After laying out the CSIO Market Area and boundaries, looking at the number of villages, castles and citadels on Map 2, I developed a strong impression that there isn't sufficient unclaimed areas to support tribes of nomads. Rob Conley, in his revision of Wilderlands, assures us that there is plenty of room to fit the nomads in. Let's see for ourselves.
|Altanis Village Market Areas|
Click for full size
The first step is to layout the Market Areas for all of the villages on Campaign Map 2. Technically, they are all Market Class VI in ACKS with a twenty five mile maximum. (That would only come into effect if the village was located on a road, which only one is, so almost all borders have been shortened using the MP costs from the previous post. ) But Antil is less than seventy inhabitants below the cut off for Market Class V, they exist in a strategic position for shipping on the Romilian Sea - and I was bored with the small areas, so I used the larger area for it.
As can be seen in the Altanis Village Market Area map there is very little area outside the Market Area (the multicolored lines and shaded areas) of some village or another. And I haven't even looked at Barony patrol areas yet.
Thinking over the image, I decided that it is unrealistic to assume that every hex in the Market
Area is under continuous occupation or observation by the villages; which would preclude or at least discourage nomads from wandering through. I decided to reduce the footprint of the villages to their immediate neighborhood, where the fields and pastures worked on a daily basis would be found. The outer areas are analogous to what Warhammer Fantasy Roleplay refers to as 'Zones of Dependency' where isolated farmsteads, mining claims and natural resources, such a salt licks are to be found. [Note: Settlement patterns in WFRP's 'Old World' setting are nothing like Wilderlands, but concept of scattered holdings around the village makes sense.] This produced the Altanis Village Neighborhood map, where the blue lines show the area surrounding each village that is under daily use.
|Altanis Village Neighborhoods|
Click to enlarge
Plenty of room for nomads now! OK, I need to add in the areas patrolled around the castles and citadels, as I don't see a feudal knight allowing a bunch of barbarians to chase a herd of mammoths through his serf's wheat fields.
Per the original Wilderlands of High Fantasy
Upon building a stronghold, player-characters must clear every four hexes (five miles each) radiating from the hex in which his stronghold is located. While clear terrain can be maintained monster free by patrols, mountains, swamps and dense wood hexes cannot be maintained clear of monsters. For this reason barons do not usually patrol these areas, prefering [sic] the more tillable clear terrain and hilly areas.
|Altanis Villages and Patrolled Areas|
Click to enlarge
In this case, I did not reduce the patrolled area by terrain costs, but I did end the patrolled areas at the terrain features listed. For the most part, as there are a couple of citadels smack in the middle of jungle hexes that would be patrolling something. In counting off the hexes from each citadel, I have come to suspect that there was some effort made in placing them, as the patrol areas for neighboring citadels usually abut or overlap by no more than a hex. Rather than laying out these overlapping areas, I chose to map the continuous areas patrolled by the citadels with it. That brings us to the red lines and shading on Altanis Villages and Patrolled Areas.
Other than the Eyestone Jungle on the east coast, there isn't much that isn't patrolled. The Lagoldurna Jungle to the east has a string of villages cutting it in half restricting the range of any nomad tribes.
So, there's no room for nomads in Altanis. Well, not if you assume a feudal society around the strongholds. In my next post, I'll cover putting the barbarians back in Barbarian Altanis along with some notes on the barbarian nations to be encountered at the players peril.