Saturday, October 31, 2020
Halloween 2020
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 | GW | RQ |
---|---|---|---|---|---|---|---|---|
Banded Plate | ACKS, C&S, AD&D | 4 | 4 | 5 | 1 | 4 | 4 | 5 |
Brigantine / Brigandine | C&S, RQ | 7 | 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 Skins | GW | 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 Armor | ACKS | 8 | 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 | 6 | 4 | 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, RQ | 9 | 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 |
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, Bandit | Weretiger (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 |
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.
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
Previous Posts in this Series
Sunday, October 4, 2020
Feudal Wilderlands - Fiefs: Severnais
County of Severnais
1. Honor of Tain
2. Barony of Seveleville
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
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
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
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
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.
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.