Hârn Columbia Games CG4751-E HârnManor

From ShieldKings Wiki
Revision as of 08:09, 9 July 2017 by Shealladh (Talk | contribs) (GENERAL DATA TABLE PARTS)

Jump to: navigation, search

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: 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)


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


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
  • Anything with , Note: ADD to code.
    • Note:  Optionally
    • Note:  Modify
    • Note:  Add

CHECK anything that is considered OPTIONAL to ADD to this HIGHLIGHT.


Note: ADD Page links, jump to a referenced part of Article and all manner of internal linking.


Credits

Writers

Editors

Maps & Plans

Cover & Art

Contributors


Introduction

  • Manor 1-2

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.

  1. . 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.
  2. . 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.
  3. . 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.
  4. . 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.


SIDEBARS

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.

SIDEBARS

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

  • Manor 3-8

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.

SIDEBARS

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.

SIDEBARS

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.

SIDEBARS

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.


Note: ADD LINKS like 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.

SIDEBARS

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.

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.

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.

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.


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.

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.

SIDEBARS

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.

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.

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.

SIDEBARS

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.

Village Generation

  • Manor 9-14

Villages

A manor without tenants is a ruin. The tenants do the work that makes a manor thrive or fail. While the day-to-day life of the tenants might seem unimportant, the lord's welfare depends on their security and prosperity.

Villages are filled with people, some interesting, some mundane, some deadly, some with a keen interest in outsiders, most suspicious of all strangers. A Village Census Form (VCF) is used to populate your manor.


VILLAGE CENSUS FORM (VCF)

The Village Census Form (VCF) records data on tenant households. Each line on the VCF records the identity, occupation, skill, and land contract of one village household. Step-by-step procedures for filling in the VCF follow.

TENANT HOUSEHOLDS

The number of tenant households for most manors are given in the various Hârnic kingdom articles. Otherwise:

Tenant Households = Cleared Acres ÷ 40 × LQ

For each tenant household, roll 1d100 on the Tenant Class table (sidebar) and record occupation as "Craftsman," "Villein," etc. If there are more than 40 households, continue on a second VCF or set up a satellite village with its own VCF.

TENANT SKILL (ML)

For each household, determine a primary skill ML with a (3d6×5)+25 roll. Enter the ML on the VCF. The primary skill of most tenants is Agriculture; for craftsmen, it is their main craft skill.

HOUSEHOLD SIZE

Family size and sibling rank can be important for inheritance, poll taxes, slave labor, and a PC lord's interest in specific tenants. Roll on the table below and record the number of household members generated in the HD SIZE column. With a maximum roll, add 1d6−1.

HOUSEHOLD SIZE Table
Class Size
Freeman 1d6+1
Villein 1d6+2
Half-Villein 1d6+1
Cottar 1d6
Slave 1d6+1


Additional family data such as Sibling Rank and Estrangement for specific family members can be generated as needed using HârnMaster (Character 4).

TENANT ACRES

Using the Tenant Class table (sidebar), generate the Acres held by each tenant and record the number under Serf or Free Acres as appropriate. Craftsmen and Farmers have Free acres; Villeins, Half-Villeins, and Cottars have Serf acres, although Villeins might also have Free acres (see note 2).

SIDEBARS

TENANT CLASS Table

TENANT CLASS
1d100 Class Acres
01–10 Craftsman 1d6×5
11–25 Farmer¹ 2d6×5
26–60 Villein² 1d20+20
61–80 Half-Villein 1d10+10
81–90 Cottar 1d6–1
91–00 Slave³ •••
¹ Some Farmers have much larger holdings. If the 1d100 roll that generates a Farmer is divisible by five, roll 2d6×10 for acres.
² Some Villeins also have freehold acres. If the roll that generates a Villein is divisible by five, also give 1d6×5 freehold acres. Record these free acres and the rent owed in their normal columns. The legal status of such tenants is often a subject of debate in the Manorial Court.
³ Rethem, Tharda, and Orbaal only; record as Cottar elsewhere.


Serf Classes

In densely populated regions such as Shorkyne and Trierzon, cottars tend to outnumber villeins. Throughout Hârn, the low population density encourages larger peasant holdings and hence more villeins than cottars.

Family Size

It takes about four acres (half crops and half pasture) to support each person. Hence, the average household of five requires 20 acres. A productive garden and skilled foraging help fill the pot, but large cottar families are nearly always hungry.

TENANT OBLIGATIONS

Freehold Tenants

Freeholders work their land in exchange for Rent, payable in cash, kind, military service, or a mix of these. They also owe annual Fees for pasture, fishing, woods, and other specified rights.

Farmers pay an annual Rent of sixty pence (60d) for their toft (cottage), plus six pence (6d) per acre. Record amount under Rent. They also owe annual Fees for various rights equal to sixpence (6d) plus one penny (1d) per acre. Record amount under Fees.

□□Vary rent from four pence (4d) to eight pence (8d) per acre. Rents could vary based on land quality and duration of the farm.

Craftsmen owe the same Rent and Fees for their land as Farmers, but also pay annual fees for a license to operate their business on the fief. Add to Fees total. For Fee details, see Manor 11 (sidebar).

Yeomen are farmers who pay for their land with military service to the lord. Each pays a token Rent of sixty pence (60d) for their cottage, plus one penny (1d) per acre. Normal Fees of sixpence (6d) plus one penny (1d) per acre are also paid. Record amounts under Rent & Fees.

Unfree Tenants

Unfree tenants hold their land in exchange for labor and pay modest fees in cash or kind for pasture, fishing, woods, and other specified rights.

Serfs owe four (4) days Labor per acre, plus sixty pence (60d) Rent for their cottage. They also owe Fees for various rights equal to sixpence (6d) plus one penny (1d) per acre.

□□Vary labor from three (3) to five (5) days per acre. Variance within the same manor is uncommon and would be justified only in special cases.

Slave Tenants

Slave adults provide 300 days Labor per year, but women are excused 60 days work per child. That is, a female slave with three children need only give 300 – 180 = 120 days labor per year. Slaves are considered to be adults at age 13 and most lords demand half-labor from slave children ages 8–12. An average slave household provides 600 days labor per year, although a more accurate number can be determined if a slave family is generated. Record total Labor Days. The Kind expended to feed and support the slaves is equal to 120d per year (adults) and 80d (children). Record this number in Notes and add to Labor Hired on MBF.

Example: A slave household has one adult man, one adult woman, and three children, ages 3, 6, and 10. This household works 300 days for the man, 120 days for the woman, and 150 days for the eldest child, a total of 570 days. Cost to support this family for one year is 480d.

SIDEBARS

The Manor Map

It is always a good idea to draw a map of the manor and village generated. From the Regional or Kingdom maps, you can determine the terrain and any major roads or rivers present. The scale of those maps is so great (more than 50 manors could potentially fit in the 90,000 acres of one map hex) that you can freely change the direction from which a road or river enters and leaves the manor, as long as neighboring manors match up.

  1. . Draw the roads and river first. Add hills, smaller streams, and other terrain features as necessary.
  2. . Decide whether the manor house is near the village. It doesn't have to be—it may be situated in a more defensible location.
  3. . If there is a stream or river, put the mill beside it. Otherwise, the mill will need a level area for an ox-mill or an exposed area for a windmill.
  4. . If there is no nearby body of drinkable water, add a village well. A steady diet of natural river or lake water is unhealthy.
  5. . Locate the smithy and any other craftsmen that tend to throw sparks (potter, glassworker, weaponcrafter) on the down-wind end of the village, at a safe distance. Do the same for hideworkers, which smell really bad.
  6. . For each household, there will be a toft (cottage) and a croft (adjacent garden) that, taken together, are about one acre. The tofts will tend to cluster along the road(s), with the crofts behind.
  7. . Draw in areas for the fields. Within the limits of topography, villages tend to be located in the center of their fields and the peasants commute outwards to their work.
  8. . Color, key, and add type to the map as desired. We do not key the colored Player Maps so that players do not "chase the numbers," but that's your choice.

VILLAGE CRAFTSMEN

Most manors are self-sufficient. To keep things running smoothly, lords try to ensure their fief has at least a miller, a metalsmith, and a woodcrafter on which they and their tenants can rely. Larger manors usually have additional craftsmen. Wealthy lords often have bonded craftsmen attached to their household.

Rural occupations like thatcher or trapper are unguilded, but the main crafts are controlled by Hârn's powerful guilds. Manorial lords, although encumbered by guild privilege, earn considerable income from license fees paid by craftsmen. In addition, most rural craftsmen hold freehold acres for which they pay rent; they tend to be stable, law-abiding tenants.

For each Craftsman generated by Tenant Class, roll 1d100 on the Craftsman Occupation table (sidebar). If the same occupation is generated again, choose the highest unfilled occupation. That is, if Salter is already generated, choose Miller, or if that is already filled, choose Metalsmith, and so on. Record the occupation and note the business Fees owed.

Millers grind flour for tenants in exchange for a 5–15% share called a multure. Most millers also have ovens to bake bread and are equipped to press oil from seeds or nuts. Although a certain amount of petty violation is tolerated, lords preserve the miller's monopoly by fining tenants caught utilizing hand mills. Some large fiefs have two or more mills because the guild demands, but does not always get, one mill franchise per 1,800 cleared acres.

Metalsmiths practice long-established skills with forge and anvil to produce nails, knives, metal pots, horse and ox shoes, and many other metal artifacts. They work closely with Woodcrafters to produce plows, harrows, hoes, grainflails, barrels, and the like.

Woodcrafters make and repair barrels, chests, plows, wagons, furniture, and numerous other wooden artifacts. Their annual license includes the right to cut a specified amount of timber.

Salters are essential to rural life because they preserve foodstuffs in brine or vinegar, or by drying or smoking. They also make cheeses, but do not have a monopoly in cheesemaking.

Hideworkers are common on larger manors, although their tanneries tend to be small. Rural hideworkers function as sheep-shearers, trappers, and butchers in addition to curing hides.

Timberwrights exist in many well-wooded manors. The master timberwright pays an annual fee for the right to cut and process timber, simultaneously clearing land for the manor.

Charcoalers pay annual fees for the right to cut a specified amount of wood. Charcoal is needed by metalsmiths, potters, glassworkers, weaponcrafters, and miners. Charcoalers also produce the tar used by shipwrights and the ash used by glassworkers and by perfumers in soapmaking.

Shipwrights are found on manors where fishing is important, where they are almost as common as metalsmiths. See Manor 31 (Coastal Manors).

Innkeepers have a monopoly on the commercial brewing and retail sale of alcoholic beverages. In rural districts, the monopoly is weak because few manors can support an inn and ale does not travel well. Most rural ale is brewed by peasant women known as alewives, who take turns brewing a batch and announcing its sale by hanging a sign outside their cottage. Innkeepers sometimes get illicit competition from these women.

SIDEBARS

CRAFTSMAN OCCUPATION Table

CRAFTSMAN OCCUPATION 1d100 Occupation Fees 01–25 Miller¹ 240d 26–45 Metalsmith¹ 144d 46–60 Woodcrafter¹ 120d 61–70 Salter 120d 71–75 Hideworker 144d 76–80 Timberwright 216d 81–85 Charcoaler 180d 86–90 Shipwright² 144d 91–95 Innkeeper 216d 96–00 GM discretion³ Varies

1 The first three craftsmen exist in most manorial villages over 20 households. If not generated, consider them to exist but to be recently deceased, missing, etc.

2 Coastal manors only.

3 Some manors require specialized craftsmen that can either be chosen by the GM as freemasters, or attached to the lord's household as bonded masters. For example, manors held by fighting orders and legions require the services of a physician, tentmaker, weaponcrafter, and perhaps an embalmer.

Freemasters

Village freemasters, at least in theory, work for themselves. In practice, however, the lord is often a freemaster's best customer and is certainly the landlord. Independence may be a moot point under such conditions.

Ale, Beer, and Cider

Water is a beverage only for livestock and the very poor. Most Hârnic peasants consume 6–12 pints of ale, beer, or cider per day. Ale is brewed from water, barley malt, and honey; it is sometimes flavored with wild hops, which makes it beer. Brewing consumes a large share of the barley harvest.

The brew is readily available and sells for as little as five gallons for one penny. The practice began as a safe means to drink water, but has become a palliative for a hard life. Many peasants are, in fact, borderline alcoholics, and many hallmoot cases involve alcohol-induced violence or vandalism.

YEOMEN

Feudal obligations invariably require a knight to provide additional warriors as part of his military service. To satisfy their military obligation, most fiefholders utilize the custom of yeomanry. Yeomen are Farmers who agree to give military service to the fiefholder as payment for their land. They accompany the fiefholder for his military service, and assist with policing and defense of the fief.

  1. . Determine the minimum number of Yeomen from the Feudal Obligations table (sidebar). An example for Avonel manor is given. A fiefholder may have additional yeomen if desired, but the extra security may strain the fief budget. Wealthy fiefholders may elect to have Men-at-Arms attached to their household in place of all/some Yeomen. See Manor 21.
  2. . Consult the Yeoman Class table and generate the military class for each Yeoman present. Military substitutions are allowed at GM discretion. #. For each yeoman present, change occupation of any Farmer to Yeoman. Generate acres required for the Yeoman class.
  3. . Determine Yeoman revenues. They typically pay annual Rent of sixty pence (60d) for their cottage plus one penny (1d) per acre. Normal Fees are sixpence (6d) plus one penny (1d) per acre. They also owe military service of 60–90 days, recorded in the Notes column but not as Labor.
Yeoman Scutage

Yeomen sometimes render all or part of their military service as scutage. This substitution is most common when the fiefholder provides scutage to his own liege and has less need of the yeoman's military services. Scutage is always negotiable, starting with the current military wage for each excused day of service.

SIDEBARS

FEUDAL OBLIGATIONS Table

FEUDAL OBLIGATIONS Region Obligation/Gross Acres Kanday, Rethem, 1 HH/1500 + 1LF/600 Melderyn, Kaldor Chybisa 1 HH/1500 + 1 LF/300 Thardic Republic 1 LF/300 or 1 LH/600 Azadmere (Habe) 1 LF/300 Ivinia, Harbaal, Orbaal Chelemby 1 LF/100 Shorkyne 1 HH + 1 LH + 1MF, + 2 LF/3000

YEOMAN CLASS Table

YEOMAN CLASS 1d100 Acres Military Class 01–50 1d10+10 Light Foot (LF) 51–70 1d10+20 Medium Foot (MF) 71–90 1d10+40 Longbow (LB) 91–00 1d10+60 Light Horse (LH)

AVONEL MANOR: Yeomen

Avonel Manor, with 2130 acres, is expected to provide 1 Heavy Horse (the lord) and 1 Light Foot per 600 acres. Fractions are rendered as Scutage or rounded up as manpower. Thus, Avonel would normally be expected to provide 3 Light Foot and scutage for 330 acres, or 4 Light Foot, or equivalent substitutes.

Military Substitutions

In most realms, military classes can be substituted as follows: 3 Light Foot = 2 Medium Foot 3 Light Foot = 1 Light Horse 2 Medium Foot = 1 Light Horse 2 Light Foot = 1 Shortbow 3 Light Foot = 1 Longbow 2 Medium Foot = 1 Longbow 1 Light Horse = 1 Longbow

The Feudal Levy

There has always been a theory and practice regarding numbers in a feudal levy. The theory is that a traditional knight's fee of 1200 acres will yield one heavy horse and two yeomen. The practice is that it will yield less. Some knights neglect a summons, others arrive late, while some will bring only one yeoman, or none at all. Ambitious or wealthy knights may bring a larger force than is required, but such men rarely outnumber the slackers.

TENANT OFFICES

Certain tenants hold the office of Reeve, Herder, Woodward, and Beadle. They manage specific activities, maintain order, and ensure the lord and the tenants get their honor and due from each other. Tradition reserves the offices for villeins with the most unfree acres, unless they decline. Village politics ensure that the offices go to villeins popular among their peers because tenants can make the life of an unpopular Reeve very miserable.

Tenant officers are unpaid. They are forgiven their Labor obligations, but still pay fees. Determine the villein with the most unfree acres. There is an 80% chance that tenant will take the job of Reeve. Repeat for each other office, except Beadle, who can be chosen by the lord. In each case, reduce labor obligations to zero and record the office under Occupation.

The Reeve effectively runs the operation of the manor. He presides at the village moot, decides what crops to plant, supervises the formation of plow teams, and 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. Reeves often enjoy special privileges, such as eating at the lord's table. The office is lucrative and is most often held by the senior villein measured in terms of acres held.

The Woodward manages the fief's woodlands, ensures that no one poaches them, decides which trees to cut, and plants new trees. Lords who cherish hunting (and most do) often consider the Woodward the most important officer on the fief.

The Herder manages the fief's pasture and livestock. He is in charge of the meadow and winter feed, sees that the lord's livestock are penned and his fences mended, and manages the rotation of livestock grazing on the fallow fields.

The Beadle is the "village policeman," an office commonly held by a Yeoman as part of his feudal service or by a trusted villein appointed by the lord. The Beadle is responsible for the granaries and especially for the preservation of seed—a particularly stressful task in years of famine. Other duties include impounding livestock that stray into cropland, keeping the punfold, and collecting all fines levied by the manorial court. The Beadle is rarely a popular man with the other tenants.

Note: Tenant Officers have a significant impact on a fief's revenues. See Manor 23 for details.

SIDEBARS

MANOR CALENDAR

WINTER

AUTUMN

SUMMER

SPRING

Nuzyael Plow Spring Fields Sow Early Grains Peonu Sow Late Grains Peoni Festival (5th) Sow Flax Kelen Harvest Hay Shear Sheep Weed & Hoe Nolus Weed & Hoe Fief Maintenance Harvest Rye Larane Harvest Barley Harvest Oats Harvest Wheat Agrazhar Harvest Orchards Harvest Flax Harvest Beans Azura Thresh Grains Graze the Stubble Make Straw Halane Plow Winter Fields Sow Winter Grain Slaughter Livestock Savor Salt & Smoke Meats Collect Firewood Fief Maintenance Ilvin Fief Maintenance Assart Woods Navek Fief Maintenance Birthing Calves Morgat Tool Repair Birthing Lambs/Kids

The calendar above is only a rough guide. Agricultural dates always depend on local climate and current weather. A harvest in Orbaal is typically 15 days later than shown, and southern Melderyn is 15 days earlier. A very wet spring can delay the local harvest by as much as 30 days. Use discretion.

The goal is for the GM to be able to say something like:

"Today is the 5th of Agrazhar, a Laranian holy day. The weather is warm and partly cloudy, and the reeve is rounding up the villagers to bring in the hay in the lower meadow. Last we saw our heroes..."

MANOR CHURCHES (The Priest)

A manorial village, unless very small, is likely to contain a small temple or chapel that is home to an ordained priest. Except in Orbaal, where Sarajinian and Ilviran faiths dominate, Peonian chapels are the most common.

Because most nobles worship Agrik or Larani, manors usually contain a small shrine to one of these deities within the manorhouse. Wealthy lords may also support a cleric of their faith within their household.

The Glebe

Acreage is attached to the village church to support the cleric. This land, called the Glebe, varies from 10 to 60 acres. The glebe is worked by the priest (Peonian clerics are not above getting their hands dirty), by resident acolytes if any, and by peasants working their tithe. Some village churches have subtenants who hold portions of the Glebe in exchange for labor and/or rent, functioning like a manor within a manor.

Rent is sometimes paid to the lord for the glebe, but he more commonly collects a half share of all church revenues. Tithe paid by the tenants is a major source of church revenue. The lord's share of Glebe revenues can be substantial and is often assigned to support a younger son.

Glebe: There is a 5% chance per tenant household that a village chapel exists. That is, with 10 HDs, there is a 50% chance. Maximum chance is 95% and failure to generate at this level implies the chapel is currently inactive for some reason. Convert any tenant to "priest" and record Glebe as 2d6×5 freehold acres. Rent and Fees are entered as zero.

Calculate total Glebe revenues as 60d per Glebe acre, plus 5d per Tenant acre. Record revenues under Notes; the lord's share (50%) is recorded on the Manor Budget Form under Glebe Revenues.

SIDEBARS

Tenant Tithe

The average tenant has a gross income of about 50d per acre. Hence the average tithe is about 5d per acre. Tithe is traditionally rendered in kind, but poorer tenants are allowed to work it.

Glebe Revenues

A manor has 40 Glebe acres and 700 Tenant Acres. Glebe revenues are therefore:

40 × 60d = 2,400d

+ 700 × 5d = 3,500d

= 5,900d

The lord's share (50%) is 2,950d.


Describing Tenants

Things are more fun if you make the tenants and householders seem like individuals. One way is to generate adjectives from the table below. Roll a d6 to determine the first digit, and a d10 for the second:

Tenant adjective Table

10. Angry 11. Baby-faced 12. Bald 13. Bearded 14. Beautiful 15. Boring 16. Calm 17. Childish 18. Chubby 19. Confused 20. Defensive 21. Distracted 22. Downtrodden 23. Dreamy 24. Drunken 25. Excitable 26. Friendly 27. Generous 28. Gossipy 29. Grieving 30. Grizzled 31. Guilty 32. Hairy 33. Hopeful 34. Hostile 35. Hungry 36. Ignorant 37. Impatient 38. Jolly 39. Lusty 40. Malodorous 41. Merry 42. Muddle-headed 43. Obese 44. Old 45. Open-hearted 46. Paranoid 47. Paternal/Maternal 48. Plain 49. Pleasant 50. Powerful 51. Preoccupied 52. Radical 53. Self-conscious 54. Self-righteous 55. Self-sacrificing 56. Short 57. Silly 58. Skinny 59. Starving 60. Tall 61. Trusting 62, Ugly 63. Vengeful 64. Vicious 65. Wary 66. Weary 67. Whining 68. Wise 69. Wistful

Manor Generation

  • Manor 15-16

Manor economics can be dealt with at various levels of complexity depending on the degree of authenticity required. A basic system is provided but many optional rules are included to add detail and spice.

The system works by first generating a manor and then, if desired, filling out a Manor Budget each game year at harvest time. The following is a step-by-step description for generating a manor and recording the data on the Manor Budget Form (MBF).


MANOR BUDGET FORM [MBF]

GENERAL DATA

Gross Acres

The total acres in the fief. This number should be taken from the appropriate Atlas Hârnica entry, or can be set by the GM as desired. Gross Acres only change if land is ceded or annexed.

Woods Acres

The total acres of woodland in the fief. This includes streams, ponds, swamp, and heath, all of which produce useful products such as fish, herbs, reeds, wild fowl, and bird eggs. Woods are the fiefholder's hunting preserve, except tenants pay annual fees to graze pigs, collect dropwood, and forage for berries. Woods average 20% of the fief, which may be generated as (1d10+15)% of Gross Acres.

Cleared Acres

The total acres of land available for cultivation. This is equal to Gross Acres minus Woods Acres.

Tenant Acres

The total Cleared Acres held by the fief's tenants. This number is the sum of Serf and Free Acres taken from the Village Census Form.

Demesne Acres

The total Cleared Acres remaining for the fiefholder's own use. It is equal to Cleared Acres minus Tenant Acres.

Labor Pool

The total days of labor available on the fief from ALL tenants. Some of this labor is already obligated to the lord, some is needed by the tenants to work their own land, and some is surplus labor available for hire.

  • Labor Pool: Tenant Households × 500 days.

Labor Obligation

The labor owed to the lord from tenants. This number is the sum of Labor days on the Village Census Form.

SIDEBARS

Atlas Hârnica Data

If the fief is in one of Hârn's kingdoms, the Holder, Gross Acres, Land Quality (LQ), and Households (HD) may be read from the Atlas Hârnica entries, such as this manor from Kaldor:

Manor Holder Acres LQ HD Loban Dezaller 1,620 1.05 23

Held by Clan Dezaller and detailed in the 100 Bushels of Rye adventure module, Loban has 1620 Gross Acres, LQ 1.05, and 23 Tenant Households. Assuming 20% woods (generated with 3d6+10) Loban has the following basic data:

Loban Manor

Gross Acres 1,620 – Woods Acres 324 = Cleared Acres 1,296 – Tenant Acres 438 = Demesne Acres 858

Loban's demesne share of the land is much higher than normal, but that's because of the current problems plaguing the fief. Typically, a demesne is around 50% of the fief.

Population Density

There are about 90,000 acres in one hex of the Hârn regional map. Allowing 20% woods, the Cleared Acres average 72,000. Assuming half of this is the lord's demesne, the remaining 36,000 acres could (at one household per 20 acres) support 1800 tenant households, or about 9,000 folk. Few rural hexes on Hârn are this densely populated.

Note: ADD This needs to be clarified and modified with the overlay map to show population density overall, utilising Population Bubbles etc.

Land Quality (LQ)

An index that reflects the average fertility of the fief's land. LQ modifies crop yields. It is normally a constant, but might change very slowly at GM discretion. Average LQ is 1.00; 0.75 indicates severely depleted or poor land. and 1.25 is excellent. LQ is given in all Atlas Hârnica entries.

Fief Index (FI)

An index ranging from 0.75 to 1.25 which reflects the quality of capital assets on the fief, such as barns, granaries, roads, bridges, ditches, canals, and duck ponds. It also reflects quality of livestock, seed stocks, etc. FI is generated on the Fief Index table or can be set by the GM within the range given allowing for the effects of war, floods, etc.

Trade Index (TI)

An index which represents the fief's trade potential in terms of traffic on its roads, rivers, and ports. TI can be used to influence which freemaster craftsmen are likely to settle on the manor, modify income that the lord can raise from tolls, and may be an indication of the probability of anything exciting happening at the manor. TI is assessed at GM discretion based on guidelines provided in the Trade Index table. It may be adjusted at any time to reflect the local effects of season, war, famine, and natural catastrophe.

SIDEBARS

FIEF INDEX Table

FIEF INDEX

2d6 FI

The current FI may be assigned by the GM or randomly generated by a 2d6 roll. Local effects of war, flood, and other calamities may be handled by a negative modifier to the 2d6 roll.

2 0.75 3 0.80 4 0.85 5 0.90 6 0.95 7 1.00 8 1.05 9 1.10 10 1.15 11 1.20 12 1.25

An abandoned fief has a base FI of 0.50, the minimum for any estate with some Cleared Acres. This can be adjusted to reflect the extent of damage and/or pillage that has occurred. Current FI can be raised by fief improvements, or may decrease by neglect. See Manor 24, Fief Maintenance.

TRADE INDEX Table

TRADE INDEX TI Trade /Traffic Potential 0.50 Manor is 20 leagues from a major settlement. 0.75 Manor is 10 leagues from a major settlement. 1.00 Manor is 5 leagues journey from a major settlement.

Extrapolate TI to reflect actual road distance (terrain could be significant) from a major settlement, and then modify:

+0.20 Manor located on major river or road. +0.10 Manor located on minor river or road. +0.10 Major settlement is a Castle town. +0.30 Major settlement is a City.

Example: A manor 8 leagues from a City and located on a Major Road is rated 0.85 for distance from major settlement, with a bonus of +0.20 for Major road and +0.30 for City, giving a final TI of 1.35.

Household Generation

  • Manor 17-22


Household

For most fiefholders, operating a manor is simply a means to support the largest possible household to the highest possible standard of living. A noble's prestige is an intangible asset of great social, legal, and political importance. Generosity to kith and kin is an esteemed virtue—thrift is not. And there's a practical side as well to the conspicuous consumption practiced by most fiefholders—it shows the lord probably has the resources to defend his tenants and allies and it formalizes the vast gulf between the gentry and the peasantry.

The Household Budget section on the MBF calculates the cost to operate the lord's household for one year. Household costs are measured only in Kind but reflect salaries, food, shelter, clothing, and supplies.

Populating the Household

For any self-respecting noble, the core manorial household is the lord and his lady, a lady-in-waiting, and a number of offspring, one of whom is the heir. If none of the offspring are old enough (10+), then a Squire or Ostler to tend the lord's horses is also essential. The minimum servants are a chamberlain, a cook, an alewife, and a number of domestics equal to the number of nobles within the household. Hence, assuming 2 children, the minimum household contains 5 nobles (3 adults and 2 children) and 8 servants (chamberlain, cook, alewife, and 5 domestics) for a total of 13 persons. A manor of 1200 gross acres can support a household of this size with ease. Larger manors, or particularly well-managed smaller manors, can afford extra servants, craftsmen, and men-at-arms as given on the Manor Households table.

Manor Households Table

Manor Households

Acres Nobles Servants Craftsmen Military Total

1200+ 5 8 • (2) 13 1500+ 6 9 1 (2) 16 1800+ 7 10 2 (3) 19 2100+ 8 11 3 (3) 22 2400+ 9 12 4 (4) 25 2700+ 10 13 5 (4) 28 3000+ 11 14 6 (5) 31 3300+ 12 15 7 (5) 34

Nobles: Fiefholder, Spouse, Offspring (2+), and Relatives (1+).

Servants: Chamberlain, Cook, Alewife, plus one Domestic per noble.

Craftsmen: The most popular bonded craftsmen at the manorial level are: Clothier, Ostler, Priest, and Herald. Other craftsmen listed are uncommon in all but the richest of manors.

Military: Most lords rely on Yeomen to police and defend the fief, but Men-at-Arms have status and can be substituted as desired. The bracketed numbers given are yeomen and these are NOT counted in the Household total. Ivinian households favor huscarls (house-warriors) over yeomen.

SIDEBARS

Household Support Costs

Listed below are the average annual costs to support various householders. These costs include a cash salary (roughly one third), food, shelter, and clothing appropriate to social class and rank, and work materials as necessary. Costs for nobles do NOT include a steed.

Nobles Kind Fiefholder 3,000d Spouse 2,000d Offspring 1,000d Relative 1,500d Squire 1,200d Bailiff 2,000d Steward 2,000d

Stable Warhorse 1,800d Palfrey 900d

Servants Chamberlain 800d Cook 500d Baker 400d Alewife 400d Gardener 400d Nursemaid 400d Domestics 300d

Craftsmen Clothier 900d Harper 600d Herald1 1,200d Hideworker2 900d Litigant 1,100d Mason 1,500d Metalsmith2 1,100d Ostler 1,300d Physician 1,200d Priest1 800d Sage/Tutor 1,200d Scribe 800d Salter 700d Teamster 900d Timberwright2 1,200d Weaponcrafter 1,800d Woodcrafter2 1,000d

Military See Manor 21.

1 These retainers are often Nobles. If so, increase support cost to 1,500d.

2 These craftsmen are usually freemasters in the village, but may be bonded to the lord's household if absent.

HOUSEHOLD NOBLES

Nobles live to a far higher standard than their tenants. They must have wine and spices, better cuts of meat, finer clothing, jewelry, arms, armour, steeds, and gifts for allies and friends. There is incredible pressure on the gentry to live the ideal noble lifestyle.

Fiefholder [3,000d] Cost for food, clothing, arms, armour, and the odd luxury. If the fiefholder is a knight, the cost of a warhorse is extra.

Spouse [2,000d] Provides status and offspring (heirs). In addition to her own needs, no lady of honor can be considered properly supported unless she has the companionship of at least one lady-in-waiting, typically a young sister or cousin. Record this companion as a Relative. Most Ivinian lords have three or more wives; support the first (or favorite) wife at 2,000d and all others at 1,500d.

Offspring [1,000d] Clans desire that the fiefholder have one or more heirs. Most fiefholders have between one and six children, though some may be adults or be living elsewhere. Adult children may function as the Steward or as Men-at-Arms. The age of adulthood is considered to be 13 for all but nobles, where the tradition is 21.

Relatives [1,500d] Supporting a large extended family is sure proof of a lord's wealth and generosity. Relatives commonly supported include mothers, brothers, sisters, aunts, uncles, nieces, nephews, and cousins. Some of these may perform tasks such as Lady-in-Waiting, Steward, Squire, Priest, and so on. If any of the holder's relatives are knights, then their support cost will increase to Medium Horse [3,200d].

Squire: See Manor 21, Household Military.

Bailiff [2,000d] A noble appointed to run a manor for an absentee lord. They are nearly always close relatives of the fiefholder, typically a son, brother, uncle, nephew, or cousin. A bailiff receives room and board in the manorhouse for himself, his family, and his horse. The bailiff entertains guests "bearing his lord's writ," and those legally entitled to hospitality, such as royal officials. He is expected to deliver to the lord an agreed share of the profits, typically 4d per acre, sometimes payable in advance. The bailiff may then keep additional profit (if any) for himself.

Steward [2,000d] A noble employed to assist the lord. A lord with several manors may employ a steward to visit and inspect each manor several times yearly to ensure the honesty of his bailiffs. The office is held by someone skilled in auditing (often a cleric), a herald, or perhaps by a vassal knight who performs the duty as his feudal service.

SIDEBARS

HOUSEHOLD NOBLES Table

HOUSEHOLD NOBLES Noble Kind Fiefholder 3,000d Spouse 2,000d Offspring 1,000d Relative 1,500d Squire 1,200d Bailiff 2,000d Steward 2,000d

 Loyalty

Each householder has a loyalty score that may be called into play if the household suffers some form of adversity. To determine Loyalty, roll 5d6+50 for each householder. For members of the family,+20. The maximum Loyalty score is 95. When circumstances warrant, roll 1d100 vs Loyalty.

CS Loyalty is unshakable. Subject will stay with the lord through anything, except perhaps torture.

MS Loyalty is good, except when a very large bribe or severe personal duress is involved.

MF Loyalty is suspect. Person may reveal secrets for almost any decent bribe or favor.

CF Disloyal. Person will abandon the lord at the first chance and might betray the lord for personal gain.

Note: Loyalty can be made to apply only to the current situation. A betrayer may be tormented by guilt, and even the most loyal of retainers will waver when faced with a red-hot poker.

HOUSEHOLD SERVANTS

Running the manorhouse requires servants. They perform tasks from managing the household budget to emptying chamber pots. Most lords employ at least a chamberlain, cook, alewife, gardener, and a variable number of domestic servants.

Chamberlain [800d] Responsible for purchasing all supplies and supervising all household servants. Most chamberlains can read and write and are expected to keep accurate books of account on household expenses. Chamberlains wield significant power because they effectively run the household and control access to the lord.

Cook [500d] Every manor needs at least one cook plus one assistant cook for each 10 nobles. Record the cook's ML. Bad cooks can be a source of amusing role-playing material.

Baker [400d] Assistant to the cook and specialist baker of bread, pies, cakes, and the like. Bread is a staple, even for nobles.

Alewife [400d] Assistant to the cook and specialist brewer of ales, the standard drink of the household. Each householder drinks 6–12 pints of ale per day. Larger houses employ a Cellarer [500d], also skilled at making wines, brandies, and liqueurs.

Gardener [400d] Servant in charge of the manor gardens. Garden herbs are widely used for flavoring and medicines, and flowers, fruit, and vegetables are grown to suit the lord's tastes. A gardener may also tend bees in the orchard.

Nursemaid [400d] Cares for the holder's young children. Noble children are with their parents for a limited time each day, often only during the evening meal. For the rest of the time, the nursemaid is responsible for their care.

Domestics [300d] Include chambermaids, stablehands, pantrymaids, laborers, washerwomen, etc. One Domestic is required for each Noble in the household.

SIDEBARS

HOUSEHOLD SERVANTS Table

HOUSEHOLD SERVANTS Chamberlain 800d Cook 500d Baker 400d Alewife 400d Gardener 400d Nursemaid 400d Domestics 300d

Tenants, Labor, and Extortion

There are ancient social rules that govern what is a reasonable and what is an unreasonable demand by the lord. For instance, requiring a villein to send his daughter to the manorhouse as a servant calls for recompense in the form of a salary or reduced obligations, and the villein has the right to refuse the demand. On the other hand, it is the lord who decides at what point to stop a marauding dragon, and the recalcitrant tenant may find himself in desperate need of protection from an indifferent lord.

Most lords take a proprietary, or even paternal, interest in the welfare of their tenants. Fair treatment is the norm. While it is true that the lord has ultimate control over his land and tenants, it is equally true that happy tenants are more likely to make him rich.

Household Slaves

Slaves may replace household servants where legal. Most lords treat their slaves better than free servants. Noble households in Rethem and Tharda are often entirely staffed with slaves, who rarely get along with free servants.

HOUSEHOLD CRAFTSMEN

Wealthy fiefholders may employ a variety of bonded craftsmen to assist with running the manor. Some reduce the costs of running the manor while others are employed for such intangible reasons as educating children, entertaining the household, and so on.

Bonded craftsmen typically eat and sleep in their workspace. Their support cost includes a modest cash salary (typically one third) to buy clothing and other personal effects.

Clothier [900d] Converts raw wool and flax into clothing. Each clothier can dress about ten nobles but requires the wool of ten sheep per noble and the flax of one acre per noble to be effective. Female household members can perform some of the tasks of a clothier, but not all. Only in the most impoverished manors would a noblewoman be found washing, fulling, dying, and spinning raw wool and flax.

Harper [600d] Provides entertainment for the lord who has everything.

Heralds [1,200d] Teach history, especially clan history, to the household. They can also conduct important negotiations or make others think the lord conducts such negotiations regularly. See also Sage/Tutor.

Litigant [1,100d] The complex web of patron-client relationships in the Thardic Republic makes a litigant a valuable asset. A litigant can interfere with the plans of your rivals and aid your own.

Mason [1,500d] Supervises the designing, building, and maintenance of the manorhouse, its fortifications, and other structures on the fief. Masons are only seen at large manors, or at keeps and castles.

Ostler [1,300d] Looks after the manor's horses, from mucking out the stables and grooming the horses to breeding, veterinary care, and training. Each Ostler can look after about ten steeds.

Physician [1,200d] Household members suffer all the maladies common to the folk of Hârn. A physician can be a lifesaver, especially in isolated manors.

Priest [800d] The lord and his family often worship a different faith than their peasants. A lord may wish to have a priest of his own faith on hand for spiritual comfort, to supervise weddings, funerals, and other sacraments, for prestige, and to deal with the odd ghost. Most bonded clerics also perform the duties of a Sage/Tutor. Some also perform the duties of a Chamberlain. See also Manor 14 for Glebe arrangements.

Sage/Tutor [1,200d] A scholar employed by the lord to educate the household. Employing one may justify skill development rolls for Lore skills. See HârnMaster, Skills 8.

Scribe [800d] Many nobles are illiterate and rely on the services of a scribe for reading and writing skills. A Litigant, Priest, or Sage can perform the same tasks, at least part-time, but they cost more money.

Teamster [900d] Most manor households support one or more teamsters to drive produce to market, fetch supplies, handle coach rides, etc.

Weaponcrafter [1,800d] Fighting orders often employ a bonded weaponcrafter. Wealthy lords can justify one if they have a large Household Guard. Otherwise, weaponcrafters are not cost-effective but employing one never hurts your prestige.

SIDEBARS

HOUSEHOLD CRAFTSMEN Table

Occupation Kind Clothier 900d Harper 600d Herald1 1,200d Hideworker2 900d Litigant 1,100d Mason 1,500d Metalsmith2 1,100d Ostler 1,300d Physician 1,200d Priest1 800d Sage/Tutor 1,200d Scribe 800d Salter2 700d Teamster 900d Timberwright2 1,200d Weaponcrafter 1,800d Woodcrafter2 1,000d

1 These retainers are often Nobles. If so, increase support cost to 1,500d.

2 These masters are usually freemasters in the village, but can be bonded if there is no freemaster. They are described on Manor 7.

Craftsmen & Savings

Although it can be argued that some craftsmen can save the household money, this is rarely the case in practice. The inventory costs associated with keeping a craftsman busy tend to exceed any savings. The effect of having a bonded Clothier is to make the household better dressed, not cheaper dressed.

Bonded-Masters

Guilds will not permit a lord to hire a craftsman if there is already a freemaster practicing the same craft in the village. Some lords will hire journeymen for a season, partly to save money on support, but also to bring new ideas to the fief.

HOUSEHOLD MILITARY

Some fiefholders employ full-time soldiers called men-at-arms. These can range from expensive Heavy Horse down to Light Foot. They assist the lord in defending the fief and in fulfilling his military service to a liege. In feudal kingdoms, men-at-arms are granted a license by the lord to bear chivalric weapons and wear his heraldry on a surcoat of linen or buckram. They traditionally live at the manorhouse and eat at the lord's table. Ivinian men-atarms are called huscarls. The following specialized men-at-arms may also exist:

Sergeant-at-Arms: Commander of the Household Guard. He is typically a veteran soldier equipped as Medium Foot or Light Horse. Rich lords may employ a bachelor-knight for this post, but that requires support as Medium or Heavy Horse.

Man-at-Arms: Soldier of the Household Guard, typically a veteran equipped as Light Foot.

Squire: The custom of fostering the sons of nobility to train as knights means that many fiefholders have one or more squires in their household. A squire tends the lord's horses and accompanies the fiefholder on military service or other travels. Squires are supported as Light Horse (at least) until knighted. The lord is expected to pay the considerable cost of equipping a squire as a knight at age 21.

Offspring: Sons ages 16–21 will probably be fostered elsewhere, but knighted sons, especially the heir, may reside at the manor and be supported as Medium or Heavy Horse.

Huntsman: Warrior with excellent outdoors skills who organizes hunting parties, cares for the lord's hounds and hunting weapons, and guards the lord's woods against poachers. He is, effectively, a full-time woodward with military skills and, depending on the size of the manor's woods, may have one or more subordinate Foresters to assist him. The office is typically held by a Bachelor-Knight, a Squire, or a Sergeant who would likely be classified as Light Horse. This is an excellent occupation, ripe with role-playing possibilities, for a player character with the appropriate skills.

SIDEBARS

MILITARY RETAINERS Table

Class Kind Light Foot 576d Medium Foot 936d Shortbow 936d Longbow 1,296d Light Horse 2,016d Medium Horse 3,200d Heavy Horse 4,608d

Player-Character Retainers

A party of PCs employed as men-atarms in a powerful lord's household can be an excellent roleplaying option. Although the party will not be free to do as they please, they have a secure base of operations, a powerful noble as patron, and the opportunity to get involved in a variety of interesting adventures. One such party might be a huntsman, a couple of foresters, and perhaps a household cleric or sage. Tasks might include defending villagers from the depredations of brigands or predators, exploring an old ruin found in the woods, or escorting an important person or tribute.

What's in my Woods?

There are any number of discoveries awaiting the fortunate (and not so fortunate) explorer that previous owners never found or exploited.

01–10 Ruins, recent 11–14 Ruins, old 15–16 Ruins, ancient 17–20 Cave entrance 21–26 Valuable timber 27–29 Bog iron 30–33 Peat 34–36 Potters' clay 37–39 Very rare herbs 40–42 Building-quality stone 43–44 Precious metals/gems 45 Magical spring 46–47 Slumbering beast 48 Ivashu 49 Ghost(s), malicious 50 Ghost(s), helpful 51–00 Nothing of interest

Metals and gems belong to the crown and can only be legally exploited by the Miners' Guild.

THE LORD'S STABLE

The support costs for nobles do NOT allow for steeds.

In feudal realms, most fiefholders are required to provide the services of a mounted knight to their liege. This requires a knight to have at least one costly Warhorse for battle and one or two Palfreys for hunting and routine travel. Keeping a palfrey for each noble householder except the very young and old is also a social necessity.

Most lords treat their steeds with great affection and spend large sums to keep a stable of the best horses available. Some stables contain stalls for a dozen mounts, plus tack rooms, feed lofts, and accommodation for an ostler and one or two stablehands. On manors with no Ostler, a squire is usually involved in tending the horses.

A slave supported on 100d per year survives on a fraction of the support given to a typical warhorse. The support costs given are for average mounts. The very best warhorses get better support.

The Lord's Kennels (600d)

Many lords maintain a kennel of hunting hounds. One or two hounds may be faithful companions for the lord on his travels. They may also fight bravely to defend the manorhouse and its occupants and are a useful alarm system. The cost given supports a kennel boy and a dozen hounds.

The Lord's Falconry (800d)

Many lords keep falcons for sport hunting. The cost given supports a falcon-trainer and two or three birds. A natural falcon is neither especially powerful nor intelligent, but a magically enhanced bird might be very interesting.

SIDEBARS

THE LORD'S STABLE Table

Steed Kind Warhorse 1,800d Palfrey 900d

Note: Support costs do NOT include the cost of buying animals.

Manor Budget

  • Manor 23-31

Manor Budget

FIEF BUDGET

Weather Index

An index ranging from 0.65 to 1.35 that reflects the effects of the weather on yields. Generate the Weather Index with a 3d6 roll on the the Weather Index Table. Record the index in the space provided.

[1] Woods

The labor expended and the kind produced from the fief's woods. Only acres on which labor is spent can be included. Revenue reflects the value of woodland products such as fish, game, furs, berries, herbs, etc.

  • Yield: Basic Yield (18d) × LQ × FI × WI.
  • Acres: Woods on which labor is spent.
  • Labor: Woods Acres × 3 days.
  • Kind: Woods Acres × Woods Yield.

Note:  Modify Kind by Woodward success roll.

[2] Crops

The labor expended and the kind harvested from the fields of crops.

  • Yield: Basic Yield (60d) × LQ × FI × WI.
  • Acres: Cropland on which labor is spent. Record as 50% of Cleared

Acres if not already known. Cropland can never be less than 30% of Cleared Acres to ensure there is enough food to feed the tenants and livestock over the winter.

  • Labor: Cropland Acres × 6 days.
  • Kind: Cropland Acres × Cropland Yield.

Note:  Modify Kind by Reeve success roll. Note:  Add Crops detail (Manor 29).


[3] Pasture

Cleared acres used to graze the livestock. The animals provide milk, wool, meat, hides, and power, and also fertilize the fallow land with their manure.

  • Yield: Basic Yield (90d) × LQ × FI × WI.
  • Acres: Pasture on which labor is spent tending livestock. Record as 50% of Cleared Acres unless already known. Maximum pasture is 70%

of Cleared Acres. Minimum Pasture is 30%, which ensures there is enough land to feed the oxen that plow the fields.

  • Labor: Pasture Acres × 10 days.
  • Kind: Pasture Acres × Pasture Yield.

Note:  Modify Kind by Herder success roll. Note:  Add Livestock detail (Manor 30).

SIDEBARS

BASIC YIELDS Table

BASIC YIELDS Woods Cropland Pasture Basic Yields 18d 60d 90d

WEATHER INDEX TABLE

WEATHER INDEX TABLE 3d6 Weather Index 3 Disastrous 0.65 4 0.70 5 Poor 0.75 6 0.80 7 Fair 0.85 8 0.90 9 0.95 10–11 Average 1.00 12 1.05 13 Good 1.10 14 1.15 15 Very Good 1.20 16 1.25 17 1.30 18 Excellent 1.35

Weather

Weather and disease have a crucial effect on crop and livestock yields. Good weather is not simply a matter of being "hot and dry." Crops require the right amounts of rain and sunshine; too much or too little of either at the wrong time can be disastrous. Animals too are affected by the weather because the yields of pasture and hay are affected. Both crops and animals are susceptible to disease when the weather is unseasonal.

 Weather Averaging

Roll five times, once for each month in the crop-growing season, and determine the weather by averaging the five rolls.

 Tenant Officer Skills

The skill (ML) of Tenant Officers can modify a fief's revenues. Make a 1d100 success roll against the ML for each officer to determine a revenue index:

CS: 1.10 CF: 0.90 MS: 1.00 MF: 0.95

Reeve: Cropland revenue Beadle: Amercement income Woodward: Woods revenue Herder: Pasture revenue

It is always best that tenants of high skill hold these offices. Tradition, however, reserves the offices for Villeins with the most status (most acres) unless they choose to decline the office. Tenant Officers are discussed on Manor 13.


[4] Waste

Cleared acres wasted (unused) because of a labor shortage, lack of seed, or a reluctance to plant because of crop disease. Although it can be argued that waste is fallow land, it is not considered pasture because no labor/kind is expended on it to produce revenue.

  • Waste Acres: Acres on which no labor is spent.
[5] Total Harvest

The sum of lines [1] through [4].

[6] Crop Seed

The seed grain stored for next year, either in specific granaries or in seed bins within each granary. The Beadle is responsible for the granaries and many choose to keep the seed bins in a special bay inside their own cottage.

  • Acres: Crop Acres planned for next budget.
  • Kind: Crop Acres × 12d seed.

Note:  Modify Seed Storage by success roll on Beadle Success Table (sidebar). This rule requires that extra seed be stored as insurance against loss.

[7] Winter Feed

The hay and grain stored to feed livestock over the winter. Although many animals are slaughtered or sold in autumn, plow oxen and breeding stock must be kept alive through the winter. A serious loss of Winter Feed also impacts cropland acres because half-starved oxen will founder when put to the plow. A shortage of Winter Feed can be taken from surplus Seed Storage. Feed is stored in granaries or barns; fire, theft, and vandalism are ever-present risks. The Beadle is responsible for maintaining a secure supply of Winter Feed.

  • Acres: Pasture Acres planned for next budget.
  • Kind: Pasture Acres × 12d feed.

Note:  Modify Winter Feed by success roll on Beadle Success Table. This rule requires that extra feed be stored as insurance against loss.

[8] Fief Maintenance

The expense to maintain and improve the capital assets of the fief. A wellkept fief is more productive but it costs more labor and money to keep it that way. To maintain the current Fief Index (FI), expend:

  • Acres: Cleared Acres.
  • Labor: Cleared Acres × FI × 3 days.
  • Kind: Cleared Acres × FI × 6d.

Improvements or reductions to FI are expressed as a percentage of the base amount. See sidebar table.

SIDEBARS

BEADLE SUCCESS TABLE

BEADLE SUCCESS TABLE CS: 0.95 Net Storage MS: 0.90 Net Storage MF: 0.85 Net Storage CF: 0.80 Net Storage

 Seed Storage and Loss

Rodents and insects are fond of snacking on seed, and additional loss can be expected from dampness and hungry children. A skilled Beadle minimizes losses.

Example: Cropland acres planned for next year is 400. Seed Storage required:

400 × 12 = 4,800d

A skill roll to determine seed loss is now made against the Beadle ML 74. Assuming a roll of 80 (CF) Net Storage is 4,800d × 80% which equals 3,840d. The maximum Cropland acres that can be planted next year with this much seed would be:

3,840 ÷ 12 = 320 acres

This is, of course, 80 acres less than the 400 planned, which may cause a food shortage unless additional seed can be purchased. To avoid problems like this, it is a good idea to store 15d or more per planned cropland acre. A running total of seed storage may be kept.


FIEF MAINTENANCE Table

FIEF MAINTENANCE % FI 0% –0.05 20% –0.04 40% –0.03 60% –0.02 80% –0.01 100% 0.00 120% +0.01 140% +0.02 160% +0.03 180% +0.04 200% +0.05

Example: A fief with 1,000 Cleared Acres and a FI of 1.20 requires maintenance of 3,600 days/7,200d to maintain the current FI. If no maintenance is done, FI will drop .05 to 1.15. At 40% maintenance (1,440 days/2,880d) FI drops –0.03 to 1.17, but 200% (7,200 days /14,400d) gives +0.05 to 1.25.

[9] Assart

Assart is the process of clearing wooded land. Although labor intensive, the timber harvested can be valuable, and the additional Cleared Acres can be planted next year. The Reeve decides how many acres of Woods to Assart (if any), commits the necessary Labor, and collects the Kind.

  • Acres: Woods acres assarted (cleared) this year. To avoid gradual overgrowth (see "New Forest" in sidebar) the minimum Assart is 2% of Woods Acres to maintain the existing Woods and Cleared acres.
  • Labor: Woods Acres cleared × 30 days (expense).
  • Kind: Woods Acres cleared × 120d (revenue).

A Timberwright may be licensed to aid with Assarting.

[10] FIEF INCOME

Harvest Income [5] minus the sum of [6] though [9].

Labor: The total labor spent to generate Fief Income. This amount cannot exceed the Labor Pool. If it does, labor spent must be reduced, perhaps with fewer Crop Acres or by doing less Fief Maintenance.

Kind: Harvest available for distribution to the lord and tenants.

*

SIDEBARS

 Timberwrights & Assart

The labor cost of Assart can be eliminated by licensing a Timberwright or Charcoaler to do the work for a share of the timber. Harvesting timber is hard work, but clearing the ground of stumps is at least half of the total labor. Each stump is burned for days and then pried or pulled from the ground by levers and stout oxen. Timberwrights hate this work.

In addition to a license fee of 144d to operate, a timberwright pays fees of 60d per acre if the stumps are to be removed, or 80d per acre if they can remain. In the latter case, the reeve must still expend 15 days per acre to remove the stumps before the land can be added to Cleared Acres.

The exact deal is likely to depend on how far manor woods are from a market. The numbers above assume a trade index of 1.00 and the deal may otherwise be negotiated. Proximity to navigable rivers on which logs can be floated is most attractive to timberwrights.

New Forest

Because it takes 40–60 years for trees to mature into suitable woods, planting acres of new forest is unlikely to excite the current fiefholder. But nature has a longer view. Assume a natural growth equal to 2% of current Woods acres per annum. A similar acreage of mature woods must be assarted each year to keep the balance.

For example, Woods acres of 300 will grow by 6 acres (2%) each year (and Cleared acres will reduce by the same amount) unless they are assarted.

Note:  Optionally, only the new growth can be cleared for one fifth of normal assart labor with no revenue gained.


LORD's BUDGET

This section records the revenues and expenses of the fiefholder. The object is to collect every reasonable penny and then spend it lavishly.

[11] Demesne Income

The lord's share of the Fief Income.

Demesne Income: Fief Income [10] × Demesne Acres ÷ Cleared Acres.

[12] Tenant Rents & Fees

The total rents and fees owed by tenants. The current totals are found on the Village Census Form.

[13] Glebe Revenue

Total Glebe revenue is recorded on the Village Census Form on the Priest line under Notes. Record here the lords share (50%) of this amount.

[14] Taxes & Tolls

Fiefholders levy tolls on roads, bridges, and fords on their fief, partly to raise income and partly to discourage undesirable strangers. Tolls are rarely charged on the fief's tenants. Revenues here mainly represent taxes and tolls charged on travelers such as mercantylers visiting the fief to buy or sell goods. Some lords foster trade by offering low taxes and free pasture to caravans; others discourage it, not least because of the crime and disease caravans often bring with their trade.

  • Taxes & Tolls: 3d6 × 240d × Trade Index.
[15] Amercements

Fines assessed on tenants at the lord's hallmoot (manorial court).

Amercements: Tenant Households × 10–60 pence.

Note:  Modify revenue by Beadle success roll.


[16] Feudal Income

Payments from vassal fiefs that reflect tribute, aids, scutage, and other feudal obligations to the liege. Feudal income for a liege is a feudal expense for the vassal.

  • From Vassal: 1d3 pence per Gross Acre (reflecting tribute and aids to the liege) plus military service for 60–90 days. Military service may be replaced by scutage, which can be negotiated to reflect the true cost of a "replacement" or assumed to be 2d per Gross Acre.
  • From Bailiff: One third of the bailiff's Gross Income. A rough approximation is 12d per Gross Acre, multiplied by Land Quality and Fief Index.
[17] Total Income

The sum of lines [11] through [16].

SIDEBARS

Demesne Income

Fief Income = 75,000d Demesne Acres = 540 Cleared Acres = 1,200 Demesne: 75,000d × 540 ÷ 1200 = 33,750d

Note:  Optionally , determine the lord's percentage share of the Cleared Acres and then multiply Fief Income by that percentage:

Lord's share: 500 ÷ 1200 × 100 = 45% = 75,000d × 45% = 33,750d

Vassal Fief Budgets

Ideally, budgets for vassal fiefs should be handled by the player (if held directly) or by the GM if held by a vassal knight. All kinds of interesting roleplaying activities may arise when a vassal fief faces economic disaster or has a bountiful year.

Scutage

The traditional Knight's Fee of 1,200 acres is valued at £10 (2,400d), which converts to 2d per acre. With larger or smaller fiefs, fractions of a Knight's Fee are assessed, so that a knight with 600 Acres has a halffee of £5, and one with 2,400 acres has a double-fee of £20. In lieu of military service, payments (Scutage, or shield money) equal to these valuations may be requested by a liege or offered by a vassal. That is, the fiefholder may offer his liege Scutage equal to 2d per Gross Acre, perhaps a bit more or a bit less as negotiations allow.

[18] Household

The lord's annual expenditure on his own household. If not already done, fill out the Household Budget (Manor 17) and transfer the total to this line.

[19] Feudal Payments

Payments in kind to the liege reflecting tribute, aids, scutage, etc. These payments can be a significant expense and default is risky. Failure to pay an aid, or to provide the necessary military service or scutage, may get a vassal stripped of his title and lands.

  • Vassal Knight: 3d per Gross Acre (+Military Service), or 5d per Gross Acre.
  • Bailiff: One third of Total Income [17].
[20] Tithe

Most lords donate one tenth of their Total Income [17] to a church. At least once per year, temples send an official to tour all local manors. The official listens to the lord's temporal and spiritual concerns and negotiates a pledge of tithe. The pledge is then delivered to the temple at the lord's convenience (and expense) in early autumn. Wealthy temples may send out wagons to collect the promised tithe. Failure to deliver a reasonable tithe (the churches keep good records on what to expect) may result in a variety of problems. Some highly devout fiefholders tithe as much as one third of their income to the church.

[21] Labor Hired

The extra labor the lord must hire to have his demesne worked. On most manors, this labor is effectively full time employment for cottars and others with spare time for hire. Such workers are called Familia.

Labor Hired: Demesne Acres × 8 days – Labor Obligation.

Note: The value 8 days is the average of 6 days labor for cropland and 10 days labor for pasture. If the division between cropland and pasture is not 50:50, adjust this number proportionally.

[22] Political Expenses

One of the hallmarks of nobility is generosity toward peers. There are wedding and knighting gifts to be bought and bribes to be paid. Your liege may visit for a day or two, as might a bishop and his retinue, perhaps a royal official, or even the king himself. The amount given is the minimum; ambitious lords spend ten times as much and more.

Political Expenses: Gross Acres × 1d to keep your lands.

[23] TOTAL EXPENSES

The total of lines [18] through [22]. This amount cannot exceed Total Income [17] without deducting from the Privy Purse or making a quick ride to the nearest Usurer (moneylender).

[24] TO PRIVY PURSE

The Privy Purse is the lord's silver coin kept for cash payments. Total Income [17] minus Total Expenses [23] determines the surplus that can be added to the Privy Purse. A Privy Purse containing 10% of Total Income is a reasonable treasury. Additional cash in a chest is nice, but where is the prestige? Who can you tell? Only money spent has any real value.

*

SIDEBARS

Buried Treasure

Lords often have an alternate hiding place, perhaps a secret chamber, a cave in the woods, or simply a chest buried in a field to keep their cash safe. The location of such hoards—some rich, most modest—are often forgotten with the premature death of their owner.

The Familia

The labor owed by unfree tenants (serfs) is never enough to work the lord's full demesne unless, of course, he is willing to waste land. The extra labor required is provided by employment of cottars and others. These agricultural workers are called Familia and they are typically paid 1d per day plus a noon meal and ale.

 Lifestyle & Prestige

Total Expenses [23] determine a lord's Lifestyle & Prestige. The ratings are highly subjective and intended as a roleplaying guideline. At GM discretion, a variety of appropriate events and opportunities should arise to help or hinder the lord.

Note: 240d = £1.

Lavish (£500+) You are always dressed in the finest clothes, ride the best horses, drink the finest wines, have many friends, entertain frequently, and have easy access to people of influence and power.

Rich (£400+) You dress well, drink good wines, have more than your share of friends, and can get an audience with princes and popes within a day or two.

Normal (£300+) Typical of your peers across Hârn, you can get along in polite company, give gifts when necessary, and have several outfits of decent quality for special functions and events. Access to the power elite requires an appointment.

Frugal (£200+) Your clothing is a bit old, you entertain infrequently, and you might not be invited to the best events. This is barely acceptable on isolated manors; in civilized areas, you will be considered cheap and your spouse will nag.

Poor (£100+) You have a noble lifestyle, but only just. Your clothing is probably a bit worn, your wines are home-made, your horse a bit old, and most of your friends are close relatives.


CHURCH MANORS

Most churches hold and operate rural manors, some covertly, whose essential purpose is to provide income to support the faith. The churches of Larani and Agrik are favored by Hârnic nobility and they are especially well endowed with manors. The Laranian church holds vast estates in Kanday, Kaldor, and Melderyn and is easily the largest and most powerful landlord on Hârn. Church manors can be divided into abbeys and chapter houses.

ABBEYS – Clerical Orders

Abbeys are managed by an abbot or abbess, usually a cleric of the 4th Circle or higher. They are often regional centers of the church, perhaps the seat of a bishop or archbishop. They also serve as colleges for the training of clerics and a few are hospitals for lepers and other ailing folk. Abbeys usually have more land than a typical manor and may have subject fiefs held by vassal knights or by bailiffs.

Most abbeys have a normal population of serf and free tenants and function much like any other manor except the demesne supports the abbot and clerics. Some abbeys are renowned for their brandies, wines, hams, and cheeses, and they may have been granted local monopolies to produce them. A few abbeys have no tenants, agricultural labor being provided by resident acolytes and priests. A rough guide for labor:

Acolytes: 240 days

Priests: 120 days

Add clerical labor to tenant Labor Pool.

CHAPTER HOUSES – Fighting Orders

A chapter house is essentially a manor where the household is composed of knights and foot soldiers. Most have a normal population of serf and free tenants and function like any other manor and the demesne supports the military household.

Ideally, a chapter house supports a squadron of 10 knights, a company of 20 foot, and perhaps 2–3 craftsmen like a weaponcrafter, ostler, and mason. A military household of this size would require a manor of 5,000+ acres to support. Very few chapter houses are this big. Support from the order's headquarters, donations from wealthy benefactors, and successful raiding are essential to the survival of most chapter houses.

SIDEBARS

Abbey Households

Abbey households contain resident priests and acolytes plus any craftsmen, servants, and slaves who support them. Most abbeys use acolytes to perform the tasks of servants.

As a rough guide, abbeys can support one cleric per 10 acres of demesne. That is, an abbey with a demesne of 800 acres can support 80 clerics. The ratio of ranks varies by church.

Church Priests Acolytes Agrik 10% 90% Halea See HM Religion Ilvir 20% 80% Larani 10% 90% Morgath 13% 87% Naveh 10% 90% Peoni 20% 80% Sarajin See HM Religion Save K'nor 10% 90% Siem See HM Religion

The churches of Halea and Siem do not have rural abbeys or manors.

Abbey Support Costs

Cleric Noble Common Archbishop 5,000d • Bishop 3,000d • High Priest 2,000d 1,500d Priest 1,500d 800d Acolyte 1,000d 400d

Masters of various disciplines are supported at a rate between that of Priest and High Priest.

Indulgences

Most abbeys bestow indulgences and consecrated items for a suitable donation.


 CROPS

Players may expand the data line for Crops in the Manor Budget to record specific data on crops planted. Generic crop acres now become fields of rye, oats, and barley, and lords may influence the crops grown.

GENERATING CROPS

Each manor is assumed to be planted with a mix of traditional crops, determined through long years of practice (and famine) to best suit the local climate and soils. Only steps [2], [5], and [6] are done every year, unless changes are made to the crop mix or acres.

[1] Crops: Roll 10 times on the Crop Data Table and record the generated crops. Each roll represents 10% of the traditional crop mix. Hence, if Barley is generated three times, the crop mix is 30% Barley.

[2] Yield: The average yield per acre is given on the Crop Data Table. Multiply this yield by Land Quality (LQ), Fief Index (FI), Weather Index (WI), and Reeve Index. Record this number under Yield.

[3] Acres: Determine acres planted with each crop. If total Crop Acres is 500, each 10% crop mix is 50 acres, hence 30% Barley is 150 acres.

[4] Labor: Crops have different planting, tending, and harvesting needs. Labor per acre is given for each crop. The labor needed for 150 acres of Barley is 150 × 6 = 900 days.

[5] Kind: Harvest value equals Acres × Yield.

[6] Totals: Determine the totals for Labor and Kind and transfer the sums to Crops (line 2) on the Manor Budget.

REEVE INDEX & HARDINESS (HR)

Crop yields must be adjusted for Reeve Skill and crop Hardiness. For each crop, make a skill roll against the Reeve ML, modified by Hardiness Rating (HR). For example, with Reeve ML80, Wheat EML is ML80 – HR20 = EML60, and Rye EML is ML80 + HR10 = EML90. An index for each crop is determined by the success roll against crop EML.

CS: 1.10 MS: 1.00 MF: 0.95 CF: 0.90

CHANGING THE CROP MIX

Hârnic peasants are conservative; the crops they grow have been long established by years of local custom and experience. Any change to the traditional crops may lead to famine or disease. Even changes that apply only to the lord's demesne will be stoutly resisted because peasants know who will ultimately pay should the lord's crop fail. Arbitrarily changing the crop mix may result in disobedience, sabotage, and perhaps rioting.

To alter the traditional crop mix, the lord must persuade the Reeve to accept the change. This is best resolved as a contest of the Lord's Rhetoric versus the Reeve's ML. The lord must generate a higher success level to "persuade the Reeve" to change the crop mix by one tenth, such as from Barley 30% & Wheat 20% to Barley 20% & Wheat 30%. The lord can make up to three attempts to change the crop mix each year, but only one change (the first successful attempt) is allowed. Adding a new crop not already in the mix, requires the lord to spend roughly 12d/Acre for seed.

SIDEBARS

CROP DATA TABLE

CROP DATA TABLE 1d100 Crop HR Labor Yield 01–10 Rye +10 5 45d 11–25 Barley +20 6 48d 26–40 Oats +15 5 42d 41–65 Hay +20 5 40d 66–75 Vegetables +0 8 80d 76–80 Flax –10 6 66d 81–85 Wheat –20 6 72d 86–00 Fruit –30 7 90d

Hardiness Rating (HR)

Some crops are hardy while others are more vulnerable to weather and crop blight. Each crop has a Hardiness Rating (HR).

The following regional modifications apply:

–10 Orbaal, Azadmere, Peran –05 Tharda +0 Kaldor, Rethem, Chybisa +05 Kanday, Evael, Melderyn (mainland) +10 Melderyn (island)

For example, wheat grown in Orbaal is –30.

Rye is a hardy winter grain, planted in fall for harvesting in summer. It will grow almost anywhere and is good for bread.

Barley is a hardy late-summer crop. It is nutritious in soups and pottage and is used extensively to produce malt for ale. Oats are a hardy crop, high in protein, essential for oxen and horses, and used in oatmeal pottages and stuffings.

Hay is sweet grass that is dried and stored as winter fodder. Several varieties of grass are used and they are rotated to avoid exhausting the soil. Hay is harvested in early summer, before the grain harvest.

Vegetables, including beans, peas, cabbages, and onions, are grown in large quantities. Beans and peas are particularly useful, as they are high in protein, dry well for storage, and aid the soil by adding nitrogen depleted by other crops.

Flax is a cash crop used for linen, canvas, and cordage. It is a grass with strong fibers up to three feet in length before spinning. Flax grows fast and is harvested in early summer. It is, however, easily damaged by late frost or heavy rains.

Wheat is not particularly hardy, especially in northern climes, but is nutritious and a favorite among breadmakers. Wheat flour fetches a high price in cities and towns.

Fruit includes apples, pears, plums, cherries, berries, grapes, etc. Citrus fruits cannot be grown on Hârn.


 LIVESTOCK

Players may expand the data line for Pasture in the Manor Budget to record specific data on livestock. Generic pasture acres now become oxen, goats, and sheep, which adds color and strategic options to fiefholding.

GENERATING LIVESTOCK

The following seven steps populate the fief with livestock. Only steps [2], [6], and [7] are done every year, unless changes are made to Livestock or Pasture acres.

[1] Livestock: Roll eight times on the Livestock Data Table. Each roll generates a species and represents 10% of Pasture Acres. A player's eight rolls might generate Cows (10%), Goats (20%), Sheep (30%), and Hogs (20%). Oxen are automatically 20%.

[2] Yield: The average yield per animal is given on the Livestock Data Table. Multiply this yield by Land Quality (LQ), Fief Index (FI), Weather Index (WI), and Herder Index (below). Record this number under Yield.

[3] Acres: Determine pasture acres allocated to each species. If pasture is 200 acres, Oxen (20%) get 40 acres, Cows (10%) get 20 acres, Goats (20%) get 40 acres, Sheep (30%) get 60 acres, and Swine (20%) get 40 acres. Totals are 100% and 200 acres.

[4] Head: Determine number of animals as Acres × Graze. Hence, 20 acres support 10 Cows, while 40 acres support 80 Goats.

[5] Labor: Head × Days. 80 goats require 80 × 5 = 400 days.

[6] Kind: Head × Yield. Assuming a yield of 48d, 80 goats produce 80 × 48d = 3,840d.

[7] Totals: Total the columns for Acres, Labor, and Kind and transfer to the Pasture line on the Manor Budget.

HERDER SKILL & HARDINESS (HR)

Animal yields must be adjusted for Herder Skill and species Hardiness. For each species, make a skill roll against the Herder ML, modified by Hardiness Rating (HR). For example, with Herder ML80, Goat EML is ML80 + HR10 = EML90, and Sheep EML is ML80 – HR10 = EML70. An index for each species is determined by the success roll against species EML.

CS: 1.10 MS: 1.00 MF: 0.95 CF: 0.90

SUMMER & WINTER LIVESTOCK

The animals recorded under Head represent the summer herds that exist from spring birth to fall slaughter. If the size of the smaller winter herd is desired, divide the summer herd by the following factors: Oxen 1.00, Cows 2.00, Goats 3.00, Sheep 2.50, and Swine 10.00. Hence, 150 sheep have a winter herd of 60.

Kind represents milk, wool, hides, and meat produced by the summer herd. Extra revenue can be gained from slaughtering some or all of the winter herd, but this reduces the herd size for the next year. Similarly, additional animals can be kept alive over the winter to increase a herd, but this reduces Kind yield for the current year. These options require adjustment to herd size and current yields at GM discretion.

SIDEBARS

LIVESTOCK DATA TABLE

LIVESTOCK DATA TABLE Roll Animal Graze HR Days Yield • Oxen ½ +0 17 130d 01–10 Cows ½ –5 20 188d 11–40 Goats 2 +10 5 40d 41–80 Sheep 3 –10 3 33d 81–00 Swine 10 +5 2 15d – Horses 1 +5 4 •

Graze: Animals fed per acre of pasture. HR: Hardiness Rating Days: Annual mandays to tend per animal. Yield: Average yield per animal

A

Oxen are castrated bulls, trained to haul plows, wagons, sleds, etc. They have a lot of meat but are rarely seen in the cooking pot. Traditionally, one ox can work one yard (30 acres) per year. However, oxen work only in pairs and two to four pairs are required to pull a plow depending on soil compaction. Oxen are budgeted for by devoting 20% of pasture acres to them.

Cows are kept mainly to birth oxen; breeding requires one bull per 20 cows. Each cow births one calf in early spring and then provides about one gallon of milk per day for six months.

Goats are bred mainly to produce milk. After birthing two kids in mid-spring, nannies give one quart daily for six months. Goats are hardy and can live almost anywhere humans can.

Sheep are bred annually to produce wool, lambs, milk, and parchment. Each ewe births one to two lambs and gives one pint of milk daily for six months. Adults also give 2–4 pounds of wool in the early summer. Sheep thrive in almost any kind of terrain, but are disease-prone and favored as snacks by wolves and gargun.

Swine require minimal pasture because they can be fed dairy waste such as whey and can graze on acorns, ferns, and leaf-fall of woodland, their natural habitat. They are prolific breeders; sows birth an average of five young twice per year, and they mature quickly to be slaughtered for hams, bacon, lard, etc.

Horses are not generated because they are raised primarily for warfare and riding. Their considerable expense is part of the lord's Household Budget. See Manor 22. Nomad cultures of Lythia eat horseflesh and drink mare's milk.


 TOPOGRAPHY

Not all manors are located in fertile river valleys. Some exist in highland areas, some along the coast, some near the forested edges of civilization. To allow for these differences, manors can be classified as Lowland, Highland, Forest, or Coastal. Each type has a unique mix of food production. The type depends on location at GM discretion. Mixed types such as Highland/Forest or Lowland/Coastal may also be handled by extrapolating the data.

[1] Lowland

Lowland regions have deep, rich topsoil and ample water but are prone to flooding. Manors in such regions favor a balanced mix of crops and pasture and are highly productive. Lowland manors tend to be clustered in areas of early settlement and are the prized holdings of older noble clans.

[2] Highland

Highland manors are found in river valleys of hilly country or in the foothills of mountains. Such territory often marks the limit of civilized lands and the start of tribal or gargun ranges. Highland favors pasture and, if warm enough with southern exposure, orchards and vineyards.

[3] Coastal

Coastal manors lie by the sea or upstream on a tidal river estuary. They often have poorer quality land due to salt spray and wind erosion of topsoil but compensate with wealth from the sea. Manors located on a large inland water like Lake Benath or Lake Arain can also be classified as "coastal." Most fishing is done from dories although some wealthier tenants and the lord often own larger boats crewed by poorer tenants. A tenant official called a Fish Warden may exist to collect fees and ensure that no one is fishing illicitly.

There is a 50% chance that each tenant (except Craftsman) is also a fisherman. The lord charges an annual license fee of 24d to all fishing tenants and takes a share of their catch that is typically one fish in five. Although difficult to assess, it can be assumed that those with less land have more time to fish. Assume the tenant catches (40–Acres) × 2d6 pence of fish. The lord gets 20% of this amount.

[4] Forest

Forest manors are rich sources of furs, timber, and tribal goods. They exist on frontiers of civilized lands, especially in Orbaal. Lords of such manors tend to be youngbloods, skilled in arms and hunting. This is just as well since these outposts of civilization are commonly raided by gargun and tribesmen. The job of the forest woodward can be especially dangerous, and shepherds and swineherds can be confronted by large predators at any time.

Forest manors are similar to coastal manors, except tenant trappers are substituted for fishermen. They pay similar license fees and a one-quarter share of the pelts. Trapping in the lord's woods, if allowed, justifies a half share. Circumventing the lord's share increases the risk of already risky work. The lord protects his tenants, not his competitors, and accidents happen.

SIDEBARS

TOPOGRAPHY Table

TOPOGRAPHY Class Woods Crops Pasture Lowland 10% 45% 45% Highland 20% 30% 50% Coastal 10% 40% 50% Forest 50% 25% 25%

Randomize: subtract 5 and add 1d10.

Wealth from the Sea

Fish is an important dietary staple. Manorial lords have the right to exploit inland and inshore fisheries and to license their tenants to do the same. Peasant fishermen take cod, eel, flounder, halibut, herring, perch, pike, salmon, sturgeon, trout, and many other species. They use nets, rods and lines, spears, bows, and traps. Most of the catch is salted, pickled, dried, or smoked for future consumption. When the fishing is good, some of the catch is taken to market and sold for cash.

Coastal manors produce more than just fish. Crabs, lobsters, oysters, cockles, mussels, dulce (an edible seaweed), shorebirds and their eggs, and salt are also harvested from the sea.

Seals and sea otters are hunted for their pelts in Orbaalese waters. Whaling is a lucrative but dangerous occupation. A whale is herded into shallow water, where it is killed with harpoons and axes. One whale can produce several tons of meat, 4000 gallons of whale oil (an excellent and smokeless lamp oil), and 1500 pounds of flexible baleen, which is used to stiffen expensive clothing.

Wealth from the Forest

Forest manors can generate significant income from pelts gathered by trappers. In general, the lord can sell his share of pelts to a mercantyler for 50% of their retail price. Some enterprising lords encourage local tribesmen to trade furs for civilized goods and often get pelts for the equivalent of 10% of retail price.

Note: Furs sold in Azeryan and other places deep within the Venarian Sea have a significantly higher value than the Hârnic retail price. Getting them there, of course, is not easy, but see our publication Pilots' Almanac.


  • A
    • A

Glossary

Note: ADD seperate pages for Glossary

Note: Cross reference with other Glossaries, Hârndex, etc.

Note: ADD Category/Type to each entry, such as Tax, Fine, Title, Measure, Crime, Item, Action, etc. MAKE into a table, with Name :: CATEGORY :: TYPE :: DESCRIPTION and so on.


  • 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 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


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


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.


A

  • A
    • A


SIDEBARS

A Table

  • A
    • A

Tenant Fate

  • Manor 38


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


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.


SIDEBARS

A Table

  • A
    • A

Manors of Hârn (examples)

  • Manor 39-78 (page43-82)

Note: ADD seperate pages for example, so they can be linked to kingdom and in full details ready to be expanded as required.


Note: TEMPLATE examples of what will become STANDARD TEMPLATES for each MANOR/SETTLEMENT pages.


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 PARTS
AVONEL MANOR BUDGET
Tenant Occupation HD

Size

ML Acres Labor

Days

Kind Notes
# Occupation Name Serf Free Rent Fees


AVONEL MANOR BUDGET CONSTRUCTING TABLE
GENERAL DATA TABLE PARTS
GENERAL DATA
Topography: Coastal
Gross Acres 2,130 - Woods Acres 370
= Cleared Acres 1,760
− Tenant Acres 786
= Demesne Acres 974
Labor Pool 21500
Labor Obligation 1268
Land Quality 1.03
Fief Index 0.8
Trade Index 0.9
LORD’S HOUSEHOLD TABLE PARTS
LORD’S HOUSEHOLD
Tenant Occupation HD

Size

ML Acres Labor

Days

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


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
MANOR BUDGET TABLE PARTS
MANOR BUDGET
Tenant Occupation HD

Size

ML Acres Labor

Days

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


MANOR BUDGET
WEATHER INDEX: ACRES LABOR KIND
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 Maint. − 1,760 1,690 3,379
9 Assart + 7 210 840
10 Fief Income = = 17,090 90,131
11 Demesne Income (55%) 49572
12 Tenant Rents & Fees + 6479
13 Glebe Revenue + 3640
14 Taxes & Tolls (including “extra defense aid”) 4766
15 Amercements 516
16 Feudal Income 0
17 TOTAL INCOME 64793
18 Household 9100
19 Feudal Payments (£50) 12000
20 Tithe (Temple of Agrik, Ithiko) 6497
21 Labor Hired 6524
22 Political Expenses 2130
23 TOTAL EXPENSES = 36251
24 PRIVY PURSE = 28722
CROPS TABLE PARTS
CROPS
Tenant Occupation HD

Size

ML Acres Labor

Days

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


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 TABLE PARTS
LIVESTOCK
Tenant Occupation HD

Size

ML Acres Labor

Days

Kind Notes
# Occupation Name Serf Free Rent Fees
TOTALS # # # # # #
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
GENERAL DATA
LORD’S HOUSEHOLD
MANOR BUDGET
FIEF BUDGET
LORD’S BUDGET
CROPS
LIVESTOCK

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
AVONEL MANOR CENSUS
Tenant Occupation HD

Size

ML Acres Labor

Days

Kind Notes
# Occupation Name Serf Free Rent Fees
1 Fisherman 5 94 5 0 20 60 35 Fees include 24d License
2 Fisherman 5 91 3 0 12 60 33 Fees include 24d License
3 Fisherman 4 86 4 0 16 60 34 Fees include 24d License
4 Woodcrafter 8 89 0 10 0 120 136 Fees include 120d License
5 Fisherman 3 72 3 0 12 60 33 Fees include 24d License
6 Fisherman 6 49 4 0 16 60 34 Fees include 24d License
7 Fisherman 6 66 2 0 8 60 32 Fees include 24d License
8 Fisherman 4 68 3 0 12 60 33 Fees include 24d License
9 Fisherman 5 62 3 0 12 60 33 Fees include 24d License
10 Fisherman 2 46 2 0 8 60 32 Fees include 24d License
11 Fisherman 4 57 1 0 4 60 31 Fees include 24d License
12 Cottar 6 69 1 0 4 60 7
13 Half-Villein 5 68 17 0 68 60 23
14 Salter 7 72 0 11 0 126 137 Fees include 120d License
15 Cottar 3 63 1 0 4 60 7
16 Half-Villein 3 68 12 0 48 60 18
17 Half-Villein 6 72 17 0 68 60 23
18 Villein 6 64 27 0 108 60 33
19 Cottar 2 66 4 0 16 60 10
20 Innkeeper 3 65 0 24 0 204 246 Fees include 216d License
21 Villein 6 91 28 0 112 60 34
22 Cottar 3 72 4 0 16 60 10
23 Half-Villein 4 76 17 0 68 60 23
24 Metalsmith 3 77 0 9 0 114 159 Fees include 144d License
25 Miller 4 75 0 27 0 222 273 Fees include 240d License
26 Yeoman LF 6 68 0 15 0 60 21
27 Villein/Herdsman 4 72 36 0 0 60 42
28 Half-Villein 5 63 12 0 48 60 18
29 Villein 4 68 27 0 108 60 33
30 Yeoman LF/Beadle 3 58 0 17 0 60 23
31 Villein 6 82 29 0 116 60 35
32 Villein 2 74 27 0 108 60 33
33 Cleric of Agrik 1 86 0 57 0 0 0
34 Villein 5 77 28 0 112 60 34
35 Freehold Farmer 13 83 0 115 0 750 121
36 Villein/Reeve 4 63 26 0 0 60 32
37 Villein 7 70 23 0 92 60 29
38 Half-Villein 5 66 13 0 52 60 19
39 Hideworker 3 97 0 53 0 378 203 Fees include 144d License
40 Yeoman LF 10 72 0 12 0 60 18
41 Villein/Woodward 2 79 27 0 0 60 33
42 Timberwright 10 64 0 20 0 180 242 Includes 216d License
43 Cleric of Peoni 1 81 0 10 0 0 0
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.

AVONEL Occupation Tally TABLE
AVONEL MANOR CENSUS Occupation Tally
Tenant Occupation HD

Size

ML Acres Labor

Days

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


AVONEL Occupation Tally List

Cleric of Agrik x 1 Cleric of Peoni x 1 Cottar x 4 Fisherman x 10 Freehold Farmer x 1 Half-Villein x 6 Hideworker x 1 Innkeeper x 1 Metalsmith x 1 Miller x 1 Salter x 1 Timberwright x 1 Villein x 7 Villein/Herdsman x 1 Villein/Reeve x 1 Villein/Woodward x Woodcrafter x 1 Yeoman LF x 2 Yeoman LF/Beadle x 1

GM MAP Name

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

  • A
    • A

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

  • A
    • A

IMAGE:


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

  • A
    • A

IMAGE:


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

  • A
    • 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

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

GM MAP Name

PLAYER MAP Name

  • A
    • A

IMAGE:

Manor Budget Form

  • Manor 83


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

  • A
    • A

Manor Census Form

  • Manor 84


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

  • A
    • A

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.


  • A
    • A

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.

  • A
    • A


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.


A

  • A
    • A


A

  • A
    • A

A

  • A
    • A


A

  • A
    • A


Notes

  • A
    • A