Hârn Manor Manor Events

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Kandáy Political Map


MANOR EVENTS

Generating Events
MANOR EVENTS Table

MANOR RAIDS

MANOR RAIDS Table

WEATHER EVENTS

WEATHER EVENTS Table

SIDEBARS

BUILDING STRENGTH Table
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Note: ADD TABLES, each list on right is a table use SideBar to create Table. Create a Table/List of all Sidebars for referance.


Manor 35

Manor Events

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 36

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.


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Notes

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