Hârn Columbia Games CG4751-E HârnManor
HârnManor is the base for all that Hârn has to built upon. Breakdown and expanding this supplement article with the original vision by Robin, shall allow for a far superior game that draws on the intrgue and draw players into a medieval world that is alive and broad in it's exploration.
Designed to be used with HarnMaster, this is a valuable resource for any Fantasy/Historical RPG that wishes to include manging and running a manor as part of the campaign.
Note: SPLIT article up like Kingdom of Kandáy COL5660 and have seperate pages for each sections.
Note: MOVE TO NEW PAGE HârnManor COL5660
Note: ADD Comparison and differances to EH3 Manor CG6003 article. This will bring back to proper costs and original concept by Robin.
Contents
- 1 Original Table
- 2 Original Coloured MultiTable
- 3 Relocate THIS Section
- 4 CG4751-E HârnManor
- 5 A
- 6 Manor Life
- 7 Village Generation
- 8 Manor Generation
- 9 Household Generation
- 10 Manor Budget
- 11 Glossary
- 12 Manor Events
- 13 Hallmoots Events
- 14 Tenant Fate
- 15 Manors of Hârn (examples)
- 16 Manor Budget Form
- 17 Manor Census Form
- 18 Back Cover
- 19 Addons: Households (add Expansion article)
- 20 Building A Manor
- 21 Nested Tables
- 22 Text Rotation
- 23 A
- 24 Notes
Original Table
| 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
| 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 Text Intro: AmasisMT-Regular 12pt
- Chapter section: Korinna-Bold 12pt
- Chapter subheading: Korinna-Bold 14pt
- Chapter sidebar Header: Korinna-Bold 10pt
- Chapter sidebar Text: AmasisMT-Regular 9pt
- Place these in layered bullets lists and add font to code, possibly even a template for each font making a wiki system for Styles (as in MS Word).
- Add a "Template:{{Infobox game}}" & "{{Primarysources}}" from HârnMaster at wikipedia.
- Add Header and foot style to each page via templates.
Note: Green = I Have, Red = Don't Have, Orange = Old Scan, Blue = Misc, Black = ALL Base (Template)
CG4751-E HârnManor
Note: ADD SIDEBARS of 33% width creating pages with a look similar to the actual Article layout. Note: ADD Background Colour (and maybe coloured border) to reflect Type of sidebar. ie. Optional as one colour, Page Supplment/sub Table, Miscellaneous/Generals Rules, etc.
Note: ADD TAGS for each PAGE #, so cross linking can be easily linked.
Note: CHANGE pagename once have base wiki structure figured out and how to best optimise these articles and their data.
Note: ADD expansions, and all other material related to Manor as links, seperate pages etc.
- 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.
A
Manor Life
- Manor 3-8
Village Generation
- Manor 9-14
Manor Generation
- Manor 15-16
Household Generation
- Manor 17-22
Manor Budget
- Manor 23-31
Glossary
- Manor 32-34
Manor Events
- Manor 35-36
Hallmoots Events
- Manor 37
Tenant Fate
- Manor 38
Manors of Hârn (examples)
Avonel
- Manor 39-48
- Avonel 1-10
Clord
- Manor 49-58
- Clord 1-10
Roganter
- Manor 59-68
- Roganter 1-10
Turenborg
- Manor 69-78
- Turenborg 1-10
Manor Budget Form
- Manor 79
Manor Census Form
- Manor 80
Back Cover
- Manor 82
Addons: Households (add Expansion article)
Note: ADD All expansions and additional source material pertaining to Manors and their function, economics, etc.
Note: CREATE seperate pages and cross sections for all the below material.
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Building A Manor
Building A Manor
Article from Thonahexus No8, by George Kelln and Joe Adams.
A short explanation of how long, it takes to build a manor.
Generating and Running a Manor With HârnManor
HârnManor
These pages will look at the process of generating a manor and its initial setup. After that we look at how to continue maintaining the manor on an annual basis, game years that is. To help in the process I developed a spreadsheet that takes you through all of the steps for both phases. At the end of each phase I will post a link to a pdf of the manor we are using as an example.
For those of you who have never used HârnManor, I hope you find this informative and peaks your interest. If you like what you see in these pages you can go to my download pages and down load the HârnManor generator spreadsheet I used with these pages.
Before I begin, you need to decide how you wish to proceed
- Option 1: Use the HârnManor rules, to do this you will need to purchase HârnManor if you do not already have it from Columbia Games
- Option 2: Use the Manor Generator spreadsheet I have developed, to do this you need to have a computer with MS Excel; if so, down load the four Manor Generators from my download site by using the link to the left - (The four Manor Generator titles are shown below)
Each step of the way I will provide two links, one for the rule set and the other for the spreadsheet, the only exception being the first phase, 'Gathering Manor Data'.
Introduction to the Manor Generation Process
To begin the process you will need to identify a manor you wish to populate from one of the kingdom modules and gather the information on households, fief index, land quality, total acres, and is it held by the lord or a bailiff. If you are building a manor that does not exist in any of the modules, then you need to generate the same information before begriming.
The phases involved in building a manor are:
- Gather manor data
- Generate you manorial village's tenants.
- I prefer to skip ahead here and populate the manorial household.
- Generate the Initial fief budget, this gives you a starting point for future manorial budgets.
- Generate the Initial lord's budget, this also gives you a starting point for future manorial budgets.
The above can be done in one of four ways, either using one of four spreadsheets or with pencil and paper.
- Basic manor generation, just the basics when looking at crop and livestock production, no specialization.
- Advanced manor generation, more specifics when looking at crop and livestock production.
- Basic abbey manor generation, just the basics when looking at crop and livestock production, no specialization. This is used when developing a Laranian or Peonian abbey. The new Kaldor and Kanday rules specify that x-number of households represent abbey residents and not peasant households.
- Advanced abbey manor generation, more specifics when looking at crop and livestock production. This is used when developing a Laranian or Peonian abbey. The new Kaldor and Kanday rules specify that x-number of households represent abbey residents and not peasant households.
Once the initial manor is developed you can continue managing the manor on an annual basis using the spreadsheets or using pencil and paper for the following areas.
- Develop events for the manor.
- Determine tenant fates.
- Develop hallmoot events for the coming year, at harvest time.
- Update manorial household, if necessary.
- Update Village Census Form, if necessary.
- Complete the fief budget for the current year, at harvest time.
- Complete the lord's budget for the current year, at harvest time.
- Update Manor Budget Form, if necessary.
Gathering Manor Data
Generating a Village
The Manorial Household
Generate Fief Budget
Generate Lord's Budget
Managing a Manor
Advanced Features
Religious Manors
- Note: See The Alienage All Things Relating to Trade, Shipping, and Commodities (© Roy Denton 2010)
- Alienage also has other sections to add, expand, such as The Land, Agriculture, etc.
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Notes
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