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Saturday, October 31, 2020

Halloween 2020

The damn scariest RPG illustration I've ever come across.  Les Edwards "Groglin Vampire" Plate VI in Sandy Peterson's Call of Cthulhu 3rd Edition.
i think it may be the Uncanny Valley effect, the appearance is so close to human, but subtly not at first glance.  Then a closer look makes it really creepy.

Anyway, working on a CoC adventure to run when I get out of lockdown.  Covid is but a household away.  Watching my older granddaughter while her mother's family deals with a case.  No worries, few to no correlated co-morbidities, and a better understanding of statistics  and the actual infection pattern than the average reporter.

Friday, October 30, 2020

Cross System Conversions

     I like mixing and matching between multiple systems, genres and milieus, as my various random encounter tables will show.  One of the things I have somewhere is a sheet of paper detailing my cross system AC conversions.  But I can't find it so I'm going to rebuild it with a little help.

     My basic approach for conversions has been to use armor description as the starting point, if you know what chainmail is in AD&D and Runequest, then you can figure out the rest of the armor classes from there.  And since monsters are rated on the same scale as humans (at least for all the systems I can think of); the process is to look at the table I just derived and assign the appropriate AC.

    THAC0, %to hit, attack roll - whatever you want to call is more subjective for me.  Usually, I'll look for a comparable monster in the system I'm converting to and peg the attack roll to the comparable.   Take for example, the 'Great Kommata', a gigantic Martian flying beast from Space 1889: it has two attacks Talons and Drop (rocks).  Comparable is a Roc from AD&D, two 3-18 attacks at 18HD.  Add in a rock attack like a stone giant throwing, but can only hit one character.  Presto, all I need to run a combat encounter with one.

     Converting to Chivalry & Sorcery is a bit different, as I all have to do is select the appropriately sized attack form, say 'MLB' or Monster Large Bite and it gives me the attack rolls against every armor class.  

     Magic is either a spell for spell translation to the target system or I need to define the effect in the target system.  For example, "Crumble Wall" in Warhammer FRP is  similar effects to "Transmute Rock to Mud", the stone dissolves into sand instead of collapsing into mud.  The description is different, but the effect and therefore the level is really the same. 

    This shouldn't be a surprise to the grognards, system conversion has been around since at least the AD&D DMG, right there starting on page 113 where they give conversions for Boot Hill and Gamma World to AD&D (The text mentions both Metamorphosis Alpha and Gamma World, even though Jame Ward wrote both, they use different armor scales).

   What I didn't realize until I was looking the the C&S Saurians book, which I was sure I'd reviewed last year, but haven't, is this little gem.


     Look at that conversion from D&D and Runequest to C&S.  Of course, the Runequest conversion is handwaving the difference between bronze and iron armor in RQ (iron is 1.5x as strong); so I'd take it with a grain of salt.  Still it's a good reason to rebuild my AC conversion table that I've misplaced.

 

Description   From AD&D  C&S ACKS WFRP MA GWRQ
Banded Plate ACKS, C&S, AD&D 4 4 5 1 4 4 5
Brigantine / Brigandine C&S, RQ7 3 3 1 5 7 5
Chain Mail ACKS, AD&D 5 5 4 1 4 6 5
Chain Mail Hauberk C&S 4 7 5 1 4 5 5
Chain Mail Shirt C&S, WFRP, RQ 5 5 4 1 4 6 5
Chain Mail Shirt & Plate Cuirass C&S 2 9 6 1 3 6 5
Cuirbolli RQ 8 2 2 0/1 7 8 3
Cured Hide MA, GW 7 3 3 0/1 5 6 3
Duralloy Shield MA +4 +4 +4 +1 1 +4 16
Energized Armor GW -4 15 14 3 -6 2 14
Full Carapace MA, GW 5 5 4 1 3 4 5
Full Plate C&S 1 10 7 1 2 4 6
Furs or SkinsGW 8 1 1 0/1 7 8 2
Hardened Leather Cuirass C&S 8 1 2 0/1 7 8 2
Heavy Furs or Skins MA 8 1 1 0/1 7 8 2
Heavy Scale Armor RQ 6 4 3 1 5 7 5
Heavy Shield C&S +1 +2 +1 +1 6 +1 12
Hide & Fur ArmorACKS8 1 1 0/1 7 8 2
Inertial Armor GW -4 15 14 3 -6 2 14
Lamellar Armor ACKS 4 4 5 1 4 4 5
Leather Armor ACKS, AD&D 8 1 2 0/1 7 8 2
Leather Jack/ Jerkin WFRP 8 1 2 0/1 7 8 2
Light Scale Armor RQ 6 4 3 1 5 7 4
Light Shield C&S +1 +1 +1 +1 6 +1 8
Linen Armor RQ 8 1 2 0/1 7 8 2
Mail Coat & Hose C&S, WFRP 4 7 5 1 4 5 5
None AD&D 10 0 0 0 8 10 0
Padded Armor AD&D 8 1 2 0/1 7 8 2
Partial Carapace MA, GW 7 3 3 1 6 6 5
Piece Metal Armor GW 5 5 4 1 3 4 6
Plant Fiber Armor MA, GW 7 3 3 0/1 5 6 4
Plastic Armor GW 0 11 9 3 -2 3 10
Plate Armor ACKS, AD&D, RQ 2 9 6 1 2 3 6
Plate Cuirass C&S, WFRP 3 6 5 1 4 5 6
Power Scout Armor GW -4 15 14 3 -6 2 14
Powered Alloy Armor GW -4 15 14 3 -6 2 14
Powered Assault Armor GW -8 19 18 4 -10 1 18
Powered Attack Armor GW -8 19 18 4 -10 1 18
Powered Battle Armor GW -4 15 14 3 -6 2 14
Powered Plate Armor GW 0 11 9 3 -2 3 10
Ring Mail ACKS, AD&D 7 3 3 1 5 7 4
Scale Mail ACKS, C&S, AD&D 64 3 1 5 7 4
Shield ACKS, AD&D, WFRP, GW +1 +1 +1 +1 6 +1 12
Shield of Non-metallic Substance MA +1 +1 +1 +1 6 +1 8
Soft Leather C&S, RQ9 1 1 0/1 7 9 1
Splint Armor C&S, AD&D 4 3 3 1 5 4 4
Studded Leather AD&D 7 3 3 1 6 7 5
Superior Chain Mail C&S 4 8 5 1 4 5 5
Thin Metal Armor MA 5 5 4 1 3 5 4
None AD&D 10 0 0 0 8 0 8
None AD&D 10 0 0 0 8 0 8
None AD&D 10 0 0 0 8 0 8
None AD&D 10 0 0 0 8 0 8
None AD&D 10 0 0 0 8 0 8
None AD&D 10 0 0 0 8 0 8
ACKS - Adventurer, Conqueror, King:  Ascending armor class
AD&D - Advanced Dungeons & Dragons: Descending Armor Class 
C&S - Chivalry & Sorcery: Ascending Armor Class
GW - Gamma World: Descending Armor Class
MA - Metamorphosis Alpha: Descending Armor Class, starts at 8
RQ - Runequest: Armor absorbs damage rather than setting the target to hit.  Also the armor can vary by body part, i.e. you can wear a plate cuirass and have only soft leather on you legs.  Note, I hand waved the difference the system makes between bronze and iron armor.
WFRP - Warhammer Fantasy Role Playing: Armor absorbs damage rather than setting the target to hit.  Also, the armor only protects certain body parts. Leather is rated 0/1, as it only absorbs damage from blows where the damage is <=3.  If the damage is 4 or greater, all of the damage affects the character.

Converting RQ and WFRP armor to other systems, I'll use the highest value provided. 
 

Thursday, October 22, 2020

Feudal Wilderlands: Severnais Random Encounters

   The final aid I'll develop for adventuring in the Severnais is a set of random encounter tables.  As before, I'm pulling in creatures from pretty much every game in my library to give encounters that sense of whimsy I enjoy.  


     I should also note that I have a set of Random Encounter Generation home rules that are consulted before I get to these tables.  Over the years I've moved from most of my random encounters being combat and experience point oriented to designing a system that will generate information for the players about the area.  What I have below are tables of challenges they may encounter, or they may just see evidence of and start looking over their shoulders for the monster to appear.

     Encounter areas follow natural ecosystem and movement boundaries.  Looking at the map of the Sverenais, I determined that there are four encounter areas.

     North Dearthwood  The area of the forest north of river flowing out of the Dearthwood into the Roglaroon and the tributary of the Conqueror's River as well as the Conqueror's river upstream from there.  Looking at the Wilderlands of High Fantasy booklet, there are three "Lurid Lairs" listed in the area for Wood Nypmphs, Pixies and Hippogriffs.  From that I have determined that I will use the "Fairy or Sylvan" table in AD&D and the "Elf Wood" table in Runequest when generating the appropriate encounters.  I also ended up with two encounters from Call of Cthulhu in that area, so I've decided that the entire area is subject to planar instability, where 'nexus points' to use the Empire of the Petal Throne terminology naturally appear and enable all sorts of beings to enter the Wilderlands.

     Victory Hills  Not a canonical name, but what I'm calling the hills where the Conqueror's River rises.  They extend up to the River Stillring, most of them are outside of the Severnais proper, so I can re-use them as an area when I detail the heartlands around the City State itself.

     North of Severn  and South of Severn The Severn provides a natural barrier to movement dividing the encounter areas.

     Note that I'm leaving the actual boundaries of the encounter areas rather vague.  These are all or almost all mobile creatures that can have overlapping ranges.  Also, I can roll the encounter and if there's a reasonably close boundary, decide which challenge I want the party to encounter. 

About half the challenge encounters are from AD&D and I expect are familiar to most readers, the source of others are indicated below.

Roll North Dearthwood Victory Hills North of Severn South of Severn
1 Elf War Party (RQ) Humanoid #4 (MA) Centisteed (GW) Snake Python
2 Chimera    NPC Party    Halfling Changer (MA)
3 Al'mi-raj (FF) Giant Skunk Orc Ankheg
4 Wood Nymphs
Lair Hex 2818 (5)
Apparition (FF) Gnome Wild Dogs
Lair Hex 3515 (18)
5 Star Spawn of Cthulhu (CoC) Sphinx (ACKS)    Wild Horses
Lair Hex 3311 (12)
Amoeba (WFRP)
6 Men, BanditWeretiger (ACKS)    Patrol Men, Merchant
7 Bearoid (MA) Giant Ant Merchants (EPT) Arn (GW)
8 Patrol Wild Boar Fire Lizards
Lair Hex 3011 (3)
Hawk (normal)
9 Cthonians (CoC) Leprechaun Yexil (GW) Buzzers (MA)
10 Needlemen (FF) Patrol Llama (Dreamlands) Rust Monster
11 Elf Chénlh (EPT) Men, Brigands Wolves
12 Sprite Stirge Kobold Cockatrice
13 Troll Giant Stag Beetle Basilisk Throgrin (ACKS)
14 Hippogriffs
Lair Hex 3318 (2)
Men, Berserker Goblin Demon, Artificer (Infernum)
15 Pineto (GW) Men, Dervish Elf Giant Centipedes
Lair Hex 3612 (10)
16 Harpy Elf Url-worm (Dreamlands) Sun Worm (WFRP)
17 Cockatrice Men, Brigand Men, Bandit Rakox (GW)
18 Pixies
Lair Hex 3017 (40)
Dark Fungus (MA) Men, Merchant Patrol
19 Su-monster Rényu (EPT) Giant Toads
Lair Hex 311 (11)
Men, Merchant
20 Giant Stag Hlýss (EPT) Small Warrior (MA)  Wolves
(ACKS) Adventurer Conqueror King,    (CoC) Call of Cthulhu,    (Dreamlands) H.P Lovecraft's Dreamlands, a CoC Supplement,    (EPT) Empire of the Petal Throne,    (FF) Fiend Folio,    (GW) Gamma World,    (Infernum) Mongoose's Infernum - Role Playing in Hell,    (MA) Metamorphosis Alpha,    (WFRP)  Warhammer Fantasy Role Playing

(#) - A number in parentheses indicates the number encountered in the lair.  All are from The WIlderlands of High Fantasy.

Creature notes:
Al'mi-raj (Fiend Folio) - Chaotic unicorn bunny

Amoeba (Warhammer FRP) - converted this one to Chivalry & Sorcery earlier

Apparition (Fiend Folio) - ethereal skeleton, can cause heart attacks

Arn (Gamma World) - a 1.3 meter bug that can be used as a riding mount by very small humanoids

Bearoid (Metamorphosis Alpha) - 12' tall golden psionic golden bear.  Uses bows and clubs.

Buzzers (Metamorphosis Alpha) - mutated bees that can blast a party with pure energy.  Enraged by psionics and magic use.

Centisteed (Gamma World) - 16 legged horse that can carry two.  Comes equipped with a force field.  No cupholders.

Change (Metamorphosis Alpha) - mutated robin with chameleon powers.  No attacks, immune to spells and psionics (too bird-brained).

Chnélh (Empire of the Petal Throne) - ape mutants.  Sharp claws and teeth.  Use spears and clubs.  Treat as cavemen, but look like Australopithecus 

Cthonian (Call of Cthulhu) - immense thing squidly worms.  Can crush with their bodies, constrict and drain blood with their tentacles.  Oh, they can cause earthquakes too. 

Dark Fungus (Metamorphosis Alpha) - psionic fungus brain.  Don't touch

Demon, Artificer (Infernum) - a squat little demon, one of the Engineers of Hell.  This one can understand and fix mechanical devices on a roll of 5+; has +3 natural armor and weeps poison tears that it uses to coat it weapons.

Elf War Party (Runequest) - 1d6 brown elves (look like deciduous trees) armed with bows and swords (bronze) .  They have a decided resemblence to the local trees, oaks, chestnuts, laurel and pine, with bark like skin, interweaving bracnhes for hair and knobby fingers like twigs.  They will be neutral or hostile to halflings and humans; friendly or neutral to 'meat elves' and down right aggressive to other races.

Hawk (normal) (Adventurer Conqueror King) - just a normal small raptor.  If a character can plausibly attract it, it can be trained to hunt small game.  Otherwise, 50% chance it attacks a wizard's familiar.

Hlýss (Empire of the Petal Throne) - six legs and a chitinous shell.  FIght with weapons and a sting, ofetn have jewels set in their shell.  Collect humans, probably for hosts for their eggs.

Humanoid #4 (Metamorphosis Alpha) - Walks on all fours, has poison claws, low intelligence.

Llama (H.P Lovecraft's Dreamlands) - all the possible monstrosities and I roll a normal llama.  Treat as a pony that climbs like a goat

Merchants (Empire of the Petal Throne) - 3 merchants, 8 guards, 23 slave bearers with merchandise.  Merchants and guards have elaborate chlen-hide armor (treat as scale mail, but less cumbersome) and weapons (have 5% chance of being broken if parried by iron/steel weapons).  They have exotic glass wear and chlen hide armor for sale - preferably will trade for iron.  The leader has an "Eye of Abominable Detestation" (treat as double strength wand of fear) and an "Eye of Incomparable Understanding" (treat as area effect Comprehend Languages spell).

Needlemen (Fiend Folio) - humanoid zombie plant.  Shoots needles at you

Patrol (Chivalry & Sorcery) - one knight, a squire and two sergeants from a local fortress.  In the Dearthwood, 75% chance that it is instead 1d4+2 Duneal foresters (treat as rangers) or elves.

Pineto (Gamma World) - ambulatory plant that can carry heavy loads.  Can be ridden, but without the proper saddle, you take damage every turn.

Rakox (Gamma World) - oxen with eight horns and a carapace.  

Rényu (Empire of the Petal Throne) - Humanoid dogs.  Can speak and use weapons, can't use magic.  Can be captured and trained, exceedingly loyal servants.  Detect secret doors like elves.

Small Warrior (Metamorphosis Alpha) - mutated ants with a mass mind that can generate a force field

Sphinx (Adventurer Conqueror King) - I called this out to remind myself to check for the differences between sphinxes in ACKS vs AD&D.  Turns out you can generate a random encounter with a sphinx in ACKS, but there is no entry in the Monster section for it.  Treat as a Criosphinx. - 

Star Spawn of Cthulhu (Call of Cthulhu) - miniature, but still gigantic copies of Great Cthulhu, 60 feet tall.  Tentacles claws to match their size.  Use magic and cause insanity.

Su-monster (AD&D) - forty years of gaming, never encountered one of these or added it to one of my adventures.  Cross between an ape and an opossum with psionic attacks.

Sun Worm (Warhammer FRP)  Shjockingly, a 6' maggot that discharges electricity.  Double damage if you're wearing metal armor. 

Throgrin (Adventurer Conqueror King) - looks like a hobgoblin, paralyzes like a ghoul, regenerates as a troll.  Nasty little buggers.

Url-worm (H.P Lovecraft's Dreamlands) - man sized worms that feed off oils secreted by the dhole.  Used by the halflings of D'haz for unspeakable practices.

Weretiger  (Adventurer Conqueror King)  - treat as AD&D weretiger, with they are naturally stealthy and have a -2 on surprise checks

Yexil (Gamma World) - big (3 meter long with 8 meter wing span) orange furred mammal.  Shoot frickin' laser beams from it's eyes.

Sunday, October 18, 2020

Feudal Wilderlands Part VII - Elves


   As I mentioned in an aside in my notes on towns, I needed to think through the role of elves and by extension other non-humans in the Wilderlands setting.  In Map 1 alone there are seven Elven settlements, five of which are ruled by men, conversely there's a single human settlement ruled by an elf.  Halflings, orcs, goblins live in settlements ruled by men; only gnolls seem to always have independent communities.  Despite Thunderhold being a Dwarven kingdom, according to the Wilderlands canon, it's actually a human settlement.

   That presents an appearance of dominant humanity, which coincides nicely with this non-canon deep history of the Wilderlands.  I was remembering this vaguely as I sat down to write, but it took going through the all canonical sources I've accumulated (originals, reprints, Rob Conley's revisions and some of the 3rd edition release)  and determining that it wasn't in them before I searched the internet and found the post again.  But none of them really give me a sense for how elven society is structured.

     Going back to the sources - Tolkien is the spring from which all of these flow.  He describes the Noldor (High Elves) in terms of nobility and kings, the Wood Elves of Mirkwood follow the same pattern.  But this isn't the same as the human patterns of settlement; he shows them in great cities like Gondolin, vast fortress caverns, Menegroth and the Caverns of Thrainduil that involuntarily hosted Bilbo on his journey; great halls like Rivendell and even isolated smithies as Eöl the Dark Elf labored in.  Except for the last, these are all communities with at least dozens if not thousands of individuals living in them.  In contrast to the human and hobbit lands where agricultural references are made in describing the scenery; elves do not appear to cultivate fields. (I searched every reference to Gondolin in the Silmarillion, and never once are fields mentioned, nor can I recall Rivendell or Lothlorien being mentioned as having fields.)  From this, and the persistent association of elves and forest, I deduce that the elvish diet is heavy on fruit and nuts, perhaps including some grains like wild rice that grow in water.   Given the longevity of elves, the thought of them tending large plantations of fruit and nut trees for centuries makes sense.  Even the mortal elves of AD&D can expect to raise several "crops" of oak trees in their life times, and dozens of plantings of fruit trees.  Nor do they appear to raise animals for food or clothing, game is probably the commonest form of meat.  The plantations of oak trees provide an attractive forage for wild pigs; fruit trees do the same for deer - providing an alternative agricultural cycle that humans would view as "natural", just as American settlers didn't realize the relationship between Native American's setting fires, the prairie and buffalo.  It still takes more land per calorie than grain and vegetables, so  they must usually live in relatively small groups, dozens to a few hundreds.  Gondolin and Vale of Tumladen must have been both extensive in size and exceptionally fertile.

     This tracks pretty well with the game systems.  AD&D has 20-200 male elves in an encounter, with 100% females and 5% children in lair.  Warhammer Fantasy Role Playing has 10d10 Wood Elves in a settlement.  (Noble elves tend to be lynched for their arrogance when travelling human lands.) ACKS has restrictions on where you can create a Fastness, but otherwise the same as humans for developing domains. when creating Elven Domains I'd reduce the size of the urban areas by considering them Agrarian with a Dispersed Settlement pattern, which would make the largest Elven city 5000-10,000 in population.  Chivalry & Sorcery doesn't really address Elvish realms, although they use human social patterns, less serfs.

     Runequest of course is non-Tolkien with elves being living, sentient plants bound at leats looslely to their forests.

     So, got a bit off track there, but it's useful to work through these elements when deciding how I'll run them in the Feudal Wilderlands.

     1.  I will not increase the size of Elven settlements the way I did with human settlements.

     2. I can describe the settlements now as being in the midst of groves of oak, chestnut and walnut with little undergrowth around the settlement.

     3. While the senior elven leader in the area is considered a 'king' and subordinates are styled 'dukes'; it's really humans trying to fit elvish concepts into a human framework.  Much like the Romans always referred to German 'kings', when chieftain or war leader was probably a more accurate description of the position.

     4.  Somewhat analogous to the Ottoman millet, Elves live in the boundaries of the feudal nation, but are not strictly of it.  They have their own leaders and laws, who judges depends on the offense, where it occurred and the social status of the offender and victim.  In other words, it can be a mess leading to grievances (multi-generational on the part of humans) depending on political influence.  Of course, if your a commoner - no one cares that the elves tattooed your face with blue and red stripes before they escorted you to their borders and told you to never return.

Previous Posts in this Series

Monday, October 12, 2020

Feudal Wilderlands VI - Notes on Towns and Villages

When I was writing the previous post, I fully intended to increase the size of the settlements and add settlements to the area.  The Wilderlands always having seemed rather sparsely populated, especially as I'm using  Chivalry & Sorcery 1e to build the Feudal Nation.  That system says a county, like Severnais, should have 1-6 towns and the minimum town size is 1500.  That's 1500 total adults, as opposed to the numbers given for fiefs in the core rules which are in fighting men, or at least for those capable of bearing arms, no matter how untrained they were.  I deduced this from the central section on Chivalric army organization, maintenance an combat that precedes the Individual Combat section.  It's easy to tell what Backhaus considered more important, it also is a reflection of the hobby's roots in tabletop war gaming - Chainmail anyone? 

     So I totaled up the population figures I had determined for each fief and came out with a rural population total of around 37,400 (The C&S Sourcebook gives population totals for each size fief, in addition to the number of men capable of bearing arms.)  I divided that number by five to get the number of families; for the divisor I used the multiplication factor ACKS uses to go from families to totals - giving me 7,480 families.  Afterwards I found a note I had forgotten on the key to the Towns table in C&S - "Population = number of adult citizens; 20% are fit for military service." (Note to self:this is interesting as it refers to citizens, not inhabitants.  Medieval and classical civilizations made bright distinctions between citizens and non-citizens, so depending on the city you could have large numbers of non-citizen inhabitants.  See for example Constantinople and it's Genoese exclave.  Maybe a topic for another post.)  Which aligns the two rules systems rather well for calculating urban populations.

     And that lead me to look at ACKS domain building rules.  By default they assume 90% of the population are rural; 37,400/0.9 = 41,555.  Rounding to the nearest 100, I'll call it 41, 600 for an urban population of 4,200.

Canonically the following villages exist in Severnais

Name              Pop     Inhabitants     Hex

Tain                  404     Men               2814

Thoth                177     Men               2711

Elf-burn            144     Elf                 3213

Limerick          150     Men                3313  

Boughrune       230     Men                3412

Adderwood      312     Elf                  3117

That's 1,417 urban inhabitants total; but based on the way I'm envisioning the Feudal Wilderlands, the elves don't count as they have their own social and political organizations that parallel and overlap with the humans.  So now we're down to 961 human urban inhabitants, for a deficit of essentially 3,200.

    I can increase the population of existing villages, none of which even one third the size of a C&S town, or create new towns, or mix and match.  Of course, I'll mix and match.

    A new town, Stanbeach, population 2000 in hex 3013 provides a port on the River Severn in the the middle of the county.  Tain, the Count's capital becomes a large town, and each of the other human settlements are about doubled in size.  Adding in the ACKS Market & Urban definitions as I may end up playing with the whole trade rules when characters dispose of loot.   I'm not touching the elvish settlements as I haven't quite thought through how I want to handle them.

Name              Pop     Inhabitants     Hex          ACKS Market           ACKS City

Stanbeach       2000     Men              3013              Class IV               Small City

Tain                 1050     Men              2814              Class IV              Large Town

Thoth                360     Men               2711             Class V                Large Village

Elf-burn           144      Elf                 3213

Limerick          330     Men                3313              Class V               Large Village  

Boughrune       410     Men                3412              Class V               Large Village

Adderwood      312     Elf                  3117



Edits: Fixed the name on the map, added new castles and keeps to map and added links to post

Sunday, October 4, 2020

Feudal Wilderlands - Fiefs: Severnais

Prologue:  This is the first installment of using Chivalry & Sorcery 1st Edition rules to create a Feudal Wilderlands social hierarchy.  The numbered subareas on the map below correspond to the individual fiefs detailed in the body of the text. 

 County of Severnais

Ruled by the Catilia family of Virdii extraction.  The coasts and banks of the estuaries cutting this demesne are high and steep, making water transport much harder than the you might expect from the map.  Small fishing and smuggling settlements exist, but no major ports.  
     The demesne follows the boundary of Roglaroon from it's beginning at the mouth of the Forest River in hex 3518, all the way through the headwaters of the River Stillring in hex 2014.  From there it turns and follows the Stillring all the way to it's mouth on the coast in hex 3110, thence along the coastal hexes to the Mouth of the Roglaroon in hex 3712, then back up the estuary to the beginning.

Along with the Count's demesne, there are one Barony and two Shell Keeps in Severnais, along with fourteen fortified manors.  Even with the grants of fief lands, about half the area is currently either belongs to towns chartered by the overlord or is unallocated land that can be granted by the Count to adventurers, with the Overlord's permission.




1. Honor of Tain 

     The major holding of the Count of Severnais.  Vibus Curius Catilia is responsible for the defense of and administering justice for offenses committed within the county.  Cadet branches of the Catila's hold a barony in Gwalion and Shell Keeps in Rorystone and Zothiem; potentially giving the Count a geographically dispersed power base, but in practice creating contention between the the Count and his peers that the Overlord fosters to prevent the nobles from combining against him.  The Count owes fealty to the Invincible Overlord.

The Castle of Tain is one of the strongest in the land, with a 90' donjon, inner and outer curtain walls 50 feet high and two moats. (Chivalry & Sorcery Class V Large Castle) .  It is home to 19 knights, besides the Count, their squires, no less than 80 sergeants and 200 men, plus mercenaries.

The demesne supports 334 yeomen families, one quarter of whom owe petite sergeantry to the Count, as well as 800 peasants capable of of being levied for military service.  The total population is over 7000.

2. Barony of Seveleville

     Gamelet Bourcier, Baron Seveleville is a brother-in-law of the Count of Gwalion.  His lands and those of his five feudal subordinates lie along the River Stillring and the mouth of the Severn.  The Baron owes fealty to the Count of Severnais, but is politically aligned with his brother-in-law.

     The castle of Seveleville is modest (Chivalry & Sorcery Class I Castle (Exterior)), with a 55 foot high keep and 35 foot high walls enclosed in a a single moat 20 foot wide.  It supports 6 kinghts, besides the Baron, their squires, 25 sergeants and 50 men at arms, plus a few mercenaries.  

     The demesne supports 136 yeomen families, one third of whom owe petite sergeantry to the Baron, as well as 300 peasants capable of of being levied for military service.  The total population is over 2500.

2.1 Chateau d'Barbelinges 

     The holding passed into the hands of the powerful Vespilla family via marriage only a few generations after it was established.  Allectius Vespilla, Chevalier d'Barbelinges is known for being overly friendly to travelers and is not in good standing with his peers or more degenerate family members because of it.  The Chevalier owes fealty to the Baron Seveleville, there is no indication that he is interested in the politics pursued by his more powerful cousins..

     The Chateau d'Barbelinges is an typical  manor house (Chivalry & Sorcery Small Fortified Manor House (Exterior)), one of the most common fortifications in the land.  A three story building with a gabled roof, surrounded by a 20 foot high ring wall, with 50 foot towers to connect and reinforce the wall and the manor at the corners.  The Chevalier, his two attendant knights and their squires, 10 sergeants and twenty five men at arms provide the garrison.

         The demesne supports 46 yeomen families, one third of whom owe petite sergeantry to the Chevalier, as well as 125 peasants capable of of being levied for military service.  The total population is over 1500.

2.2 Manor of Greycock 

     Opiter Laternus married the only daughter of the former Lord Greycock and was given wardship of his minor nephew, whose other relatives all pray survives to his majority.  The Lord owes fealty to the Baron Seveleville and is politically dependent upon him, as the wardship is revocable.

         The Manor of Greycock is an typical  manor house (Chivalry & Sorcery Small Fortified Manor House (Exterior)), one of the most common fortifications in the land.  A three story building with a gabled roof, surrounded by a 25 foot high ring wall, with 45 foot towers to connect and reinforce the wall and the manor at the corners.  The Lord, his two attendant knights and their squires, 10 sergeants and twenty five men at arms provide the garrison.

         The demesne supports 46 yeomen families, one third of whom owe petite sergeantry to Greycock, as well as 125 peasants capable of of being levied for military service.  The total population is over 1500.

(Note: I used the JG Village Book 1 random tables to generate the English place names, so snicker away about the combinations that show up.)

2.3 Akheimborg 

     Bjornar Maximian-Eskill, Ridder of Akhiemborg rules a demesne caught between a Tharbian feudal society and Skandik clansmen.  The family claims relationship with the powerful Maximian's by marriage.  Most of the Maximian's view the relationship as the result of a forced abduction.  The Ridder owes fealty to the Baron Seveleville.

     The Keep of Akhiem is an typical  manor house (Chivalry & Sorcery Small Fortified Manor House (Exterior)), one of the most common fortifications in the land.  A three story building with a gabled roof, surrounded by a 20 foot high ring wall, with 45 foot towers to connect and reinforce the wall and the manor at the corner  s.  The Lord, his two attendant knights and their squires, 10 sergeants and twenty five men at arms provide the garrison.

         The demesne supports 46 Skandik free warrior families as well as 125 thralls capable of of being levied for military service.  The total population is over 1500.

2.4 Chateau d'Mesanges 

     Moysant Chagnon, Dame d'Mesanges was barred from her inheritance by Tharbian Law prohibiting females from inheriting property.  So she challenged her cousin to a trial by combat and won the Chateau for herself on the field of honor.  The Dame owes fealty to the Baron Seveleville, her political support for him is lukewarm as he did not back her claim initially.

     The Chateau d'Mesanges is an typical  manor house (Chivalry & Sorcery Small Fortified Manor House (Exterior)), one of the most common fortifications in the land.  A three story building with a gabled roof, surrounded by a 20 foot high ring wall, with 50 foot towers to connect and reinforce the wall and the manor at the corners.  The Dame, her two attendant knights and their squires, 10 sergeants and twenty five men at arms provide the garrison.

   The demesne supports 46 yeomen families, one third of whom owe petite sergeantry to the Dame, as well as 125 peasants capable of of being levied for military service.  The total population is over 1500.

2.5 Manor of Livedile (Chivalry & Sorcery Small Fortified Manor House (Exterior))

      Swithin Bredham, Lord Livedile, has fallen on hard times, rumor has it that he is being blackmailed by Squeaky Werter.  Whatever the issue, taxes and assessments are high and the demesne seems to live on the edge of starvation, no matter how good the harvest.  Despite this, Lord Livedile never entertains and wears patched and faded robes. The Lord owes fealty to Baron Seveleville, and money to everyone else.  

         The Manor of Livedile is an typical  manor house (Chivalry & Sorcery Small Fortified Manor House (Exterior)), one of the most common fortifications in the land.  A three story building with a gabled roof, surrounded by a 25 foot high ring wall, with 45 foot towers to connect and reinforce the wall and the manor at the corners.  The Lord, his two attendant knights and their squires, 10 sergeants and twenty five men at arms provide the garrison.

         The demesne supports 46 yeomen families, one third of whom owe petite sergeantry to Livedile, as well as 125 peasants capable of of being levied for military service.  The total population is over 1500.

3. Santeetlah 

     Gaius Nigidius Hadriana, Dominus of the Latifundium of Santeetlah is the head of an old, but rather small and unimportant Virdii family.  The estate itself is named for an old Orichalan holy site, now lost beneath the fields.   Hadriana owes fealty to the Count of Severnais, who he considers the descendant of a family of upstarts.

     The main house of Santeetlah is one of the smallest fortifications (Chivalry & Sorcery Small Fortified Manor House (Interior)), in the area of the City State of the Invincible Overlord.  A two story building with a gabled roof, surrounded by a 18 foot high ring wall, with 30 foot towers to connect and reinforce the wall and the manor at the corners.  The Dominus and his squire, 3 sergeants and only ten men at arms provide the garrison.

    The demesne supports 14 yeomen families, one third of whom owe petite sergeantry to Santeetlah, as well as 50 peasants capable of of being levied for military service.  The total population is only 300.

4. Maureil Donjon

     Colart Gueguen is the Guardien d'Maureil.  As such he is a scion of a noble family, appointed by the Count and confirmed by the Overlord in possession of an important fortification and it's dependencies.  The dependent fiefs, while paying rent and owing obedience, are the hereditary possessions of their families.   The Guardien owes fealty to the Invincible Overlord, while being aligned politically with the Count of Severnais.

     Mauriel is a shell keep, almost a major fortification in it's own right., consisting of a 75 foot tower surrounded by a fifty foot tall wall.  (Chivalry & Sorcery Shell Keep (Exterior, Greater)).  It's garrison consists of the Guardien, his five attendant knights and their squires, 20 sergeants, fifty men at arms and assorted mercenaries.

         The demesne supports 132 yeomen families, one quarter of whom owe petite sergeantry to Mauriel, as well as 300 peasants capable of of being levied for military service.  The total population is over 2400.

4.1 Manor of Outwitch

      Regnier Brazier, Lord of Outwitch. is a descendant of a collateral branch of the founding family, his father inherited the manor after all closer relatives perished in the Onyx Plague.  His attempts to implement Tharbian Law for the existing Common Law customs and norms have made him very unpopular in his own home.  The Lord owes fealty to the Guardien d'Maureil.

        The Manor of Outwich is an typical  manor house (Chivalry & Sorcery Small Fortified Manor House (Exterior)), one of the most common fortifications in the land.  A three story building with a gabled roof, surrounded by a 25 foot high ring wall, with 45 foot towers to connect and reinforce the wall and the manor at the corners.  The Lord, his two attendant knights and their squires, 10 sergeants and twenty five men at arms provide the garrison.

         The demesne supports 46 yeomen families, one third of whom owe petite sergeantry to Outwitch, as well as 125 peasants capable of of being levied for military service.  The total population is over 1500.

4.2 Scallabis 

     Gnaius Nasia. Dominus of Latifunium Scallabis, is the descendant of one of the original Virdii colonial families.  He lost his right ear fighting a werewolf in the Dearthwood when he was younger.  He's totally not a lycanthrope himself, ask anyone on the estate.  Nasia owes fealty to the Guardien d'Maureil.

     Scallabis is an typical  manor house (Chivalry & Sorcery Small Fortified Manor House (Exterior)), one of the most common fortifications in the land.  A three story building with a gabled roof, surrounded by a 22 foot high ring wall, with 35 foot towers to connect and reinforce the wall and the manor at the corners.  The Dominus, his two attendant knights and their squires, 10 sergeants and twenty five men at arms provide the garrison.

         The demesne supports 46 yeomen families, one third of whom owe petite sergeantry to Scallabis, as well as 125 peasants capable of of being levied for military service.  The total population is over 1500.


4.3 Chateau d'Laret 

        Dame Maio Viviana Dexippus, Dame d'Laret, came into her estate by way of her grandfather who bought Laret from the Tharbian founders.  Changing the inheritance laws to follow Viridii customs, she ascended without challenge.  The Dame owes fealty to the Guardien d'Maureil.

        Laret is an typical  manor house (Chivalry & Sorcery Small Fortified Manor House (Exterior)), one of the most common fortifications in the land.  A three story building with a gabled roof, surrounded by a 25 foot high ring wall, with 45 foot towers to connect and reinforce the wall and the manor at the corners.  The Dame, her two attendant knights and their squires, 10 sergeants and twenty five men at arms provide the garrison.

         The demesne supports 46 yeomen families, one third of whom owe petite sergeantry to Laret, as well as 125 peasants capable of of being levied for military service.  The total population is over 1500.


4.4 Gravikenborg (Chivalry & Sorcery Small Fortified Manor House (Exterior))

       Josset Thorlak-Alard, Lord Graviken, is the scion of an unusual Tharbian-Skandik alliance.  His father sought out a Skandik chieftain with a marriageable daughter to make the alliance.  Generally, Tharbian daughters are wed to Skandik chiefs to buy off the raiders.  The current lord has renamed the estate to reflect his inheritance. The Lord owes fealty to the Guardien d'Maureil.

        Gravikenborg is an typical  manor house (Chivalry & Sorcery Small Fortified Manor House (Exterior)), one of the most common fortifications in the land.  A three story building with a gabled roof, surrounded by a 25 foot high ring wall, with 45 foot towers to connect and reinforce the wall and the manor at the corners.  The Lord, his two attendant knights and their squires, 10 sergeants and twenty five men at arms provide the garrison.

         The demesne supports 46 yeomen families, one third of whom owe petite sergeantry to Graviken, as well as 125 peasants capable of of being levied for military service.  The total population is over 1500.

5. Keep of Eventringe

       The Constable of Eventringe, Octavia Veturia Orosia, is the daughter of a wealthy old Virdii family.  She was appointed constable almost ten years ago and is rumored that Eventringe may be upgraded to a hereditary barony.  The Constable owes fealty to the Invincible Overlord, while being aligned politically with the Count of Severnais.

     Eventringe is a shell keep, consisting of a 55 foot tower surrounded by a thirty five foot tall ring wall.  (Chivalry & Sorcery Shell Keep (Exterior, Lesser)).  It's garrison consists of the Constable, her four attendant knights and their squires, 15 sergeants, fifty men at arms and assorted mercenaries.

     The demesne supports 70 yeomen families, one third of whom owe petite sergeantry to Eventringe, as well as 150 peasants capable of of being levied for military service.  The total population is over 1700.

5.1 Duncurraugh

       Mariod MacKerrous, Mhuire (Lady) of Duncurraugh, is the matriarch of the Duneal foresters who live on the estate.  It functions as a normally safe base for the foresters operating on the Dearthwood.  The Lady owes fealty to the Constable of Eventringe; but her clan comes first.

       Duncurraugh is an typical  manor house (Chivalry & Sorcery Small Fortified Manor House (Exterior)), one of the most common fortifications in the land.  A three story building with a gabled roof, surrounded by a 25 foot high ring wall, with 45 foot towers to connect and reinforce the wall and the manor at the corners.  The Lady, her two attendant knights and their squires, 10 sergeants and twenty five men at arms provide the garrison.

         The demesne supports 46 yeomen families, one third of whom owe petite sergeantry to Duncurraugh, as well as 125 peasants capable of of being levied for military service.  The total population is over 1500.

5.2 Dun Forenaught

      David Beauvilliers, Thane of Dun Forenaught, rules this bulwark against the Orcs of the Purple Claw.  He supports the foresters as well as mounting his own raids into the Dearthwood.   The Thane owes fealty to the Constable of Eventringe,  but he feels that she is too complacent about the orcs and pushes for more offensive action in councils. 

       Dun Forenaught is an typical  manor house (Chivalry & Sorcery Small Fortified Manor House (Exterior)), one of the most common fortifications in the land.  A three story building with a gabled roof, surrounded by a 25 foot high ring wall, with 45 foot towers to connect and reinforce the wall and the manor at the corners.  The Lord, his two attendant knights and their squires, 10 sergeants and twenty five men at arms provide the garrison.

         The demesne supports 46 yeomen families, one third of whom owe petite sergeantry to Dun Forenaught, as well as 125 peasants capable of of being levied for military service.  The total population is over 1500.

6. Manor of Swinevert

     Tedric Osteler, Lord Swinevert controls the upper reaches of the River Stillring, but is quite vexed at recent goblin raids coming from even further upstream.  He is seeking adventurers who can investigate the goblins at Trollslore.   Swinvert owes fealty to the Count of Severnais, within the count's councils he aligns with the Baron of Seveleville..

     Swinevert Manor is a bit larger than most (Chivalry & Sorcery Small Fortified Manor House (Exterior)), manor houses in the land.  A three story building with a gabled roof topped by a tower, surrounded by a 25 foot high ring wall, with 45 foot towers to connect and reinforce the wall and the manor at the corners and surrounded by a ditch.  The Lord, his four attendant knights and their squires, 15 sergeants and forty men at arms provide the garrison, augmented by a few mercenaries.

    The demesne supports 70 yeomen families, one third of whom owe petite sergeantry to Dun Forenaught, as well as 150 peasants capable of of being levied for military service.  The total population is over 1500.

6.1 Schloss Rodorf 
     Claus Dietgard, Ritter von Rodorf, is the scion of an Altanian adventurer who was the original Osteler's companion when the land grant for Swinevert was made.  As such the families have fanatical devotion to each other, the Ritter owes fealty to the Lord of Swinevert.

    Rodorf is an typical  manor house (Chivalry & Sorcery Small Fortified Manor House (Exterior)), one of the most common fortifications in the land.  A three story building with a gabled roof, surrounded by a 25 foot high ring wall, with 45 foot towers to connect and reinforce the wall and the manor at the corners.  The Lord, his two attendant knights and their squires, 10 sergeants and twenty five men at arms provide the garrison.

    The demesne supports 46 yeomen families, one third of whom owe petite sergeantry to Rodorf, as well as 125 peasants capable of of being levied for military service.  The total population is over 1500.