongs, and 30 in the fallow
+
land.
+
 
+
It is customary to plant a furlong with the same crop. Scattering a tenant’s
+
selions among furlongs ensures a variety of crops and gives insurance against
+
failure of a specific crop. Freeholders, on the other hand, generally hold their
+
land in contiguous parcels on the edges of the manor.
+
 
+
The principal crops are wheat, barley, rye, oats, hay, vegetables, flax, and
+
fruit. How much of each crop is planted is determined by generations of local
+
experience. Some areas favor lower-risk, lower-value crops. It is common to
+
plant some acres with winter crops.
+
 
+
==== Meadows ====
+
Meadows are arable land, often the best in the manor, devoted to hay for
+
fodder. Without meadows, the lord and his tenants would have great difficulty
+
feeding livestock over the winter. Like the arable fields, meadows may be
+
divided into furlongs and selions and held by lord and tenants, or they may be
+
held as a communal resource, with the lord taking a share of the fodder and
+
the tenants dividing the rest. Depending on the amount of livestock, hay can
+
account for one third of the manor’s crops.
+
 
+
==== Pasture & Livestock ====
+
The land used to graze livestock might be permanent pasture, especially
+
in hilly parts of a fief, but most pasture is the fallow land. The grazing animals
+
help to keep the weeds down and also fertilize the fallow land with their
+
manure. Most animals are raised for their contribution to self-sufficiency,
+
providing work, milk, and wool. Only pigs are raised primarily for meat, justified
+
because they are prolific breeders; they thrive on human scraps, dairy waste,
+
and woodland forage—their natural habitat.
+
 
+
==== Woodlands ====
+
Woodlands make up 10 to 20 percent of a typical manor; in lightly
+
populated districts, a much higher proportion can be wooded. These lands
+
include streams, ponds, swamp, and heath, all of which produce useful products
+
such as fish, herbs, reeds, wild fowl, and bird eggs. Woodlands are carefully
+
managed by a woodward to provide timber, firewood, nuts, berries, and game
+
for the lord’s table.
+
 
+
==== The Demesne ====
+
The demesne is land that the lord does
+
not farm out to any tenant. Most lords
+
retain a demesne. The amount depends
+
on the availability of labor, the inclination
+
of the lord, tenant contracts, and other
+
local factors. There are manors with no
+
demesne, where the lord collects rent from
+
everyone, and there are some that are
+
entirely demesne, where all the tenants
+
are either slaves or serfs who hold no land
+
other than their cottage and garden.
+
Demesne arable may be divided into
+
selions and scattered throughout the open
+
fields, like that of the tenants, or can
+
be retained as a single parcel near the
+
manorhouse. However it is organized, the
+
unfree peasants work the demesne as part
+
of their labor obligations.
+
 
+
==== The Village ====
+
The village is often nothing more than
+
a haphazard collection of homes and
+
outbuildings along a badly rutted dirt road.
+
Even the richer peasants tend not to show
+
off their wealth to the rootless, lawless,
+
even dangerous folk who wander the high
+
roads of Hârn. A chapel, if present, might
+
look like any other home.
+
 
+
==== Winter Crops ====
+
Winter crops, most often rye, are planted
+
in the autumn. The crop sprouts, grows an
+
inch or two, and then goes dormant when
+
frosts and snow come. Next spring, the rye
+
grows faster than a spring crop and can
+
be harvested sooner. The practice spreads
+
out the risk of crop failure, the workload of
+
harvest, and the burden of plowing since
+
winter crop furlongs are plowed in autumn
+
instead of the next spring.
+
 
+
==== Livestock Contributions ====
+
Oxen: work, meat, leather, tallow,
+
vellum.
+
Cows: dairy products, leather, tallow.
+
Sheep: dairy products, wool, meat,
+
parchment, tallow.
+
Goats: dairy products, goathair, tallow
+
Swine: Meat, skins, tallow.
+
Fowl: Eggs, meat, feathers.
+
For more information, see Manor 30.
+
 
+
 
+
=== Manor Tenants ===
+
Manorial tenants fall into two broad classes: free (25%) and unfree (75%).
+
These percentages can vary from region to region and from manor to manor.
+
 
+
==== Freeholders ====
+
Freeholders include craftsmen, yeomen, and simple farmers. They hold
+
their land in exchange for military service (yeomen) or rent (farmers). It is
+
important to understand that freeholders are renters, not owners. They do not
+
possess any rights to land tenure beyond their agreement with the lord, usually
+
verbal, to farm (lease) an area of land for an agreed period, typically seven
+
years. Although not bound to the land in the sense of a serf, freeholders must
+
honor their farm contract or face prosecution. When a farm expires, the lease
+
can be renewed if both parties agree. Freeholders can be evicted and chattels
+
seized for non-payment of rent.
+
Freehold land is rarely mixed with unfree land. To mix them complicates
+
plowing and reaping because a Reeve has no authority over freeholders. Nor
+
do most freeholders desire to have their legal status confused by working
+
on unfree land. Freeholders typically have separate acreage near the manor
+
boundary and may live in cottages outside the village.
+
 
+
==== Serfs (Unfree) ====
+
There are three broad classes of unfree tenant: villeins, half-villeins, and
+
cottars. Villeins hold 20–30 acres and are the aristocrats of unfree peasantry;
+
they are often better off than most freeholders. Half-Villeins hold 10–20 acres,
+
which is the bare minimum for survival. Cottars usually have 1–5 acres, but
+
sometimes just their cottage and garden. Cottars with an average household
+
size of five cannot grow enough food to survive, but their labor obligations are
+
light. They help support themselves by working as fishermen or trappers when
+
possible, or as laborers for the lord or for richer villeins.
+
An unfree tenant has few possessions of his own. His cottage and land
+
belong to the lord and he uses them in exchange for a combination of labor
+
and rent. Unfree
+
tenants typically owe
+
the lord four days of
+
labor for each acre
+
they hold and also
+
owe payments in kind
+
for their cottage and
+
various fees. The head
+
of the household owes
+
the labor personally.
+
Some lords let their
+
tenants send someone
+
else to do the work,
+
such as a son, but
+
the tenant remains
+
responsible for the
+
quality of work done.
+
Fines are levied for
+
careless or inferior
+
work.
+
 
+
==== The Rural Priest ====
+
Hârnic villages tend to have a chapel
+
dedicated to Peoni, the most popular deity
+
among the peasant population. Unless the
+
village is very large or wealthy, there will
+
be acreage attached to the chapel to help
+
support the local priest. For details, see
+
Manor 14.
+
 
+
==== Craftsmen ====
+
Some industry is necessary to village
+
life and many craftsmen practice their
+
occupations in manorial villages. Manorial
+
lords benefit from selling licenses that
+
allow guildsmen to operate on the manor;
+
they also collect rents since most rural
+
craftsmen hold some freehold acres.
+
Millers, metalsmiths, and woodcrafters are
+
the most common guilded occupations,
+
then hideworkers, salters, charcoalers, and
+
timberwrights. For details on craftsmen,
+
their license fees, and acres, see Manor 11.
+
 
+
==== Tenant Officers ====
+
The day-to-day administration of the
+
croplands, pastures, and woodlands
+
is handled by tenant officers who are
+
appointed by the lord or chosen by their
+
peers. The chief tenant officer is the Reeve
+
and, depending on the size of the manor,
+
he will have a Herder, Woodward, and
+
Beadle as assistants. For more information
+
on the duties and responsibilities of these
+
officers, see Manor 13.
+
 
+
==== Manor Slaves ====
+
Slavery exists in Rethem, Tharda, and
+
Orbaal. Although agricultural bondage is
+
uncommon, slaves may work the lord’s
+
demesne or work within the manorhouse as
+
servants, cooks, and scribes. In some cases,
+
the slaves are trained warriors, trusted by
+
their owner as bodyguards. Slaves have
+
no legal rights but are valuable assets and
+
rarely ill-treated. They never hold land
+
in the legal sense but a married slave
+
couple with children (slave offspring are
+
automatically slaves) are usually rewarded
+
with a modest cottage and a small
+
vegetable garden.
+
 
+
 
+
=== Peasant Life ===
+
A typical peasant cottage is of wood-framed wattle and daub construction
+
with a thatched roof. In timber-poor districts, the cottage may be constructed of
+
stone or turf. A typical unfree peasant has a “three-bay cottage,” meaning three
+
interconnected chambers each 10 to 20 foot square. The building is renewed
+
from time to time by adding a new bay and removing an old one. Typically,
+
one cottage bay will be a barn for livestock and tool storage, one a kitchen
+
and living room, and one a bedroom. Sleeping chambers might be partitioned
+
for privacy, depending on the size and wealth of the family. The cottage is the
+
property of the lord, but the tenant is responsible for upkeep. A tenant can be
+
fined for failing to maintain the dwelling in good condition.
+
Earth pit cellars, three to 10 feet deep and covered by wooden floors, are
+
common. The pits are often filled with waste vegetation, which decomposes
+
over the winter and provides heat for the household and compost for the
+
garden. Alternately, the cellars may be used for cool storage. A cottage may
+
have separate cellars under each bay. The floors may be wooden or packed
+
earth where there is no cellar.
+
An enclosed garden plot, no more than an acre and usually less, adjoins the
+
cottage. This is land for the exclusive use of the tenant and is usually devoted
+
to vegetables, perhaps a fruit tree or two. Here the family grows produce and
+
raises livestock for its own use and for market.
+
Most peasant households have some livestock: a few sheep or goats,
+
some poultry, a pig or two, perhaps a cow and ox. While livestock is individual
+
property, they are often herded communally. Ordinarily, livestock live in the
+
home, providing warmth and an assortment of familiar noises and odors.
+
 
+
==== A ====
+
Weavers & Spinsters
+
In addition to their agricultural and
+
housekeeping duties, women of the family
+
often spend a great deal of time spinning
+
and weaving, both for the family and for the
+
guild of clothiers.
+
 
+
==== A ====
+
Packed Earth Floors
+
Packed earth is not as bad as it sounds.
+
Village women practice floor-packing.
+
Every few months, a team of floor-packers
+
beats the floor with special poles until it is
+
remarkably smooth, even shiny. Earth is
+
warmer than stone and cheaper than wood.
+
 
+
==== A ====
+
Furnishings & Appointments
+
Furnishings depend on wealth. Most
+
cottages contain storage chests for
+
important possessions, shelves, stools,
+
benches or chairs, tables, and the like.
+
Some would have spinning wheels and
+
looms, and a few might have real beds.
+
Poorer peasants sleep on pallets with strawfilled
+
mattresses. Most of the furniture is
+
placed against the walls.
+
 
+
==== A ====
+
Clothing
+
Peasant garb is mostly home-made. It
+
consists of a tunic, leg-wrappings (hose or
+
trousers for richer peasants), and canvas
+
or leather shoes or boots. Items are made
+
from durable, local cloth or hides, and
+
brightly colored by a local dyer, usually a
+
peasant woman who specializes in the task.
+
Peasants prefer bright colors: reds, greens,
+
and blues are cheap dyes.
+
 
+
==== A ====
+
Food and Cooking
+
In the middle of the kitchen bay or next to a wall, a stone hearth provides
+
heat and cooking facilities. Over or near the fire, there is a hanging or footed
+
pot where pottage simmers. Smoke escapes by way of a roof or wall vent or
+
chimney. Food is cooked by toasting on skewers, boiling, grilling, frying, baking,
+
or roasting on a spit.
+
Pottage is the base of most meals and is eaten with bread and ale. A
+
cauldron of pottage may be kept going for many days. Almost anything goes
+
in, including barley, peas, beans, a little meat, cabbage, lettuce, parsley, spinach,
+
leeks, onions, garlic, and even fruit like apples, pears, and cherries. The whole
+
magnificent mix might be seasoned with whatever herbs can be found in the
+
garden, near hedges, or in the woods.
+
Bread is a staple in all households. Peasants bake bread at home in a skillet
+
or in clay or brick ovens. Some peasants have handmills to grind flour, but this
+
is a violation of the Millers’ Guild monopoly and the lord will have no choice
+
but to fine tenants who abuse this practice. Wheat is valuable, so peasant bread
+
is usually made of maslin, a mixture of wheat and rye, or barley and rye.
+
In season, fruits, nuts, and vegetables form an important part of the
+
diet. Wild and domestic fruits are collected, including apples, peaches, pears,
+
plums, blackberries, bilberries, cherries, currents, elderberries, gooseberries,
+
raspberries, and strawberries. Almonds, hazelnuts, beechnuts, chestnuts, and
+
walnuts are collected from the woods and grown in gardens. Beehives are
+
common and honey is the principal sweetener.
+
Small quantities of meat are typically added to the pottage, most often
+
pork, mutton, and (poached) small game. Chickens, ducks, and geese are kept
+
more for their eggs than meat, but it is traditional to roast a bird for annual
+
festivals.
+
Dairy products are very important to the diet. Sheep and goats are the
+
most common sources of milk. Raw milk is preserved by making a great variety
+
of cheeses, butters, and yogurts.
+
Water is a beverage only for livestock and the poor. Ale is produced at
+
home from water, barley, and honey, and might be flavored with wild hops.
+
Cider and mead are also produced at home. Ale is brewed three times. The first
+
batch is “heady ale,” the second is “pauper’s brew,” and the last is almost free
+
of alcohol and called “small beer.” Small beer is not tasty, but it is healthier than
+
water and is consumed by children and the infirm.
+
Most home brewing is done by village women called alewives. The village
+
has a party (called a tavern) when one alewife completes a batch of beverage.
+
The lack of preservatives encourages villagers to consume the product as soon
+
as it is ready.
+
 
+
==== A ====
+
Games & Leisure
+
Peasants work hard, but they still have some free time, especially during
+
long winter evenings. Children’s games include varieties of hopscotch, tag,
+
hiding games, skipping, ball-games, and a large assortment of word and
+
guessing games. Singing and dancing are popular with all ages. Adults amuse
+
themselves with dice and board games. Most folk enjoy story-telling, riddling,
+
and general discourse over a pint of ale.
+
 
+
==== A ====
+
Millers’ Guild Monopoly
+
Grinding flour is a monopoly of the guild
+
of millers and millwrights. Most grain is
+
ground at the local mill. Those responsible
+
for enforcing the guild monopoly tend
+
to overlook handmill violations by poor
+
families, but the “ban” is otherwise
+
enforced. Most millers also have large
+
ovens for baking bread and a press to
+
squeeze oil from seeds or nuts, but these
+
are services offered, not monopolies.
+
 
+
==== A ====
+
Maslin Bread Recipe
+
2 packages dry yeast
+
3 cups water
+
4 cups wheat flour
+
4 cups rye flour
+
2 tablespoons salt
+
(You may substitute milk for water, add
+
an egg if you like, or some caraway seed,
+
raisins, or honey, or whatever else seems
+
tasty).
+
Mix yeast with warm water and a generous
+
pinch of wheat flour, let stand for 30
+
minutes or until foamy.
+
Mix in the rest of the water and flours until
+
it makes a sticky dough. Knead vigorously
+
for 10 minutes or until elastic. Let rise for
+
one to two hours, until doubled in bulk.
+
Punch down, knead some more, and form
+
into a long, thin loaf.
+
Let rise again, then bake in a hot oven for
+
45 minutes.
+
 
+
==== A ====
+
Country Ale Recipe
+
10 pounds barley malt extract
+
5 gallons water
+
some flowers
+
some yeast
+
1 cup honey (optional)
+
Boil the malt with the water. Add a cup of
+
honey for sweetness if desired. This makes
+
the wort. Pour hot wort into a clean keg,
+
over the flowers.
+
Cover the keg with a clean cloth until it
+
cools. When it is lukewarm, add the yeast.
+
Cover the keg again. It will froth and bubble
+
by tomorrow night. Let it go. When it calms
+
down, maybe after a week, pour the beer
+
through a boiled white cloth into a second
+
clean keg. Cover and bung. Move gently
+
to storage (away from the fire but where it
+
won’t freeze). The ale can be served now,
+
but if stored for a month or two it may be
+
much better (or it may spoil).
+
 
+
 
+
=== Hallmoots ===
+
Hallmoot is the name for the lord’s manorial court. All tenants are subject
+
to justice dispensed by the lord. The lord holds court once a month. There are a
+
number of fines that may be charged for violations of local custom; these fines,
+
or amercements, form a significant part of the lord’s income. The lord has the
+
ultimate power to pass and execute on a sentence of death.
+
When the lord holds court, he may bid any of his tenants to attend and
+
they are required to comply. Tenant officers must be present (unless excused)
+
and there may be an assortment of petitioners, plaintiffs, and defendants. The
+
lord sits on his high chair in his hall, flanked by his wife, other family members,
+
and perhaps some household retainers—a collective that seems to temper
+
overly hasty and harsh punishments. Village elders often stand or sit to one side
+
for consultation.
+
Most cases are brought by the reeve, who explains what he knows, calls
+
witnesses, and may offer recommendations. The lord listens to the evidence
+
(testimony) from witnesses, the plaintiff, and defendant. He may ask the reeve
+
or elders for advice on custom (the law) and then makes a ruling.
+
Except when freeholders are involved, the lord’s verdict is final.
+
Freeholders have the right of appeal to a hundred or shire court where a
+
royal justice system exists. That right is not commonly exercised. Appealing a
+
decision to a royal court is unlikely to please the lord and is time-consuming for
+
everyone. Only harsh or very unfair judgements are likely to be appealed.
+
For information on manor crimes and punishments, see Manor 37.
+
 
+
==== A ====
+
Unfree Legal Status
+
The relationship between lord and unfree
+
tenant is a customary contract that may
+
have been established over generations. It
+
is usually the case that a tenant who holds
+
land in the same furlong as another serf
+
is by association unfree, but unfree status
+
is more properly defined by the rights and
+
obligations established between a tenant
+
and lord. Many legal disputes arise over the
+
free or unfree status of tenants.
+
An unfree tenant represents a source of
+
labor, which is usually in short supply. An
+
unfree person wishing to leave home legally
+
must obtain permission from his lord and
+
pay compensation. If the tenant cannot
+
afford this, the only options are to run away
+
or in some way to win the favor of the lord
+
and be granted freedom.
+
Runaways are pursued. An unfree tenant
+
is a valuable asset and lords do not take
+
such losses lightly as it sets a bad example.
+
Lords dispatch riders along main roads,
+
send word to nearby manors, and post
+
watches where the runaway could find
+
sanctuary. Most runaways head for the
+
nearest mine or town and are caught before
+
they arrive.
+
Captured runaways must pay a fine (6–12d
+
for a first offense) and make up any work
+
missed. Repeat offenders can expect larger
+
fines and harsher punishments, such as a
+
flogging. In extreme cases, the offender can
+
be mutilated with the loss of an eye, ear, or
+
tongue, or even put to death.
+
 
+
 
+
==== A ====
+
* A
+
** A
+
 
+
== Village Generation ==
+
* A
+
** A
+
 
+
 
+
=== A ===
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
* A
+
** A
+
 
+
 
+
=== A ===
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
* A
+
** A
+
 
+
 
+
=== A ===
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
* A
+
** A
+
 
+
== Manor Generation ==
+
* A
+
** A
+
 
+
 
+
=== A ===
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
* A
+
** A
+
 
+
 
+
=== A ===
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
* A
+
** A
+
 
+
 
+
=== A ===
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
* A
+
** A
+
 
+
== Household Generation ==
+
* A
+
** A
+
 
+
 
+
=== A ===
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
* A
+
** A
+
 
+
 
+
=== A ===
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
* A
+
** A
+
 
+
 
+
=== A ===
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
* A
+
** A
+
 
+
== Manor Budget ==
+
* A
+
** A
+
 
+
 
+
=== A ===
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
* A
+
** A
+
 
+
 
+
=== A ===
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
* A
+
** A
+
 
+
 
+
=== A ===
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
 
+
==== A ====
+
* A
+
** A
+
 
+
== Glossary ==
+
'''Note: <span style="color:#FF0000">ADD</span>''' seperate pages for Glossary
+
* A
+
** A
+
 
+
 
+
== Manor Events ==
+
* A
+
** A
+
 
+
 
+
=== A ===
+
* A
+
** A
+
 
+
 
+
=== A ===
+
* A
+
** A
+
 
+
 
+
=== A ===
+
* A
+
** A
+
 
+
 
+
== Hallmoots Events ==
+
* A
+
** A
+
 
+
 
+
=== A ===
+
* A
+
** A
+
 
+
 
+
=== A ===
+
* A
+
** A
+
 
+
 
+
=== A ===
+
* A
+
** A
+
 
+
 
+
== Tenant Fate ==
+
* A
+
** A
+
 
+
 
+
== Manors of Hârn (examples) ==
+
'''Note: <span style="color:#FF0000">ADD</span>''' seperate pages for example, so they can be linked to kingdom and in full details ready to be expanded as required.
+
* A
+
** A
+
 
+
 
+
=== Avonel ===
+
* A
+
** A
+
 
+
 
+
=== Clord ===
+
* A
+
** A
+
 
+
 
+
=== Roganter ===
+
* A
+
** A
+
 
+
 
+
=== Turenborg ===
+
* A
+
** A
+
 
+
 
+
== Addons: Households (add Expansion article) ==
+
'''Note: <span style="color:#FF0000">ADD</span>''' All expansions and additional source material pertaining to Manors and their function, economics, etc.
+
* A
+
** A
+
 
+
 
+
=== A ===
+
* A
+
** A
+
 
+
 
+
=== A ===
+
* A
+
** A
+
 
+
 
+
=== A ===
+
* A
+
** A
+
 
+
 
+
== A ==
+
* A
+
** A
+
 
+
 
+
== A ==
+
* A
+
** A
+
  
  

Latest revision as of 21:42, 4 March 2019

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 HârnMaster, 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: MOVED HârnManor COL5660 so it can be split, added/expanded upon and rolled back to the original vision of Robin, with older values and non Economic breaking as the newer version does. See: Encyclopedia Hârnica (Encyclopedia Hârnica 3)


CG4751-E HârnManor

Preface

Introduction

  • Manor 1-2

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

Hallmoots Events

  • Manor 37

Tenant Fate

  • Manor 38

Manors of Hârn (examples)

  • Manor 39-78

Avonel

Clord

Roganter

Turenborg

Template

  • TEMPLATE 1-10

Manor Budget Form

  • Manor 79

Manor Census Form

  • Manor 80

Back Cover

  • Manor 82

Manor Addons & Expansions

Building A Manor

Generating and Running a Manor With HârnManor

Notes

  • A
    • A