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ELCOME TO the eighth issue of Thonahexus!

This issue


W focuses on maritime adventures and campaigns. Our
contributors present a wide range of thoughts based on
their experiences starting and running campaigns with a maritime
setting. We also have a manor in Orbaal that can be used as a location
by a gamemaster. Finally, the details of building a manor are presented.
Editors: Joe Adams · thonahexus@gmail.com Lots of money but less time than you might think.
Lucas Magnusson · lucas@designverket.se It has been an exciting job pulling together the material for this
Website: www.designverket.se/thonahexus
issue. The contributors deserve a big round of applause for the imagi-
native work they created. The material ebbed and flowed over the last
few months, as fan-driven projects will, but I hope that this work will
CO
C ON
NTTE
ENNT
TSS
motivate others to contribute in the future. This fanzine depends on
The Town Cryer . . . . . . . . . . . . . . . . . . . . . . . . 2 people that are willing to create and donate their work to others.
Without that kind of dedication, we will sail quietly into the sunset.
The Ring of Halgrim . . . . . . . . . . . . . . . . . . . . 3
The next issue will come out as soon as there is enough material. I
Maritime Campaigns . . . . . . . . . . . . . . . . . . . 4 try to proof and edit articles as they come in, but I wait until there are
And then we hire a pilot… . . . . . . . . . . . . . . 6 between 20 and 30 pages before asking Lucas to layout the material.
The idea of themed issues did not seem to take off, so it is unlikely
Sins of Scenario Writers. . . . . . . . . . . . . . . . 14 that we will try that again. Just send me your ideas or articles.
Building a Manor. . . . . . . . . . . . . . . . . . . . . . 16 If you are willing to finish one of the outlines I’ve been given, let
me know. If you have old outlines scattered around your hard drive
The Horn of Skargja the Wise . . . . . . . . . . 27
that you don’t want to finish, send them in. I can’t promise to finish
Seldholm (Ambergaun) . . . . . . . . . . . . . . . . 28 them all but I’ll try to find someone who is interested in working on
them.

8
Cheers,
The Dread Editor

© 2006, N. Robin Crossby (www.kelestia.com) and Columbia Games, Inc. (www.columbiagames.com). The articles in Thonahexus are derivative works of copyrighted material published by Columbia Games Inc. and/or
N. Robin Crossby and released for free distribution and personal use with permission by N. Robin Crossby and Columbia Games, Inc. Hârn, HârnWorld, and HârnMaster are Trademarks of Columbia Games Inc. and N. Robin
Crossby. Use of these or other trademarks are not intended as a challenge to the status of said trademarks. The content of Thonahexus is not canon, unless otherwise stated.
T H E T O W N CRYER

them to the standard pirate adven- that they prefered to “go light” when
tures or the player characters could roleplaying sailing. The rules in the
find themselves being hunted as a Pilot’s Almanac are detailed, which is
powerful non-player character seeks good, but slow down play, which is not
retribution for something the pirate so good.
captain did in the distant past. The key is to strike a balance. If the
Finally, the player characters could adventure requires the party to get

∞e
be minor sons and daughters of land- from Point A to Port B, the game-
holding houses. Their prospects are master should cover this in a pre-game
few, so they go to sea to find their for- session or in a descriptive passage. If

Town
tunes. They go off to distant lands to the party is supposed to have an en-
meet interesting people and pillage counter or something is supposed to
them. happen while they are en route, use

Cryer
Instead of this campaign being the rules to emphasize the monotony
about plunder, it focuses on finding a of the crew’s daily routine before un-
place and building a life. Even the leashing the adventure on them.
original Vikings and Saxon raiders pre- Another common comment was
ferred trade and settlement to raiding. the difficulty in keeping player char-
Presenting an assortment of stray acters in one location for the duration
thoughts and random ideas for of an adventure. This phenomenon
Adventure Threads was caused by player character mobil-
those interested in a maritime
campaign. By Joe Adams. The crew is contracted to carry a cargo ity a player character group has, which
to a distant port. is good, but it makes preparing for the
● The cargo turns out to be people next gamin session nightmarish for
running from oppression and the the gamemaster.
player characters get caught up in One suggestion was to make the
Getting the Party helping them escape. player characters passengers on the
Started ● Something in one of the crates vessel. The captain (an non-player
My all time favorite is the “slaves on a gets loose in the hold and now the character played by the gamemaster)
galley” scene but the same idea works crew cannot find it. decided when the ship would leave
for pressed seamen. The idea revolves The ship anchors near a deserted is- and where it would go. A gamemaster
around the player characters, each land. While ashore filling water casks: could ensure the players’ had some in-
from a different walk of life and social ● The crew finds an abandoned set- put by offering several ships in port,
class, being bought, dragged, or blud- tlement. Searching the settlement each with different (already prepared)
geoned into servitude on a ship. After uncovers strange runes. destinations.
an introduction, the ship is wrecked in ● The crew finds a hermit. This Another technique was to use
a storm or battle and the player char- funny little man claims to know weather, the law, or ship repairs to
acters find themselves on their own. where treasure is buried. keep a vessel in port. The player char-
When I used this theme, I left the The player characters encounter an- acters would participate in the adven-
player characters with a lifeboat and other ship while underway. This other ture while the constraint was in place.
let them climb the ladder of piratical vessel might: Still another suggestion was to
success. They raided and plundered ● Be pirates and attack. strike a“Gentleman’s Agreement.” The
before signing on with a larger crew. ● Be another merchant and try to player characters agreed to declare
Then they had a few adventures on the trade. their next port of call at the end of
larger ship before leading the mutiny ● Need help (plague, no supplies). each session/adventure. This advance
to take over. ● Be abandoned. notice allowed the gamemaster to pre-
Another option is to skip the slav- pare. m
ery stuff and just start out with the
player characters as pirates. Thrown
Unsolicited Advice
out of civilized society, they have gath- A number of posts on HarnForum
ered in a sleazy run down port and all (and both participants in the Mari-
signed on to a ship. The ship can take time Campaign questionnaire) said

2 THONAHEXUS Nº 8
Adventure Seed THE RING OF HALG R I M

∞e Ring of Halgrim
Inspired by a discussion with Tuomo Aimonen on Harn Chat.
By John Daniel II

ALGRIM OF MERETHOS (now Golotha) is the sent a small chest of money and artifacts to Kaldor by way

H
� first recorded owner of the ring that now bears
his name. The ring itself is a heavy gold band,
holding an unusually large black pearl. Some say that the
of a mercantyler friendly to the temple. The mercantyler
placed the chest among a number of items being shipped
East on a small caravan.
ring originated in Azeryan and that Halgrim was just the Fate intervened yet again and the caravan was raided
last of a long line of wielders, but others believe that Hal- by barbarians somewhere between Taztos and Trobridge
grim himself created the ring using fell magics and Inn. Agents of the temple recovered the chest
necromantic arts. and some of the hard currency in 79, but
Halgrim himself is an enigma. Story- the Ring of Halgrim has not been
tellers say that he was a devout Mor- found. The temple still has agents
gathian, with access to the highest looking for the lost artifact.
levels of the church hierarchy,
but was not himself a priest.
Despite surviving temple re-
Known Powers
cords that mention his name The Ring of Halgrim has a num-
over a span of almost ninety ber of powers, none of which will
years (470 to 562) there is no function when the ring or wearer
evidence that he was an is exposed to strong sunlight.
amorvrin. His name is almost Darkness, deep shadow, thick
unknown to anyone other clouds, or being underground or
than Morgathian priests, but inside a building all allow the
it can be found by searching ring to operate at full power. In
records housed at the Manse of addition to those listed below, the
the Sanguine Saltire, the college ring may have other powers as yet
of Heralds in Golotha. undiscovered.
All mention of Halgrim stops in ● Allows use of Klyss’ Command on
562, the time of the Balshan jihad. He and up to 5 gulmorvrus at a time. (HARN RELI-
his ring are presumed to have been lost during that GION, Morgath 8.)
time period. In 696 a clam digger working the beach near ● Provides a permanent protection from the Shadow of
the Trevorman district found the ring buried in the sand. Bukrai similar to Cloak of Klyss. (HARN RELIGION,
The man did not survive long after, and the ring eventually Morgath 8.)
made its way to the temple of Morgath. ● Once per month, at the wearer’s option, the ring will
The priests studied their records to gain some knowl- provide 0 Bukrai Points per the Heart of Darkness
edge of its powers. Satisfied of its authenticity, the ring ritual. (HARN RELIGION, Morgath 8.)
was added to the temple artifacts by the Khala-bukrin. In ● Once per month, on a Morgathian holy day, the ring
78, a hidden coven located in Kaldor requested aid from can be used to Consecrate an area of up to 3 square
the temple of Golotha. After some discussion, the temple yards. (HARN RELIGION 5.) m

THONAHEXUS Nº 8 3
M A R I T I M E C AMPAIGNS 1

Maritime Campaigns
Two gamemasters’ reflections.
By Joe Adams with input from Grendel and Ratafia.

ARITIME CAMPAIGNS have unique challenges, gle. Of course the first challenge for the player characters

�M which may be why so many gamemasters want


to run them but so few actually do. Over the
last few months, a questionnaire circulated to interested
is obtaining a boat. Grendel’s players ‘borrowed’ their ship
‘Ologi’ from Jansar One Leg. Edered was a newly forged
satia mavari and Jansar was his Odivshe viran. As Jansar
gamemasters about their maritime campaigns. Two game- was in a coma at the time and the other masters of chantry
masters answered and their replies were remarkably simi- wanted something from the Edered, they were able to slip
lar. The following article combines the responses from off with the ship with a minimum of fuss. They do avoid
Grendel and Ratafia and shines some light on the fun and the seaways around Jarehm though, as they will probably
the challenges of running a maritime campaign. lose her if they place themselves within the master’s easy
reach.
Ologi is a 48' long ship – somewhere between a mer-
In Njehu’s Wake chantman and a war boat in her lines. She was launched in
Grendel’s In Njehu’s Wake campaign centers on Ivinia. The Lotenheim, where Jansar hails from. The ships gunnels,
core characters (i.e. the players and a number of key non- head, and tail are intricately carved and covered in power-
player characters) are all members of clan Sardosk from ful runes by Jansar. According to Jarenmarker tradition
Thursa in Orbaal. Although the game itself started in Jar- the mages of the Odivshe chantry of Jarehm are powerful
ehm, Jarenmark, and saw the players moved up into the rune masters from a tradition stretching back to the mas-
far north east of Ivinia almost immediately. The first three ter mariner Skivaal.
chapters in their saga took place in and around Lotenheim The campaign group has six players and typically at
and the sea of Skajek. The last two chapters have seen the least a dozen further NPC crewmen. In complex combats,
players sail up round the northern coast of Ivae and down the players will usually adopt an additional character to
past Menglana and Rogna, inevitably getting them in- manage (and they each have their favorites). They will
volved in the various conflicts boiling there. also play them when their own character is ‘under the
The characters are in exile. Grendel knew he wanted to weather’, so in a collaborative fashion the crew has devel-
play a fairly mobile game with a strong Viking theme and, oped into quite a colorful bunch.
as the players already had some experience with feudal The group has clung onto Ologi throughout their ad-
Harn, it made sense to use Orbaal as the bridge between ventures despite some desperate weather and risky pilot-
what they knew already and the pseudo-Norse culture of ing. They captured another ship off the east coast of Evo-
Ivinia. Grendel’s idea was to run an episodic game, with a lyn, a nivik called ‘The Sea Cow’, which they sold to a local
loose overarching plot to give the campaign some long- merchant family in Lotenheim.
range focus. He loved the idea of the player characters The player characters’ current voyage started at the
leaving their clan hold as striplings and returning as great ‘Isle of the Navigators’, the Odivshe chantry at Jarehm in
men after years on the sea! He began by diving into OR- Jarenmark. They sailed up through the north eastern seas
BAAL and CASTLES OF ORBAAL and hunting for potential to Lotenheim in the Sea of Skajek. Over a spring and
starter hooks. The dynastic (and potentially religious) summer of campaigning they journeyed extensively up
conflict in clan Sardosk at Thursa jumped out immedi- both coasts of the isle of Evolyn.
ately. The players had had enough run-ins with Agrikans In late summer they loaded up Ologi with northern
in his previous campaign to sink their teeth into that an- trade goods and, escorting The Sea Cow, they journeyed

4 THONAHEXUS Nº 8
MARITIME C AMPAIGN S 2

into the Sea of Itikir through Zweigen pass. Passing down aboard the vessel. The vessel, a 60' dak, was purchased by
through Skivaal’s Bight they past into the waters of Rogna the owner with part of his inheritance when they decided
and Menglana. After brushing with the conflicts brewing to leave Melderyn. Interestingly, Ratafia prefers to mini-
there they sailed on into the Sea of Ivae and the Gulf of mize the roleplaying on the boat, using the dak only as a
Shorkyne. Somewhere to the south of the island of Tavu means of travel.
Ologi was separated from The Sea Cow in a violent storm When they reach port, the player characters have vis-
which saw Ologi stranded on an unknown rocky isle, ited Thay, Cherafir, small ports (for the adventure),
which they named the Isle of the Yelgri. Shorkyne (Bodara, Sagora, Eshapel) and Chelemby (Ev-
The group finished the last saga of the campaign with anekin).
them getting embroiled in the inter clan feuding at Kola-
dis in Chelemby. They plan to pick up their story when
they reach Palithane, as the players are very keen on a
In General
change of scene and there has been much talk of the ‘flesh Because the player characters are so mobile, both Grendel
pots’ of the Venerian Sea. and Ratafia relate that their games are very exciting and
varied. If the current situation gets stale, the gamemaster
can always fast forward to the next landfall. This provides
The Oceanic Campaign the constant theme to play against the shifting back-
Taking another approach, Ratafia’s Oceanic Campaign ground as the players move from place to place.
adopts a mercantile slant. His player characters are mer- Despite their different approaches to maritime cam-
chants sailing between the eastern coast of Harn and paigns, both Grendel and Ratafia have had to create a
Shorkyne. Their motivation is trade and, although he ad- number of locations, sometimes on the fly. The scarcity of
mits to never having played the old TRAVELLER role-play- canon material in Ivinia in particular, has led Grendel to
ing game, the use of a cargo vessel going from port to port do a lot of development. The players, being highly mobile,
seems very similar. can visit any number of locations but both gamemasters
The group is led by the owner of the boat (a player agree that they enjoy the challenge.
character). The other player characters are crewmen Both gamemasters stressed the need to improvise. In
commenting on the way that mobility affected their cam-
paign planning, Ratafia said that, “You can never really
direct a group on a boat. They are freer in a boat than on a
horse. Frontiers seem to disappear with the horizon.”
Keeping the players engaged when they find a situa-
tion a little threatening can be difficult when it is very easy
for them to disengage and withdraw into the mists of the
open sea. Grendel amplified this by saying that he is some-
times forced to resort to containment strategies like bad
weather, damage to the ship, or detaining key crew mem-
bers to force the players to engage with a situation. Some-
times this works quite well, other times it can feel a bit
forced.
Another challenge that is unique to a maritime cam-
paign is the management of the vessel itself. Neither
gamemaster was very pleased with the PILOT’S ALMANAC
rules. They commented on the slow pace of the watch-
based rules and the overwhelming amount of detail. They
both discarded most of the dice rolls, preferring to get the
idea of the rhythm of sea life into the players’ heads and
then get on with roleplaying.
Despite these challenges, both Grendel and Ratafia
are happy with their choice to run a maritime campaign.
The changes of scenery and the possibility of linking plots
from various parts of Kethira together keep everyone en-
tertained. m

THONAHEXUS Nº 8 5
A N D T H E N WE HIRE A PILOT… 1

And then we hire a pilot…


Pilots, merchants and the organization of trade in south-western Harn.
By Ilkka Leskelä.

LAYERS OFTEN ASSUME that every occupation range between 0.05 % and 0.4 %. Thus numbers for the


P listed in the Occupation Generation Table
(OGT, given on Character 3 in HÂRNMASTER
) is available in every city, port, and village they visit.
rare occupations should be approached with caution, al-
ways bearing in mind the possibilities suggested by the
error margins.
Sometimes finding someone with the skill they need can In addition, the OGT lists parent occupations, in most
be an adventure unto itself. cases meaning the occupation of the father, ie. the head of
The following article discusses how the number of household. But if we take the number of adults (5+ years)
pilots in south-western Harn can be determined and how on Harn being 50–60 % of the population (as is typical of
this population affects trade. pre-modern population patterns), and bear in mind that
women play a larger role in the society than women in
medieval Europe, we end with a number of professional
Part I – Numbers adults of about 30 %. This is a markedly larger number
1. How to utilize the Occupation than the number of households, which is approximately
Generation Table? the population number divided by five. However, a sig-
The approximate number of pilots and merchants in nificant proportion of Harnic professional adults in guild
south-western Harn can be derived from the OGT. Using occupations are apprentices and journeymen, the number
the OGT for this purpose is supported by the notion (on of masters being as low as a third or fourth of the total of
Character 2), that “the table generates “authentic” results the professional adults in guild occupations.
based on the structure of medieval societies”. However, it This means that in addition to the failure margins cre-
should be noted that the results are “authentic”, not accu- ated by the OGT, we have to face failure margins created by
rate. Also, the results represent the proportions of parent the fact that we don’t know ) how many adult profession-
occupations. If we think that people in certain occupa- als there are on Harn, and 2) what is the proportion of
tions will have generally more offspring than people in apprentices, journeymen and masters to each other. If we
other professions, the OGT wouldn’t represent the profes- operate with the number of households, in the case of
sions present in the society, but the proportions of profes- guild occupations the result is the number of masters and
sionals that have offspring. However, I find this very un- journeymen with families, but again, we don’t know the
likely. I will proceed with the understanding that the OGT proportions. However, in the case of the pilots the result
generates results that describe the societies in general, not is only the number of masters and apprentices, as the Pi-
just the proportions of professionals that have offspring. lots’ Guild doesn’t have journeymen.
Further problems with the OGT are granulation and
failure margins. The table creates similar numbers of all 2. The number of pilots and merchants
the rare occupations, all of which are composed of 0. % of Bearing in mind the problems of the OGT, the error mar-
the total population. It is probable that all rare occupa- gins for the number of pilots is as much as 75 %, and for
tions are not equally rare. Thus the failure margins for all the number of merchants as much as 55 %. We might still
rare occupations are considerable. It is possible that the present an approximate estimate of the number of pilots
proportions have been rounded to 0. %, meaning that the and merchants in south-western Harn, based on the OGT
true range of the proportions of the rare occupations and the number of households.

6 THONAHEXUS Nº 8
AND THEN WE HIRE A PILOT … 2

REGION PILOTS ERROR MARGIN MERCHANTS ERROR MARGIN

Kingdom of Rethem (c. 19,640 households) 20 ±75% 118 ±55%

Kingdom of Kanday (c. 19,840 households) 20 ±75% 119 ±55%

Thardic Republic (c. 20,950 households) 21 ±75% 126 ±55%

Total (rounded): 60 ±75% 360 ±55%

As can be seen, the number of pilots in south-western number is around 45, and can be lower still, because some
Harn ranges from 5 to more than hundred. The number small vessels that don’t actually require pilots may still
of merchants is proportionally more accurate, ranging have them. Because all Harnic vessels can be used for mil-
from about 60 to about 560. But the high and low ends itary purposes with only superficial additions (wooden
are less probable, and especially in the case of the pilots castles), it is probable that in peacetime all the vessels
the low end is practically impossible, as we will see. needing a pilot perform trade missions.
In the following I will proceed using the number of The medium and large merchant vessels of south-
pilots as the number of master pilots, and the number of western Harn mainly sail between the more important
merchants as the number of master merchants and more ports, leaving local trade for smaller river and coastal craft.
or less settled journeymen with families. In the case of the Based on clues in canon, we can assume that very few of
pilots, I will study both the low (40), medium (60) and the merchant vessels on River Thard need pilots. Thus we
high (80) approximates of the number of pilots, concen- find three major regions of maritime merchandise in
trating on the medium number. In the case of merchants, south-western Harn: ) Lake Benath, centred on Shiran,
I will be less elaborate. The reader should make his/her 2) Western, centred on Golotha, 3) Southern, centred on
own decisions on the precise number of each profession, Aleath. The vessels operating in the western and southern
but I hope the following gives good guidelines for such waters can mix freely (but usually don’t), while the vessels
decision making. on Lake Benath usually sail in this region only. In addi-
tion, some vessels operating in the western and southern
regions at least occasionally head for Cherafir or for other
Part II – Pilots and vessels ports of the Gulf of Ederwyn. Similarly, Aleath and per-
1. Pilots, piloting routines and vessels in haps even Golotha are visited every year by vessels from
south-western Harn Cherafir – perhaps even beyond.
As fishing vessels and vessels with a length of less than 30’
don’t require a pilot, it may be assumed that the pilots in 2. Regional maritime trade
south-western Harn have jobs as pilots on medium and Regional maritime trade is depending on the ability of lo-
large merchant and navy vessels, while some of them take cal inland and river trade to provide the major ports with
responsibility of the major ports as harbourmasters.There sufficient quantities of goods. In the context of south-
are harbourmasters in all major ports (maritime market western Harn, the question is mainly if Golotha or Aleath
size of  or more), meaning all the cities and some larger serves as the major import and export site. Looking at the
towns around castles and keeps. This makes the number map of Harn, it is apparent that maritime trading con-
of harbourmaster pilots about 5. The nature of their jobs tacts with northern Harn (read Orbaal) and Golotha are
is such that they don’t have time to pilot individual ships minimal, and mainly centred on fish products, salt and
on longer voyages. To have pilots on ships, the number of probably ivory. This makes Golotha the western end of
pilots in south-western Harn must be significantly larger the trading route that connects Golotha and Aleath to
than the number of harbourmasters. Cherafir and to the Lythian maritime network. The
The number of locally owned medium and large mer- Lythian economic map shows that the trading route leads
chant and navy vessels operating from the ports of south- no further than Aleath, meaning that Golotha doesn’t
western Harn cannot be larger than the number of pilots play an important role in the Lythian trade.
in this region. If the number of harbourmaster pilots is The separation of Golotha from the Lythian trade is
subtracted from the total number of pilots, there are at further supported by the Harnic sources: Golotha gener-
most some 90 medium and large vessels in south-western ally lacks maritime trade, being a nexus of Peran trade,
Harn that can be used for other purposes than fishing. If local sea-coast trade, River Thard trade and the local fish-
we use the approximate medium number of pilots, the ing industry [GOLOTHA ]. While Golotha has a market

THONAHEXUS Nº 8 7
A N D T H E N WE HIRE A PILOT… 3

size of 4 and Aleath only 3 [PILOTS’ ALMANAC: Port Al- ore, men (slaves, mercenaries, legionaries and pilgrims
manac, Harn region], it is apparent that the market of heading to Araka-Kalai) and processed fish (that no lon-
Golotha is mostly of local character while the market of ger belongs to the fishermen). All vessels may be used for
Aleath serves regional and interregional trade. Aleath all purposes, but there are likely one or two vessels that
probably serves also as the main import and export port have been designed for transporting men/troops. As the
for Thardan goods. Apparently the route via the River distances are mostly short, the vessels can make numerous
Tharda to Golotha and from there over to Aleath is more voyages each season, meaning that a large quantity of
expensive and less secure than the land route to Dyrisa goods and men may be transported with few vessels. The
and from there via River Eryn to Aleath. number of vessels needing a pilot is probably at most one
The hazards of the Golothan route are a result of its dozen.
length, the rough waters of Emaba Strait, but also the po-
litical instability of Rethem. The heyday of the Golothan 4. Pilots and trade along the western coast
importance in regional navigation lies in the late 5th and The western coastal trade of Harn may be divided into
early 6th centuries TR. In those days Golotha – then three categories: ) connecting north-western Rethem
Merethos – was the centre of the Corani fleets exploring and the southern coastal Peran to the area of Golotha, 2)
and conquering the western Harnic coast. Corani fleet serving the local trade around Golotha, 3) connecting Sel-
bases in Selvos, Dunir and Hebos were strongly depend- vos to Golotha and serving as lifeline for the regional trade
ing on the supply from and the shipyards of Merethos. to Aleath. The major fishing activity centred in Boka Bay
The large pilots’ guildhouse in Golotha probably dates and the western islands doesn’t require pilots, and even if
from those times. Its chambers are nowadays often empty, some large whaling vessels that sail far on the open seas
its registers and maps looted, its learning diminished. might have them, fishing activity in general doesn’t give
work for a significant number of pilots. The same can be
3. Pilots and trade on Lake Benath said of the local trade around Golotha, as it is mostly done
On Lake Benath, trade is mostly local, there being little in small vessels. These vessels don’t require pilots, and the
demand for medium or large vessels. It is likely that there local boatmen know their habitual routes to and from
are very few medium and no larger merchant vessels. Golotha well enough to sail safely.
These vessels are used for larger shipments of salt, iron

8 THONAHEXUS Nº 8
AND THEN WE HIRE A PILOT … 4

NUMBER OF PILOTS OF WHICH


REGION AND EXTENT OF TRADE PILOTS LOW MEDIUM HIGH HARBOURMASTERS

Lake Benath local 15 % 8 11 14 4

Thard River local 10 % 7 9 11 5

Western local 20 % 8 12 16 3

Western regional 15 % 4 7 10 0

Southern local 10 % 6 8 10 3

Southern regional 30 % 7 13 19 0

Total 100 % 40 60 80 15

This means that almost all pilots in the more impor- Sarkum–Aleath route and the route to Cherafir and be-
tant ports of Golotha, Tormau and Shostim serve on me- yond. These pilots, about a dozen of them, serve on both
dium and large merchant vessels sailing the Peran-Tor- niviks and daks, of which several are quite large. The ves-
mau-Shostim/Golotha route or the Golotha-Selvos-Sar- sels sailing eastwards from Aleath usually form seasonal
kum-Aleath (and beyond) route. Of these, the first route convoys, and similar convoys (or one convoy only) from
is comparable with the trade on Lake Benath, resulting in Cherafir arrives to Aleath every year.
about a dozen medium vessels that need a pilot. The rest
of the Golothan pilots, about half a dozen of them, sail 6. Conclusion
south and west, to Aleath and beyond. Most of the vessels As a conclusion, we might give a regional breakdown of all
on this route that require a pilot are medium, but there are the pilots active in south-western Harn. These numbers
one or two large vessels. While the vessels requiring pilots include the number of harbourmasters, which should be
on Lake Benath, the River Thard and on the north-west- subtracted to get the number of practicing pilots. The
ern routes from Golotha, are mainly talbars and niviks, number of harbourmasters has been derived from the
those that sail from Golotha to Aleath include a couple of PILOTS’ ALMANAC [Port Almanac: Harn Region] assum-
daks. Both the king of Rethem and the earl of Tormau ing that every listed port needs a harbourmaster, while
probably finance one or two sleek vessels that can be smaller docks can do without. The total number of prac-
rowed, at best described as dragonships. The pilots oper- tising pilots is simultaneously the number of medium and
ating these ships are the closest equivalent to admirals in large merchant vessels operating in the given region. The
the western waters of Harn. percentage given for regional pilots includes the practic-
ing pilots only, the number of harbourmaster being added
5. Pilots and trade along the southern coast to this. Again, these numbers are vague, and only show my
The southern coastal trade of south-western Harn reaches interpretation of the state of things. Because of the error
from the Anfla Island in the west to the Domid Island in margins, three alternative numbers are given.
the east. The trade can be divided into two categories: ) This table leads to several conclusions:
local trade with the barbarian Adaenum and Gozyda . The Harnic sources strongly support the interpreta-
(Domid) fishermen, and the local Sarkum-Aleath line, 2) tion that there are less than 50 and probably only
regional trade from Golotha to Sarkum to Aleath and around 30 medium and large merchant vessels operat-
from there on to Cherafir and beyond. The local trade ing on the sea coasts of south-western Harn. Another
with the barbarian fishermen is handled in small boats, dozen medium merchant vessels operate on the Lake
and at most the Earl of Sarkum sponsors one or two me- Benath and River Tharda. (If the low end of the num-
dium niviks or dragonships that need a pilot – to domi- ber of pilots is stressed, the whole of south-western
nate the Anfla Island. Again, the fishing activity in the Harn would be served by some 25 medium and large
waters south of Kanday doesn’t require pilots, if not for merchant vessels only!)
one or two larger whalers that sail far on the open seas. 2. The number of pilots operating on River Thard is in-
The pilots operating locally number less than half a significant. This is very interesting considering the pe-
dozen. tition of the Pilots’ Guild that is supposed to pass in
This means that most pilots in Sarkum and Aleath the Thardic Senate. If all vessels over 6 feet of length
serve on medium and large vessels sailing the Golotha– on River Thard would require pilots, the importance

THONAHEXUS Nº 8 9
A N D T H E N WE HIRE A PILOT… 5

VESSEL TYPE MEDIUM LARGE (FISHING) BURTHEN

Talbar 12 (30'–40') — many 250

Nivik 12 (30'–50') 6 (50'–60') some 1,100

Dak 8 (50'–70') 2 (70'+) — 2,200

Dragon 4 (60'–80') 1 (80'+) — 350

Total: 36 9 3,900

of the Pilots’ Guild in Tharda would rise immensely. It represent the standing navies of south-western Harn.
is questionable if the Pilots’ Guild can guarantee a pi- Their main function is to make and prevent coastal raids.
lot for all the river craft that would require a pilot. This It is highly improbable that the shipwrights of south-
lack might prove fatal for the river traffic, either stop- western Harn know how to build karunes or galleys
ping a substantial part of it or making it mostly ille- (larun) of the Venarian Sea type. Shipwrights, pilots,
gal. merchants and seamen may have seen such vessels in
3. About half of the pilots operating on River Thard and Cherafir, and some karunes may have visited Aleath or
on Lake Benath are resident harbourmasters, while in even Golotha. However, these ships belong to a different
other regions the pilots are mostly navigators on mer- world. While the pilots of south-western Harn would
chant vessels. This emphasizes the administrative role certainly find a Venarian rigged mesan mast useful in the
of the Pilots’ Guild in the Thardic Republic, while in rugged seas around Harn, they handle their traditional
the kingdoms the guild is concentrated on actual navi- vessels with square sails, and manage well enough.
gation. In a table form, the vessels can be roughly organized as
follows. If you decide to follow the higher or lower num-
7. Excursion: vessel types ber of pilots, modify the numbers accordingly upwards or
More can be said of the medium and large vessels operat- downwards by 40 %. If you prefer to tone the Harnic tech-
ing on the waters of south-western Harn. Talbars of me- nological level up or down, change the proportion of the
dium size (30'–40') are used on Lake Benath, on River vessel types accordingly.
Thard, and on western coastal waters. They number about The burthen is the maximum, being lowered by crew
one dozen. Different types of medium and large merchant compartments, cabins and provision storages. It doesn’t
vessels that can be called niviks are used on Lake Benath represent the maximum burthen available in the shipping
and in all coastal waters. There are about one dozen me- of south-western Harn, because local cargoes are often
dium (30'–50') niviks, and half a dozen that can be called transported in ships and boats less than 30' of length. It
large (50'–60'). In addition to the merchant vessels, me- should be noted, however, that the tunnage of the me-
dium sized talbars and niviks are used for open sea fishing dium and large ships is about 4,000, which equals the
and whaling. tunnage of about 500 small talbars or ,000 large pindas.
Modern vessels with high freeboard and a steering Thus it is likely that the 45 or so medium and large vessels
rudder, termed daks, are found in western and southern transport an amount of goods equivalent to as much as
regional trade only. They number about ten. Perhaps two half the total goods transported yearly in south-western
of the daks are large (70'+), representing the cutting edge Harn. At least they totally dominate the regional and in-
technology available at the Aleathian shipyard. In times of terregional trade.
war, these vessels are also used as navy ships, their high
freeboard and castles giving a marked advantage on lower
ships. The king of Kanday probably finances shares on
Part III – Merchants
some daks, and is able to use them for naval warfare if 1. Merchants and mercantile routines in
needed. south-western Harn
There are also a couple of sleek, oared warships, built As it is normal for Harnic merchants to possess some
in the manner of Ivinian dragonships. These are owned by skills in arms, it seems that the Harnic merchant generally
the king of Rethem, the earl of Tormau, and the earl of resembles the merchant of the early medieval times. He is
Sarkum (the king of Kanday uses hired daks for naval less specialized and often travels with the goods himself.
warfare). Supported by several smaller craft, these ships Thus the number of resident merchants is small, while the

0 THONAHEXUS Nº 8
AND THEN WE HIRE A PILOT … 6

number of itinerant merchants is large. There are two spe- ber of pilots, from which the number of resident harbour-
cial types of itinerant merchants that deserve special no- masters has been subtracted. Because some vessels don’t
tion: those operating the caravan trade, and those serving have bonded merchants, their number on medium and
as supercargoes on merchant vessels. large merchant vessels is probably smaller than the num-
ber of these vessels, ie. perhaps 30 or 40. On the other
2. Resident merchants hand, there are numerous small merchant vessels, and
The number of resident merchants in south-western Harn some of them might have bonded master merchants, even
is perhaps around 0 % of the total merchants, their num- if it is somewhat questionable if ships operating with
ber being at the most 50. These merchants are the big men small cargoes really can afford for such a luxury. All in all
with large assets. In Tharda they are either members of the number of supercargoes is probably around 40–50.
the senatorial families or at least entertain tight contacts
with them. In Rethem and Kanday they are somewhat 5. Itinerant merchants
less connected to the ruling elite, having more indepen- The rest of the merchants in south-western Harn, some
dent positions as members of the Golothan and Aleathian 60–70 % or 200–250, operate in local trade, dealing with
city councils and in the Merchants’ Guild. local guildsmen, rural producers and bailiffs and nobles.
Many big merchants have invested in shares of ships, They travel between the markets of the countryside with
and some operate mainly as ship owners, having close a group of mules or with a wagon, occasionally taking part
connections with the Shipwright’s Guild. There are also in the large seasonal caravans, and sometimes braving
other connections between the guilds. In Tharda, many risky routes that can result in high profits. Some own
big merchants operate in salt and ore trade, having close small vessels and instead of trailing their routes overland,
connections with the Salters’ and Miners’ Guilds, perhaps sail from coastal village to coastal village. Some have con-
being members in these guilds in addition to their mem- nections with the barbarians. A large number navigate the
bership in the Merchants’ Guild. Similarly, in Kanday rivers Thard and Eryn in boats 29' long.
many big merchants operate in textile trade, having close Many small merchants have specialized in one or two
connections with the Clothiers’ Guild. articles, and know the local producers and consumers per-
sonally. Sometimes it is hard to tell them apart from chan-
3. Merchants organizing the caravan trade dlers, and the Chandlers’ Guild occasionally takes action
The next group in importance and wealth are merchants against too successful local merchants. Many of the small
organizing the caravan trade. They have assets and con- merchants are happy with their profession, but some vie
tacts, and are well travelled. In order to be able to organize for a position among the more successful merchants, gath-
matters between the realms of Rethem, Kanday, Tharda ering more assets and more connections, and playing a
and Kaldor, they keep a distance to local ruling elites, and game of high stakes with mutual trust and guild politics.
form a kind of community that meets physically in Dyrisa,
Coranan, Moleryn and Tashal. The elites don’t truly trust
them, as they might serve as agents of the enemy realm.
Part IV – Retrospective
On the other hand, everyone knows that someone has to 1. Maritime culture in south-western Harn
do the job, and thus the caravan masters are tolerated. The The small number of pilots and larger merchant vessels
number of merchants not only taking part in but operat- on the south-western waters of Harn is a result of the low
ing the caravan trade is two or three dozen. population density of Harn. Small communities cannot
support large scale trade, or the vessels needed for such
4. Supercargoes trade. However, the small numbers have some interesting
The supercargoes, or bonded merchants on merchant ves- consequences in the maritime culture of south-western
sels, form a group somewhat similar to the merchants op- Harn.
erating the caravan trade. They decide what is loaded on First of all, larger ships (ships longer than 29') are spe-
the ships and where the cargo is sold. They are tightly con- cial. Few shipwrights know how to build them. Their ap-
nected to merchants and ship owners in the major ports, pearance rouses feelings, and being a captain or a pilot of
but because of their smaller assets and substantial inde- such a ship is a great honour. All ships have names, and
pendence they don’t belong to the group of big mer- the names of the large vessels are well-known in every
chants. port, however small. Some ships, pilots and captains (usu-
The number of supercargoes on merchant vessels can- ally those on the same ship) have legendary fames. Sea-
not be higher than the number of the merchant vessels. men serving on the large vessels sail farther, stay away
The following calculations are based on a medium num- from home longer, and make better personal deals in far

THONAHEXUS Nº 8 
A N D T H E N WE HIRE A PILOT… 7

away harbours. Little boys and deck hands on small boats compared with the medieval connections of southern
watch these ships with awe, dreaming of the adventures Ireland to the major ports in the region of the English
the men on such ships experience. Channel, like Rouen, Boulogne and Brugge. Both the
Larger ships are expensive investments, and require socio-economic situation and the distances fall reason-
much care. Maritime laws and the whole Pilots’ Guild are ably close to each other.
centred on managing such ships. Only a handful of har- But the problem here is the existence of middlemen:
bours have facilities for the daks, so that they especially the ports in southern and south-western England, like
are concentrated on regional routes between major ports, Bristol and Southampton, apparently controlled the trade
Golotha, Aleath and Cherafir. Because of their expensive- between Irish and Channel ports. Harn has no equivalent
ness, the owners of the ships consider long before letting for such middle ports in the Ederwynic Gulf, meaning that
the ships to be used in hazardous waters or in military the goods of south-western Harn are not traded in, say,
affairs. This makes sea battles between major ships ex- Evael, Belna Island or at the mouth of River Ulmerien, but
tremely rare. The possibility of losing such a ship with its taken directly to Cherafir. Thus we find out that the me-
pilot and experienced crew is too large a risk for most ship dieval British Isles do not resemble Harn in this aspect.
owners. Of course, the kings and some earls are a special More importantly, we lack statistical data of the number
case, having large, stable incomes. of Irish ships visiting the English or the Channel ports in
In the end the small number of medium and large the early or high medieval period. It is probable that Irish
ships makes it possible to write descriptions of all of them, ships didn’t operate much further than the Irish Sea.
giving much colour to a maritime campaign. It is not an Another potential comparative situation can be found
insurmountable task to invent names and personal histo- on the 4th and 5th century Baltic Sea. Here, medieval
ries for the more important owners, captains and pilots. Finland was a periphery with estimated 300,000 people,
Their connections with each other and with the mercan- connected to the major Hanseatic ports like Lubeck and
tile and political elites could lead into several scenarios Gdansk. Again, both the socio-economic situation and
that need not necessarily involve actual maritime routines. the distances fall reasonably close to the situation of
In the case of the pilots, creating the whole Pilots’ Guild south-western Harn. And – here we can find some data
for south-western Harn could be possible. on the number of ships! Finnish ships visiting Lubeck in
the late 4th century numbered less than ten yearly. A cen-
2. Is this realistic? tury later, Finnish ships visiting Gdansk numbered be-
A central question for texts describing Harnic phenom- tween 4 and 38 yearly. We should bear in mind that ships
ena is their “realness” – however schizophrenic that might might have sailed the route more than once per year, as is
sound when speaking of a fantasy world. But the principle attested by several sources. Also, the size of the ships is
in creating Harn has been its “realness”. The Harnic not given, meaning that there might have been a number
sources imply a clearly defined socio-economic and tech- of smaller ships. Even mere boats made such long trips, as
nological level, resembling the situation in medieval Eng- is attested by other sources.
land and Western Europe in general. Thus we might ask if There were, however, plenty of middlemen between
it is “realistic” to have only 45 medium and large merchant Finland and the Hanseatic ports: namely the cities and
vessels operating on the waters of south-western Harn, citizens of Stockholm, Reval and possibly Riga. This
and only some 20 of them sailing on regional routes, con- means that goods to and from Finland travelled also in
necting Golotha and Aleath with Cherafir. foreign ships, meaning that actual shiploads passing be-
First we have to find parallels in medieval Europe. The tween Finland and the Hanseatic cities were larger than
civilized population of south-western Harn is about the shiploads transported directly. Thus there are impor-
300,000. If we include the southern Kubora, the Adae- tant problems also with this parallel case.
num, the Gozyda and the western Tulwyn, the total pop- But this is as close to a reality check we can get. Over-
ulation of the Harnic south-western economic area still all, the magnitude of shipping between Finland and the
remains under 350,000. Considering the British Isles, Hanseatic ports seems to resemble the shipping between
south-western Harn best parallels the position of south- south-western Harn and Cherafir, the numbers of larger
ern Ireland with ports like Limerick, Cork, Waterford ships being counted in tens and twenties, the local coastal
and Westford. The connections of south-western Harn and river trade remaining foremost a realm of small ships
with Cherafir and other major Lythian ports can be and boats. m

2 THONAHEXUS Nº 8
AND THEN WE HIRE A PILOT … 8

S O U T H -W E S T E R N H A R N A N D R E G I O NAL TR ADING VOYAGES

The pilots and merchants of south-west-


ern Harn mostly make local or short voy-
ages, very few of them risking longer voy-
ages. This has a profound effect on the use
of maritime trade voyage generation table
on Maritime Trade 2 (PILOTS’ ALMANAC)
– the vessels of south-western Harn gen-
erally do not sail on longer than short voy-
ages, but trade in Cherafir for products of
the larger Lythian trade. The possible ex-
ceptions are voyages to Sea of Ivae (as far
as Chelemby) and the Ederwynic Gulf (to
Emelrene, Palithane and Tarkain). Voy-
ages possible and typical for vessels of
south-western Harn can be summarized
as follows.

FROM GOLOTHA VOYAGE SHIPS NO. OF VOYAGES/YEAR TYPE OF VOYAGES

west to Peran Local all types several single vessels

south to Sarkum Local all types several single vessels

south to Aleath Short niviks and daks one or two small convoys

FROM ALEATH VOYAGE SHIPS NO. OF VOYAGES/YEAR TYPE OF VOYAGES

west to Golotha Short niviks and daks one or two small convoys

west to Sarkum/Anfla Local all types several single vessels

east to Domid I. Local all types several single vessels

east to Cherafir Short niviks and daks one or two large convoys

east to SW Sea of Ivae¹⁾ Medium only daks one or none ³⁾

east to Emelrene Short niviks and daks one ³⁾

east to Palithane/Tarkain Medium only daks one or none ³⁾

south to Hepekeria²⁾ Medium only daks one or none ⁴⁾

¹⁾ Thay/Eshapel/Karemus/Chelemby.
²⁾ Hegovnis/Isynen.
³⁾ The Aleathian convoys reaching Cherafir might sail on to Emelrene and sometimes as far as Sea of Ivae or Palithane and Tarkain. Such
voyages are planned well ahead, and goods meant to be sold in distant harbours may wait for the shipping for a year or even longer.
Trips to Thay may be made by single vessels, departing from the Cherafir convoy, but all other trips involve several ships, mostly daks.
It is also possible for ships to join convoys starting in Cherafir.
⁴⁾ Aleathians probably know that there is land on the southern side of the Gulf of Ederwyn (thinking of why they call it “gulf ”…). To
reach this land is very hazardous, and it is possible that voyages to reach this land have never been made. On the other hand, trading
with the Hepekerian ports without paying the tolls in Cherafir can be lucrative. A direct route to Hepekeria is, however, almost impos-
sible for the shipping technology of south-western Harn. The direct trip to Hepekeria would take about one month, and the risks of
the open ocean are tremendous. However, bypassing Cherafir and sailing to Hepekeria via Plaithane and Tarkain might be an option.

THONAHEXUS Nº 8 3
S C E N A R I O WRITING 1

Sins of Scenario Writers


Views on adventure writing from an alternate reality.
By JemyM and others of Yog-Sothoth discussion forum. Slight editing by Joe Adams.

HIS ARTICLE HAS been compiled from a dis- Divide text with easy-to-find-when-you-look-for-

T


cussion on adventures that have been published something headers.
for the CALL OF CTHULHU (CoC) role-playing ● Avoid excess text and focus on important facts and
game. The thread was written as a conversation directed content. Gamemasters like concise overviews that
at scenario writers. It points out several style issues for describe the minimum of what they need to know.
RPG writers and, while not all of the pointers are germane ● Build a bullet list of “important things” and let the
to every adventure, the tips are worth thinking about. gamemaster inject those things himself.
Despite the differences in settings and tone, there are ● Generally avoid longer blocks of text.
many good tips that can be gleaned from these complaints ● Highlight important things like locations, full names,
from CoC Keepers. Although the text has been edited to quest items, etc. with bold, underline or italic.
reflect the terms used by a Harn or fantasy RPG gamemas- ● Provide suggestions for how the scenario could be in-
ter, the ideas are very similar. troduced. Flexibility is important here, for the sake of
gamemasters with long running campaigns (and
thereby an already-determined set of player charac-
An open letter to scenario writers ters).
In my days I have read quite a few scenarios, good and
bad. After spending a lot of time with one in particular I Do not invent custom rules
felt I had to write the following. Maybe it is mostly my List important skill rolls, even copy parts from the book
taste, but still: or list the page in the rulebook but let the gamemaster use
the rules they wish.
Do not write a whole scene as a For example:
“read-out-loud” section ● Do not write tables of “roll on this to see what hap-
Let a gamemaster visualize their own version of the story pens”.
with the components you (the scenario writer) give him. ● Do not create sub-games like how to find something
“The Baron will tell them about Cherafir and the Alien- in a ruin or how long it takes to bash down the stone
age” is better than a 0-line quote from the Baron. Beyond door with no danger involved.
a colorful description of the room, the Baron (if someone ● Do not speak in rounds if combat is not initiated, like
cared to look) or some gathered quotes, you must first as- “after 2d6 rounds the important non-player character
sume that the players would not pass through your scene will arrive through the door” or “after 0 rounds of
as you intended it. knocking the neighbour will ask what’s going on”.
● Do not add dice rolls with results that have no signifi-
Do not assume a gamemaster can memorize cance to the story like “roll Spot Check to see that the
10+ pages of unformatted/novelized text house is actually blue” or “rain has fallen and streets are
Do not write scenes like a novel. Instead, write it like you slippery, roll dex to see if they fall or not”.
are writing a For Dummies manual. It should take less than
ten seconds in low light to find important information Do summarize everything
when it is needed. Spoil the gamemaster with short versions of each impor-
tant parts of the scenario; such as a quick layout of the

4 THONAHEXUS Nº 8
SCENARIO WRITIN G 2

important house, a timeline, a series of events, a “scenario has been removed, except for one video tape that shows
map” with key locations, a list of non-player characters the investigators walking around the compound, and a
and a short version of the story. Let them know on the note saying, “We know who you are now. You will not see
first page how you want the story to be told and what us again, except when the stars are right and your death is
events will follow throughout the scenario, using just a at hand.”
few lines. I like that added touch of realism. People escape. Evi-
dence gets destroyed. Things go wrong and then the in-
When I read an area I need: vestigators just can’t figure things out anymore, because
. First sight description they lost/missed/forgot that one vital clue they can’t go
2. Gamemaster information (out-of-first-sight info like back and get. Timelines reveal that the world isn’t a vac-
clues to be found) uum that only exists when the players are there.
In terms of discussing twists, many adventures either
For non-player characters I need: do not have enough red herrings or the ones they have are
. First sight description obvious. An experienced crew will shred a bad red her-
2. Ways to interact with the character, including useful ring, but a few plausible ones will often get even very expe-
quotes rienced investigators bent out of shape trying to piece-it-
3. Gamemaster information all-together. Of course, too many might sidetrack the
4. Stats adventure in a negative way.
Aside from timelines, action triggered events offer a
I would also like some kind of overview for locations and flexible, preferably redundant set of methods by which
some kind of overview for the relations between non- the player characters could acquire the necessary clues to
player characters. proceed with the scenario. These, coupled with broad sug-
If I got that I would pretty much be able to play right gestions for the gamemaster as to what might happen if
out of the book. the scenario plays out in various likely ways. Say, take the
3 or 4 most obvious approaches that the player characters
Do include Handouts might take, and broadly what shape the scenario might be
I love getting things as a player. I am one of those “record- expected to take under those circumstances.
ers” every group seems to have. I make notes on everything For brief (essentially one-act) modules this can be
and I publish recaps in the e-mail for all the other players done for the module as a whole. For a module with a lot of
before the next game begins. Having something tangible sub-sections, it is helpful to have a write up like this per
to go over and over and find the clues in (especially when scenario. Many gamemasters prefer an “if this then that”
it isn’t “my turn”) my character’s downtime is… so… good. style of plotting. This allows them to adjust when the
And I love it as a gamemaster. It helps me keep track of player characters move between approaches, as often hap-
what I’ve done and what I’ve said. It also makes things pens when clues are event driven.
easier in knowing what information the players actually As with most things in life, read the above and remem-
remember. My players, unlike me, don’t take notes, much ber that your mileage may vary. Not every opinion ex-
to their detriment. So, if I can look through their folder of pressed is necessarily workable in ever adventure module.
handouts at the end of the night they’ve discovered, I m
know what can happen next and can tell them to look over
the evidence again, instead of just having to remind them,
bluntly, of what they know and accidentally give some-
thing away, because you used gamemaster-Sight and
didn’t realize the players haven’t put 2+2 together yet, and
ruined that “moment” for them without meaning to.

About Timelines
I love timelines. Especially as a gamemaster. After a book
goes missing, or they talk to someone, or cops get called. It
all helps reflect what’s going on in the world around them.
“Three days after the investigators visit the cultist hide-
out, the place is cleaned out and all evidence of the cultists

THONAHEXUS Nº 8 5
B U I L D I N G A MANOR 1

Building a Manor
A short explanation of how long, it takes to build a manor.
By George Kelln and Joe Adams.

VENTUALLY, EVERY GAMEMASTER is faced with The primary reason for building a motte and bailey

�E the challenges of building a manor. Whether a


long-term character has collected enough
wealth and power to be rewarded with land or a group of
fort was defence. A lord that raised a tower on a motte
gained a tremendous tactical advantage over a would-be
attacker. There was, however, a secondary reason – that of
player characters finds employment as craftsmen or la- making a statement about the lord’s wealth and power.
bourers, the task of describing how a manor gets built can The writings of an early Shorkyni chronicler pointed out
be daunting. This article describes the construction of a both of these reasons in his travel diary of Melderyn:
manor from the ground up. While the site described in
the following text is in Kaldor, the process and costs are “The richest and noblest men have a practice, in order to pro-
similar in any of the other kingdoms on Hârn or the tect themselves from their enemies, and … to subdue those
Lythian continent. weaker, of raising … an earthen mound of the greatest pos-
sible height, cutting a wide ditch around it, fortifying its up-
per edge with square timbers tied together as in a wall, creat-
Background ing towers around it and building inside a house or citadel
Fortifications have existed on Hârn for hundreds of years. that dominates the whole structure.”
When the warlike Lythians began to cross the Sea of Ivae
and the Gulf of Ederwyn, they raided settlements along There are motte and bailey fortifications in almost every
eastern and southern Hârn. This aggression forced the hundred of Hârn. These relatively inexpensive defences
Sindarin King, Daelda, to order all coastal settlements guard villages and manors from Melderyn to Kaldor to
fortified and garrisoned. The Jarin lords built timber and Rethem. The rest of this article describes the process of
earth fortifications where they could be safe from the building a motte and bailey style fortification. Starting
Lythian raiders. with the granting of a crenellation license, our future lord
These fortifications consisted of a motte and bailey. assembles his work force and begins construction.
The bailey was the main enclosure. It contained the do-
mestic buildings for the manor house, including stables,
hall, kitchen, chapel, and workshop for the garrison. A
The Story of Zhel Manor
roughly circular ditch ringed the bailey. The earth that Sir Ethyn Stiroc, knight of Kaldor and formerly of the
was removed from the ditch was piled in the center as a household of the Earl of Vemion, has received a grant of
bank to raise the wall of the bailey. A wooden palisade was ,800 acres from the Earl of the Vemionshire. The manor,
constructed on top of the bank with a wall-walk from which in ancient times was called Zhel, is centered on the
which soldiers could stand guard. junction of the Silver Way and Nenda Road in the Hun-
The main defence of the fortification was the motte, a dred of Thicesund. In addition to the lands, Sir Ethyn was
steep mound on which a wooden or stone tower was built. also granted a License to Crenellate from the crown.
Mottes could be natural or man-made and were placed off
center of the bailey. The mottes were between 0 and 00 License to Crenellate …
feet tall, with their bases being between 00 and 300 feet in The License to Crenellate gives a fortification official sta-
diameter. A ditch was dug around the bottom of the motte tus. Without this document, a tenant-in-chief, in this case
and provided access to the bailey via a short drawbridge. the Earl of Vemion or possibly the Baron of Nenda, could

6 THONAHEXUS Nº 8
BUILDING A MANO R 2

claim the illegal fortification as his own or could require the man who will act as the catalyst for the entire opera-
Sir Ethyn to destroy the manor house, as it poses a threat tion. Mostly likely, the Master Engineer will be a Master
to the lawfully recognized overlord. Mason with previous castle building experience. In Sir
Ethyn’s case he is fortunate to find Master Korlis Dandril,
Miginath, King a respected engineer from Thay, to lead the project.
To all those whom it may concern, greetings. Master Korlis will confer with Sir Ethyn on the loca-
Know ye, that, of our special favour, we have for our- tion, design, and cost of the fortification and, once satis-
selves and our heirs, granted and given special licence to our fied, will start to gather his work force by sending word to
trusty and well-beloved Ethyn Stiroc, knight, that he may be the local guilds for the required tradesmen. Master Korlis’
permitted to fortify and crenellate his Manor House of Zhel reputation has a lot of influence in gathering of this work
in the Hundred of Thicesund with a wall of timber, in the force. Guilds will want to spread the work among all their
defence of the country and in order to resist our enemies. members, but often prefer to send their best tradesmen to
We further give permission to the said Ethyn, and his those sites that are managed by more reputed Master En-
heirs, to occupy the house so fortified and crenellated for ever, gineers. Each Master Craftsmen will bring his own jour-
without let or hindrance either from ourselves, our heirs, or neymen and apprentices, as well as any tools that they re-
any other whether our bailiffs or other officers whatsoever. quire.
In witness whereof etc. Given by the King at Tashal, 5th Master Korlis will also have to hire labourers and mer-
Nuzyael by a brief and under our private seal. cenaries. Again, his reputation and previous experience
will save time and money by having contacts from previ-
Once Sir Ethyn has the License to Crenellate, he can be- ous construction projects, Master Korlis can call on a
gin the process of gathering materiel and workers for his group of labourers and mercenaries who have previously
project. worked with him and are familiar, if not loyal, to him. All
he has to do then is to word to surrounding towns and
Stage One – Assemble of cities to start gathering the help he needs. Workers will
trickle into Nenda throughout the spring. A temporary
work force at Nenda tent encampment is to set up along the northern bank of
Hiring and assembling the work force should be done at a the Seleme River to house the workers until it is time to
location that is both central to a populated area and in depart. The expedition will consist of over 200 people and
close proximity to the construction site. Sir Ethyn’s first is divided as in Table .
and most important act will be to hire a Master Engineer,

THONAHEXUS Nº 8 7
B U I L D I N G A MANOR 3

While the work force gathers, Master Korlis works the Master Korlis and constructed under the supervision
with the other Masters and Sir Ethyn’s Chamberlain on of the Master Woodcrafter. He will oversee the construc-
the administration and logistics of the project. Provisions, tion of the palisade, interior buildings, barracks, and pens
supplies, and equipment must be purchased well enough for animals. This work is arranged in three phases as shown
in advance to have everything ready for day the work force in Table 2, and will use the entire work force.
moves to the construction site. Sites for a stone quarry While the woodcrafters and the labourers construct
and stands of trees for construction must be identified. If the temporary camp, no one is idle. Mercenaries patrol the
necessary, workmen must set up quarries and sawmills to surrounding area. Hunting and foraging parties search for
ensure that raw materials will begin to arriving shortly wild game, edible plants, and sources of wood for fire and
after the site at Zhel is established. building. Sir Ethyn and Master Korlis reconnoitre the
permanent fortification site. This site will attempt to make
use of pre-existing natural defences, such as watercourses,
Stage Two – Move to crossroads hills, and difficult terrain. Master Korlis will begin sur-
When the day comes to depart, the assembled work force veying the site before drawing detailed plans for the manor
will head north to the crossroads – a distance of about 0 house.
leagues and a two-day journey. Each day of the journey
starts before dawn as the teamsters curse and cajole their Stage Four – Construction of
beasts into the traces. Despite what seems to be chaos, the
group moves with precision and in an orderly manner.
permanent fortification
Several hundred people must walk in the same direction, Master Korlis wastes no time. As soon as the detailed plan
at relatively the same speed, all without wandering off or is drawn, his assistants, the Lexigraphers, mark off the lo-
getting lost. They must bring everything they will need to cations of all the main walls for the motte, bailey, gate-
get themselves set up and running before any thought of house, and buildings. This stage of the construction effort
re-supply can occur. is broken down into two phases, as detailed in Table 4.
The Huntsman and his hunters will depart first, leav-
ing shortly after sunrise to scout the road ahead for the Stage Five – Dismantling of
slow moving group. The mercenaries form a screen around
the wagons, as the work force snakes it way through the
temporary fortification
wilderness to the construction site. The caravan travels to Once the permanent fortification is complete the tempo-
the work site, resting regularly on route to ensure that the rary fortification will be dismantled with the material be-
men and animals are not exhausted. That night the cara- ing used to construct the villagers’ houses.
van halts in a suitable location identified by the scouts
earlier in the day. The lord will post guards about the pe- Stage Six – Construction of
rimeter of the caravan. The second day begins much the
same as the first and, as wagons trudge along the road,
tollhouse
scouts reconnoitre the crossroad and locate a suitable lo- As a major source of income Sir Ethyn Stiroc, Lord of
cation for the temporary encampment. The lord stops the Zhel, will construct a temporary tollhouse along the Sil-
caravan well short of the crossroads, posts guards, and ver Way and begin charging a toll. Once the manor is bet-
moves forward with the Master Engineer to confirm the ter established and more funds and workmen become
site located by the scouts. Once satisfied of the location, available, a fortified stone tower will replace the wooden
the lord orders the caravan forward and camp is immedi- structure. These are detailed in Table 4.
ately set up.
Stage Seven – Clearing of land
Stage Three – Construction of for village
temporary fortification Most of the initial settlers will be farmers from the more
Once the work force’s caravan has arrived at the selected central settled areas of the kingdom. These settlers will
site, the work force is still vulnerable to attack and must be- look to acquire large plots of uncultivated lands to clear
gin construction of a temporary fortification as a soon as and better support their families. While most of these set-
possible. This will be a circular palisade that will house the tlers will be freemen, hard times, bad luck, and poor har-
workmen and offer a degree of protection from wild beasts vests will be forced to enter into servile service of the local
and the local tribesmen. The fortification will be laid out by lord.

8 THONAHEXUS Nº 8
BUILDING A MANO R 4

The village will be sited where the temporary fortifica- Open areas are grassy clearings interspersed in wood-
tion stood with the main buildings remodelled to house land and forests. These areas maybe natural, cleared by
guildsmen, such as the metalsmith, woodcrafter, and wild fire, or the result of human or animal intervention.
miller. Still other buildings will be disassembled and Open areas are most likely to occur within civilized areas
moved to better location or used as materials for new and contain the odd stand of trees, no more than 0% of
buildings. A typical “three-bay peasant cottage” is wood- the area.
framed, wattle and daub construction, with a thatched
roof. The building is interconnected by adding a new bay Land Clearance
and removing an old one. Typically, one bay will be a barn (Length-ft × Width-ft) × Rate
for livestock and tool storage, one a kitchen (and living LAND BEING CLEARED RATE IN MAN DAYS
room), and one a bedroom. The sleeping chamber might
Dense Woods 0.06
be partitioned for privacy, depending on the size and
Forest/Woods 0.04
wealth of the family. The cottage of a serf is property of
Open 0.02
the lord, but the tenant is responsible for its upkeep and
can be fined for failing to maintain the dwelling in good For example, Rolf the Serf has being granted 3 acres of
condition. Woods to farm by Sir Ethyn Stiroc, Lord of Zhel. Rolf
Table 5 shows the time and cost required to build a wants to clear the land so as to plant additional crops.
typical three-bay peasant cottage, by unskilled labourers.
Acres to be cleared =3
Stage Eight – Clearing of land  Acres = 4,700 sq.ft
Total Area = 44,00 sq.ft
for fields Land Clearance = (l × w) × rate
The lord’s gardeners with the assistance of any labourers Type of Ground = Woods (0.04)
that can be spared, will initially do the clearance of land 44,00 × 0.04 = ,764 man-days
for cultivation and then only to plant a small amount of Regrowth = 2% per year (882 sq.ft)
herbs and vegetables for the kitchen. The real clearance of Total time = 2,646 man-days
the crop fields will be done by the peasants.
For land clearance there are three types: Dense Woods, Therefore it would take Rolf 2,646 man-days, or 7 years, 4
Forest/Woods, and Open which is multiplied by the rate months, 6 days to clear the 3 acres of woods in order to
that it would require a man to make it ready for planting plant his crops by himself. This would be highly impracti-
crops. cal and villagers would naturally team together to clear
Dense Woods is considered to be the Mixed Forests on larger portions of land in much faster time. Thus in the
Hârn which contain needleleaf evergreens, needleleaf de- new settlement of Zhel, the 0 families- consisting of 35
ciduous, and summer green deciduous trees. All three villagers of working age- band together to clear 5 acres of
types need not be present but, by definition, at least two Dense forest, 5 acres of woods, and 0 acres of open
will occur. ground.
Forest/Woods are areas where the tree canopy shades at Therefore it would take 826 man-days, or 2 years, 3
least 50% of the ground are considered forest; areas with a months, 6 days to clear the 30 acres of heavily forested
tree canopy between 5% and 50% are considered wood- land¹. This time and effort is why uncultivated lands on
land. the borders is much more difficult to turn into farmland.
m

¹ CALCULATIONS:
Land Clearance + Regrowth = Time in man-days
Dense Woods (22,500 sq.ft x 0.06) + (22,500 sq.ft x .02) = 9,800 man-days
Woods (220,500 sq.ft x 0.04) + (220,500 sq.ft x .02) = 3,230 man-days
Open (47,000 sq.ft x 0.02) + (47,000 sq.ft x .02) = 5,880 man-days
Number of villagers = 35
(Dense Woods + Woods + Open) / # of workers
(9800 + 3230 + 5880) / 35 = 28,90 man-days

THONAHEXUS Nº 8 9
B U I L D I N G A MANOR 5

TA B L E 1
POSITION #-OF SALARY/ TOTAL TRADE MASTER
MONTH
The Lord 1 — — — The Earl of Vemion
Squire 1 — — — The Lord
Master Engineer 1 120d 120d — The Lord
Master Mason 1 96d 96d Mason Master Engineer
Journeyman 3 48d 144d Mason Master Mason
Apprentice 3 10d 30d Mason Master Mason
Master Woodcrafter 1 66d 66d Woodcrafter Master Engineer
Journeyman 3 33d 99d Woodcrafter Master Woodcrafter
Apprentice 3 7d 21d Woodcrafter Master Woodcrafter
Head Teamster 1 72d 72d Teamster Master Engineer
Teamster 12 42d 504d Teamster Head Teamster
Apprentice 12 6d 72d Teamster Head Teamster
Master Timberwright 1 78d 78d Timberwright Master Engineer
Journeyman 3 39d 117d Timberwright Master Timberwright
Apprentice 3 8d 24d Timberwright Master Timberwright
Master Metalsmith 1 60d 60d Metalsmith Master Engineer
Journeyman 3 30d 90d Metalsmith Master Metalsmith
Apprentice 3 6d 18d Metalsmith Master Metalsmith
Head Thatcher 1 48d 48d Thatcher Master Engineer
Journeyman 3 24d 72d Thatcher Head Thatcher
Apprentice 3 6d 18d Thatcher Head Thatcher
Foreman 5 42d 210d General Labour Master Engineer
Labourer 95 36d 3,240d General Labour Foreman
Head Huntsman 1 42d 42d Hunters The Lord
Hunters 9 36d 324d Hunters Head Huntsman
Physician 1 60d 60d Medical Master Engineer
Apprentice 1 6d 6d Medical Physician
Lexigrapher 1 66d 66d Mapping Master Engineer
Apprentice 2 6d 12d Mapping Lexigrapher
MERCENARY COMPANY
Molarin (LF) 1 42d 42d Household Guard The Lord
Melbrin (LF Bowman) 1 72d 72d Household Guard Molarin
Arkalin (LF) 1 30d 30d Household Guard Molarin
Arkalin (LF Bowman) 1 60d 60d Household Guard Molarin
Molak (LF) 12 24d 288d Household Guard Molarin
Molak (LF Bowman) 4 48d 192d Household Guard Molarin
HOUSEHOLD STAFF
Chamberlain 1 66d 66d Household Staff The Lord
Head Cook 1 30d 30d Household Staff Chamberlain
Cooks 5 24d 120d Household Staff Head Cook
Scullery Maids 6 3d 18d Household Staff Head Cook
Alewife 6 30d 180d Household Staff Chamberlain
Baker 6 30d 180d Household Staff Chamberlain
Domestics 6 24d 144d Household Staff Chamberlain
Gardeners 2 30d 60d Household Staff Chamberlain
The work force will total 23 men and women, with a monthly salary of £29 s9 5d (7,9d). In addition to 2 wagons and 48 oxen.

20 THONAHEXUS Nº 8
BUILDING A MANO R 6

TA B L E 2
TEMPORARY FORTIFICATION TIME IN MAN DAYS COST IN PENCE
Phase 1 – Construction of Perimeter Defences (Table 2A) 213.6 28,950.0
Phase 2 – Construction of Interior Buildings (Table 2B – see p. 21) 117.0 13,092.0
Phase 3 – Construction of Workmen Barracks (Table 2C) 220.0 24,400.0
TOTAL 550.6 66,442.0
Construction Time Based on 33 Skilled workers and 100 Unskilled labours 6 days

TA B L E 2 A – P H A S E 1 : C O N S T R U C T I ON OF PERIMETER DEFENCES
TASK SUB-TASK TIME IN MAN DAYS COST IN PENCE
Wooden Palisade Logs (579'×10') 213.6 28,950.0
TOTAL 213.6 28,950.0

TA B L E 2 C – P H A S E 3 : C O N S T R U C T I ON OF WORKMEN BARR ACKS


TASK SUB-TASK TIME IN MAN DAYS COST IN PENCE
50 man Barracks Site clearing, In Open 10.0 100.0
(50'×20'×10') Foundation & Floor (1000 sq.ft) 20.0 2,000.0
1-ft Wattle & Daub Walls 20.0 3,000.0
Thatched Roof (1000 sq.ft) 5.0 1,000.0
SUB-TOTAL 55.0 6,100.0
TOTAL OF 4 BARRACKS 220.0 24,400.0

TA B L E 3 A
PERMANENT FORTIFICATION TIME IN MAN DAYS COST IN PENCE
Phase 1 – Construction of Bailey 2,349.70 192,719.4
Phase 2 – Construction of Motte 1,732.07 232,157.7
TOTAL 4,081.77 424877.1
Construction Time Based on 33 Skilled workers and 100 Unskilled labours 41 days

TA B L E 3 B – M O T T E
TASK SUB-TASK TIME IN MAN DAYS COST IN PENCE
Site Preparation Motte Site Clearance (2,827 sq.ft) 28.27 282.7
Motte Ditch (188'×10'×10') 376.00 18,800.0
Motte Palisade (157'×15') 94.20 11,775.0
SUB-TOTAL 498.47 30,857.7

Tower Foundation & Floor (400 sq.ft) 24.0 2,400.0


(20'×20'×30') 2-ft Fortified Dressed Walls 960.0 162,000.0
Slate Roof (400 sq.ft) 8.0 2,000.0
(3) Stone Fireplace (3'×30') 36.0 1,350.0
SUB-TOTAL 1,028 167,750.0
Interior Finishing 205.6 33,550.0
TOTAL 1,233.6 201,300.0

Site Preparation 498.47 30,857.7


Tower 1,233.6 201,300.0
TOTAL 1,732.07 232,157.7

THONAHEXUS Nº 8 2
B U I L D I N G A MANOR 7

TA B L E 2 B – P H A S E 2 : C O N S T R U C T I ON OF INTERIOR BUILDINGS
TASK SUB-TASK TIME IN MAN DAYS COST IN PENCE
Lodging for Lord Site clearing, In Open 4.5 45.0
(30'×15'×10') Foundation & Floor (450 sq.ft) 18.0 1,800.0
1-ft Wattle & Daub Walls 9.0 1,350.0
Thatched Roof (450 sq.ft) 2.25 450.0
Stone Fireplace (3'×10') 4.0 450.0
SUB-TOTAL 37.75 4,095.0
Interior Finishing 7.55 819.0
TOTAL 45.3 4,914.0

Lodging for Master Engineer Site clearing, In Open 2.0 20.0


(20'×10'×10') Foundation & Floor (200 sq.ft) 4.0 400.0
1-ft Wattle & Daub Walls 4.0 600.0
Thatched Roof (200 sq.ft) 1.0 200.0
Stone Fireplace (3'×10') 4.0 450.0
SUB-TOTAL 15.0 1,670.0
Interior Finishing 3.0 344.0
TOTAL 18.0 2,004.0

Kitchen Site clearing, In Open 2.2 22.0


(20'×12'×10') Cellar Excavated (10'×10'×7') 14.0 700.0
Foundation & Floor (220 sq.ft) 4.4 440.0
1-ft Wattle & Daub Walls 4.4 660.0
Thatched Roof (220 sq.ft) 1.1 220.0
Stone Fireplace (3'×10') 4.0 450.0
TOTAL 30.1 2,492.0

Forge Site clearing, In Open 0.8 8.0


(10'×8'×10') Foundation & Floor (80 sq.ft) 3.6 360.0
1-ft Wattle & Daub Walls 1.6 240.0
Thatched Roof (80 sq.ft) 0.4 80.0
Stone Fireplace (3'×10') 4.0 450.0
TOTAL 10.4 1,138.0

Barn Site clearing, In Open 2.4 24.0


(20'×12'×15') Foundation & Floor (240 sq.ft) 4.8 480.0
1-ft Wattle & Daub Walls 4.8 720.0
Thatched Roof (240 sq.ft) 1.2 240.0
TOTAL 13.2 2,544.0

Lodging for Lord 45.3 4,914.0


Lodging for Master Engineer 18.0 2,004.0
Kitchen 30.1 2,492.0
Forge 10.4 1,138.0
Barn 13.2 2,544.0
TOTAL 117.0 13,092.0

22 THONAHEXUS Nº 8
BUILDING A MANO R 8

TA B L E 3 A – B A I L E Y
TASK SUB-TASK TIME IN MAN DAYS COST IN PENCE
Site Preparation Bailey Site Clearance (15,394 sq.ft) 153.94 1,539.4
Bailey Ditch (503'×10'×10') 1,006.00 50,300.0
Bailey Palisade (440'×15') 264.00 33,000.0
Well (5'×5'×100') 50.00 2,500.0
SUB-TOTAL 1,473.9 87,339.4

Gate House Foundation & Floor (100 sq.ft) 2.0 200.0


(10'×10'×15') 1-ft Wood Framed Walls 60.0 7,500.0
SUB-TOTAL 62.0 7,700.0

Stables Foundation & Floor (800 sq.ft) 16.0 1,600


(40'×20'×15') Wood Frame Walls (1-ft thick) 48.0 6,000
Thatched Roof (800 sq.ft) 4.0 800
TOTAL 68.0 8,400.0

Great Hall Cellar Excavation, (40'×25'×8') 160.0 8,000.0


(40'×25'×15') Foundation & Floor (1000 sq.ft) 60.0 6,000.0
2-ft Fortified Dressed Stone Walls 120.0 27,000.0
Slate Roof (1000 sq.ft) 20.0 5,000.0
Stone Fireplace (3'×15') 6.0 675.0
SUB-TOTAL 366.0 46,675.0
Interior finishing 73.2 9,335.0
TOTAL 439.2 56,010.0

Kitchen Cellar Excavation, (20'×20'×7') 56.0 2,800.0


(20'×20'×10') Foundation & Floor (400 sq.ft) 16.0 1,600.0
Wood Frame Walls (1-ft thick) 16.0 2,000.0
Slate Roof (400 sq.ft) 8.0 2,000.0
Stone Fireplace (3'×10') 4.0 450.0
SUB-TOTAL 100.0 8,850.0
Interior finishing 20.0 1,770.0
TOTAL 120.0 10,620.0

Barn Foundation & Floor (600 sq.ft) 12.0 1,200


(30'×20'×15') Wood Frame Walls (1-ft thick) 36.0 4,500
Thatched Roof (600 sq.ft) 3.0 600
TOTAL 57.0 6,360

Chapel Foundation & Floor (600 sq.ft) 36.0 3,600.0


(30'×20'×15') Fieldstone Walls (1-ft thick) 54.0 6,300.0
Slate Roof (600 sq.ft) 12.0 3,000.0
Stone Fireplace (3'×15') 6.0 675.0
SUB-TOTAL 108.0 13,575.0
Interior Finishing 21.6 2,715.0
TOTAL 129.6 16,290.0

Site Preparation 1,473.9 87,339.4


Gate House 62.0 7,700.0
Stables 68.0 8,400.0
Great Hall 439.2 56,010.0
Kitchen 120.0 10,620.0
Barn 57.0 6,360.0
Chapel 129.6 16,290.0
TOTAL 2,349.7 192,719.4

THONAHEXUS Nº 8 23
B U I L D I N G A MANOR 9

TA B L E 4
TASK SUB-TASK TIME IN MAN DAYS COST IN PENCE
Temporary Tollhouse Site Clearing, In Open (100 sq. ft) 1.0 10.0
(10'×10'×15') Foundation & Floor (100 sq. ft) 2.0 200.0
1-ft Wattle Daub Walls 2.0 300.0
Thatched Roof (100 sq.ft) 0.5 100.0
TOTAL 5.5 610.0

Permanente Tower Site Clearing, In Open (100 sq. ft) 1.0 10.0
10'×10'×15' Foundation & Floor (100 sq. ft) 14.0 400.0
1-ft Dressed Stone Walls 12.0 1,350.0
Thatched Roof (100 sq.ft) 2.0 500.0
TOTAL 29.0 2,260.0

TA B L E 5
TASK SUB-TASK TIME IN MAN DAYS COST IN PENCE
Peasant’s Dwelling Site Clearing, In Open (675 sq. ft) 13.50 33.75
(45'×15'×10') Foundation & Floor, Cottage (675 sq. ft) 67.50 1,350.00
1-ft Wattle & Daub Walls 33.75 1,350.00
Thatched Roof (675 sq.ft) 6.75 337.50
Mud & Stick Fireplace (3'×10') 2.00 50.00
SUB-TOTAL 123.50 1,771.25
Interior Finishing 24.70 425.10
TOTAL 148.20 2,196.35

24 THONAHEXUS Nº 8
The Abandonded Manor of Zhel BUILDING A MANOR 10

Local scale (feet)


0 50 00 200

THONAHEXUS Nº 8 25
B U I L D I N G A MANOR 11 The Rebuilt Manor of Zhel

Local scale (feet)


0 50 00 200

26 THONAHEXUS Nº 8
Adventure Seed THE HORN OF SK ARGJA THE WIS E 1

∞e Horn of Skargja the Wise


An adventure seed for Ivinian players.
Text: John Daniel II

HE LEGEND OF Skargja the wise is a common with the runes of the Ljarl. No one knows which if any of

T
� tale among Ivinians. This story tells how Sara-
jin came to accept Skargja as his advisor. There
is also an older version of the tale. It adds a passage that
these were the original. One ancient rune stone describes
the horn Skargja the Wise as being over three feet long,
twisted into a corkscrew, with bright silver fittings that
tells that after Sarajin accepted Skargja as his advisor, he will not tarnish. None of the rune engraved horns known
gifted Skargja with a horn. This horn, purported to have to exist match this description.
been taken from some great pradeyalkyri slain by Sarajin As the Ivinian peoples have moved from the viking
himself, was engraved with runes. The runes constitute lifestyle towards a trade-based economy, especially in the
the first written record of the Ljarl, or Ivinian code of laws. southern reaches of Ivinia, there has been a growing dis-
Sarajin knew that someday the ways of the world content with some aspects of the Ljarl. The requirement
would change enough that the Ljarl would need to be for a man to have three wives before he can have a voice in
changed to reflect the new realities. He entrusted the horn affairs of state has become problematic. Women them-
to Skargja, decreeing that when the day came that the selves have long been discontented with their lack of voice
Ljarl must be changed, Skargja or one of his descent could in the Thrangaad.
blow the horn three times, and advise Sarajin what changes Few know the tale of the Horn of Skargja the Wise.
needed to be made. Even fewer have much belief in it. Of the believers, how-
Throughout the history of the pharic peoples in Ivinia, ever, there are some that have begun quietly searching for
there have been many recorded sightings of horns carved the true horn.

GM Options
1 The story is true and one of the player characters may
unknowingly be a descendent of Skargja. The Horn
has been hidden in some remote, long forgotten area
for ages. The journey itself is a test, and only one with
both courage and wisdom will succeed.
1 There is a horn that matches the description on the
ancient rune stone, but its only magic is that of popu-
lar belief. It has been lost in an ancient tomb for centu-
ries, but there may be clues to its location.
1 The player characters come across the Horn by acci-
dent, and have to make sense of its origin and purpose.
A generous gamemaster might let one of the player
characters find out that they are one of Skargja’s blood.
Otherwise, they must find one. m

http://pages.sbcglobal.net/harn-religion-team/sarajin/skargja.html

THONAHEXUS Nº 8 27
SELDHOLM 1

Seldholm (Ambergaun)
Writers: Alan Smithee, Matt Roegner & Joe Adams.
Illustrations: Matt Roegner (Heraldry), Justin Kunz (Eldred Seld)
Editor: Joe Adams

Location: Geldesfjord, Orbaal The Jarin tried to defend their homes against the in-
Holder: Clan Seld vaders, but the village lacked trained warriors. Resistance
Tributary: Clan Taareskeld, Geldeheim ended quickly. The village was sacked and many captives
Households: Ivinians 9; Jarin 5 were carried off.
Rather than sail away, Taaren decided to stay and took
the village for his own. He renamed Ambergaun to Seld-
Overview holm, and promised fealty to Hagined. Using the superi-
Seldholm is an Ivinian thran located roughly two leagues ority of Ivinian martial skills, he took control of the sur-
west of Geldeheim. Proximity to the markets of Gelde- rounding villages and farmsteads. With calm restored,
heim insures a steady amount of commerce through Taaren built a large clan house for his family and
the village. The main roads from both Shien relatives.
and Fjaga pass through Seldholm. Al- After the initial shock of conquest, the
though most Ivinians prefer to travel by Jarin slowly acclimated to their new Ivin-
ship, the local Jarin population has no ian lords. For the next 35 years, life re-
other choice but to travel by foot to the turned to its normal routine. The situa-
market of Geldeheim. tion of guarded peace would have likely
Four local settlements (Onlar, Re- remained if it were not for the Jarin Re-
lium, Thuris, and Wynian) owe tribute bellion (70–703). Seldholm was the
to the Selds. In turn, the Selds owe tribute scene of one of the most infamous inci-
to the Taareskelds of Geldeheim. dents of the rebellion.
The years of relative peace, com-
bined with overconfidence in their mar-
History tial skills, and the ease of conquest, coupled
The village was known as Ambergaun before the Ivinian with proximity to Geldeheim, lulled the Selds into com-
conquest. The settlement was similar to the myriad Jarin placency. The fortifications of the clan house were ne-
fishing villages that reaped the bounty from the waters of glected as the clan spent their money and energy pursuing
Fjord and provided what they could from the land. The economic opportunities.
Jarin worshipped their old gods, lived and died in the In 70, Jarin rebels took advantage of the weaknesses
knowledge that while life may be hard there was enough in the clan house defences. The rebels barred the doors of
for all. Life remained relatively peaceful for centuries and the clan house from the outside and set fire to the struc-
very little changed except the seasons. ture. The entire Seld clan was burned alive in their clan
This relative calm was shattered in 667, shortly after house. The uprising, while severe and bloody, remained
the fall of Geldeheim to Ivinian Vikings. Three war boats localised to the village of Seldholm.
carrying a large host of warriors beached on the sand near When news of the destruction of Seldholm reached
the village. The leader of these Ivinians, Taaren Seld, was Geldeheim, the king was hard pressed to offer an immedi-
a Rognan-born pirate and adventurer in the service of ate response. Ranulff Gundren offered his wealth and re-
Hagined Taareskeld. sources to outfit a number of warriors. The king agreed

28 THONAHEXUS Nº 8
Player Map SELDHOL M 2

MAP BY C I KOCHER

Local scale (feet)


0 50 00 200

THONAHEXUS Nº 8 29
SELDHOLM 3 GM Map

MAP BY C I KOCHER

Local scale (feet)


0 50 00 200

30 THONAHEXUS Nº 8
SELDHOL M 4

and, within a fortnight, Ranulff led a body of troops out Sovall travelled to Seldholm and met directly with
of Geldeheim. Ranulff to asses the situation. Sovall knew that Ranulff
Ranulff quickly put down the uprising. The Jarin that was a man of ambition and honor. He offered to adopt
resisted were slain, those few who surrendered were en- Ranulff ’s sons into the Seld clan, formalizing the deal
thralled. After securing the thran, he pursued those re- with the marriage of Sovall’s recently arrived nieces to
sponsible for the massacre. Since it was believed that clan Ranulff ’s eldest son Eldred.
Seld had been wiped out, the lands were forfeited to clan The king, seeking to stabilize the situation left in the
Taareskeld. With the uprising crushed, Ranulff set about wake of the uprisings, was worried that the vacuum left by
administering the land in the name of King, until the the destruction of clan Seld might tempt other local clans
thrangaad made a final decision on the land’s status. to vie for control of the land, further weakening the Ivin-
Little is known of Ranulff Gundren before his arrival ians’ hold over their temporarily subjugated Jarin. As it
in Orbaal. He was clearly a commoner and most likely a was, his decision could not have been easier to make.
criminal. Ranulff mustered a body of his fellow “clans- Ranulff and his clan had been supporters of clan Ta-
men” and other freemen to journey with Hagined Ta- areskeld for years. Giving land to his former retainers
areskeld to Jara. He participated directly in the attack on would mean they would no longer require financial sup-
Geldeheim in 667. port and could be called on to participate in any future
Having no lands in Ivinia, Ranulff, his two brothers expeditions. Also, while the Selds were Rognans; Ranulff
and their “clansmen” chose to stay in Orbaal and from was a fellow Menglanan.
667–70 Ranulff served clan Taareskeld as household The king quickly agreed to Sovall’s plan. Eldred mar-
warriors. During their tenure of service to the Taareskeld ried to the sisters Ailthytrh and Wullfthryth and the leg-
clan, Ranulff participated in attacks on several other Jarin acy of clan Seld was assured.
strongholds as well as several successful viking raids Sovall remained the head of Seld clan until 705 when
against targets on mainland Lythia and western Hârn. He he died of natural causes. The head of the clan then passed
grew wealthy from his exploits and was able to afford the to Eldred. Ranulff returned to his home in Geldeheim
bride price for a Taareskeld wife. Eventually he retired and lived out his final days there until his death in 76 at
from service and, using his considerable wealth, went into the age of 76.
business with both the Aaldaar and Ramaalsen mercan-
tyler/userer clans (See: GELDEHEIM 3, #7 and #8) ex-
panding his wealth and influence even more. In 683 he
Economics and Agriculture
purchased the building west of the clothier clan Twenalyn On the surface, the economy of Seldholm is similar to the
(See: GELDEHEIM 3 #9) and established his clan house many of the hybrid Ivinian-Jarin communities through-
there. out Orbaal. The two populations are highly segregated,
When rebellion broke out in 70, Ranulff was well into with all of the Ivinians living in a fortified clan house. As
his late 50s. The threat of widespread rebellion stretched is usual, the Ivinians make up all the craftsmen and hold
Ivinian forces thin; however, most of the Taareskeld clans- all the land. In Seldholm however; there are no serfs; all
men became involved with protecting the direct holdings
of the royal clan from Jarin uprisings.
Unknown to anyone at the time, however, one mem-
ber of the Seld clan had survived. Sovall Seld, the younger
brother of Taaren, was a successful merchant. He had
travelled to Chelemby in 70 en route to Rogna to deliver
bride-prices for his wife’s sister twin daughters. The girls
were to wed Clan Seld retainers and the formalities took
several months to complete. By the time Sovall returned
to Geldeheim in 702 to hear news of his kinsmen’s demise
and his family’s lands in the hands of a retainer of Clan
Taareskeld.
Sovall immediately understood that his clan name was
in immediate danger of becoming extinct. His brothers,
wives, and clansmen all lay dead. Sovall knew Ranulff per-
sonally since they both had many connections in mercan-
tile trade and he knew there was hope for his name.

THONAHEXUS Nº 8 3
SELDHOLM 5

Jarin are thralls. This has been the case since the uprising that the order has the King’s favour. Falyne is also related
in 70. Although some thralls do reside in their own resi- to the Valhakar of Fjorn. She has been quietly preaching
dences, they remain unfree. to the women – mostly to deaf ears. She intends to recruit
The Jarin villagers maintain the thran’s several large at least one of Eldred’s daughters into her order. Eldred
sheep herds. Since the Jarin are all thralls, there is no rev- opposes this but has kept his own counsel so far.
enue from tribute. The Jarin residing in the outlying vil-
lages of Onlar, Relium, Thuris and Wynian are also thralls
and provide tribute roughly equivalent to a feudal serf.
The Ivinians
Since 705, most of the clan’s wealth is earned through 1. Valhakar/Clothier/Mercantyler (Eldred of Seld)
mercantile activities. The primary focus of the clan is cen- Size: 20 Quality: ★★★★★ Prices: High+
tred on trade and the production of finished products. Eldred is the current head of clan Seld. He resides here
The women of Seldholm produce a high quality woven with his three wives and 3 daughters. In addition, there
cloth that is exported as far away as Chelemby and are three huscarls in the service of the clan that also reside
Shorkyne. The Clan also has several competent weapon in the hall. Eldred spends a great deal of time in Gelde-
crafters and armor crafters, a hold over from years of ser- heim looking after the clan’s commercial and trade inter-
vice in the royal bodyguard. ests. His only son Igon “heard the call of Sarajin” and is
Several large herds of sheep provide wool for the spin- studying under Suri Sweyrn in Geldeheim to become a
ning wheels and looms of the clan. These herds are the priest.
primary source of income for the thran. In addition, there
are many chickens for eggs as well as goats and swine. A) Central hall “The hen house”
These are looked after communally by the clan. This building is sometimes referred to as “the hen house”.
Agricultural practices in Seldholm are typical of those The large number of women in such close proximity to
found throughout Orbaal. Oats and rye are the primary each other, combined with the peculiarities of the Orbaa-
cereal crops and are planted in the inner/outer field sys- lese dialect has lead more than one casual observer to
tem. In addition, there are several large vegetable plots comment on the vague similarities the clan hall has to a
that provide beans, onions and cabbages. hen house.
The central hall is sturdy stone, wood and turf con-
struction. A large stone hearth is used for food prepara-
Religion tion. Two long wooden tables dominate the center of the
The Ivinians worship Sarajin in their hall. Egther [4] leads hall. The hall serves as the economic heart of the clan and
the family in informal devotions. The Selds travel to Gel- location of most activities relating to the production of
deheim for major festivals. Their Jarin peasants continue cloth. On any given day, nearly all the clan women can be
to venerate Ilvir in the privacy of their homes. found in the hall engaged in the manufacturing of cloth
and preparing meals. On clear days however; most choose
to work outside in fresh air. At night the hall is used for
Current Events communal meals where all Ivinians in the settlement
Since Ranulff ’s death four years ago, Eldred Seld [] has dine.
ruled Seldholm and its tributaries with a light hand. The
thran is peaceful and prosperous. Eldred believes the fu- B) Family Bay / Storage
ture of his clan is in mercantile activities, not in viking. He This bay serves as the living quarters for Eldred’s three
is considering acquiring an ocean-going nivik to allow the wives and infant daughters. Much of the clan’s portable
clan to ship its cloth directly and so retain a greater share wealth is stored in this bay.
of the profits.
The clan wealth is sufficient to have such a ship built, C) Family Bay / Storage
but it would leave very little left in the privy purse. The This bay serves as living quarters for the single women of
venture would be risky for, if the ship foundered, the fruits the clan and storage of looms and other elements used for
of years of labour would be lost. Eldred knows he needs a the production of cloth.
skilled and trustworthy crew for such a ship.
Just before harvest last year Falyne Raldar, an Agrikan D) Attached Barn
missionary from the Order of Kukshin in Geldeheim, Used primarily for the storage of raw wool, and for the
came to Seldholm to proselytise among the women. Val- tools used by the thralls. It is usually kept locked from the
hakar Eldred does not want her in his thran, but he knows outside but there is access from the hall.

32 THONAHEXUS Nº 8
Seldholm Thran SELDHOL M 6

THONAHEXUS Nº 8 33
SELDHOLM 7

E) Barn grain the grain for all the Jarin in the surrounding villages.
Used for the storage of winter feed. In reality, absolute enforcement of such a rule is not only
impossible but also impractical due to the travel distance.
F) Sheep Shelter There The Ivinians turn a blind eye to Jarin who grind
Used as shelter for new born lambs before they are intro- their own flour for personal use. Ander’s main concern is
duced to the main flocks. to assure that enough grain arrives to meet the thran’s
tribute requirements.
G) Sheep Shelter
Winter shelters for sheep herds. These buildings are three 4. Woodcrafter (Egther of Seld)
sided wooden constructions. Size: 6 Quality: ★ Prices: Low
Egther lives with his wife and four children. Gossips com-
H) Swine Pen ment that his wife, Gerdrun, must be the very paragon of
patience. To listen to Egther, one would believe he was a
I) Skeps veteran of a hundred wars. That is far from the truth,
Several large hives of aggressive honey bees are bred here however, since other than the assault on Seldholm in 70,
for their honey. Egther has never seen combat.
Although he is formally the village woodcrafter, in re-
J) Herb Toft ality he could not care less about his responsibilities.
Katja has been attempting to grow imported plants for Egther dislikes his life as craftsmen. He wishes he had
medicinal purposes. So far Orbaal’s harsh climes have been a Viking like his father. The other members of the
frustrated her attempts to cultivate exotic plants. clan feel he has an overly romantic idea of war and fight-
ing. As a woodcrafter, he has very little talent. His skills
2. Weapon Crafter (Torsten of Seld) are barely enough to maintain structures and to provide
Size: 5 Quality: ★★★★ Prices: Average basic necessities but that is it. Any major or immediate
Torsten is the younger brother of Eldred. He lives with repairs are given to the Jarin woodcrafter (see #0). For
his wife and three children (two boys – Ulauf and Jorst – any serious wood crafting needs, the clan members jour-
and one girl). Torsten has never shown any interest in ob- ney to Geldeheim to fill the order.
taining more wives, even though his wealth and status Egther is closest equivalent to a Sarajinian priest the
would allow for it. Although he is a weapon crafter, Tor- village has, not because of any formal training but because
sten finds that there is little demand for weapons in Seld- of his constant pontificating and argument on points of
holm. Since there are no Jarin metalworkers in the sur- honor. Eldred looks forward to the day when his son Igon
rounding villages Torsten fills his time making mundane returns home to fill the role.
implements. His son Ulauf, though only 3, is already an
accomplished hunter, and he often traipses the nearby 5. Shipwright / Pilot (Joren of Gundren)
woods with one of the Jarin thralls looking for game. He Size: 9 Quality: ★★★ Prices: High+
and the thrall Deam are friends, which would earn Ulauf Joren is Eldred Seld’s cousin. His skills as a pilot far out-
a beating were his father to find out. weigh his abilities as a shipwright, though he can easily
meet local repair needs. Joren has six children by his two
A) Forge wives, four boys and two girls.
Charcoal and pig iron are brought here from Geldeheim. The Seld clan owns two 24' niviks that are used pri-
The pig iron is refined here before being made into fin- marily for fishing.
ished goods.
6. Skald / Harper (Hromund of Gundren)
3. Miller / Brewer (Ander of Seld) Size:  Quality: ★★★★ Prices: Low
Size: 0 Quality: ★★★ Prices: Average Hromund is talented harper and singer. Although he is
Ander is the youngest of the four brothers. He has two single and technically has the right to dwell in the hall, he
wives and seven children (four boys and three girls). His has chosen to live in a residence of his own. His stated
first wife is an accomplished brewer, while his second wife reason for this is so that he may perfect his art in peace
works mostly in the clan house making cloth. and free from distraction. In truth he is a homosexual.
The mill of Seldholm is ox-driven, as the local water He is unaware that his ruse is a complete failure. He is
way is far too shallow to provide power for a watermill. mockingly referred to as the 4th princess of Seld, though
Ander, being the only miller in the area, is supposed the no one calls him this to his face. As long as the façade is

34 THONAHEXUS Nº 8
SELDHOL M 8

maintained however all parties involved are content to let a balance between the Jarin and their Ivinian masters and
things be as they are. His affair with Huscarl Fridgeir is avoid serious conflicts.
not generally known, and Fridgeir dislikes having to make Conner lives with his wife and four children (two boys
fun of his lover behind his back. and two girls).

7. Salter / Fisherman (Geir of Gundren) 11. Thrall / Herdsman (Yseult of Dwyer)


Size: 6 Quality: ★★ Prices: Average The widow Yseult lives here with her son Alwyn. During
Geir spent his youth as a viking. He was quite successful the turmoil of the rebellion, Yseult was sent away from
and chose to retire. Though he has significant wealth, he the village by her husband. She and her infant son fled to
chooses to only have one wife. He spent a great deal on the a nearby hamlet but her husband was slain. She returned
bride price for an Ivinian wife. He tends to comment that in 703 and scratches out a living as the village herder.
Orbaalese women tend to lack the knowledge of the “old Alwyn has been nicknamed “Mopey” by the Jarin, in
ways” though he is not able to define clearly what those reference to his dour attitude. A story is told that he loved
are, and will go on long contradictory and pontificating a girl in another village. She loved him back. They had a
tirades on how a proper woman should be. He lives with brief affair. Alwyn was too cowardly to ask her father for
his wife and four children (two boys and two girls). her hand in marriage, however. The girl took his coward-
Torgren of Gundren, Geir’s brother, was also a suc- ice as rejection and married another suitor. Now he lives
cessful viking who retired at the same time as his brother. in regret and refuses to consider other women, choosing
He works beside his brother as a fisherman. His two wives instead to lament his poor choice and cowardice. His
and seven children (four boys and three girls) complete mother is very worried that he will never find a wife and
this boisterous household. nags him constantly. This nagging only deepens his feel-
ings of despair.
8. Hideworker / Innkeeper (Halvdan of Gundren) The Ivinians have picked up the story and find the
Size: 5 Quality: ★★★ Prices: Average whole issue funny as well as pathetic. They view it as a
Halvdan has a wife and three children (a boy and two demonstration of the general insipidness of the Jarin
girls). Recently, Halvdan converted his attached barn into male’s character. They have even gone so far as to compose
lodgings for travellers and opened it to Jarin travellers. a bawdy saga they call “Alwyn’s Saga” and it has become a
Ivinian travellers heading to Geldeheim are usually invited popular late night drinking song among the Ivinian men.
to stay in the clan house. Allowing strange Jarin inside the
thran walls has caused some concerns about security. 12. Thrall / Herdsman (Griffith of Alda)
Griffith’s eldest son, Liam, regards himself as a rebel wait-
ing for his chance to strike a blow for the cause of Jarin
The Jarin independence. Over the years, he has stolen several small
All Jarin in the village are thralls. After the uprising in 70, knives and a wood axe in anticipation of another uprising.
many Jarin were put to death by Ranulff. Some have re- Liam would love to run away to a life of banditry but lacks
turned from hiding, while others have grown to maturity the courage to leave and would not even know where to
under the Selds’ light hand. begin to look for other rebels.
Griffith and his wife are worried that Liam’s contempt
10. Woodcrafter / Thrall (Conner of Llyrm) of the Ivinians will incur the Selds’ wrath. They worry
Size: 6 Quality: ★★★★ Prices: Low that after their death there will be no one to control his
During the 70 uprising, Conner fled the village to stay behaviour. He is mother is desperate for Liam to marry, as
with his cousins. He disagreed with the course of action she hopes it will calm him down.
the rebels took and, although he hates Ivinians in general, Griffith’s other son Deam is at pains to keep his friend-
Conner respects their practical nature. He knows that pa- ship with Ulauf Seld a secret. Deam fears his brother’s
tience is more likely to win out over direct action. This reaction more than his father’s should it become known.
attitude has earned him the disdain of some of his neigh-
bours, especially those who lost kin in the Rebellion. 13. Thrall / Herdsman (Dylan of Gwynn)
Conner is the primary woodcrafter for the village. His Dylan was only ten years old in 70 and he survived the
position of importance and his necessary skills allow him Ivinians counterattack on Seldholm. In 76 he was given a
access to thran. He has become the spokesperson for the plot of land and was the first Jarin to be granted property
Jarin population of Seldholm. He works hard to maintain after the uprising. His compliance was a key factor in the
decision to allow other Jarin to be given land. He lives

THONAHEXUS Nº 8 35
SELDHOLM 9

here with his wife Morgilth, who is years older than he is.

© J U S T I N K U N Z ( W W W. J U S T I N K U N Z . CO M ) . A L L R I G H T S R E S E R V E D.
The couple have no children.

14. Thrall / Herdsman (Bran of Cenarth)


Bran lives here with his young wife Gwanwyn, who re-
cently gave birth to a son. With birth of his son, he was
granted permission to construct a cottage and till a plot of
land. Their child is frequently ill and Morgan is worried
that he will die.

15. Thrall compound


This compound houses the thralls of clan Seld. The build-
ings are locked at night from the outside. Due to the in-
creased number of pregnancies among the thralls in re-
cent years, Eldred is planning the construction of a new
Thrall compound for the single males that will be isolated
from the main Thrall residences by a locked gate. ValhakarEldred Seld

A) Married families Seld for the last 5 years but the true power remained with
Three married couples live in this building. One couple his father Ranulff until the old man’s death in 76.
recently had a child and will be allowed to construct a Eldred has not lived in his father’s shadow and has
residence in the spring. earned the respect of most of the Ivinian clans in the fjord
on his own merit. Eldred is a realist and a pragmatist. He
B) Single males understands clearly that the clan’s success owes much to
These eleven thralls are the younger sons of families from his mother’s business acumen and is maintained by the
outlying villages. They entered servitude to clan Seld in creative, organizational, and industrial talents of his cur-
hopes of improving their economic fortunes, find a wife, rent wives. He is also very aware of the fact that he is Val-
and perhaps receive a bit of land. These young men gener- hakar of the Seld clan because of his marriages. The result
ally have no specific skills but provide labour to till the is a man who is careful not to make enemies.
fields. His neighbours call him “Eldred, King of Byria”, joking
that he rules over a harem. What started as a passing re-
C) Single females mark has become his accepted form of address among all
Seventeen young women work in the main hall and assist local Ivinians, who refer to him simply as “the Byrian”. El-
with weaving. They are the daughters of families from the dred is amused by this reference and, and has wryly re-
local villages. marked,“As the years pass, many sons of Orbaal will make
reason to find themselves under my roof.” Privately, he
16. The Cairns looks forward to the large number of bride-prices he will
Three large cairns and one small barrow stand in the collect.
woods to the east of the thran. These ancient Jarin burials
are avoided by the Ivinians who believe it to be haunted. Katja Eldredwiffe, 37
Eldred has forbidden the Jarin thralls to go near them, but Katja is technically Eldred’s second wife. Her natural tal-
they hold Ilviran rites here when they can, usually at ents are one of the key factors to the success of the thran.
night. Katja is a brilliant woman. Her organizational skills are
impressive and she is quick to grasp new concepts. Katja,
in addition to speaking her native Ivinian, is also fluent in
Clan Seld the local Jarinese dialect.
Eldred Seld, 39
Eldred is a clever and intelligent man. He was fortunate to Katja’s Son
inherit father’s sense of commitment and ambition, but it Igon Seld, 6
is tempered by his mother’s intelligence and patience. He A serious young man, Igon has lived mostly in Geldeheim.
is highly respected for his business acumen and ability to Since he was twelve, he has studied the ways of the Grey
find compromise. Eldred has officially been leader of clan Slayer from Suri Sweyrn, at the temple of Sarajin in Gel-

36 THONAHEXUS Nº 8
SELDHOLM 10

deheim (See: Geldeheim 3 #3). He sees his father during Heremar Eldreddatter, 6
his frequent trips to the town, but rarely visits Seldholm. Heremar is prone to tell fantastic stories and has many
He doesn’t miss the “clucking women”. imaginary friends. The family attributes her eccentricities
a freak accident she had three years ago when she was sup-
Katja’s Daughters posedly trampled by a horse. Though severely battered
Gutta Eldreddatter, 6 and bruised, she suffered no broken bones or seemingly
Called “Singer”, Gutta is very artistically inclined. She is permanent injuries.
the spitting image of her mother (and aunt). She shares She often has one sided conversations when no one is
her mother’s organizational talents and intelligence. Like around, prone to drastic mood swings and shows signs of
her mother, Gutta speaks the local Jarinese dialect and is mysterious bruises. Most of the family find her quite ec-
an accomplished seamstress. centric are very worried that she may be the focus of evil
spirits.
Wignea Eldreddatter, 3
Wignea is a very obedient girl. She is also an accomplished Lyrra Eldreddatter, 2
archer with a strong penchant for hunting. When not oc- Lyrra is a very introverted and withdrawn young girl. She
cupied with her duties in the clan hall, Wignea, along with rarely speaks above a whisper and generally does not look
Saegret and Lyrra, can often be found with Fridgeir prac- people in the eye when she speaks. She is shy and with-
ticing archery. Katja, while not overly unhappy with her drawn, her mother’s constant badgering and nit picking
daughters’ martial leanings, has pressed Fridgeir to no only serves to increase her moodiness.
longer mentor the girls as their duties, as they enter wom-
anhood, will leave little time for such activities. Cetta Eldreddatter, 0
Wignea dreams of going to Geldeheim and competing Cetta talks non-stop. She is inquisitive and loquacious;
in the spring festival games. It is very unlikely her mother bordering on infuriating. Secretly she revels in causing
will approve of this, however. distress in adults by asking potentially embarrassing ques-
tions about their situations. So far her youth has pro-
Saegret Eldreddatter, 2 tected her from causing real offence but, as she grows
Nicknamed the Cat, she is quite accident prone but has older, her mother worries she will cause embarrassment
yet to suffer any serious injuries. She is also very indepen- to the clan.
dent and has been known to disobey her mothers’ wishes
on many occasions; a decision she has come to regret each Selatja Eldreddatter, 7
time. She is an accomplished archer, although not as Usually found with Aelfhild as the two are constant com-
skilled as her older sister Wignea. panions. She is a packrat and many items that are thought
lost are actually found hidden in her bedding. This is not
Theohilde Eldreddatter, 0 generally a problem for family members but has been dis-
Theohilde is the youngest of Katja’s children. She suffered tressing to several guests.
a high fever as an infant and is partially deaf as a result.
Garlinge Eldreddatter, 3
Wulfthyn Eldredwiffe, 37 Garlinge is a very spoiled precocious young girl. She has
As the mother of the eldest child, Wulfthyn is consid- been spoiled by her older sisters.
ered to be he first wife by tradition. She tends to follow
Katja’s lead in most matters, as she is not as forceful or self Hilde Eldredwiffe, 29
confident. Hilde is a half-Jarin, half-Ivinian woman born in Fjaga.
Since her arrival in 7 she has learned much from the two
Wulfthyn’s Daughters senior wives and has combined traditional Jarin and Ivin-
Nothgara Eldreddatter, 8 ian weaving styles with some interesting results. She gets
Eldred’s eldest daughter is to marry Huscarl Haefnir next along quite well with the other wives despite her mixed
year. Eldred is happy with the match as Haefnir is unre- blood.
lated to any of the local clans and will not involve the Selds
in any troublesome alliances. The marriage may have to Hilde’s daughters
occur sooner than expected as Nothgara is pregnant, a Aelfhild Eldreddatter, 7
fact she herself has only recently come to suspect herself. Aelfhild is a constant companion to her half-sister Sele-
thryth and her accomplice in crime. The two go to great

THONAHEXUS Nº 8 37
S E L D H O L M 11

lengths to abscond with baubles and find the consterna- age 6. He has never married and has never showed inter-
tion of adults amusing. est in finding a wife. It has been suggested in the thran
that he be adopted into the Seld clan and granted land in
Burghild Eldreddatter, 5 Seldholm or, more likely, construct a house in one of the
She can usually be found tailing Selatja and Aelfhild on nearby villages. Eldred is said to be considering this as a
their “adventures”. She is usually responsible for inadver- serious option.
tent tattling on her sisters’ activities through her youthful
exuberance and naivete. Thorald Turven , 29
Thorald is quiet reserved man who has served the clan
Beornflaed Eldreddatter,  loyally for nearly 0 years. He hides a dark secret however.
Beornflaed was born last spring and is a healthy young He is a sexual predator. He raped Heremar several years
girl. ago and has continued to prey on the girl to satisfy his
lust. He relies on her mental condition to discredit any
The Huscarls story she might tell.
Fridgeir and Thorald are men at arms that have served the His greatest fear is that he will be caught but he can
Seld for many years. They reside in the great hall. Haefnir not control himself. He fears his assaults on the girl are
is engaged to Eldred’s eldest daughter and serves his fu- the cause of her delusional behaviour.
ture father in law as part of the bridal contract. All three
men are loyal to clan Seld. Haefnir Aaldaar, 23
The eldest son of the Valhakar of Ejaheim, Haefnir is set
Fridgeir Maarenson, 42 to marry Nothgara in the coming spring. He intends on
A handsome, rugged man and well known swordsmen. staying in Seldholm after the wedding, preferring Eldred’s
He is close friend to Eldred and trusted men-at-arms. He leadership to being badgered by his mother back in Eja-
has served the clan since he swore allegiance to Ranulff at heim. m

38 THONAHEXUS Nº 8

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