Hârn Columbia Games CG4751-E HârnManor

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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.


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
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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

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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.


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Kandáy Political Map
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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)

Avonel

  • Manor 39-48
    • Avonel 1-10

Clord

  • Manor 49-58
    • Clord 1-10

Roganter

  • Manor 59-68
    • Roganter 1-10

Turenborg

  • Manor 69-78
    • Turenborg 1-10

Manor Budget Form

  • Manor 83

Manor Census Form

  • Manor 84

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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