DMGR2 THE CASTLE GUIDE

Designed by Grant Boucher, Troy Christensen, Arthur Collins, and
Nigel Findley
Additional Design by Timothy B. Brown and William W. Connors
Edited by William W. Connors

(R) and (TM) are trademarks of TSR, Inc.
(C)1990 TSR, Inc. All Rights Reserved

Table of Contents

Introduction 3
Chapter 1: The Feudal Setting 5
   Social Classes 6
   Members of the Court 8
   The Role of the Church 10
   Politics and Churches 13
   Crimes and Punishments 14
   Death by Taxes 17
   Populating the Castle 21
   A Day in the Life of a Peasant 23
Chapter 2: In the Days of Knights 25
   Knighthood for Non-Warriors 26
   The Road to Knighthood 27
   The Chivalric Code 29
   Falling from Grace 32
   Rogue Knights 33
   Heraldry 33
   Demi-Human Knights 35
Chapter 3: The Tournament 38
   Jousting 39
   Archery 41
Chapter 4: The Evolution of Castles 42
   The Castle's Role 42
   Types of Castles 43
Chapter 5: Castle Construction 45
   Acquiring Land 46
   The Construction Site 48
   Climate Type 48
   Geography 48
   Ground Cover 50
   Resource Availability 51
   The Work Force 51
   Local Social Structure 51
   Worker Skill 52
   Worker Morale 52
   Castle Design 54
   Castle Modules 54
   Average Construction
   Time & Cost 59
   Works of Art 59
   Overhead Costs 59
   Final Calculations 59
   The Work Force 60
   Work Seasons 62
   Monthly Events 63
   The Castle on the Moors 67
Chapter 6: Unusual Castles 69
   Oriental Designs 69
   Thieves' Castles 69
   Wizards' Keeps 69
   Priests' Fortresses 70
   Paladins' Castles 70
   Rangers' Forts 71
   Druids' Shrines 71
   Dwarven Citadels 71
   Elven Sanctuaries 72
   Halfling Strongholds 74
   Gnomish Castles 74
   Orcish Keeps 75
Chapter 7: Warfare! 76
   Offensive Tactics 76
   Investment 77
   Starvation 77
   Thirst 78
   Fantastic Combat 79
   Reduction 80
   Escalade 81
   Airborne Operations 82
   Breaching the Walls 84
   Siege Attack Values 84
   Excavation 86
   Mining 87
   Trickery and Corruption 89
   Morale Issues 89
   Defensive Tactics 90
   Fortifications 90
   Sorties 92
   Defending the Walls 93
   Morale Issues 96
   Surrender 97
   Siege Engines 98
Chapter 8: Quick Resolution Systems 106
   Siege Resolution 106
   Fighting Campaigns 108
   War in the Medieval Age 109
   War Plans 111
   Battle Resolution 112
   Campaign Victory--Winning the War 115
   Character Involvement 116
Chapter 9: Generic Castles 118
   Cyclops Tower 118
   Bremberthwaite Manor 120
   Kinniver Castle 122

Introduction
   Prepare yourself for a voyage back in time.
   As you read this book, you will be drawn back through the years
to an age when castles dominated the landscape of Europe. Here,
amid these mighty stone halls, you will find knights in shining
armor and great battles fought by men and women with steel swords
and iron nerves.
   Welcome to the Age of Chivalry.

What's in this book?
   ((The Castle Guide)) is an outgrowth of the AD&D(R) 2nd edition
game rules. In the ((DUNGEON MASTER(R) Guide)) and ((Player's
Handbook)) a general rules system was established that allows the
Dungeon Master to run a variety of fantasy role-playing styles. In
this book, however, we will focus in on a specific style of game,
one set in a society similar to that of feudal Europe, and give you
the background information you need to make it come to life.
   The first section of this book begins with an overview of
medieval society and the feudal system in general. Here, you will
come to understand the forces that drive a feudal government and
the relationship between the state and its churches.
   Following this, we go on to detail the ways in which player
characters can become knights, the stout defenders of the realm.
The code of chivalry is examined and the standards by which a
knight must live his or her life are addressed. In closing the
first section, we offer a guide to medieval tournaments. Here,
characters get the chance to show off their skills and try for the
hand of the beautiful princess (or handsome prince).
   Our second section examines the evolution of castles in medieval
Europe and provides an overview of their advantages and
disadvantages. Following that, we present a modular system for the
design and construction of castles for use by Player Characters and
NPCs alike. With this simple system, the DM can determine just how
much it will cost a character to build the keep of his dreams and
how long the construction will take. Included with this are rules
for the use of magical items and monsters in the building process.
   For those of you who are fond of the BATTLESYSTEM(TM) miniatures
rules, we have included the third portion of ((The Castle Guide)).
Here, we expand upon the BATTLESYSTEM rules and provide rules for
resolving long sieges and the defense of castles. Material in this
section addresses the elements of a fantasy world that make
defending a castle more than just an exercise in historical
simulation. In addition, we look at the various types of castles
found in the AD&D game, including those of the dwarves and elves.
   If you aren't interested in fighting out individual battles with
miniatures, we have taken care to include a pair of quick
resolution systems. The first of these can be used to resolve
individual sieges, while the second can be employed to determine
the victor in an individual battle or all-out military campaign.
   Lastly, we have included a trio of generic castles for use by
the Dungeon Master in setting up his game. If time is tight, any
one of these structures can be easily adapted to serve as an NPC's
base of operations or as a model of medieval design techniques.

Using ((The Castle Guide))
   As you can see, there is a great deal of information in this
book. Of course, you can use as much or as little of it as you want
in your AD&D game. If you are using the ((Complete Fighter's
Handbook)) in your campaign, you will find that much of the
information in this book works well with the cavalier and
swashbuckler kits especially. However, anyone who runs a campaign
that has elements of feudal Europe in it will find something of
value to them in this book.
   For those who want to set their campaign against the backdrop of
a great war, as was done in Tolkien's ((Lord of the Rings))
trilogy, the quick resolution systems presented in chapter 8 will
allow players to focus on the role-playing aspects of the game,
while still being able to change the course of a battle or turn the
tide of an entire war.
   If you enjoy wargames and want to mesh your AD&D game campaign
more fully with your BATTLESYSTEM games, the sections on warfare
will also provide you with lots of information for new scenarios.
With the addition of the material in this book, role-playing's
premier miniatures rules system reaches new heights.
Knights, mount your horses. The time for battle is at hand!

Chapter 1: The Feudal Setting

Merging Fact and Fantasy
   Many of us got into role-playing games when we met some friends
who simply asked us to "come by and watch." Little did we know that
we had already watched plenty of role-playing games in our all too
short lives. In fact, the films and novels we've read over the
years hold that same spark of imagination that drew us into these
crazy games in the first place.
   When setting up a new campaign world, there are two basic
schools of thought: those who feel the game should be very
historically accurate and those who do not. Of course, the
introduction of magic into the historic world is a mainstay of the
AD&D game and cannot help but distort an otherwise historic
setting.
   So, which do you choose in your campaign? Is your world going to
be classically accurate, as it was seen in the great Roman and
Biblical epics we've all watched on TV? Or will the world have an
element of magic and superstition lurking just out of sight (or
even in full view), like the great epic stories of ((Excalibur))
and ((Conan the Barbarian))?
   If you choose the latter, you must decide how far to take the
magic. Very popular in recent fantasy literature are the "no holds
barred" magical worlds where everyone and their brother lives and
breathes magic. In many ways, this is similar to the way in which
the average person sees technology today. After all, most people
have no idea how a television set works, but they accept it as a
common part of their daily lives.
   The average AD&D campaign remains somewhat in the middle, along
the lines of Tolkien's works and the stories of King Arthur. In
this book, we will assume that this is the norm. Of course, because
the AD&D game is ((your)) game, no single style of play is
considered to be ((correct)). If you and your players are having
fun, then you're playing the game properly.
   As with all things in the AD&D game, your interpretation is what
matters, so feel free to pick and chose, discard and exploit. The
more excited you get about your choices, the more your campaign
will thrive and grow. Hopefully, this information will give you a
wealth of adventure ideas and add life to all your future gaming.
   Enjoy.

Notes on Campaign Politics
   In many campaigns, the problems of national politics fall into
the background for lower level characters. After all, the majority
of first level adventurers are not able to cope with problems like
major wars, thwarting the ultimate evil, or slaying that most
horrible of horrors, the dragon. At this point in their careers,
the characters are not going to be overly concerned with the
ramifications of the king's political alliances for the same reason
that most of us are not experts in the details of our country's own
foreign relations: it simply doesn't enter into our daily lives.
   As they progress in levels, however, things will begin to
change. At first, this will be only a passing thing. Perhaps one
adventure brings their actions to the attention of a local baron
who, for better or worse, makes a mental note to keep an eye on the
characters. By the time they have reached ninth level, the
characters are usually fairly well known and have acquired the
status of folk heroes. As he begins to attract followers, the
character cannot help but come to the attention of the local
government.
   It is almost certain that, given time, they will become as well
known in their homelands (or the region in which they adventure) as
George Washington, Abraham Lincoln, or the Wright brothers are in
the modern United States. Of course, this may also mean that they
are expected to undertake tasks which seem impossible and confront
unstoppable armies as a matter of routine duty to their king. Oh
well, that's what they get for giving up the simple life of a
blacksmith.
   In any case, it is important to note that relationships with the
local nobility (even for those who are a part of it) are not always
cordial. Just as the king can be a very valuable friend, so too can
he be a deadly adversary.

Feudal Society
   The basic element of feudalism is simple enough to understand.
All in all, it is nothing more than an agreement between two men,
a lord and a vassal, to work together for their mutual betterment.
   The lord, who is the recognized owner of a piece of land--gives
it to the vassal, who will manage and live on it. In exchange for
such a favor, the lord is entitled to certain duties and favors
from the vassal, which include the payment of taxes and the
requirement that he support the military forces maintained by the
lord.
   In most cases, the owner of the land is the king and the vassals
are his nobility. Of course, one can't expect the nobility to work
the land themselves, so we come to the serfs and common folk.
   The vassal, in an agreement similar to that he which he has with
his king, turns the land over to the peasants and serfs to farm and
live on. Like the vassal, they agree to work the land and provide
their lord with income and food from it. Of course, the serfs
expect to earn enough money to live on and to be protected by the
lord in times of unrest or military conflict. The lord knows this,
just as he knows that he can expect the same from the king, and is
only too happy to provide it. While this doesn't mean that life for
the serfs is wonderful, it does allow them to live without fear of
extreme repression or exploitation.
   The feudal system works well so long as everyone in it
recognizes their own responsibilities and the rights of others.
Since they are in a position where it is in their own best interest
to do so, they almost always do. Those who ignore their duties or
seek to take advantage of their own position are quickly pegged as
trouble-makers and may well be strongly disciplined by the
leadership of the society.
   The reasons for this are simple enough to understand. While the
King may not care too much about the life of a single serf, he must
concern himself with their overall happiness. Without the serfs,
his vassals have no power or income. Without the power and income
of the vassals, he himself is impotent. Each block in the pyramid
of power rests very solidly on those below it in the feudal system.
Without the support of the base, the entire structure will
collapse. 
   Of course, the key to the whole thing is land. Whoever owns the
land has the power. While there are certain regions which might not
belong to the king (a yeoman's farm, for example) these are
insignificant when compared to the vast stretches of land owned by
the king himself. Even such small patches of independent land will
be forced to recognize the power of the king, of course, if they
are to expect any protection or assistance from the crown during
times of war or calamity.

Social Classes
   One important aspect of the feudal system is its clear and
almost absolute recognition of social classes. Anyone born as a
serf can expect to die as a serf. There is no provision in such a
society for the advancement of individuals from a lower class into
the higher classes. This is not to say that it is impossible, only
that it is very difficult. 
   How might someone in a lower class make the jump to a higher
place in society?  Usually by doing a great service to one's lord
or church. In some societies, in fact, any knight has the right to
bestow the rank and title of knighthood on any individual who
proves himself worth on the field of combat. Of course, the problem
with such an approach is that it often ends up in the would-be
knight's death at the hands of a better trained and better equipped
warrior. As we said, it is not easy to improve your place in such
a system.
   In the following section, we will examine the many levels of
society which characters in an AD&D game will encounter.

Serfs
   By the time of the middle ages, slavery had gradually fallen out
of favor in feudal europe. While there are certain to be isolated
pockets of slave trading in most worlds, the vast majority of a
chivalric campaign world should not be a party to it. While the
distinction between a serf and a slave may be obscure to many, the
most important thing to understand is this: the serf had certain
rights.
   While he did not own the land which he worked and did not have
a say in the local government he was acknowledged to own
((himself)). Unlike more primitive societies, where members of the
lower class were thought of as animals or property, the poor in a
feudal society are recognized as having a right to fair and just
treatment by the nobility and society in general.
   Most feudal estates have laws to protect the local serf
population from abuse or mistreatment--even by members of the
nobility. While these laws may be more or less enforced, depending
on the disposition of the local lord, the fact that they exist at
all is a major turning point in cultural evolution.

Yeomen
   Unlike the serf, who spent his days laboring on land owned by
his lord, a yeoman was recognized as the owner of his own farm. As
a rule, it was not a large estate, but it was enough to provide for
his needs (and those of his family). If times were good, it might
even provide a surplus which could be sold or bartered for a few
choice items or luxuries.
   In many cases, of course, a yeoman will swear loyalty to a
near-by lord and pay him or her some tribute each year. This serves
two purposes. Primarily, it allows the yeoman to keep on good terms
with the lord and provides assurance that his land will not be
taken from him. Secondly, it obligates the lord to help protect the
yeoman's land in the event of a disaster or attack. In short, the
gesture simply assures that the two will be "good neighbors."

Tradesmen
   Tradesmen make up the lower classes of a feudal town. They
include the common laborers, lesser craftsmen, and small
businessmen. As individuals, they hold little power. Because of
their overall importance in society, however, they are treated
fairly well by the lord of the manor.
   As a rule, tradesmen make enough money to support themselves
fairly well and to provide a comfortable home for their families.
In a modern sense, they might be described as the middle class.

Guildsmen
   In order to counter the power which a lord maintains over his
holdings and make certain that he does not abuse his status, the
members of many professions form guilds. In essence, they function
like the thieves' guild which is so much a part of many AD&D game
campaigns. Guildsmen, the leaders of such groups, have much power
in a town, for they can call on workers to stop key activities or
delay important projects. Likewise, they can urge increased quality
or quantity in times of strife.
   In addition to the important members of the various guilds, this
class of citizens includes unusually gifted artisans or those who
work with precious materials (like a gem merchant). This class may
be the most diverse of any because it serves as a buffer between
the nobility and the common folk. In modern terms, the guildsmen
might be considered to be the upper middle class.
   As a side note, some guildsmen might have more actual power in
a region than the nobles they serve. Such power is probably not
openly manifested, but used in subtle ways to help the friends and
family of the guildsman. The most important members of this class
might be considered nobles who just haven't been given a title yet.

Chivalrics
   The lowest rank of the nobility, the chivalric class is made up
of knights and barons who have been given a grant of land to
administer. In some cases, they have earned the land themselves
through wealth, power, or service. In others, the land may have
been awarded to one of their ancestors and they have inherited the
title and responsibilities which come with such an estate.
   Members of this class are endowed by their own lord (usually a
duke, count, or earl) with land of their own and a manor house or
keep in which to dwell. In return, of course, they swear loyalty to
their benefactor and vow to serve his interests in their daily
lives. As such, they pay a portion of their own incomes to him as
a measure of their respect and gratitude. In a time of crisis, they
are expected to come promptly to the aid of their superiors.
Nobility
   The nobility are second in status only to the royal family. In
practice, they  are perhaps the most powerful of the classes.
Members of the nobility, most of whom bear the title of Count,
Duke, Earl, or Marquis, are each entrusted with a large section of
the king's land. They swear loyalty to the crown, just as the
members of the chivalric class swear loyalty to them. It is their
responsibility to see to it that affairs in their lands are orderly
and that all taxes and revenues due to the King are collected in a
timely manner.
   Members of the nobility have a very close relationship with the
royal family, but they can claim no direct blood ties to the
throne. In the event that a great disaster were to decimate the
ruling house, the successor to the throne would certainly come from
this class. The means by which such an individual came to power
might be very controversial and a political power struggle is sure
to erupt whenever the throne is left unclaimed.

Royal Family
   At the top of it all is the royal family. Members of this group
can trace a direct family relationship to the ruling monarch. When
the current king dies, one of them will be next on the throne. In
any feudal culture, members of this class are the absolute upper
crust. Everyone, even the most powerful members of the nobility,
swears fealty to the royal family and to the king in particular.
   In the event of a dispute between the king and a member of the
nobility, either in the form of a political challenge or an
outright rebellion, members of lower classes are expected to side
with the king and royal family. For example, if a powerful count
decides to make a grab for the throne, many of the knights and
barons who serve him may well be forced to turn against him.
Failure to support the king in an internal struggle can be
disastrous if the king should prove to be triumphant in the
dispute.
   As a rule, the king will be replaced by his first born male
child when he dies or steps down. If there is no such heir, then a
preestablished pecking order exists to decide who has claim to
throne. In the event that no clear successor exists, the nobility
will step in to select which member of the royal family will become
the new King. In such cases, a great deal of political manipulation
and deal making can be counted upon.

The Imperial Family
   In some cases, there exists an element of society above the
traditional royal family: the imperial family. Where a king is the
recognized ruler of an individual country, an emperor has united
several nations under his own banner.
   Empires are very rare indeed. The power required to hold one
together is almost impossible for one man to attain. In most cases,
an empire is formed by conquest. When one nation becomes so
powerful that it can overrun a number of neighboring states, its
king is elevated to the status of an emperor.
   There are other ways in which an empire might be formed, but
these are rare in the extreme. Several nations with the same
religion might be united in a holy war which causes them to select
a single individual as their leader. If things go well and the new
leader has acquired the power to hold this alliance together after
the war, an empire may be forged.
   There will always be men who claim to rule empires which exist
only in their own minds, of course. It is not uncommon for a king
to refer to himself as emperor and his lands as an empire. For our
purposes, however, these people are no more than kings with
delusions of grandeur.

Members of the Court
   Any good noble will surround himself with advisors. Each of
these men (or women) will be an expert in areas which the king may
not be knowledgeable about. By consulting them when he is forced to
make a decision in some area, the lord can render a fair and
competent ruling.
   Because of the modular nature of feudal governments, each of
these offices is likely to be repeated at different levels of the
government. For example, the local baron is certain to have his own
seneschal, as does the count he reports to and the king above them
both. Some position, such as the Lord High Wizard, will not be
found in most estates due to the expense of maintaining such an
advisor.

Lord High Chamberlain
   Of all the positions in a lord's court, none is more trusted or
important to the daily activity of the estate than that of the Lord
High Chamberlain. In modern terms, the chamberlain is the lord's
right-hand man. He controls all access to the Lord and can act on
his behalf in any instance. Orders which are issued by the Lord
High Chamberlain are assumed to come directly from the lord and
must be obeyed without question.
   A number of individuals will report to the Lord High
Chamberlain. It is his job to coordinate reports from numerous
lesser officials and present his lord with the information needed
to make wise decisions. The Chamberlain enjoys the absolute trust
of his monarch and can act in his behalf on any matter. In many
cases where an audience has been requested with the lord, the
chamberlain will be able to resolve matters without having to
"trouble his royal highness."

Lord High Chancellor
   The Lord High Chancellor is entrusted with the day to day
operations of the government. He is the absolute head of the civil
service, answerable only to the lord himself. The only exception to
this would be in cases where his actions might have to be cleared
with the Lord High Chamberlain. The relationship between these two
officials is close, if not always cordial.
   Nearly every member of the lesser bureaucracy is under the
direction of the Lord High Chancellor. His people organize tax
collections, internal political relationships, and the posting and
distribution of all royal decrees and proclamations.

Lord High Justice
   The Lord High Justice is in charge of all aspects of the legal
system. It is his responsibility to see to it that laws are
enforced and that criminals are hunted down and detained. He
oversees the actions of the local judges, all of whom answer to
him, and the town militia.
   Among the people who report directly to the Lord High Justice
are the High Sheriff (who heads the town watch), the High
Prosecutor (who handles the prosecution of criminals), and the High
Forester (who oversees the lord's woodlands and prevents poaching).

Lord High Marshal
   This individual is the head of the lord's military forces. He
commands the armies and directs the actions of the city watch in
the event of an attack. In all matters which require the use of the
lord's troops and knights, the Lord High Marshal is in absolute
charge.
   In addition to the lesser military personnel in the manor, the
Lord High Marshal is in charge of the Royal Armorer and his armory,
the hiring of any mercenary troops or adventurers, and the
acquisition of new military technologies and strategies from other
kingdoms. Because of his dealings with adventurers and mercenaries,
it is probable that the Lord High Marshal is the first individual
which player characters will come into contact with as they rise in
levels.

Lord High Inquisitor
   One of the more sinister sounding offices, the Lord High
Inquisitor is in charge with maintenance of the lord's intelligence
network. He controls the numerous spies which have been placed in
the other branches of the castle's power structure. In addition, he
receives reports from his agents in the holdings of those who serve
the inquisitor's lord and from men stationed in other realms.
   The nature of the feudal system makes the use of spies and
counterspies almost a necessity. The king wants to know what his
counts and dukes are up to, so he has men planted in their courts
to provide him with information. The counts and dukes, of course,
want to know what the knights and barons who serve them are up to,
so they send their own spies to investigate. In addition, they want
to know which of their own men really work for the king, so they
employ counterspies to root out the informants. As you can see,
this tangled web of agents can become quite complex. If used
correctly, though, such intrigue can add a great deal to any
chivalric campaign.

Lord High Wizard
   One of the least commonly encountered, the position of Lord High
Wizard serves two purposes. First and foremost, it allows the Lord
to have access to powerful magical spells. Perhaps more
importantly, however, it shows the wealth and power of the lord.
After all, keeping a wizard on your staff is an expensive practice.
Such advisors are known for their ability to drain large amounts of
revenue to fund their experiments, spell casting, and research.
Since only the wealthiest (and therefore most powerful) of lords
can afford such a burden, any court with a Lord High Wizard is
highly respected.
   While the court of a king or emperor is certain to have a very
powerful Lord High Wizard, lesser estates may have only a token
spell caster. Of course, since the average non-wizard does not
understand the importance of various spells, a flashy spell of
minimal power will often be perceived by the lord as more valuable
than a more powerful spell which is less impressive in practice.
Lord High Chaplin
   The Lord High Chaplin is a representative of the religious
community in the lord's territory. In most cases, the Lord High
Chaplin will be a member of the most powerful church in the
kingdom. In cases where two faiths of equal power exist, there may
be two separate offices.
   In manors where the lord is not religious, the Lord High Chaplin
will be in charge of handling relations between the lord and the
church. A similar state of affairs exists when the lord is
religious, but is not of the same faith as the majority of his
subjects. In most cases, the lord will, at the very least, pay lip
service to the religion of the Lord High Chaplin.

A Note About Magic
   Of course, our own medieval period was not marked by the
practice of magic, although superstition was widespread. In the
typical feudal court, magic (either clerical or wizardly) are both
looked upon with skepticism. To the average warrior or bureaucrat,
magic is both unimportant and unreliable. The noted cryptic nature
of advice acquired from such spells as ((augury)) lends credence to
their doubts.
   In kingdoms where magic is more common, these crafts may be
looked upon with awe by those who cannot control them. While
knights might recognize the value of a magical or holy weapon, they
will consider the use of spells like ((fireball)) to be less than
honorable tactics. After all, they reason, a dispute should be
settled by fair combat with warriors testing their metal and their
skills. Duels between wizards are considered fair, since both sides
are using the same weapons. Combating a knight with spells (or
cutting down an unarmored wizard) is considered a violation of the
Chivalric Code.
The Role of The Church
   Although we have touched on  he importance of religion in feudal
society, we have not taken the time to examine it in any detail. In
this section, we will do that , although we will only delve into
the matter briefly. For those who wish to have greater detail on
the various churches represented in the typical AD&D game, we
suggest that you consult the ((Complete Priest Handbook)) and take
the time to research the various holy orders in place during the
middle ages.
   It is important to note that holy orders in a feudal society
tend to mirror the political systems in place around them. For
example, an acolyte who works in a small temple located in the poor
part of a town swears his oath of loyalty to the priest who is in
charge of the religious order throughout the town. The priest
swears his loyalty to the curate or canon above him, and so forth.
In this way, it is easy for us to draw a connection between members
of a church and their counterparts in the nobility. Of course, in
any society which has a dominant religion, all members of the
church, be they acolytes or the high priest himself, will be due
some respect from any member of the nobility.
Lay Brethren
   The lay brethren are not actually members of the religious power
structure, but they do deserve mention here. This group includes
all those persons who are of an unusually pious nature and spend
some (or much) of their time working with or for the church.
Examples might include those who sweep the temple out after
services or even the cook who makes meals for the priests at their
homes.
   Lay brethren do not expect great monetary rewards for their
efforts, they work for the honor of serving their church in the
only way they can. While it is true that many of them are paid some
token salary for their efforts, most do not depend upon the church
for their living. As is often the case, of course, there are
exceptions to this. A secluded temple might require a full-time
groundskeeper or a permanent cook. In both cases, the individual
would be paid a living wage and, probably, be provided with room
and board in the church's facilities.
   Because of their great love for their church, many members of
this group tend to adopt a "holier-than-thou" attitude. While this
is certainly not always the case, it is easy for a person who has
no other claim to fame in a feudal society to focus on the one
thing they do which makes them feel valuable. This is
understandable, but the PCs may not always find such aggressive
followers of a faith to be pleasant company.
Acolytes
   Acolytes are students of the faith who hope, through great study
and devotion, to become active members of the church in time. As a
rule, they are young (generally in their mid-teens) and very eager
to show their devotion to their superiors in the church.
   Acolytes tend to draw the least interesting assignments in a
given temple. They are in charge of copying holy documents and
assisting in religious services, but they have no true power in the
church. 
   Acolytes are assumed to have the powers of a first level priest,
though are usually not as fit for combat or adventuring as a player
character at first level would be. In other words, where most
player character clerics represent members of holy fighting orders,
the NPC acolyte is assumed to be a non-fighting individual. Still,
they have begun to acquire certain holy powers, and are often
called upon to employ their healing powers on the faithful of the
church.
Postulant
   The postulant is an acolyte who has proven himself to be true to
the church and devoted in his vows. He is generally older (in his
late teens or early twenties) and has attained the third level of
experience. Upon reaching his new level, the former acolyte is
expected to take on more responsibilities.
   In addition to overseeing the training of the acolytes he has
left behind, the postulant is now expected to play a greater role
in the worship of the deity. In fact, lesser holy services may
actually be wholly under the supervision of the postulant.
   In terms of social level, postulants are generally accepted as
the equals of yeomen. They are awarded some respect, but have no
real decision making power in the church. Still, their devotion to
the faith is noteworthy, and they are accorded their share of
social privileges.
   A postulant will usually have 1-6 acolytes assigned to him as
students. Of course, while they are under the charge of the
postulant, they are expected to follow his instructions in all
matters and often end up acting as private servants. This is
usually alright, as it teaches the acolyte to be humble and show
respect to their betters in the church. If this power is abused,
however, it may result in the Postulant losing his status or being
assigned to a highly undesirable assignment as a disciplinary
action.
Priest
   The priest is the backbone of any religious order. Without them,
there is no church. Each temple is assumed to be under the guidance
of one priest, who is in charge of all that goes on within the
temple he is associated with. A priest is usually in his late
twenties or early thirties and has the holy powers of a fifth or
sixth level cleric.
   Priests are selected from the ranks of the postulants and
assigned to serve in areas where the church needs to establish a
new temple or replace another priest for some reason. Each priest
will oversee 1-6 postulants and (by default) 1-6 acolytes for each
postulant.
   In the feudal social pyramid, priests are roughly equal to
townsmen. They are accorded more respect than the lesser members of
the faith, but are not recognized as true power figures. This is
often an unjust assumption, as a charismatic priest can have a
strong influence over those who worship at his church, but it is
nonetheless the case.
Curate
   The curate is recognized as the head of all church activities in
a given town or city. Depending upon the size of the town, he will
usually have 1-6 churches in his jurisdiction.
   Because the curate is one of the most powerful members of the
local religious community, he is assumed to have roughly the same
rights and privileges as an important guildsman. As you might
expect, a request for favors from such an individual is always
taken very seriously by the local nobility. In many cases, a town
which might otherwise be in unrest can be kept in check by the
actions of the local curate.
   In addition to their sway with the local populace, Curates are
respected for the powerful magic which they can employ. In times of
crisis, a local noble who could not afford to maintain a powerful
Lord High Chaplain or a Lord High Wizard will petition the curate
to act on his behalf. If the request is reasonable, serves the
interests of the church, and is accompanied by an indication of the
lord's devotion (that is, gold), then the request is likely to be
granted. Of course, this also places the noble in debt to the
church, a situation which is highly desirable.
Dean
   The next rung in the ladder of church affairs is occupied by the
dean. This powerful individual is accorded all the respect and
influence due to a knight or similar member of the Chivalric class.
In his hands is placed the supervision of all church holdings in
1-6 towns. The dean is an important link in the church structure,
for he often acts as an interface between the church's highest
officials and the local representatives of the faith (in the person
of the local curates and priests.)
   Deans will tend to be in their mid-thirties, having devoted most
of their lives to the service of their deity. As a result, they
have acquired the spell casting abilities of a ninth or tenth level
cleric. With such power and influence, the dean is clearly a force
to be reckoned with in any feudal nation.
   The dean is, obviously, entrusted with a great deal of
authority. In the absence of clear direction from his superiors in
the church, the dean is permitted (indeed, expected) to make very
important decisions regarding the practice of the faith. As such,
they tend to be very conservative people who seek to avoid making
any decisions which might be viewed as radical by their leaders. In
times of crisis, such resistance to change and the desire to avoid
"going out on a limb" can often cause serious problems.
Primate
   The primates of a church are second in power only to the high
priest. They are able to command such mighty power and have so much
say in matters of the church that they are assumed to be fully as
important as any member of the noble class.
   Obviously, the years of devotion and study required to attain
this position means that the primate will tend to be quite old. As
a rule, the youngest of primates will be in their forties. While in
modern society this is not "old" by any stretch of the imagination,
it represent a good portion of a man's life in a medieval setting.
Of course, the healing powers of the faithful tend to result in
very long-lived members of religious groups .
   Each primate is entrusted with the supervision of all church
affairs in a given region. As a rule, any kingdom will be spit into
1-6 regions, each of which will be under the guidance of a singe
primate.
   Primates, having the powers and abilities of an 11th or 12th
level cleric, are recognized by their noble peers as being very
useful friends. Conversely, they are also acknowledged as very
dangerous foes. Just as the primate's favor can be important to the
operation of any noble's holding, his wrath can be swift and
eternal. Few are the nobles who will not try to avoid a clash with
this level of the church.
High Priest
   At the top of every religious order is the high priest. This
person is the absolute ruler of the faith in a given kingdom.
Because, in many cases, a faith is popular only in a single kingdom
, the high priest is usually the absolute ruler of the church. In
cases where the same deity is worshipped by more than one culture,
a schism tends to develop along culture lines which causes the
faith to splinter into two or more groups, each with its own high
priest. If this is not the case, then the high priests will answer
to a patriarch who oversees the church as a whole (see below). 
   Each high priest will command the powers of a cleric of no less
than 13th level. Because of this, they are generally treated as if
they were members of the royal family itself. Only a king who is
insane or absolute in his power will directly challenge the
authority of the high priest.
   The average high priest is well into his fifties by the time he
assumes offices. The rigors of his life have been such that he is
respected as the final authority on all matters of faith. In many
churches, the word of the high priest is assumed to be divine and
must be taken as the word of the deity himself. No member of the
church may refuse to obey the instructions of his high priest
without risking the wrath of the deity himself. To be sure, this is
not something that any member of the church should take lightly.
Patriarch
   In the case of an empire, where several kingdoms have been
forged into one governmental unit, a single church leader must
emerge to manage the affairs of the religion as a whole. This
person, selected from among the high priests of the various states,
is known as a Patriarch.
   A Patriarch will also be found in those rare cases where
churches of the same deity exist within several non-united nations
and no schism has resulted. In both cases, the patriarch has
clerical powers of at least 15th level and will assume the role of
church leader from any of the high priests. The existence of a
patriarch does not reduce the power of the high priests by very
much, as the church is so large that they must all manage the
affairs of an entire nation.
   A patriarch, who will almost always be at least 70 years old, is
accorded the respect due a member of the imperial family. As one
might imagine, a call for revolution or patience by a person in
this position is so great, that many emperors will openly court the
favor of a patriarch with gifts and oaths of loyalty to the
doctrines of the church.
Politics And Churches
The Divine Right of Kings
   Because of the awesome power of churches in any feudal society,
it is important to both the government and religious leaders that
both recognize each other's power. 
   The government recognizes the importance of the churches by
consulting with them on any important issues and seeking their
guidance in most social matters. This trust is best seen in the
appointment of a Lord High Chaplin to the king's staff of advisors.
In addition, many societies grant the church certain privileges
(like tax exemptions or free use of the lord's land) to further
secure their friendship.
   For their part, churches promote a belief in the divine right of
kings. In short, this policy simply reflects a belief that any king
(or emperor) is himself a vassal who holds his own lands (the
kingdom) through the grace of whatever deity he worships. This is
generally accepted by the royal family because it bestows upon the
king and his actions an illusion of divine guidance. It is because
of this belief that many nations have gone to war with the thought
that "the gods are on our side." Of course, who would want to fight
a war in which the gods supported the other side?
   By holding a special coronation service whenever a new ruler
ascends to the throne, the church recognizes him as the rightful
leader of a nation. The major drawback to such an act is that the
church must strip a king of this divine blessing if it should
become important that they oppose him on a major policy issue.
Usually, any king who is declared to have fallen out of favor with
the most important faith in his kingdom will find himself quickly
opposed by a powerful noble who has the backing of the church. Such
conflicts can often lead to a civil war and are thus avoided by
both sides whenever possible.
Politics Within The Churches
   Just as there is a great deal of political intrigue and activity
in the feudal government itself, so too is the typical church
hierarchy a hotbed of power struggles. While this is not as true in
the lower ranks of the church structure, it often becomes the case
at higher levels. This is due mainly to the lack of true power
which lesser officials have and the fact that many of them are not
overly ambitious.
   Once one reaches the level of curate, however, political savvy
begins to become an important part of a religious leader's job. In
addition to dealing with the local chivalrics and nobles, the
curate must manage the affairs of his own staff, many of whom may
have designs on his job. On the other hand, he may well have his
own sights set on the job of the dean above him. If this sounds
familiar, it's probably because the same sort of thing is a regular
part of the affairs of the nobility. Beyond a certain point it
becomes almost impossible to tell a church official apart from a
politician.
Conflicting Faiths
   In most kingdoms, the major faith will be determined by the
beliefs of the king himself. If the King is a worshipper of the
Egyptian pantheon, then that is likely to be the state religion. If
the King is not religious (seldom the case), he will still find it
wise to pay lip service to a popular faith and adopt it as the
state religion. In most cases, a king who opposes religious
practices in his realm or who actively confronts the various
religious orders popular among the serfs is going to find himself
with a revolution or a revolt on his hands.
   In some cases, however, it is difficult to say where the line
must be drawn. If the royal family has strong ties to two
religions, then it may be difficult for a ruler to maintain a
stable government. In some cases, a civil war or internal power
struggle may erupt, with each side being supported by a powerful
church. In such cases, it is almost certain that both sides will,
in the end, turn out far worse for the whole affair.
   In cases where the faiths are not incompatible, it may be
possible for an agreement to be reached. As a rule, however, most
religions are prone to dislike and distrust those with differing
beliefs. Even in the rare case where supporters of similar, but
different, faiths reach a consensus, there is usually too much
suspicion and political maneuvering to make any lasting alliance
possible.
   Of course, no king or high priest (except for a fanatic or a
fool) wants a Holy War or a religious dispute to erupt in their
kingdom or church. In addition to being expensive, it makes them
more vulnerable to their adversaries. Thus, even in cases where a
dispute exists, it is sometimes possible for those on both sides to
"agree to disagree" and let things go at that for a little while.
Such compromises are, by and large, a good thing for both sides.
The major problem with them, however, is that they do not tend to
survive the test of time.
   A good assumption to make is that any large kingdom which has
been around for a long time will have a single powerful state
religion. Other faiths, although they may be legal, are not usually
popular. Although it is often almost impossible to utterly destroy
a faith which has gotten a foothold in a given society, it is
possible to discredit it and drive it underground. In such cases,
the unified actions of the state and its official religion are
generally effective.
The Church and Magic
   An important question which must be answered when setting up a
campaign world is this: what is the church's view of the practice
of magic?
   In some cases, the church will sanction such efforts and may
even fund spell research and similar projects on the part of
wizards. This is the case with temples to such deities as the
Egyptian goddess Isis or the Greek goddess Hecate, both of whom are
the patrons of magicians.
   On the other hand, some churches look upon the practice of magic
as an evil thing. In their opinion, use of magic is often seen as
an attempt by man to steal the powers of the gods and attain a
divine status for himself. Obviously, they cannot allow such
blasphemy to continue unchecked, so they will often harass or even
declare a virtual Holy War against those who employ magic.
   This can be an important consideration. A priest character who
worships a deity that considers all magicians to be enemies of the
faith, may well find himself at odds with a fellow party member who
is an illusionist. Further, a king or lesser lord in a nation with
such a religion is not going to have a high wizard on his staff of
advisors.
Crimes and Punishments
   Feudal societies are often depicted as having harsh and unfair
judicial systems in which the defendant has little or no chance of
justice or mercy. In actuality, this is seldom the case. The same
codes of honor, duty, and responsibility which pervade the rest of
feudal culture also dominate the legal profession. Thus,
establishing the truth in a case, either criminal or civil, is
considered to be a matter of great importance. A justice takes
pride in his work.
   There are a few concepts which are important to understand about
feudal justice. For one thing, the penalties for those convicted of
serious crimes are quite severe. The death penalty is quite common,
as is branding, whipping, or even dismemberment. While this is not
a pleasant thought, it is the way things are. On the other hand,
penalties are not generally overly cruel. Torture, for example, is
almost never employed either to obtain confessions or punish the
convicted.
   The following is a list of various crimes and the generally
administered punishments for those convicted of them. In some
places, the penalties will be more severe, while in others they
will be more merciful.
Violent Crimes
   The crimes, all of which are considered to be the most vile of
acts, are all subject to the death penalty. As a rule, any given
society will have a standard means of execution which is used for
all offenders. Typical measures include hanging, beheading, and
burning at the stake.
Arson
   This is defined as any setting of a fire which causes a loss of
life or property. Exception is made for those fires which are
accidental, but not those which are purposefully set and get out of
hand.
Conspiracy
   This includes any attempts to make plans against the king or
local lord. It includes plotting an assassination, making ready to
stage a coup, or (in very strict realms) even making casual remarks
about deposing a monarch. As you can see, this class of crime is
very open to the whims of the local lord and his justices.
Desecration
   Most feudal societies hold a great respect for the dead and the
places in which they rest. Thus, desecration of a tomb or burial
area (a popular pastime with many adventurers!) is ranked among the
violent crimes and violators are subject to the death penalty.
Drawing a Weapon
   There are two ways in which this law is enforced. The first, and
more serious of the two, is ((Drawing a Weapon on Gentility)) .
This includes any threatening use of a weapon against any member of
the chivalric, noble, royal, or imperial classes. 
   The second aspect of the law is intended to protect the common
folk from rough treatment at the hands of trained warriors. Anyone
who has been trained in fighting and threatens to use their skills
against someone without such training is breaking a major tenet of
the Chivalric Code. Because it is considered very improper to use
superior weapons against a fairly defenseless serf, this is also a
death offense. 
   In both cases, however, self defense is considered to be an
exception to the law.
Espionage
   Technically, this law applies to all persons who act in a covert
manner to obtain the secrets of a realm. However, it is seldom used
against the spies of one's lords, which are an accepted part of
feudal life.
   However, the laws against espionage are enforced when the
criminal is a spy in the payment of a hostile government or other
faction. Such persons, when they are captured, are sometimes tried,
convicted, and then traded back to their masters for a ransom. I
cases where the spy's master holds one of the lord's own men, an
exchange is often made.
   It is important to note the difference between espionage and
treason. Both crimes involve the giving of information to the
enemies of the realm, but they are very different. Espionage refers
to citizens of another realm who are sent into a foreign nation as
spies. Such individuals are considered to be simply "doing their
job" when they act against a rival power.
   Treason, on the other hand, refers to citizens of a realm who
sell its secrets to a foreign power. Since they are betraying the
nation of their birth, their's is by far the more serious crime.
Major Assault
   This group of laws is a sort of "catch-all" for law breakers who
use force in their actions. In short, major assault refers to any
use of violence in which the life of the victim may have been in
jeopardy. Further, any attack with a weapon of any sort (either an
actual or improvised one) falls into this category. In short,
anything more dramatic than a fist fight is probably going to be
major assault.
   Of course, there are exceptions. As with many of the other laws,
self defense is not a crime.
Murder
   This crime, often considered the ultimate violation of the law,
includes any act which causes a loss of life. It can be applied in
matters where criminal intent was involved, but is also used to
prosecute persons who have caused a death through extreme
carelessness. In realms where chivalry is the absolute rule and all
citizens (or, at least, all warriors) are expected to act in
defense of the weak, this crime can be charged against someone who
has failed to act to save another person from death.
Perjury
   As has been stated, the feudal courts will almost always try
very hard to determine actual guilt or innocence before passing
sentence. One of their most important tools in this quest for
knowledge is personal testimony by witnesses. Anyone who provides
false or misleading evidence is subject to execution as a perjurer.
In addition, anyone who withholds evidence which is vital to the
court can also be tried under these laws. Distortion of the facts
is also considered to be perjury.
Rebellion
   One of the most serious crimes in feudal society is that of
taking arms against one's lord. In a culture which is built on
mutual trust and intricate webs of political and socialites, such
a violation of trust is very dangerous indeed. In order to make an
example of those who take such drastic action, the means of
execution employed on convicted rebels is usually very unpleasant.
Treason
   The crime of treason is regarded as the lowest act which any
criminal can undertake. In many cases, even hardened criminals are
loyal to the crown and will turn in traitors to the local
constabulary. As described previously, treason is the selling of
one's own nation's secrets to a rival power. It is important not to
confuse treason with espionage.
Crimes of Theft
   These crimes are all considered to be of a non-violent nature.
In cases where a criminal uses violence in his crimes, he is
certain to be tried under one of the violent crimes and executed if
convicted.
   Unless otherwise noted, the following crimes have a graduated
scale of punishment. The first offense results in 10 to 60 lashes
for the criminal. A second conviction results in branding, the loss
of a hand, or similar physical marking and 20 to 120 lashes. A
third offense will result in the execution of the criminal.
Burglary
   Despite its name, this crime does not imply the theft of any
object. A person can be charged with burglary simply for breaking
into a home, shop, or other building without permission. In modern
terms, this might be taken as breaking and entering.
Theft
   Any act which deprives another person of their rightful property
is considered theft. It can include shop lifting or a clever
swindle. In addition to the penalties indicated above, the criminal
is expected to return the stolen objects or, if that is not
possible, reimburse the owner for their value.
Minor Assault
   Any act of violence is considered to be at least minor assault.
A fist fight or beating is the most common offense, but physical
restraint of an individual during a robbery is also considered to
be minor assault.
   In any case where a weapon is used, however, the crime is
elevated to major assault and may well result in the death of the
offender. Only self defense is considered to allow one to use force
against another person.
Poaching
   The crime of poaching is defined as hunting on another's land
without permission. As a rule, the severity of the punishment is
determined by the success of the poacher. A criminal who sets a few
small snares might be treated fairly lightly, while one who brings
down a deer might expect to see a severe sentence.
   In cases where the land has been set aside for use by the local
nobility or is deemed to be the King's Woods, the penalty for
poaching is death.
Business Law
   Crimes of this sort are generally applied to dishonest merchants
or traders. As a rule, even dishonest businessmen will not cheat
those who live in their town. In a small community, only outsiders
will be victimized because the merchant knows he must deal with his
neighbors on a regular basis. In larger towns and cities, the
merchant may see so many customers in a single day that he can
cheat many of them without concern for such matters.
Breach of Contract
    Contracts in a feudal society are far less exacting than they
are in our own world. As a rule, a contract is assumed to include
any agreement by two parties, whether verbal or written, which can
be verified by a third party. In cases where a third party presents
a false accounting of the transaction before a justice, he or she
may well be tried as a perjurer.
   Once a court rules on a breach of contract, the losing party is
expected to live up to their part in the bargain and pay a penalty
to the opposing side in the case. This penalty will be determined
by the value of the contract and the magnitude of the offender's
violation of it.
Excessive Debt
   Anyone who is unable to pay their debts to a merchant or tax
collector may find themselves tried for the crime of indebtedness.
A conviction in such cases will result in the violator being
required to sell off any personal belongings which they have to pay
their debts. If they are unable to raise the money they need, they
may be ordered into service for a period of time. The length of
such service will be determined by the amount of the debt.
Fraud & Forgery
   These two crimes cover a broad range of violation which include
any attempt to obtain money, favors, or the like by false
representations or trickery. Possible examples include the use of
incorrect scales in weighing goods, use of low grade materials in
construction, inept labor, or the outright falsification of a legal
document (including coinage). The greater the money involved, the
greater the penalty. Persons who are convicted more than once face
the possibility of execution. In all cases, a criminal must repay
the money lost by his victims (if possible) in addition to the rest
of his sentence.
Death by Taxes
   The Royal Exchequer's Office oversees the collection of all of
the king's revenues and answers directly to the Lord High
Chamberlain. As a rule, the exchequer's office assigns Agents of
the Exchequer to each significant portion of the realm, either a
county or shire. They are responsible for seeing to it that the
king's goal of "a copper for every gold" is collected and passed on
to the royal coffers. Because it is possible for any given gold
piece to be taxed more than once, however, the treasury often fares
far better than this.
   In some regions, it is not uncommon for a tax collector to take
a little bit extra from the local populace for himself. So long as
he does not push the people to the verge of revolt, the king often
allows such "minor abuses" to continue. However, revolutions like
those detailed in the classic tales of Robin Hood are born from
just such "minor abuses."
   The following is a fairly complete list of the common fees and
taxes for a feudal fantasy campaign.
Everyday Taxes
   This section details the taxes which are collected whenever they
are applicable. Unlike some taxes,which are charged once a month or
once a year, these might be collected every day.
Consumption Tax
   This is a typical sales tax. It is charged on all goods and is
common to most economic systems. It is paid to a merchant in
addition to the normal transaction cost. Merchants are then charged
this percentage of their profits separately. The standard rate for
this tax is 5%, or  copper piece for every silver piece spent.
Luxury Tax
   Certain items, like rare furs, jewelry, or ornamental crests,
are considered to be luxuries. Their purchase is taxed a further 
copper piece per silver piece of price. Thus, someone buying a fine
fur coat would be required to pay the normal Consumption Tax and
then the Luxury Tax on top of it.
Inheritance Tax
   All wealth and property inherited by a person is subject to a
tax of 1 silver piece for every gold piece of value, or roughly 10%
of the estate. This is a one-time tax only. However, if the same
property is further passed on to a new beneficiary, the estate can
be taxed yet again.
Tolls
   The toll paid at most bridges, roads, and toll booths is 1
copper piece per person or horse and 2 coppers per vehicle (if
any).
Monthly Taxes
   These type of taxes are due about once a month, as described
below.
Market Tax
   Every town and city has a monthly Market Day, when all the local
citizens come from far and near to see the latest wares for sale by
the oddest assortment of merchants. Every person or beast entering
the town or city on Market Day must pay 1 copper piece for
entrance. Since Market Day in towns is the common equivalent to the
tournaments of the nobility, this small charge is usually worth the
wide variety of entertainments.
Seasonal Taxes
   These taxes are only collected once a year, during a given
season. The final payment to the king is due on that season's day
of high festival. Often, the tax collectors are busy many weeks, if
not months, in advance.
Spring--Hearth Tax
   Every dwelling, whether serf's hovel or duke's castle is
assessed a Hearth Tax. Naturally, the amount paid varies according
to means.

Type of(QX)
Structure(QX)Tax(QX)
Simple dwelling(QX)1/2/6 cp(QX)
Large dwelling(QX)1/2/6 sp(QX)
Inn(QX)5 sp per room(QX)
Manor(QX)1 gp(QX)
Castle(QX)10 gp(QX)

   In those entries which have multiple listings, the first is for
a typical dwelling, the second is for a dwelling in an unwalled
town, and the third is for any dwelling within a walled town.
Summer--Land Tax
   This is a big money-maker for the king, and he can always count
on at least a certain amount of income from his estates. It shows
quite clearly why land is such a valuable commodity in the feudal
society.
   Every acre is assessed a function and the legal owner of that
acreage is assessed a rated tax. In general, the more useful or
developed the land is, the more it is worth, and therefore, the
more it is taxed.

Land Type(QX)Tax/acre(QX)
Barren(QX)1/2 cp(QX)
Pond or Lake(QX)1 cp(QX)
Uncultivated(QX)1 cp(QX)
Woodland(QX)1 cp(QX)
Cultivated(QX)2 cp(QX)
Town(QX)6 cp(QX)
Fortified(QX)1 sp(QX)

   On the above chart, land which is owned within a non-walled city
is deemed to be in a "town" for tax purposes. Land within the
confines of a protective wall is deemed to be "fortified."
Summer--Nobility Tax
   Each family that wishes to display a crest or coat-of-arms
within the kingdom must pay 5 gold pieces per year for the king's
graciousness. This is part of the reason the king likes creating
new nobles whenever he can, whether or not they can afford their
own castle, or even own their own home!
Fall--The Tithe
   All produce, rents, and profits from the lands themselves are
taxed at a rate of about 1 silver piece per gold piece earned, or
about 10%. This mostly affects rich landowners and, therefore, the
nobility.
Income Tax
   At the same time that the Tithe is being collected from the
rich, just about everyone else is paying an Income Tax much like
our own system today. Each person's income is assessed by the local
exchequer's office and taxed at a modest rate of about 1 cp per
gold piece earned, or only 1%.
   While this may seem extremely fair to our eyes today, the
combination of all of the fees and taxes collected over the year,
and other manorial charges tend to eat up almost half of a serf's
income!
Winter--Poll Tax
   Every head in the kingdom is taxed according to the following
scale. Importantly, while serfs are considered slaves by many
societies, they are usually considered free men in the feudal
society. So, usually the serf himself is taxed. However, in richer
lands the lord is taxed instead.
   Some less reputable tax collectors tax both the lord and his
servants (who never know any better and are ordered never to
complain about anything).

Category(QX)Tax/head(QX)
Child(QX)1 cp(QX)
Marketable beast(QX)1 cp(QX)
Adult(QX)2 cp(QX)
Riding horse(QX)1 sp(QX)

Magic Tax
   In realms where magic is relatively common, magical items are
considered signs of wealth and power, and therefore get taxed very
heavily. The owner of any magic item can expect to be taxed about
1 gold piece per 100 experience points of value in the AD&D 2nd
Edition ((Dungeon Masters Guide)). Thus, the owner of ((ring of
invisibility)) would owe 15 gp while the holder of a ((vorpal
sword)) would be taxed 100 gp.
   Note that all magic from scrolls to potions and even artifacts
(if known) is taxable. This is one very good reason why player
characters new to an area should keep their magical powers quiet,
as even travellers and nonresidents just "passing through" can be
taxed if the collectors catch up with them. It is therefore
possible for characters versed in world-spanning adventures to get
taxed many times in the course of a year. However, they can only
legally be taxed once in any kingdom, and are given a receipt to
prove the payment.
Sword Tax
   Every weapon in the kingdom is taxed, both as a means of making
money and as a means of keeping an eye on the relative power of
arms around the kingdom. People in trouble spots buy up weapons at
an alarming rate and a good tax collector knows how to see the
warning signs of revolution. 
   Normal weapons longer than daggers and knives are taxed at a
rate of 1 silver piece per weapon. Magic weapons are taxed as their
mundane counterparts, but are also subject to the previously
mentioned Magic Tax.
Royal Licenses
   It is necessary for the king to keep a tab on the growth of
industry, especially if he is to keep his personal monopolies in
power. Even if he can't slow growth down, he can at least make some
money from the expansion.
Beggar's License
   Believe it or not, begging has always been a fine way to make a
living, and it requires a fair amount of skill and work. The fact
that many beggars are actually spies, or are accomplished thieves,
has not escaped the attention of the king's tax collectors.
   All beggars must have a license to beg, otherwise they get
thrown in jail. The license costs 1 copper piece and must be
renewed every season.
Manufacturer's License
   Any manufacturer of goods (i.e. carpenters, potters, etc.) must
have a license. It costs 2 gold pieces per year, but does not
insure you of fair competition (see "Monopoly Licenses" below).
School License
   Anyone who wants to open a school of any kind, or keep it open,
must pay 1 gold piece to the state. This money is due only once a
year and can be paid at any time. For a one-time fee of 100 gold
pieces, any school can be granted a King's License which lasts
indefinitely.
Trade License
   Much like the Manufacturer's Licenses above, tradesmen who
create perishable goods like beer, wine, bread, etc., must also
have a license to do so. Coincidentally, the fee is the same 2 gold
pieces per annum.
Monopoly Licenses
   In countries where many guilds have been formed, the guild will
claim the right to regulate trade in its own area. As a rule, the
crown will recognize this right and allow the guild to set prices,
determine who is permitted to sell their goods or services, and
establish minimum quality standards. Of course, the king expects to
be compensated for allowing the guilds such power.
   This fee varies from place to place and depends on the goods and
services provided, but 5% of the profits is customary. While
seemingly high, the guild always boosts prices much higher than
normal and guild members end up making more money than they would
have without such assistance.
   In countries where such monopolies are allowed, the king usually
must personally grant such a monopoly, and does so only to a
favored friend or someone who has helped the kingdom in one way or
another. The guild leadership is only required to contribute 10
gold pieces annually to maintain their monopoly in a given area,
but often the personal gifts and free services accorded the king by
the guild (privately, of course) usually account for a great deal
more. However, the aforementioned price gauging and control over
the local market still compensates for the lost revenue.
Legal Fees and Duties
   To bring a suit to the royal court costs 10 silver pieces for
the privilege. Also, the loser of a suit must pay the king 10% of
the amount sued for, in addition to paying off the claim. 
   However, no one gets off that easily, as the claim money is
considered taxable income, which the winner of the suit has to pay
off the top.
   Also, any legal documents prepared by the royal court cost 5
silver pieces each for the respective plaintiffs.
Non-Resident Fees
   Anyone not a native citizen of the realm is likely to pay some
kind of tax. Sometimes these are known as "good behavior" fees,
because they allow the local authorities to monitor newcomers to an
area. In most places, this tax is 5 gold pieces per level per year.
Spell casters are noted trouble makers, and are charged twice the
normal tax.
   All non-humans are assessed a tax of 8 gold pieces per year per
level. This is one of the reasons why most non-humans don't like
living in human lands if they can avoid it. If non-humans do decide
to stay, they can become naturalized citizens after 2 years of
residency and no history of criminal activity. The charge for
naturalization is 2 gold pieces per level.
   Monsters are the most nonhuman of them all, and anyone
possessing a monster or even a large animal must pay a fee of 1 gp
per hit point of the beast every year!  This is the primary reason
why travelling carnivals travel so much, as they are always one
step ahead of the tax man. Also, it makes owning any sort of rare
beast another significant sign of wealth.
Commerce Duties
   These taxes relate directly to doing business in a feudal
society.
Import Tax
   All goods imported into a kingdom are assessed an average tax of
1 copper piece per 100 pounds of cargo. While this may seem to be
a minuscule amount, it adds up when shiploads of cargo are in
question.
Port Harborage
   Every ship is charged 1 silver piece per day for a birth in the
public harbor. Private marinas often charge much, much more.
Import License
   Every shipment of goods brought into a country must have a
license. Normal goods cost about 1 gold piece per shipment to
register, while valuable commodities like spices and wines often
cost twice that amount, or 2 gold pieces per shipment.
"Coming and Going" Tax
   Naturally, any ship or caravan leaving the country is also
charged 10 silver pieces per vehicle.
Moneylenders' Surtax
   Bankers and other financial institutions are taxed about 5% of
their profits per year. This is one circumstance where the Royal
Exchequer often takes a personal hand in verifying the accounting
books of an institution, especially a rich one.
Populating the Castle
   Okay, your castle is a lonely place of stone and wood. You have
a few advisors, a new bride or bride-to-be, and a town is springing
up nearby. Now what?
   Well, here's a brief list of some of the people you're going to
need to make your castle run. Without them, you'd be one busy
knight.
Squire
   Each king or knight has his own personal squire. Most squires
are knights-in-training who take care of their lord's personal
steed, see that his armor is repaired and polished, sharpen his
sword and lance, and otherwise tend to the lord's miscellaneous
knightly needs. Many of the noblest PCs will have been squired to
a great noble or king. Note that many of the wealthiest lords have
more than a few squires, and that such positions are rare and
prized within the kingdom.
Marshal of the Stables
   The Marshal of the Stables is in charge of all of the lord's
horses, whether for war or show. He is always attended by many
well-treated serfs and while he carries little or no power within
the manor, a personal friendship with a horse-loving king is not to
be taken lightly.
   Some kings have hunting dogs for chasing foxes in the nearby
forests, or falcons for hunting small birds, and these duties also
fall under the marshal's supervision or those of his staff.
   If the lord has a special mount like a dragon or a pegasus, the
personal attention such a unique beast requires calls for the
hiring of another Marshal of the Royal Steed, who is likely to have
an interesting background to say the least.
Chief Porter
   The Chief Porter and his watchmen guard the castle during all
hours of the day and night. As a rule, they answer to the Lord High
Marshall.
Sworn Executioner
   If a lord is the sworn legal officer in an area, most likely a
newly conquered frontier, or he is the king of a land, he will have
on his staff a Chief Executioner to handle the messiest of trials.
Such a man earns a great deal of respect as it is an ugly job he
does, and his loyalty to the king is never in question.
   In his off-hours, the sworn executioner might be Captain of the
Guards, but he is also likely to be the Master Torturer (if
permitted within the castle walls) and/or the only practicing
doctor for miles. His talents at breaking bones and severing limbs
give him a lot of knowledge about fixing them as well.

Waiting Women
   The lady of the castle is attended by a large number of serving
girls, known as her waiting women. They tend to her every need, and
help supervise the many household duties and chores under the
lady's command.
Chief Steward
   The steward oversees the cooking staff and is busy almost all of
the time. Feeding an entire castle is not a simple chore!  The
Chief Steward has a lot of personal discretion, but reports to the
Castellan if any problems arise.
Castellan
   The Castellan supervises the basic cleaning and household
management of the castle. His duties are many, and his knowledge of
formal affairs and etiquette is second to none.
Chief Gardener
   If the lady has a garden, it must be tended. Note that these
rich gardens are often the personal groves of many retired druids,
and are also the first training grounds for many young ones.
Men-at-Arms
   These are the soldiers that man the castle, protect the lands,
and patrol the countryside.
Assorted Craftsmen
   Large castles have their own dedicated carpenters, barbers,
surgeons, tinkers, potters, stone masons, blacksmiths, and so on.
Staff craftsmen take the place of those in town who often have
other obligations to attend to. Lords tend to hire the best
craftsmen they can afford and many a feud has grown out of the
refusal of a lord's employment offer that shouldn't have been
refused.
Serfs
   Of course, even the mightiest lord depends, in the long run, on
the support of his subjects. These are the "little people" who tend
the farms, work the mines, and serve as cannon fodder in military
campaigns. Although they are often part of the background in a
feudal setting, they are as important as the unseen timbers which
support the roof of your home. Without them, the entire structure
collapses. For more information on serfs in a feudal society, see
"A Day in the Life of a Peasant" later on in this chapter.
Paying for Your Castle or Kingdom
   Naturally, all of these citizens must be paid. In this section
we have presented a quick system for handling the financing of an
estate or kingdom.
   Assume that a typical manor, kingdom, or town recovers in taxes
and levees just enough to keep the estate operating normally, and
within the bounds of typical inflation. However, any unusual
expenditures (i.e. anything other than food, manorial upkeep,
normal taxes, and wages) must be handled specially by the lord in
question.
   If the duke wants to keep a dragon as a mount, then all of the
dragon's expenditures must be covered somehow, either by the
personal finances of the lord (gained either through inheritance or
adventuring) or through an increase in taxes on the general
populace. Naturally, the DM should refer to the American Revolution
for some ideas about the effects of unfair taxation on the masses.
   For PCs and NPCs alike, this system is the easiest to use on a
large scale. It is assumed that the various exchequers, both royal
and noble, are competent enough and suffer only from a minimum of
corruption.
   This system allows both the player and DM to concentrate on the
important changes made to the estate and get on with the game
itself.
Bribery is Your Friend
   As one might expect, bribery is a useful tool in dealing with
often corrupt bureaucracies, tax collectors, and other petty (and
often not so petty) officials. Sometimes it is cloaked in
semi-legal things like political donations or monopoly taxes, but
usually bribery is in the form of expensive "birthday" gifts,
wedding presents to the father of the bride (as well as the young
couple), or outright purses of gems passed in a handshake from
briber to bribed.
   Bribery is a most useful skill for characters. While anyone can
make an offer of cash in exchange for favors, there is often more
to bribery than that. For those of you who wish to incorporate
bribery as a nonweapon proficiency, the following description
should be used.
Bribery
1 slot, Charisma, 0 modifier.
   This skill is open to all rogue characters. If the DM agrees, it
may be available to other classes on a case-by-case basis. Attempts
at bribery are not restricted to those familiar with its
intricacies, anyone may attempt to bribe someone else. Those with
this skill will be able to determine a "fair" price and avoid a
potential double-cross. Whenever a character without bribery skill
attempts to use this skill, they must make a Charisma check at -4.
Failure indicates that the bribe is refused and that the character
may be turned over to the watch for his actions. Those with this
skill will obviously suffer no such penalty. It's important that
the DM not allow the use of bribery skill to replace the
role-playing aspects of such transactions. Players who role-play
such attempts well should be given a positive modifier to their
bribery check while those who do not should suffer for it.
   As you can see, there is much more to bribery than just saying
"I'll offer him 10 gold pieces to look the other way." It's much
more interesting to negotiate skillfully yourself, with phrases
like "Hello, Sir Walter!  I'm so happy you could attend. I didn't
have time to get a gift for your lovely wife, so why don't you take
this small gem and pick something up for her yourself?"
A Day in the Life of a Peasant
   Okay, so enough about the rich, the powerful, and the important.
What about the little people?  What do the poor, downtrodden,
oppressed masses think about all this feudalism?
   Surprisingly, for the most part the peasant underclass is
relatively well-off in most feudal societies. They are always
assured of work, their life spans hover around forty years or so,
and they rarely go hungry. When things get dangerous in times of
war, they usually have a place to hide and, despite the myths to
the contrary, the nobility treats most of their servants extremely
well.
   But aren't they slaves, pressed into service by the wealthy
aristocracy?  Well, sure they are, in a way. But the key point here
is that the serfs understand the fundamental principles of
feudalism, and so do their masters.
   In truth, the majority of the serfs are not slaves, as open
slavery of one's own countrymen is frowned upon in a feudal
society. However, they are not completely free. In fact, most serfs
are victims of economic slavery. While they don't wear chains or
find themselves bought and sold on the auction block, they face no
prospect of a better life. Like slaves, they work at seeking out an
existence day by day. While they are able to pay their bills and
such, they are unable to set aside money for savings. Still, that's
the way the system works and most are willing, if not eager, to
keep it that way.
   For example, while the serf works the land under a grant from
the lord, all but a little of the produce from that land goes back
to the lord as rent. Usually, a little bit of that food is left
over to feed the serf and his family (who also work that same
land). Some of that food can be sold for money at market, or back
to the lord for a fair price, but the lord has charges for
everything on his estate that a serf might need or want.
   There are charges for using the ovens, for using the tools on
loan from the lord, for kegs of salt and spices, etc. In short,
since the serfs can't afford to buy these things for themselves,
they have to pay the lord for them, and because all of their money
goes to the lord, they can never afford these things for
themselves. As you can see, we have a vicious cycle of
inter-dependance.
   The serf is free to pack up his family and leave at any time.
But since he is usually fairly well treated, has no money of his
own, and no place which looks better to go to, why should he?
   You see, the lord needs his serfs as much as the serfs need
their lord. Land is no good unless there's someone to work it, and
no one is going to work dangerous land or land owned by a cruel
taskmaster.
   Serfs expect protection from enemies in times of war, a fair
amount of freedom (i.e. trips to Market Day, some privacy, enough
food, and the like), no uncalled-for beatings or harsh treatment,
and not to be taxed to the point of distress and starvation. 
   The lord, in turn, expects good workers that will insure the
continuation or growth of his estate. You see, without the money
earned from the agricultural products of the serfs, the local manor
would collapse quickly from the lack of revenue. Many a castle has
fallen from a revolt of the serfs, as labor strikes are not an
invention of the twentieth century.
   The serfs can also see that their labor goes into supporting the
lord's army, which in turn protects them.  As long as war is a
common danger, and could come at any time, the better prepared the
army, the safer the peasants. A fair old lord beats an unknown new
one any day.
   So, what's the down side? A serf's life is simple, dull, and
unrewarding. The average peasant has no hope of an improved status
in life. Likewise, his children will be born into the same lot that
he was, and he can see no bright future for them. Those who do want
something better, and are willing to risk everything for it, tend
to become adventurers like the player characters. They either die,
or they become heroes. Mostly, they die.

Chapter 2: In the Days of Knights

This chapter is dedicated to the film ((Excalibur)), which is
required viewing for anyone wishing to bring "real" knights into a
fantasy campaign. Herein, everything about both historical knights
and their fantasy equivalents is laid out in an effort to add new
layers of depth to your feudal campaign.
   Hopefully, you'll find this material fascinating enough to make
the knights in your campaign more than just a few two dimensional
paladin types. Entire countries have been conquered by just a few
of these noble warriors, for better or for worse.
   The classic knight is the holy warrior in search of glory for
his god, king, and family. He repels hordes of invaders, drives the
heathens back across the waters, and recovers stolen holy artifacts
from the minions of evil.
   However, history is filled with variations on the theme, and
fantasy takes things much further than that. History tells us of
the great germanic king Charlemagne who was known as much for his
great height (as tall as a modern man) as he was for his skill in
battle. Fantasy tells us of warriors like Perseus, Beowulf,
Lancelot, Sigfried, and El Cid. These mythical men fought dragons
with their bare hands and wore the horns as trophies. Since we are
dealing with a fantasy game, these are the knights and heroes which
best suit our mold.
   Knights are dedicated, almost always to extremes. Lancelot would
not give way to a king's army simply on principle, while Don
Quixote stepped over the edge and beat up helpless windmills. The
dark knights of fiction--Mordred and the legendary Black
Knight--also were driven to single-minded goals, and despite their
evil cores, often followed the same principles as their good
counterparts.
   However, in a game where teamwork is more important than solo
gallivanting, the single heroic figure can sometimes be lost. This
doesn't have to happen.
   An air of mystery around a knighted character helps keep the
campaign tense. Maybe the paladin is hunting for his missing
father, or the dragon that burned his village. The campaign should
not revolve around this lone quest, as almost all knights look for
a "sign from above" for guidance. This plot point can be brought up
occasionally, in between adventures focused on other characters.
This enhances the sense of destiny around the knight and adds
immensely to the atmosphere of the campaign. In short, knights are
supposed to be a special, elite group of warriors. They should be
as quirky as your wizard, as devout as your priest, and as cunning
as your rogue--but in different ways and for uniquely chivalric
reasons.
Knights of Glory
   As mentioned before, knights are the elite of warriors. They are
always considered to be noble, even if they were not born so, as
knighthood is one of the few ways for a person of common roots to
enter the nobility.
   For this and other reasons, knights are accorded the highest
measure of respect in the kingdom. If a knight is travelling within
his realm or the realm of a major ally, he can stay at any inn he
wants for free. In the friendlier of inns, his entourage can stay
as well.
   His crest and standard command respect and trust (unless the
family is an infamous one). His word is usually taken as law, for
knights are renowned for their honesty, integrity, and honor. In
fact, truth and honor are the meat and drink of true knights.
   Their armor is clean, their mount proud and strong. A knight's
sword is always sharp, and even the thieves give way when a knight
comes down the road.
   Simply put, knights receive all the public respect accorded any
noble, and all of the private respect as well. Knights are strong
defenders of the people, and are seen as the real power behind the
throne. Tales of lone warriors defeating barbarian hordes are
always popular at Market Day festivals. And any great battle, no
matter how it was fought, or by whom, is always attributed to a
great knight, whether he deserves the credit or not. 
   Knights even get to have their own castles and marry beautiful
princesses, usually of their own choosing!  Ah, to be big and
strong and wear expensive armor. 
Nothing is Free
   Well, why isn't everyone a knight? The answer to that is fairly
simple: Not everyone has, as they say, the right stuff.
   For one thing, knights die a lot. You see, it seems that
charging into danger isn't the safest occupation in the world.
Thus, knights have very short life expectancies (usually in the
neighborhood of one or two battles). The honor thing also seems to
get in the way a lot, since a knight won't back down from a fight
no matter what the odds are. In such cases, a knight either flees
(and disgraces himself) or dies. Because they are known to be
stubborn people, they often choose the latter option. When this
happens, their armor is brought home, fixed up, and passed on to
the oldest son.
   Knights must be ready to leave for battle at a moment's notice,
whether for god, king, or family honor, and this also tends to make
that marriage to the beautiful princess a short-lived affair.
   Taking orders without question and following a rigid code of
warrior ethics tends to make a knight's job a bit of a
roller-coaster ride. One minute, you're riding a white palomino to
glory, lance in hand, and the next minute your brave war horse has
left you surrounded by the great khan and his three hundred angry
sons.
   It's a dirty job, but someone's got to do it...
War horses
   While we're discussing some of the good and bad points of
knighthood, it's time someone mentioned the knight's faithful
side-kick, his war horse.
   Any knight worth his silver spurs has spent a lot of time
choosing, raising, training, and pampering his mount. Whether this
is the silver dragon given to you by the elven king, or a real good
deal you found at a farm, a mount is often a knight's only method
of travel.
   Knights are very close to their mounts. A well-trained war horse
can be counted on to drag a fallen knight to safety, defend his
master's body after a staggering blow, or even return a slumped
rider to his manor. A good mount is not only an aid to a knight,
but a necessity.
   From the campaign point of view, a knight's mount can be a
source of drama and personality. Remember that such an animal is
known for his unusual intelligence and his loyalty to his master.
By giving the war horse a few interesting traits, the DM can add a
great deal of color to the knight's life. Pity the poor thief who
is caught going through the master's pack by his mount. . . 
In Search of High Adventure
   High adventure. This is not the crude wenching of such salty
warriors as barbarians. No, these are noble quests in search of
great treasures and the downfall of vast evil powers--where
dragons' hordes are stripped from their evil clutches in conflicts
steeped in blood, fire, and steel. 
   Alright, you probably get the idea. The AD&D game lets you leave
the boredom of real life and jump right into the very myths of our
past. Note that the classic epic hero has always been a warrior,
since wizards never existed, priests don't cast spells in reality,
and thieves only adventure when they have to.
   Unfortunately, that leaves some of the other character classes
out in the cold, but that's okay, they have their own ways of
achieving glory, wealth, power, and (best of all) knighthood.
Knighthood for Non-Warriors
   This brings us to knighthood in general. As most of you
technically-oriented types already know, the terms "knight" and
"knighthood" have been rather loosely thrown around here.
   Strictly speaking, anyone can be a knight as knighthood is
bestowed by the king upon those who have done him and the country
a great service worthy of recognition. While such occasions are
extremely common for warriors in times of war, it is possible for
any character to become knighted.
   It is also true that a real warrior-knight travelling with the
party makes such recognition easier to come by, but it is also true
that many deserving party members have been passed by at times like
this, while the warrior of the group is accorded full honors as if
he had done the entire deed alone!
   However, that is rare. Most knights are warriors raised by the
nobility and then sent out on missions of conquest or defense.
Freelance adventuring warriors are always considered to be knights
errant, privately working for the king all along.
   All persons knighted get to add the prefix "Sir" or "Lady" to
their names. Failure to address a knighted individual in the proper
manner is an insult which has, on more than one occasion, led to a
challenge. Further, knighthood is hereditary. Thus, a knight's
heirs will claim his title when he dies. Non-warrior knights are
not likely to be given castles in strategic locations in order to
defend the kingdom. Still, they can be granted control over a town,
receive a grant of land, or even a position of advisor to the
court!
   In campaign terms, knighthood is a nice way of taking characters
from the position of "low-level wandering nobodies" to "name-level
noble members of society worthy of honor and respect."  Naturally,
such positions are always to the benefit of the king, and are also
likely to indicate that the king is now ready to watch carefully
and/or utilize his new "resources."
   Fealty goes both ways though. While the characters can expect to
be the king's errand boy every once in a while, they also earn the
right to contact him when things are getting out of hand and they
need help. More than likely, the king would want to know about such
problems anyway.
   Let the knights in your campaign "strut their stuff" as much as
they want when things are quite. Remember the old saying, "with
great power comes great responsibility." Things will turn nasty
soon enough and the would-be heroes will find themselves up to
their visors in danger.
The Road to Knighthood
   Most knights must be squired to a noble lord or knight, and then
trained in the arts of war by their masters. One cannot just choose
to be a knight and sign up somewhere. Still, there are other ways
to attain the status of knight without this long training process,
but they usually involve great risk to one's health and almost
foolish bravery.
   In some campaigns, the DM can choose to assign knighthood to a
character at first level, assuming that his training as a squire
was completed on the way to manhood, and now the young warrior is
ready to step out on his own.
   However, depending on the campaign, this may not be the best
way. After all, where is the great deed done in service to god,
king, or country?  Face it, at first level, killing an ogre is a
great act of heroism, but it doesn't rank up there on the royal top
ten of heroic acts, now does it?  Also, more importantly, where's
the character development?  Does the whole story get made up and
wasted in 100 words or less on a 3" x 5" card?
   It seems more logical to allow the young cavalier or paladin to
train until manhood and then be allowed to make his own mark upon
the world. Some knights-in-training stay back and train the next
group, guard the fort, or take a safe job at home with "Daddy."
Those are the NPC kind of knights. They reach name level at the age
of 50 and get knighted for "meritorious service in the name of the
kingdom," which is a fancy way of saying "he didn't get killed or
screw up real badly in all his years."
   But PC knights-in-training go out and seek little dragons. As
they years go by, they gradually allow their increased skills and
abilities to guide their sight's higher and higher until they are
confronting world-shattering horrors and standing alone against the
greatest of foes. Training for levels can be done on the road, as
earned by deeds, or by the PC's lord, who gets to keep tabs on him
and continues his fatherly guidance over those years.
   It is also suggested that, in a feudal campaign,  the criteria
for obtaining a stronghold not be fixed at 9th level. Being
knighted, which may or may not come at 9th level, should be the
campaign criteria for such an important event. It makes the gift

more logical in such a setting and gives the character an obvious
reward to work for in his travels and battles.
   You can become a squire through bribery, by being left on a
doorstep, by cooking an unusually good rabbit for a knight, by
calling in an old family favor, by being chosen by the High Priest
at festival time, or by sheer luck. In any case, the imagination of
the DM is the only limit, and as we all know, there is no limit to
that.
Questing for Knighthood
   The best way (from a campaign stance) to become a knight is by
completing a quest. Now, traditionally, quests have involved things
like recovering the Holy Grail from Mordred and Morgan La Fey, or
throwing a cursed ring into a big volcano. However, unless your PC
knight wants to wait until 20th level to be truly knighted, it
might be better to stick to something smaller.
   What kind of quest might do it? Well, that depends a lot on the
campaign. If there is a dragon in the land who is a real nuisance
to the kingdom, removing it is a pretty big favor for the king.
Maybe that dragon is in a very inaccessible place and no one knows
where the lair is, turning that information over to His Royal
Highness would certainly be worthy of attention. Perhaps someone
important was taken by the beast and the trick is to return the
prisoner safely. In short, the perceived magnitude of the deed
(i.e. did it make a really heroic tale afterwards) is more
important than the experience points earned.
   Destroying a cursed object might involve nothing more than
dropping it in a regular old run-of-the-mill volcano. Of course,
that might still require six months of travelling the high seas at
considerable risk.
   In all cases, try and let the player make the quest choice. Give
him or her as many subtle hints, omens, and portents as you want,
but the decision should reflect a personal choice of the player,
not an enforced requirement. Accomplishing one's objective feels a
lot better when it was their idea.
   By the way, don't forget to make the trip worthwhile to the
other players. Include equally unique reasons to go along, if the
usual quest for random experience, treasure, and high adventure
doesn't boil their blood. However, stress that this time out, it's
the knight's chance for glory. Note that a good DM gives similar
chances for the other characters as well, but for reasons that must
vary from character to character.
Any Excuse for a Party
   Hooray!  The deed is done, the beast vanquished, the accursed
artifact destroyed! Now what?
   Depending on tradition, the ceremonies of knighthood can either
be a solemn, private affair or just another excuse for a really big
party.
   In classic English history, knighthood was a solemn gift,
bestowed upon the worthy subject with much pomp and circumstance.
The church gave its blessings, as did the king.
   However, in lands where the king isn't quite so stuffy, a royal
knighthood is often a time of great celebration. A good ruler knows
the political value of associating himself quickly with the doers
of brave deeds. Also, the oath of fealty to the king from the brave
knight adds to the king's prestige immensely.
   For purposes of the AD&D game, the following order of events is
suggested.
   On the day of the ceremony, the capital city and the castle
grounds have a carnival-like atmosphere about them. In fact, the
monthly Market Day may be rushed or postponed just to take
advantage of all of the newcomers attending the ceremony. Such an
event is advertised at least a month in advance to get as much of
a turnout as possible. It is also not uncommon for the king to
waive the Market Tax and provide a pavilion of free food and drink
in order to promote a bigger turnout.
   At high noon, the ceremonies begin with the most powerful local
church presiding. The service will be hosted by the local curate at
the very least, and may even merit the attentions of a dean or
primate. In all cases, the importance of the knight's social status
and the greatness of the deed will determine who conducts the
affair. In the case of a multiple knighting which involves
individuals from different religions, representatives of each faith
will attend the service. Usually, the state religion will assume a
leading role, but other compromises are possible.
   Once the blessings and sacraments have been performed, the royal
procession begins. The king traditionally taps the kneeling knight
on each shoulder, uttering some standard secular blessing. It may
or may not have religious connotations, depending on the nature of
the campaign.
   The knight is then expected to kiss the sword of the king as a
symbol of subservience to his new lord, and swear open allegiance
and fealty before all present. This continues until all eligible
persons are knighted.
   Hip hip, hooray!  Now the fun really begins. The townspeople
celebrate upwards of a week, until all concerned are either drunk,
broke, or both. A wise king throws in a fair number of surprises,
like free chickens at the market grounds, or a chance to visit the
royal stables. If he owns a mount of power, like a dragon or
pegasus, he undoubtedly circles the castle and city many times to
show off.
   In short, make it an interesting affair, full of fun and
celebration, but don't forget the adventuring possibilities. Such
events are field days for thieves and troublemakers, and if the
party starts trouble, they might have to help clean it up
afterwards.
   Also, as such events are announced in advance, an opposing army
amassed nearby (that had remained undetected) surely takes the
chance to attack the ill-defended capital, hoping to strike a
single killing stroke. Such an attack is certainly dishonorable in
the extreme, so make the land and lord in question an infamous one.
   However, such an attack is likely to be a random, haphazard
affair, and the players might play a major role in turning back the
impetuous invaders. If they do, then they earn even more fame and
glory. If not, the townspeople are not going to be very pleased
about the lack of protection, let alone any unplanned-for change in
leadership.
Demi-Human Celebrations
   Okay, so the humans get drunk, sing a little, and chase members
of the opposite sex, but what do other races do at such occasions?
While the dwarven and elven versions of chivalry and knighthood are
discussed later on, this seems the best place to describe non-human
celebrations.
Elven Parties
   The elves get drunk, sing very well, and chase members of the
opposite sex. They take a very light-hearted approach to the
ceremony, as they see such spectacles many times over their long
life spans. No disrespect is intended. In fact, nothing is more
respected than an elven protector.
   The wealth spent on such affairs is enormous, but many of the
decorations have been used before. Gem-laden strings of mithral
wrap the trunks of trees, and gleaming shirts of mithral armor come
out of storage for the occasion. Elven parties last for weeks, and
little is accomplished during such high festivals.
Dwarven Parties
   On the other hand, the Dwarves get drunk, sing rather badly, and
chase members of the opposite sex. Dwarves take such signs of glory
very, very seriously. The high ceremony is attended only by a few
and involves a blood-bonding between the lord and his new vassal.
Dwarves know war is a serious matter, and glory attained in war is
worthy of the highest honor.
   However, after the solemn ceremonies are over, the dwarves go
crazy for a few weeks just like the elves. Visitors trapped in the
dwarven caves during these times may be overwhelmed by the wildness
of such a normally solemn race. Still, few who have ever lived
through a dwarven celebration will ever experience anything like it
again.
The Chivalric Code
   The chivalric code is the set of ideals which all knights are
expected to follow to the letter. How-ever, this code of honor and
truth often causes a lot of conflict for both the knight and those
he travels with.
   While these guidelines have been presented in many ways in
previous AD&D rules books, and they have also been reprised in the
AD&D 2nd Edition ((Complete Fighter's Handbook)), space has
prevented a detailed accounting of the reasons that such a code is
followed, and what the many consequences of failure might be.
Herein, the code of chivalry is detailed with an eye to playability 
in a feudal campaign.
Medieval Code of Chivalry
   A knight must cheerfully perform any noble service or quest
asked of him. If any person or item is placed in his care, a knight
must defend, to the death if necessary, his charge. Naturally, any
task incompletely accomplished is a sign of physical weakness and
spiritual failure.
   A knight must perform military service to his lord whenever
asked and must show courage and enterprise when obeying his lord.
This is the very heart of the feudal ideal, and forms the backbone
of medieval military organization.
   A knight regards war as the "flowering of chivalry" and,
therefore, a noble enterprise. For the knight, battle is the test
of manhood, and combat is glorious. A knight's first goal as a
warrior, therefore, is the personal achievement of glory in battle.
Without glorious deeds in times of war, a knight is considered to
be nothing more than a fancy mercenary, having wasted years of his
life training for ultimate failure.
   A knight must defeat all those who oppose his cause in battle.
Note that slaying your enemy is not always the best way to make
your point. Driving off an invader with a great show of force
allows tales to be told, rumors to be spread, and keeps someone
alive to warn against further invasions.
   A knight must choose death before dishonor. Why live if one must
live in disgrace?  Much like bushido, the samurai's code of honor,
the knight is supposed to die before surrendering his charge.
However, while a knight who blindly charges the barbarian horde may
seem ludicrous, the ultimate result is the same, honor is served.
   A knight must show respect for all peers and equals, honor all
those above his station (social class or rank), and scorn those who
are lowly and ignoble. A knight does not aid the ill-mannered, the
coarse, the crude. This applies to goods and services as well. A
knight does not use equipment which is badly-made or inferior, as
he chooses to fight on foot before riding a nag.
   A knight must show courtesy to all ladies (also see "Maid to
Fit"). Women are frail things to be protected. They are to be
cherished and honored, watched from afar and never handled roughly.
A Modern Code of Chivalry
   Some of the positions held by classic knights make it difficult
to play a fantasy knight correctly. After all, much like the
samurai warrior, a true knight would only just get out on his own
before he had already headed off in search of the evil high king
across the sea. This makes for very one-sided adventures (annoying
the other players immensely) and very short life spans. Rolling up
a new knight every level is nobody's idea of fun. Here is a
modified code which might be more functional in the typical AD&D
game.
Faithfulness
   A knight must be true to his god. Any lack of faith is a sign of
spiritual weakness and immoral character. In the event of an area
of uncertainty, the knight should seek out a priest of his faith
and request guidance. In the case of minor transgressions, the
knight might be assigned a task to show his desire to make amends
for his misdeeds.
Loyalty
   A knight must be true to his country and his king. The entire
kingdom would collapse should the oaths of fealty be dissolved. Be
loyal to your lord, and your vassals will learn from your example.
Be disloyal, and beware every time you turn your back.
Respect
   A knight must be true to women or those who are less fortunate
than himself, and honor those who have achieved greater glory for
their god and country. Those who lie, cheat, and steal are beneath
contempt as they are honorless cowards.
Honor
   A knight must be true to one's self. Only your god and you know
if you have been truly honorable, and lying to one's self can only
lead to the further corruption of lying to others. All lies, no
matter for what cause they are told, are dishonorable. It is better
to not provide an answer at all than it is to deceive anyone for
any reason. This includes shading the truth or lies based on the
omission of facts. Any intent to deceive is considered a lie.
Valor
   A knight must be true to his profession. A warrior who is a
coward is not a warrior at all, but a worthless retch in armor,
preaching lies to all around him. You cannot earn respect in such
a manner, and you cannot keep a clear conscious by retreating from
glory. It is better to die for your cause than to surrender it. If
a cause is not worth fighting for, then war is to no avail. A
challenge, especially to single combat, is always the best way to
achieve valor and glory for your cause.
Maid to Fit
   A short note is needed here to discuss the role of women as
knights. Women, especially these days, play in a lot of AD&D game
campaigns. Now, in a classic medieval setting, women got to oversee
the knitting, or the temporary command of the castle while the lord
was away--hardly a great role-playing experience. However, with a
little work describing a female knight, we can get an idea of some
ways around the rather sexist codes of chivalry.
   Since you are unlikely to be playing with major chauvinists in
your game, once the female knight has "proven herself" in the eyes
of her fellow warriors things should go rather smoothly and the
problem is solved. Otherwise, chauvinism will be a constant
campaign problem.
   Instead of seeing all women as things to be put upon a pedestal
and admired, a female knight sees all women as allies, and has a
firm grasp on the real behind-the-scenes working of a kingdom and
a castle. Female knights get to use cunning and diplomacy to
greater effect in such a campaign.
   However, if there are enough women to support a guild, they can
either have big chips on their shoulders (as a result of overcoming
outright prejudice) or they might just have earned a fair measure
of respect from the general populace. Female archers are
particularly formidable for they tend to spend more time perfecting
subtle movements than raw physical power.
   As seen in heroic fantasy, female warriors are just as powerful
as the men, but stress different things about combat. While a male
barbarian lord is capable of splitting a skull with his axe, a
female knight might prefer removing that head in a more surgical
fashion, by passing her blade through the throat.
Falling from Grace
   A lot has been made of the power of the chivalric ideal to
control one's destiny and outlook on life. In fact, it is expected
that the code chosen be followed to the letter, even to the point
of extremes--like single-handedly charging the ancient red dragon
when there is no hope of success.
   However, as is bound to happen sometime in a knight's life, he
may "fall from grace." Even a momentary lapse of will can cost a
knight dearly.
   It cannot be emphasized how much a breach of trust and faith it
is to fail to perform honorably. However, there are degrees of
failure, and not every transgression is a world-shaking event. In
order below are some of the punishments common in such
circumstances, and the level of transgression required to receive
said punishment.
Loss of Personal Honor
   A knight who has shown minor cowardice in battle (by avoiding a
battle, etc.) or who has offended a lady, has suffered a loss of
personal honor. He has been marked as spiritually impure, and the
DM is encouraged to inform the knight that he is now displaying
tendencies towards neutral or evil. The player should be informed
of this change, and such failures become idle gossip in the kingdom
very quickly. Further failings will result in an actual alignment
change and force the knight to deal with all the negative effects
of such transformations.
   Recovering from such a transgression often involves nothing more
than a courageous stand in the next battle, or championing said
lady in the upcoming tournament. While the stain is not permanent
and alignment can return to normal, further transgressions, even if
normally only minor, are now treated with even less tolerance and
might cause the loss of one's family honor (see below).
Loss of Family Honor
   Outright cowardice in the line of duty that does not result in
the loss of the battle or the striking of any women, are the sorts
of things that not only incur the penalties stated above under
"Loss of Personal Honor", but also can have long-lasting effects on
the offending knight's entire family line.
   Besides flagrant alignment violation, the knight's liege-lord is
fully within his rights to repeal the oaths of fealty sworn from
such an obviously dishonorable character. The revoking of lands,
the freezing of assets, and the bitter scorn of the general
populace are usually humbling enough to the fallen knight.
   Some fallen knights choose to repent their sins through the
performance of some great quest, or by entering into a monastery
where, after serving their god for many years, penance might be
granted.
   Other knights might opt to renounce the same titles they have
lived by, having had a more permanent change of heart, and become
knights-errant, or rogue knights.
Loss of Royal Honor
   Now, the knight's crimes are getting serious by anyone's
standards. The knight has fled the scene of a battle, demoralizing
his forces to the point of turning the course of the battle, or the
knight has harmed or slandered a lady of noble birth--a chaste
daughter of the realm!
   Including all of the punishments detailed under the "Loss of
Personal and Family Honor" sections, the knight and quite possibly
his entire family line is likely to be banished forever from the
kingdom. As enemies of the realm, and to save the face of the
ruling lord, the knight risks imprisonment or execution if he
returns.
   Nothing short of saving the king's daughter from the clutches of
ultimate evil can win back the fallen hero's lands. By default,
since they no longer have any lord to serve or lands to represent,
all such knights become rogue knights. This knight's family crest
becomes a beacon of distrust that haunts him the rest of his life.
Heinous Crimes Against The Gods or The King
   This particular category is the most serious because such things
do not occur accidentally. Such heinous crimes are premeditated and
all the more despicable. This type of crime is distinguished by the
fact that it must be so awful that the knight in question's
alignment is now irrevocably shifted to ((evil)).
   Using our progressive examples, this time the knight has
actually led his lord's forces into an ambush, turning sides and
helping to slaughter his own men, or the knight has captured,
ransomed, and possibly even killed the king's own daughter.
   Now, all of the penalties discussed above are just for starters.
This horrible criminal's life is now forfeit. Banishment is
proclaimed, but hardly necessary, as the culprit is no doubt long
gone after the deed. His crest, should he remain bold enough to
present it, attracts bounty hunters and loyal avenging knights
until the scoundrel is caught and brought to justice.
   Such a knight is the worst kind of rogue, a Black Knight, and
this is the kind of man great chivalric villains are made of. 
Rogue Knights
   Now, you can use the above guidelines to keep your knights in
check or to build a better history for your noble houses, but there
are other ways to utilize the rogue knight's life.
   What if it's a frame-up?  How do you proclaim your innocence
when no one believes you?  How can you challenge the knight who
framed you if you have already been banished from the kingdom?  Do
you start a new life, only to return decades later to right the
wrong, or does the knight get the chance to challenge before the
king?  And what if the framer is of much higher level that of the
framed? If you die defending your honor, then you'll be considered
guilty, and if you fail to challenge, then you are also assumed to
be guilty.
   And what about the problems faced by men like Sir Robin of
Locksley (Robin Hood)?  His lands were taken by an evil usurper to
the throne while the true king was held captive across the sea.
Which king do you serve and which is the most honorable road to
travel?  Do you dare fight your old comrades?
   As you can see, knights and rogue knights make not only the best
NPCs, but also add spice to any PC background story. Better yet,
the DM can throw such a curve into the campaign as it is running,
causing all sorts of great role-playing opportunities.
Heraldry
   Every knight or noble worth his castle has a family crest or
banner. In fact, once a new noble is knighted, a banner bearing the
family heraldry must be sent to the king's castle where it is hung
proudly in his great throne hall, another sign to all visitors of
a king's vast wealth and power.
   While every noble has a coat of arms, this section is
specifically tailored to warrior knights in particular. As their
standards are the most colorful and meaningful, they offer the best
examples of the great art of heraldry. However, any noble can bear
a coat-of-arms, and any important personality (PC or NPC) can have
their own personal etched rune, wizard mark, or identifying glyph,
and these guidelines can be used by any person interested in adding
just a little bit more flavor to their fantasy persona.
Standards
   Most notably, a knight's standard appears in five places: on his
armor, his shield, his lance-banner (when leading a charge to
battle or shown at the beginning of a tournament), on a large
banner or flag flying high above his castle, and on his private
signet ring (which is used to leave an impression in sealing wax on
letters and legal contracts).
   The standard can include anything from the favorite flowers of
a knight's lady to the depiction of the knight's most hated enemy
or heroically vanquished foe. In classic medieval history, the
objects placed on the standard usually had no apparent meaning to
those outside the family. Often that secret was not passed down to
the next generation of the family either, making things very
confusing indeed if a genealogy is attempted.
   However, for our purposes, it really adds very little to the
game if such standards are useful for nothing more than identifying
the enemy during a foggy battle. For all players interested in
adding some color to their characters, some more thought is
required.
   The royal standard is born only by the king, his squires, and
his personal knights, guards, and army. However, some kings require
at least a portion of their standard to be included somewhere in
the standards of any sworn vassals, noble or knighted. In such
cases, the king's symbol is something simple and easily recognized,
like a sun, moon, lion, single bar, background color, or even a
dragon, which is easily incorporated into any lesser standard.
   Before a campaign is begun, at least the king's standard should
be described to the characters, as his followers are to be treated
with the utmost care at all levels of adventuring. The standards of
any neighboring allies and enemies and the local noble manor should
also be determined before play commences fully.
   If the DM is using the option of waiting to knight his warriors
until they have become worthy of the honor through great deeds,
then the knight-in-training must bear the standard of his lord
until he has earned the chance to create his own noble line.
Otherwise, players should detail their family crest and history
during the character creation phase and submit this to the DM for
approval and inclusion into the campaign.
   In particularly large kingdoms or worlds where there is an
emperor, it is possible for a newly knighted warrior to have more
than one required symbol in his standard, making the customizing of
his own standard a difficult one.
   It is now readily apparent why the Heraldry skill in the Players
Handbook becomes useful. With this skill, it is possible to deduce
another knight's allegiances, family history, and record of
previous deeds or crimes. It also becomes equally apparent why the
DM needs to whip up some of this information beforehand! Use it to
drop hints about an ancient weapon known to be wielded by a famous,
or infamous, knight. It also comes in very handy during a
tournament.
   In any case, the exact nature and meaning of the standard is
left up to the character and the DM. Below we present two examples,
one from history and one from fiction, to guide the DM in this
matter.
Richard the Lion-Hearted
   Richard the Lion-Hearted, renowned king of England, bore a "lion
rampant" (i.e. attacking lion) upon all of his noble devices. This
symbolized his strength and aggressiveness in battle. While there
is no real lion in Richard's past, the symbol of the lion was based
on his deeds as a young man, his large stature, and his skill in
battle.
   While some standards bear little resemblance to the historical
perception of some knights, Richard's was eminently appropriate.
Since then, many of England's kings have followed Richard's example
and have incorporated lions into their standards.
   In an AD&D game, thousands of animals and monsters, both good
and evil, can be utilized in a similar fashion.
Lancelot Du Lake
   Lancelot, as portrayed in the film ((Excalibur)), bore an
embossed picture of the Holy Grail on his chest as a symbol of his
search for perfection. It was legend that only the truest knight,
perfect in all respects, could find the lost Holy Grail. While the
existence of the Grail can be doubted, it is not its reality that
is important, as the Grail was a visible symbol of something that
was not visible to the knights: perfection. Such symbolism can add
greatly to a PC knight's coat-of-arms.
The King's Standard
   As an example of incorporating the lord's standard into one's
own, imagine that the great overlord's standard is a gold dragon.
If a king under him has a silver dragon, intertwining the two
dragons is a standard rich in artistry and symbolism for a feudal
environment.
   If the king uses the symbol of a stone tower to remind people
his castle has never fallen to siege, the emperor's gold dragon can
be spread out behind the tower, indicating that the tower is
protected by a greater power as well.
Altering the Armor Further
   When knights spent more time dressing themselves for war than
actually fighting, they continued to alter their armor in
decorative ways. One of these ways included modifying the helmet to
resemble something in the knight's standard, like a hawk's beak,
the wings of a pegasus, or the fangs of a vampire.
   Another alteration involved the outer appearance of the armor.
While it is customary to paint the noble standard on the armor, it
can be quite an elaborate affair. Molten precious metals like
silver and gold can be used like paint at such times.
   However, someone who has such funds available usually goes to
the trouble of embossing his standard more permanently. This
includes actually denting and shaping the armor in and around the
symbol like a bas-relief sculpture. This can then be augmented by
gems, precious metals, or anything else the knight desires. Since
this increases the value of the armor, and the expenses to repair
it once damaged, only the very wealthy prepare their battle armor
in such a fashion. Usually, a second set of armor, not suitable for
combat use is prepared for special occasions and high ceremonies,
like weddings, knighthoods, and councils of war.
   Even the very armor itself can be modified slightly, to look
more rounded or sharp, depending on the effect desired. Some
things, however, speak louder than any crest of standard when it
concerns one's armor. Any knight walking the land in a suit of
blue-green metal embossed with runes of mystic power is not to be
taken lightly.
Demi-Human Knights
   Knighthood and the Code of Chivalry are primarily states of mind
and occupations chosen by the person in question. In fact, adapting
knighthood to other demi-human societies can add a lot of spice to
the campaign, and a great deal of depth to some non-human
societies. Following the guidelines presented in the two examples
below, an ambitious DM can throw all sorts of curves to his
players.
Elven Knights
   Elves follow the code of chivalry to the letter, except when it
comes to battle. Elven life is too precious to be squandered
needlessly against lost causes. When they do sacrifice themselves,
it is only for the greatest good of the elven kingdom or in defense
of their companions. In short, elves as a people avoid war whenever
possible. They prefer to depend on politics to settle disputes, and
are far less aggressive than most of the other races in an average
campaign.
   Elven knights place a high regard for the ceremonial aspect of
chivalry, as well as respecting their peers and superiors. However,
they are quick to the point of snobbery in showing contempt of
those beneath their station and those of ignoble ideals. To their
credit, elven knights place no weight on class differences in such
judgments, just on personal character and reputation.
   Since women are equals among men in elven society, the respect
elven knights show for women is more courtesy than outright
adoration. Importantly, while the majority of the elven cavalry is
comprised of male elven knights, most elven archer companies
contain a majority of women. 
   Elven knights almost never wear plate armors, but prefer more
lightweight, flexible armoring made of fine chain. As elves prefer
battle within forested environments where they can rely on their
natural adeptness in such surroundings to give them an added edge,
they consider plate armor too noisy and bulky for such maneuvering.
   It is important to note that magi-cal elven chain mail is only
given as a gift to worthy men and women who have honored themselves
in the defense of elves and elven lands. It is rare, but not
unheard of, for non-elves to earn such a gift if their deeds
warrant it. Non-elves are never taught the secret of making and
enchanting elven chain mail.
   Magical elven chain can be found in treasure hoards, of course,
but if knowledge escapes of its recovery, elves are sure to
converge on the discoverer with offers for the suit's purchase. A
reasonable price is offered, and any person who does not sell their
prize, is hounded for many years until death takes the short-lived
mortal, or until a better price is reached.
   The elves will not give up the quest, as they see the common use
of such a great prize tends to lessen its overall value and
significance for all others. Also, the elves do not want
untrustworthy armorers to get a hold of any elven chain mail, lest
they manage to discover its secrets through magic or research. Such
a discovery by outsiders would risk war. 
   Elven knights that choose to wear plate armor (very rare) always
make them look like they were made from mithral. A highly polished
coating of the shiny silver metal is applied almost like paint to
the armor, and the suit then gleams and shines in even the most
indirect lighting. In fact, the greatest of kings or the richest of
knights often take their armor to the elves for such detailing once
it has been purchased.
Dwarven Knights
   Dwarves take their warring very seriously indeed, and their
views on war and honor would make any visiting samurai warrior
proud. Dwarves, in stark contrast to the elves, would rather die in
glorious battle than any other way. It is even said that dwarves
always lair near a dragon or a large colony of giants just to keep
a steady scenario of conflict going. To their credit the dwarves
are always ready for war.
   In fact, during the numerous battles between elven and dwarven
forces, it has always been the elven kinship with animal and plant
life that has kept them one step ahead of their dwarven enemies.
The elves always seem to have enough time to get ready for a
battle, no matter how well the dwarven forces try to conceal
themselves.
   As mentioned earlier, the dwarves take the ceremonial aspects of
their idea of chivalry very seriously, but keep such things rather
private.
   The "respect for women" notions are pretty much ignored by a
rather chauvinistic male dwarven hierarchy. In a society geared for
war and hard work in the mines, there seems to be no glory
available for the little ladies.
   Now, that is not to say that dwarven women are mistreated. That
is far from the truth. They are given equal rights and protection
under all laws, and dwarven marriages are ones of partnership, not
obedience.
   The dwarves like to make their armor heavy, plated, and black.
Almost without exception, all dwarven-sized armor is actually made
from dwarven forged iron. A dwarf will not wear armor forged by any
other race, for their pride is quite strong and their codes of
honor very exacting on such points.
   While elven armors require constant repair if they are to remain
attractive, dwarves place less value on appearance and more value
on defense. Dwarven plate armor is treated as ((plate mail +1)),
but is almost 50% heavier than human plate. This means that a
dwarven set of plate armor (sized for a 4' tall dwarf) weighs just
about as much as a human set of plate (sized for a 6' tall knight).
   Unfortunately, dwarves rarely make their armor for humans, and
do not know how to make either field or full plate armors. Their
own limbs and joints do not have the mobility necessary to make a
functional set of those full-body armors, and so the dwarves will
have none of it. Just like the elves, dwarves don't teach
non-dwarves their metallurgy secrets.
   Dwarves dwell extensively on their own version of heraldry,
based on the personal histories and family genealogies of the
entire dwarven race. Dwarves are remarkable at remembering long
list of names, and spend a great deal of their lives memorizing
details about everyone they ever see, meet, or hear about.

Chapter 3: The Tournament

So maybe your player characters haven't earned the fame and glory
which should get them a castle of their own yet. Maybe the thought
of chasing a dragon, even a little one, is still the stuff of their
dreams. What does the would-be knight do in such cases?
   Well, organized competitions or tournaments are a great way for
the player characters to "mingle" with the local nobility and show
off their stuff. It may be that a good performance in, say, the
archery contest will earn the character the right to marry the
prince or princess of the realm. Once everyone knows how good you
are, fame and glory are only a few steps away!
High Holidays
   All societies take time off for one reason or another. Usually
these official holidays are: religious (if one religion is truly
dominant in the area), agricultural (commonly at the equinox and
solstice), or political in nature. In the latter case, they often
mark the founding of the country or some great victory of war or
revolution. Usually, one can count on one officially recognized
holiday every other month or so.
   Religious holidays rarely involve either fairs or tournaments.
These are traditionally times of fasting and personal sacrifice to
one's church. They are always placed on days significant to the
given religious calendar (i.e. the death of a saint, the
resurrection of a god, the founding of a new order). Holy knights,
like paladins, tithe their incomes to the church during ceremonies
held on these occasions. They also spend a lot of time seeking
guidance from both their local priest and their patron deity.
Visions of great quests often come at such soul-searching times.
   Agricultural holidays are celebrated by the rich and the poor,
and there will be both common fairs and a royal tournament held to
mark such occasions. Those marking the harvest in autumn and the
end of the planting season in spring usually last for a week at a
time, while all others last but a day.
   Political holidays are times of private parties, town parades,
and local noble tournaments. Unless the political deed had great
significance to the realm and the king in power, no royal
tournament is likely to be held on this day. In essence, towns hold
large Market Days on these days, supplanting the need for the usual
monthly Market Day.
Private Celebrations
   Occasionally a lord or king will be particularly blessed during
the course of a year. Some examples of such blessings include a
wedding, birth of a first born heir (or any royal prince or
princess), major victory in war, successful truce, or the defeating
of some ancient lingering menace to the realm, like a dragon.
   Often this involves only the lord in question throwing a lot of
money and food around at the next Market Day.
   However, the local lord may wish to sponsor a tournament or
fair. He might want to graciously invite the new ally or vanquished
foe to attend. He might just want to show off his new son, or give
a big sendoff to his departing heirs.
Tests
   Sometimes a king or lord feels the need to test his knights,
especially if there has been a lack of war recently, or too many
incidences of cowardice or bumbling. There might even be a
regularly scheduled test every other year or so, depending on the
size and nature of the campaign.
Challenges
   Whether as a friendly competition between two rival lords, or as
a hostile challenge between two knights in dispute (see "Personal
Challenges"), challenges make for the most interesting of
tournaments.
   For example, the royal archery tournament depicted in the film
((The Adventures of Robin Hood)) was held for the sole purpose of
identifying and trapping Robin Hood, well-known as the "finest
archer in England."
   It is also a great way to lure an enemy's finest knights into
ambush, or away from something they are protecting. However, such
an evil deed is most unsporting and would only be attempted by a
black knight.
   Fortunately for the plotter, the code of chivalry requires that
any charge or challenge be taken up. Since a tournament is another
form of combat, and combat is glory, no knight can refuse such a
challenge. But that doesn't mean the knight cannot be prepared,
i.e. bring along some friends in case of trouble, put his lands on
alert status, etc. Naturally, this assumes he knows or suspects
that the challenging knight is up to something.
Local Fairs
   Local fairs are like carnivals and circuses are today. All
manner of strange and exotic beasts and monsters are paraded before
the mystified public. There are games of chance like the dagger
toss, dunk the peasant, and chasing a greased pig with prize money
tied around its neck. There are competitions for chopping down
trees the fastest, catching the biggest fish, baking the best pie,
racing horses, ale guzzling, and a variety of sporting events,
including tossing horseshoes and medieval versions of soccer and
stickball.
Noble Tournaments
   Noble tournaments are very rich in adventuring opportunities.
Unless the tournament is private it is always open to the general
public as well as the nobility. However, the very types of
competition leave little room for nonprofessionals to earn any
honors. If they do prevail, however, the prize monies are
enormous--often enough to allow a serf to retire or buy his way
into the yeoman class.
   These affairs are attended by the nobility, first and foremost.
The food is prepared by gourmets, the tents are of the finest
linens, local cavalry troops ride by on parade, and all of the
knights and nobles are trying to outdo each other. However, the
real competition is down on the field, and that is what everybody
has come to see.
Jousting
   Squires and would-be knights compete in their own jousts. These
contests are round robin events, with the victors of each contest
moving on to the next round. Note that the competition is open to
rich and poor alike. Officials inspect all lances before the
competition and no contestant is allowed to battle without a
shield. All such contests are conducted under nonlethal rules and
use blunted lances.
   Winning such a contest often gets the victor and his lord much
prestige, and sometimes a better home. Another lord may offer to
"take over the knight's training" for a hefty sum if the winner is
already a knight-in-training. Or, the rogue squire or warrior who
wins might get an offer of patronage from a noble house interested
in training knights. In any case, the reward money is usually
enough to encourage the victor to further competitions in the
future, wherein he might just make quite a name for himself.
   The main joust is also round robin but open only to knights of
the realm. In addition, each knight chooses a lady to champion. If
he wins honorably, the victor brings honor to his name, the lady he
has chosen, and the sponsor of the tournament. Disgracing the
joust, either by killing an unarmed foe, harming or killing a
mount, or in some other manner, is considered a "Loss of Family
Honor" or worse (see "Falling from Grace").
   Winning a royal joust often earns the knight the position of
Royal Champion, meaning sometimes that there's going to be a new
Captain of the Royal Guard, Lord High Chamberlain, or Lord High
Marshall in the realm. At the very least, the knight earns the
right to hold the next royal tournament at his castle. If he
decides not to do so, for whatever reason, there is no loss of
honor, and the tournament returns to the royal castle the next
time. The knight retains the title of Royal Champion until the next
royal tournament. Note that the result of lesser jousts has no
bearing on the standing of the Royal Champion, although a number of
losses to the same rival might boost the betting odds the next time
around. 
   Sometimes, for show, the winner of the open joust competes
against the winner of the royal joust, but usually the former backs
down without loss of honor, deferring to his obvious superior, the
Royal Champion.
   Magic items of all kinds are permitted at a joust, but anything
which is deemed dishonorable by the list officials cannot be used.
Some examples would include any item that removes the chance
element to the game (i.e. a lance that never misses, or a shield
that always blocks). Such an item, if discovered after the joust
has begun, causes the wielder to forfeit automatically. A minor
"Loss of Personal Honor" ensues (see "Falling from Grace"), as it
is the knight's responsibility to be fair. Some jousts even go as
far as to ban magic altogether, providing their own lances and
suits of armor for the combatants to wear.
Quick Jousting Rules
   To run the actual combat of a joust, each knight should have a
blunted lance, a horse, and a shield of some kind. Naturally,the
riding or horsemanship non-weapon proficiency is required in order
to safely ride the horse, but proficiency in the lance is not a
necessity, although it never hurts.
   Each knight squares off at opposite ends of the field, or on
either side of the list (a long low fence). Lances are levelled as
the combat-ants charge one another, but no initiative is required,
as both lances are of equal length. A simple roll to hit is all
that is required and any rider so struck must make a successful
horsemanship proficiency check or be forcibly dismounted. Whoever
is still up wins and gets to move on to the next round. If both
riders remain viable competitors, they turn and charge again. This
continues until somebody falls. If both knights are dismounted
simultaneously, both are removed from the tournament.
   A natural 20 automatically dismounts an opponent, while a
natural 1 strikes the opponent's mount (doing half normal damage).
This is a dishonor to the knight and he must forfeit the contest.
However, since it is obviously accidental, no further punitive
action is taken and no significant loss of personal honor ensues.
Personal Challenges
   In the case of a personal challenge between two knights, the
lances are not blunted, and a fallen knight is not out unless he
begs for mercy or is knocked unconscious. The knight on horseback
has the advantage because of his height above his opponent and the
length of his weapon. The fallen knight can only use his sword, and
any roll of a natural 1 means the horse is struck. Unlike the
fairness shown above, this is a serious loss of personal honor, and
means the loss of the challenge and possibly other repercussions as
well.
   Two challenging knights taken to the ground are provided with
maces or hammers for the continuation of the battle. Whoever is up
and alive at the end wins, and he has the choice of slaying his
foe, or granting him mercy. Usually, a knight grants mercy.
Archery
   Archery, because of its usefulness, is practiced by both elves
and men alike. Depending on the degree of integration, tournaments
may be open to all comers. If the tournaments are separated,
half-elves may compete in either (if they are allowed to compete at
all).
   Archery contests are run a little differently. Usually, the
royal contest is held first, again in round robin fashion. However,
the last 3-5 archers (depending on the size of the tournament) do
not finish against each other, but rather challenge all comers,
noble or poor. The competition again proceeds normally, this time
until a victor is chosen.
   Note that the archer is not accorded the kind of honors a Royal
Champion receives, except in the case of the elven kingdoms, where
the Royal Archer and the Royal Champion are accorded equal status
(and as mentioned earlier, might well include women).
   As with the joust, magic items or spells that render the game
unfair are grounds for forfeiture of the competition.
Quick Archery Rules
   Each of the competitors is allowed to fire three arrows at
medium range (giving everyone a -3 to hit penalty) at a target
treated as AC 10. Each contestant is judged only by his best shot
(i.e. his highest total rolled "to hit," including all bonuses for
specialization, dexterity, and magic).
   After all shooters have launched their best arrows, the archer
with the best shot of them all gets to move on the next round. In
the case of a tie, the targets are moved to long range (i.e. -6 to
hit) and each contestant gets one additional arrow. The firing of
single arrows continues until the tie is broken.
   Any natural 20 is a perfect bulls-eye and automatically beats
any other arrows that round, no matter how high the "to hit" roll.
Any roll that totals 20 or higher including bonuses is clustered
near the center, and if a natural 20 is rolled at such a time, the
arrow splits the best shot (i.e. highest rolled "to hit") on the
target and wins.
Holy Debates
   While priests have little to fight about, they do tend to make
excellent debaters, as they are supposed to be wise and learned.
Usually, the debates will center around a specific question, like
"why are we here?" or "what is the true nature of good and evil?".
They tend to avoid questions of politics and never directly
confront each other about their faiths. While such events are not
well attended by the uneducated, they draw more than their share of
sages, luminaries, and the like.
Wizardry Competitions
   Wizards engage in new spell competitions, showing off the latest
creations from the laboratory. Spells are compared within spell
levels, and originality is more important than improving on an
existing spell. Note that most wizards never sell their spells
afterwards, no matter how many offers they get, as the envy they
receive is reward enough to a wizard and his sponsoring lord (if
any). Those that do sell their secrets often risk giving the
competition a big boost for next year!
   In particularly powerful campaigns, there might be royal
competitions for best new magic items, categorized along the lines
of the tables in the AD&D 2nd Edition ((Dungeon Masters Guide)).

Chapter 4: The Evolution of Castles

Every character's dream is to find a plot of land, in some area of
the realm, and plant the foundations of his kingdom by building a
castle or keep. But there are a number of vexing obstacles that
will need to be hurdled before the dream can come true. The most
obvious problem, and the one that will be paramount in the player's
mind, will be acquiring enough revenue to build his castle.
   In feudal England, castles were very expensive to build. A
simple motte-and-bailey cost a local baron 700 English pounds, or
more than seven hundred and fifty thousand gold pieces in game
monetary terms. To build a large concentric castle cost more than

2000 English pounds or nearly two million gold pieces. Although the
monetary needs may sound enormous, this aspect of the castle
construction is one of the easier tests that will bare itself
before the castle is finished.
The Castle's Role
   A castle is much more than a building surrounded by stone walls
or wooden palisades. It is more than a headquarters for knights and
their armies during battle or a storehouse for goods in the
wilderness. A castle is built for a lord and his family, as a
cultural centerpiece to the countryside, and as a bastion of
defense for the local peasantry and farmers in case of war or
invasion; it is the heart and mind of the surrounding civilized
lands.
   A castle is also more than the stone towers and walls that arise
from a picturesque hill or outcropping of rock. To provide for the
lord of the castle, his many retinue, and for the skilled artisans
employed by him, a castle must also be thought to include the land
that is farmed by the local peasants and the large tracts of
forests where deer, wild boar, elk, and other animals can breed and
then be hunted.
   Aside from having fields ripe with crops and copses of trees and
shrub, a castle serves as a gathering place for skilled craftsmen
such as blacksmiths, bakers, and carpenters. As the castle grows
and takes on new dimensions, a village, town or, city may appear
around it, bringing in more professional artisans such as
alchemists, bankers,  and cartographers.
   A castle serves as the seat of the local government and a base
for judicial administration. A castle, more than likely, will also
have a prison or jail, a stockade for lesser offenders, and the
guillotine or block for murderers, highwaymen, or serious offenders
of the law.
   The castle will have at least one chapel which small hamlets or
towns without a monastery or temple may use for religious
ceremonies, holidays, and festivals. A castle may also act as a
school for the local gentry, enabling their children to learn to
read and write. Others, the select few, will come here in hopes of
learning the vows and codes which will lead to their becoming a
knight.
   The castle, in short, is the nexus for all activity and commerce
within the lands controlled by the lord or king.
Types Of Castles
   Though the player need not follow any one castle discipline in
designing his keep, there are a number of design types that he
should be aware of. There are three basic human castle designs,
which include the Motte and Bailey, the Curtain Wall Defense, and
the Concentric Castle. The style in which the DM desires to play
his campaign, will ultimately determine exactly which design type
or parameters the player will be able use in building his castle.
   There are several distinct phases or technological achievements
in building castles. The DM may stipulate from which technological
level, as described below, the player can choose the design
specifications of his keep. Tech levels will be later used in
describing castle modules in which the player uses to construct his
castle.

Technological Levels

TL(QX)Remarks(QX)
1(QX)Early Wooden(QX)Construction(QX)
2(QX)Advanced Wooden(QX)Construction(QX)
3(QX)Early Stone Construction(QX)
4(QX)Advanced Stone(QX)Construction(QX)
5(QX)Early Gatekeeps & Hoardings(QX)
6(QX)Advanced Gatekeeps &(QX)Machicolations(QX)
7(QX)Grand Gatekeeps(QX)
8(QX)Full Concentric Castles(QX)

   Motte and Bailey Castles: The motte and bailey castle of the
eleventh and twelfth centuries consisted of a large mound of earth
or a natural hill (the motte) topped by a wooden keep or tower
surrounded by a palisade and ditch. In many cases this was
surrounded by a number of buildings (the bailey) used as
accommodations for guests or extensions of the family (older son,
brother, mother, etc.), servant quarters, guard towers or posts,
troop barracks, stables, livestock pens, or storage buildings. The
whole area was defended by another palisade and ditch. The palisade
of the bailey often continued up the motte to connect with the
palisade there. Entrance to the castle was through an outer
drawbridge and a gatekeep, which normally consisted of two sturdy
towers flanking the drawbridge with winches within controlling the
lowering and raising of either a wooden or partial metal gate.
   This basic defense system proved strong enough until the early
fourteenth century. But the castle design had two major flaws, the
first was in its series of barriers (the palisades and ditches),
which could not support each other and allowed the attackers to
concentrate their forces against each barrier one at a time. The
second flaw, and one that would soon be remedied, was the
construction of the castle from wood, which tended to make it easy
prey to fire. Nonetheless, castles of motte and bailey construction
were built and inhabited throughout medieval Europe for several
centuries.
   The motte and bailey design began to change as early as the
twelfth century by first replacing the wooden tower on the motte
with a stone tower or building. Later the inner and outer bailey
was changed over to stone as well. Subsequently, the baileys
accrued battlements in the form of arrow slits, guard towers, and
trap doors from which rocks or boiling oil could be rained down on
invaders.
   The castle proper, the tower on the motte, was replaced by two
basic types of keeps, sometimes referred to as donjons. The easiest
and cheapest type of donjon was the shell keep, which was simply a
stone wall following the line of the motte palisade, with housing
and other buildings taking the place of the tower, and using the
stone palisade as their outer wall. With such a construction an
open courtyard in the center of the motte appeared. The main
advantage to the shell keep was that it could be quickly added to
or taken down, and that its weight was evenly distributed over the
hill so that it could be constructed on artificial mounds of dirt
with little chance of the walls crumbling under their own weight.
   The other type of donjon that appeared from the motte and bailey
design was the stone tower. These massive buildings of stone were
so heavy that they had to be built on natural hills, since
constructed mottes tended to shift and crack the walls of the stone
tower. When a stone tower was built, and no suitable motte was
available, the engineers sometimes built the tower on flat ground
then buried half of the tower, creating, in essence, an artificial
motte. The walls of a stone tower averaged 15' thick and stood as
high as 50'. Supported by large stone or heavy wood buttresses, the
tower widened at the base to protect itself from the onslaught of
a ram or pick. An average stone tower would measure approximately
3,600 square feet, or an average of 60' on a side. At the lowest
levels, there would be numerous windows and slits used (at first)
for ventilation and light. Later, these became arrow slits and
assumed a vital role in the keep's defenses. On the second and
third floors of stone towers, the air slits enlarged to about two
feet wide and four feet tall, but rarely were they left open (more
often than not, they were heavily barred and shuttered).
   Entrances to a stone tower were either through a broad door at
the bottom level, or through a more personable entry on the second
floor. The second floor entrances, however, were accessible only by
a narrow stairwell that wound clockwise to the doorway. In either
case, many of the stone towers had a small gatekeep constructed to
guard the entrances of both doors. Within the stone tower the
design followed quite similar to the original wooden towers of
earlier centuries, with a strong cross wall so that, should the
entrance to the donjon be forced, the defenders could retire behind
yet another line of defense. The cross wall, on the first and
second floor, was well built and had only one door joining the
tower together. As with its outer spiral staircase to the main door
of the keep, all internal staircases wound clockwise giving the
defenders room to swing their swords freely, while the attackers
had a tough time using their swords and shields (assuming that they
were right handed, of course).
   The greatest weakness of the stone tower was its squared
corners, which were easily broken by siege weapons and were quite
difficult to defend (the defenders had to expose most of their
bodies to shoot at invaders at the base of the wall). By the
beginning of the thirteenth century this problem was slightly
alleviated by rounding the corners of the building and constructing
a cylindrical keep. However, just as the design started to take
hold across Europe, other advances beyond the fortification of the
keep itself, forever changed the view that the stone tower was the
ultimate defense of a castle, and only a few rounded stone towers
were built.
   Curtain Wall Defenses: Until the mid-thirteenth century almost
all the castles of Europe were built with the motte and bailey
design, a defense system based on uncoordinated walls and towers to
wear the attacker down and permit the defender many opportunities
to strike back. This rarely worked, however, and the attacker more
often than not simply tackled each wall separately, reducing it to
rubble  and then moving on to the next barrier. As time went by,
fortification design techniques from the east spilled into Europe.
Many new features began to be added to the existing castles and
many totally new designs began to appear. The significance began to
shift away from the supposedly impregnable donjon to the bailey
walls, for it was wiser to keep the attackers from breaching the
outer most wall, then to let him in to ravage and plunder the many
buildings and storage houses on the inside of the outer bailey.
   The main improvements to the fortified walls were measures
allowing cover for archers, modified battlements to withstand siege
engines and moving ramparts, and wide walkways (catwalks) giving
free movement of large numbers of troops and knights on the walls.
There still existed the main problem of sappers (miners) and siege
weapons at the base of the bailey. The only solution to keeping the
attackers away from the bailey wall, was not to allow the attackers
to get close. This was solved by the invention and use of the
merlon, which was a raised portion of a wall, with arrow slits,
murder holes, and machicolations enabling full scale bombardment of
warriors at the base of the fortification.
   Another way to protect the wall from siege engines like the ram,
pick, or screw was through the use of brattices and hoardings, a
covered wooden platform built on the battlements to allow missiles
and stones to be dropped through slots in the floor. These simple
devices had been used since the early twelfth century, but had been
overlooked because they tended to be easy targets for catapults and
ballista-like weapons, but the use of the merlon and hoardings
together proved an effective way of keeping attackers at bay.
   The greatest advancement in castle design and fortification was
the use of the flanking tower, which first began to appear in the
late twelfth to early thirteenth century in parts of southern
Europe. Before this time, square towers or merlons had been set
even with the outer bailey, but by extending several towers
outward, away from the rest of the wall, it allowed the defenders
to fire from arrow slits on the sides of the towers along the
length of the castle's outer wall. This meant that the warrior did
not have to expose his body to attacking archers in an attempt to
shoot invaders nearing the wall.
   Each flanking tower also provided cross fire for its neighbors.
When the outer wall was breached, it cornered or contained the
invading army into distinct regions. The first flanking towers were
three-sided, with their backs open to the inner bailey, so that in
the event the tower was captured by the invading force, they would
prove of little worth. As time went by, the flanking towers became
square and protected on all sides.
   The advancements in the ability to make circular keeps also came
to apply to the construction of flanking towers, and by the close
of the thirteenth century most new flanking towers were
cylindrical.
   Concentric Castles: The great-est period in castle development
occurred during the last days of the thirteenth century and the
beginning of the fourteenth with the advancement of the concentric
castle in Europe. The castles origins follows the crusaders back to
the distant lands of Syria and consisted of a number of circuit
walls and towers, usually quadrangular in plan, surrounded by
another lower wall with its own flanking towers. The area between
these two walls, usually only a few tens of feet apart, was divided
by a number of short cross walls that segmented the tight inner
courtyard; thus, if any force penetrated the first wall, they would
be confined to a small specific area and immediately confronted
with a like secondary defensive wall. The area in the confined
space became known as the killing ground, since almost all of the
initial troops into this small area were decimated by archers and
falling stones from the second wall.
   By the end of the fourteenth century castles were so strongly
defended, that attacking them was nearly out of the question. The
only option open then, was a long and drawn out siege where
machines of war sat idle until famine and pestilence killed all
within the massive stone walls.
   Thus, the castle slowly faded from the focal point of war and
lost its well known role as the defender of peasants and the
gentry.
   The Gatekeep: The player should take note of one vital aspect of
castle design--the gatekeep. During the eleventh and most of the
twelfth centuries, the gatekeep (a structure which protected the
entrance way into the castle) consisted of two square towers on
each side of the bailey wall. Towards the thirteenth century this
was replaced by four towers, two at each end of the entrance way,
connected by a short stone wall that provided excellent protection
and bottled up the enemy in the event that the gatekeep was
breached.
   At this time however, the four towers were still squared block
buildings. Drawing into the mid-thirteenth century these squared
towers evolved into rounded or circular towers. By the fourteenth
century the four towers had been connected by short hallways
allowing freedom and security of troops within the guarded
gatekeep. Now, troops were able to move freely from one tower to
another without fear of being struck by enemy artillery.
   With the invention and use of a guarded gatekeep, these
buildings took on a more important role in fighting off invaders.
Since they stood, literally, at the doorstep of the castle, the
defenders inside had opportunities to sally forth outside the
castle. In this way, they engaged the enemy, yet could quickly
withdraw from the field of battle without endangering the castle
itself.
   As this principle of design took hold in Europe, additional
defenses, called barbicans, were often built to protect the
gatehouse. The barbican acted as a miniature bailey, extending
walls at right angles from the castle's fortifications. Any attack
to the gatehouse then had to pass through a very narrow cleft, from
which artillery and archers from within the gatekeep could rain
death down upon the intruders. As time went by, these outer bailey
walls also took on stone towers, mottes, ditches, drawbridges, or
water filled moats to further strengthen the entrance way into the
castle proper.

Chapter 5: Castle Construction

Now that you have a basic understanding of the evolution of castle
designs during the Middle Ages, it's time to get on with the actual
construction of a castle of your own.
   The first step in this process is fairly simple: use your
imagination. Take a few moments to visualize the castle you want to
build in your mind. Is it going to be a small frontier fort or the
major military structure of a mighty empire?  What is the area
around it like? Are the local serfs going to support the castle's

construction or oppose it?  Once you have an understanding of the
overall nature of your castle and its climes, then you can get down
to business.
Acquiring Land
   Obviously, in order to build a castle one must have land on
which to place it. In the typical AD&D game, there are many ways to
obtain land. Some are above board and heroic, others are not. The
choice of techniques possible in a campaign is left up to the DM,
with the exact method employed left in the hands of the players.
Royal Charters
   One of the most well known means of coming into possession of an
estate is through the attainment of a Royal Charter. A charter is
an official document from a king or emperor which gives legal
permission to an individual or group to administer a section of
land in the name of the crown. As a rule, such charters are issued
for land which is not within the boundaries of the kingdom, but
which is claimed by the throne. As such, a Royal Charter may give
away land which is also claimed by another government. In such
cases, open warfare or occasional skirmishes are possible.
Land Grants
   A land grant is issued to characters who have done some great
service to the crown. As a rule, they are accompanied with a patent
of nobility for the rewarded individual. Land acquired in this
fashion is still assumed to belong to the person issuing the grant,
but the vassal is given free charge over all that occurs on it.
This is the traditional means by which feudal kingdoms are split up
into manageable sections. Since a land grant is normally within the
borders of the kingdom, it is seldom disputed.
Conquest of Land
   One of the more infamous means of coming into possession of land
on which to build a castle is by taking it with force. Examples of
such actions might include the "liberation" of a land which is
rightly the king's (in his opinion) but which has been taken over
by another state and the taking of land held by a nation of
opposing alignment. As a rule, land taken in this manner will
eliminate any chance of popular support for the castle construction
project. In game terms, this means that worker morale (defined in
the next section) will never be better than "average."
Purchasing Land
   In some cases, it may be possible to buy land from a king or
other individual on which to build your castle. Since many feudal
kingdoms do not recognize the right of an individual (other than
the king) to own land, this is often not a possibility.
   To determine the purchase price for land (when it is available)
start with a base value of 100 gold pieces per acre for undeveloped
property. Divide the base value by the Production Modifiers (see
the next section) for its climate, geography, and ground cover.
Developed land will be more expensive, with property in a town
costing perhaps 10 times the computed value and land in a major
city fetching a price upwards of 100 times its "true" value.
   Persons buying land will want to keep in mind that they should,
as a rule, buy enough land for the castle itself, all the farms
required to support it, a small village for those who work the
farms, and woodlands for hunting and future development. As you can
see, buying land can become a very expensive problem.
Claiming Land
   Among adventurers and explorers, claiming land is a favorite
means of setting up housekeeping. If the character or party are
recognized as the first individuals ever to tame or explore a given
region of the world, then they are free to claim it. If they are
planning to establish their own country, the characters are free to
claim the land for themselves. Of course, if someone else comes
along and claims it as well (see claim jumping), then a battle may
ensue. Hopefully, the characters are prepared for this and will be
able to keep their attackers from defeating them.
   If the players lack the resources or the desire to set up their
own kingdom, they will want to claim the land in the name of the
ruler they serve. By so doing, they are almost assured to receive
a Royal Charter or land grant which lists them as the rightful
rulers of the area. Kings and emperors will almost always look very
favorably on those who work to expand their lands.
Theft or Claim Jumping
   In regions which are only partially explored or which have been
claimed by a rival government, it is possible to "claim jump." In
short, a force moves in, makes their claim, and establishes a keep
or village of some type as quickly as possible. They then attempt
to hold the land, often asserting "squatter's rights" and fighting
off attempts by others to reclaim their rightful territory.
   Another possibility is the theft of land. Although it is
obviously not possible to actually grab the land and run with it,
there are many dishonest means by which ownership can be had. For
example, a land owner could be forced into betting his land in a
dishonest card game. When the last hand is dealt, he has lost.
Falsified bills of sale or wills are another possibility. As a
rule, only those of evil alignment will use such means to acquire
land.
Leasing
   Although not a common practice, it is sometimes possible to
lease property from a land owner. This is much like buying the
land, but assumes that a monthly payment will be made to the
lord--a sort of rent.
   In return for his payments, the land is under the complete
control of the leasing character. Often, a lease will be set up to
allow the character a chance to begin building a castle before he
has acquired the funds to buy the land outright. The price charged
for a land lease is highly negotiable, and DMs should base the
monthly payment on the value of the land (as computed in the
section on buying land) and the perceived wealth of the character.
The Construction Site
   Now that you have determined how the character will come into
possession of the land on which he wishes to build, it's time to
look at the land itself. The designer of the castle must take into
account the climate in which work will be done, the terrain which
workers must deal with, the vegetation on the site, and the
availability of resources.
Climate Type
   The first piece of information that must be generated about the
castle is its Climate Type. As you might imagine, building a castle
in a temperate region is far easier than building one in the frozen
north or blistering heat of the tropics.
   Each of the six climate types listed below includes a Production
Modifier(PM). This number rates the difficulty associated with
castle construction in that climate. A value of "1.00" is the
average from which all other numbers deviate. When you record the
climate type, also note the PM associated with it. PMs will be used
later to determine how much it costs to build your castle and how
long it will take to complete. Whenever you record a PM, remember
that a low number indicates better conditions and, therefore,
faster and cheaper construction.
Arctic (4.00)
   This area of the world is marked by its frigid temperatures and
otherwise hostile conditions. The ground is made up of snow and
ice, for the region seldom grows warm enough for water to melt. A
castle built in such a region is probably going to have to be
supplied with imported provisions, as there will be no local
agriculture possible. 
   Examples of arctic climates in our own world include both the
arctic and antarctic, as well as the peaks of some mountains.
Sub-Arctic (2.50)
   While not as hostile as the arctic, sub-arctic climates are
harsh and difficult to work in. While a short growing season is
possible, it is followed by a long and deadly winter. Castles in
this area will be very small if forced to depend on their own
agriculture. If food can be imported regularly, then a larger
castle is possible.
   Much of Alaska, Canada, and Scandinavia fall into the sub-arctic
category, as do portions of Greenland, Iceland, and the Soviet
Union.
Temperate (1.25)
   A region marked by distinct changes in season, Temperate zones
have short, but adequate, growing seasons and produce good
harvests. Winters are harsh, but can be weathered by those who are
ready for them. 
   Examples of temperate zones on Earth include New England,
portions of Northern Europe, and much of southern Canada and the
Soviet Union.
Moderate (1.00)
   Perhaps the best suited for human civilizations, these climates
offer fairly mild winters, long growing seasons, and are otherwise
comfortable to dwell in. Nearly any type of human society can be
found in a moderate zone, with great empires often having their
seats in such regions. 
   Examples of moderate regions on Earth include much of the
southern United States and most of the regions around the
Mediterranean Sea.
Sub-Tropical (1.25)
   Although these regions are marked by an almost year-round
growing season, they are generally too warm for optimum comfort.
Winters are short and, as a rule, not harsh at all. Many regions in
this climate will never see snowfall unless at higher elevations.
   On Earth, much of northern Africa and large portions of South
America would fall into this category.
Tropical (1.50)
   The hottest regions in the world, the tropics are marked by very
high temperatures and nonexistent winters. The growing season has
no end, but there is no relief from the harsh temperatures that
dominate such areas.
   Much of Central America and portions of Africa fall into this
category, as do sections of southeast Asia and the Indies.
Geography
   The next important aspect that must be considered about a
potential building site is that of geography. In its most simple
terms, this can be thought of as the roughness of the terrain.
   On important distinction must be made here. An area's geography
refers only to the earth itself, and not to what is growing on it.
Thus, a barren arctic plain and a flat field in a temperate region
both fall into the ((plains)) category. Later, when we discuss
ground cover, you will see the forestation and vegetation of an
area come into play. For now, though, think only about the rocks
and soil.
   As with climate type, an area's geography will generate a PM
that must be recorded for later use.
High Mountains (4.00)
   The most daunting and dangerous of geographies, high mountains
include only the most lofty of peaks. Travel to and from such
regions is assumed to be almost impossible, unless magical means
are used to aid the voyager. Even dwarves tend to avoid such rugged
lands, although they greatly admire them and their solid
construction.
   On Earth, the mountains of Tibet might fall into this category.
Moderate Mountains (3.00)
   Somewhat less imposing than the high mountains, these regions
are still overwhelming. Dwarves and gnomes dearly love such places,
and will seek them out above all others to make their homes in.
Human cultures in such places will be few and far between, but not
unknown.
   The Swiss Alps and Rocky Mountains both have areas that fall
into this category.
Low Mountains (2.00)
   Although rough and challenging, these areas are far more
friendly to human societies than the other mountain types. Those
cultures that do thrive in such regions will tend to be small, for
the difficulties inherent in such places make large cities
difficult, if not impossible, to maintain.
   On our own world, the White Mountains in New England and
portions of the Appalachians throughout the eastern United States
will fall into this grouping.
Foothills (1.50)
   Unlike the low, rolling hills found in many parts of the typical
AD&D game world, these regions are noted for their rough terrain
and broken nature. They are rugged and dangerous, often considered
to be mountains by those who live on or among them.
   Areas such as Greece, Turkey, and Italy fall into this category.
Rolling Hills (1.00)
   A very common type of geography, rolling hills are very
appealing to most human cultures. They offer the advantages of
rougher terrain without the hazards and difficulties associated
with mountains and the like.
   Much of the United States and Europe is dominated by rolling
hills.
Plains (0.75)
   Plains are regions of long, flat terrain without major
geographical landmarks. They have no natural windbreaks and are
often subject to strong breezes and the like. Despite this, the
plains are ideal for many occupations if the climate is hospitable.
   The midwestern United States and central Soviet Union are fine
examples of this type of geography.
Ground Cover
   The third important feature of the construction site is the
ground cover. For the most part, this refers to the vegetation that
will be found in the region. For example, while it might be
difficult to build a castle in a mountainous region, it becomes
almost impossible if we cover the mountains with a dense rain
forest.
   Each type of ground cover has a PM associated with it, record
this number when you determine the type of cover you will be
building in as it will be used later on in the construction
process.
Jungle (3.00)
   This is the most difficult type of ground cover to work in. The
combination of dense undergrowth, towering trees, and otherwise
unsuitable conditions make jungle construction very daunting.
Jungles are also noted for the dangerous monsters and animals that
dwell in them.
   Examples of jungles on Earth include the rain forests of South
America and the heart of Africa.
Dense Forest (2.00)
   While not as difficult to clear and work as areas of jungle,
dense forests are still a major challenge to any castle
construction team. They offer resistance in the form of large
trees, heavy undergrowth, and fairly dangerous flora and fauna.
   Regions of the Earth that fall into this category include the
rain forests of the northwestern United States.
Light Forest (1.50)
   Light forests are common in many parts of the average AD&D game
world. They can be difficult to work in, but most construction
teams are able to overcome such ground cover with a little effort.
In addition, the flora and fauna of such regions are far less
dangerous than those of the jungle or dense forest environments.
   Many sections of North America and Europe are covered with light
woods.
Scrub (1.00)
   This type of vegetation grows in areas where the soil is not
very fertile or conditions are otherwise too harsh for larger
plants to take hold. Scrub terrain is a fairly general category
that is meant to include any area without large trees that is
dominated by bushes, shrubs, and similar small plants. Dangerous
animals are rare and construction in such a region is fairly easy.
   Scrub regions are common along the seacoasts of New England and
in colder climates of the world like Canada.
Grasslands (0.75)
   The term "grasslands" applies not only to wide regions of
savannah and veldt, but also to areas that have been under
cultivation. As a rule, the lack of heavy vegetation and absence of
dangerous animals makes these regions well suited for the task of
castle construction.
   Much of the midwestern United States falls into this category,
as do the farming regions of Canada and the Soviet Union.
Barren (1.50)
   Barren regions are noted for their absolute lack of vegetation.
As a rule, however, this means that they are poorly suited to
construction because of the condition of the soil. While such
places are not as difficult to work in as deserts, they are exposed
to strong winds and make life difficult for those forced to live
and work there.
   Examples of barren lands on Earth include the prairies of the
United States and the steppes region of the Soviet Union.
Desert (2.00)
   Two things make construction in the desert difficult: the lack
of water or other supplies and the unsuitable nature of the soil
itself. Although it is possible to build in the desert, it is not
easy.
   On Earth, the Sahara and Gobi deserts fall into this category.
Swamp (2.00)
   Swamps, marshes, and similar wetlands are noted for their
hostility to man and his projects. Dangerous animals abound, the
land is soft and wet, and the climate is hostile. Few places are
more daunting to workers and engineers alike.
   Examples of swamps on Earth include the Everglades in North
America and portions of the Amazon river basin.
Resource Availability
   Another important aspect that must be considered is that of
construction resources and supplies. If a castle is being built in
the arctic, then stone and food must be imported from far away.
Read through this section and determine which category best
describes the conditions that a specific castle will be built
under.
Distant and Poor (2.00)
   This category is used whenever the resources (stone, food,
tools, and so forth) are far from the construction site and of
inferior quality. While this is the worst possible case, it is
sometimes unavoidable.
Distant and Good (1.50)
   In this case, supplies and resources are of acceptable quality,
but are very far away and must be transported to the site. This is
a fairly common occurrence.
Near and Poor (1.25)
   In this instance, the supplies are close at hand, but are of
poor quality. While this is not the best case by any means, it is
the most common condition. As a rule, castles will be built with
materials from the local area, even if they are not the best
available.
Near and Good (1.00)
   By far the best of conditions, this is a rare occurrence. To
fall into this category, a construction site must be near a source
of high quality supplies. The most common instance of such a
construction site might be the building of a castle to defend a
large town whose main industry is mining and
stone-working--obviously, not an everyday thing.
The Work Force
   Now that the physical nature of the area has been determined and
its various production modifiers recorded, the design process can
move on to its next phase. In this section, we will deal with the
people who live in the area where the castle is going to be built.
   As with the previous section on the construction site itself,
all of the following characteristics will generate a PM that must
be recorded for future reference.
Local Social Structure
   The nature of the local people and their native culture will
have a lot of influence on the construction of the castle. The
reason for this is simple enough, most of the actual work force
will be drawn from these people. If they are, for example, nomads
with no history of building large, static structures, then it will
be difficult to work with them. While they might not directly
oppose construction, they will not have an understanding of the
techniques to be employed or the tools that they may be required to
work with. Careful guidance and supervision of such laborers will
be time consuming and expensive.
Nomadic (2.50)
   Nomadic people travel from place to place throughout their
lives. They build no long term structures and have no concept of
enduring projects. As such, they can be difficult to train and tend
to think of the work they are doing as foolish and pointless. Why
build such an immense thing when we will all move on in a few
months?
Semi-Nomadic (1.75)
   Although these cultures have many of the same traits as nomadic
people, they do build longer lasting structures that they may
return to many times. For example, a central temple might be
established which several different tribes may journey to for a
brief period each year.Although working with semi-nomadic people is
difficult, it is not nearly as frustrating as working with nomadic
societies.
Primitive Agricultural (1.25)
   These people have begun to understand the importance of farming
and the like. While less advanced cultures tend to be victims of
the environment, these people have begun to confront and even
change the local ecology to suit their needs. They have fixed
settlements that they live in all year round and understand the
concept of land ownership in some basic way.
Agricultural (1.00)
   The typical feudal culture, agricultural societies have
organized farms, understand crop rotation and similar farming
techniques, and have a solid understanding of land ownership. They
recognize the importance of a large fortification as a benefit to
themselves and their own society.
Advanced Agricultural (0.75)
   More advanced than the typical feudal society, advanced
agricultural cultures almost demand the presence of a castle or
keep in their region as a sign of power, prosperity, and ability.
They also have skill and knowledge in building techniques far in
excess of those possessed by lesser cultures.
Worker Skill
   The next important category is that of worker skill. If the
castle is being built by people who have a natural affinity for
stone work and fortress design, like dwarves, then work will be
quicker, cheaper, and of better quality. While some might argue
that it is cheaper to use unskilled workers who can be paid less,
they are not taking into account time and money lost to training,
mistakes, and lack of worker pride.
   As a note, the following categories assume that work crews will
be largely unskilled, but supervised by artisans and individuals
with knowledge and experience. If no experienced professionals are
available, the DM may wish to reduce the worker skill by one level.
If a wealth of experts is available for some reason, the worker
skill may be increased by one level.
Very Poor (3.00)
   This category includes all manner of people who have no
familiarity with building large structures, like dryads, sylphs, or
merfolk. In addition, it includes those who must be constantly
supervised or are not free-thinking, like the undead or characters
acting under some sort of mental domination.
Poor (2.00)
   This class of worker is not familiar with stone work or similar
construction projects, but does not find the concept wholly alien.
The typical "man-in-the- street" would fall into this category. In
addition, some races that are not noted for large scale
constructions (like lizard men or troglodytes) might fall into this
grouping.
Average (1.00)
   As a rule, nearly every construction project will be able to
recruit workers of this caliber, unless there are unusual
circumstances that dictate otherwise. Persons in this group have a
natural affinity for stone work, like the average dwarf or a
skilled human construction worker.
Good (0.75)
   Workers in this category are noted for their talent,
productivity, and work ethics. They can be counted on to make few
(if any) mistakes and to undertake prompt corrective action when
accidents occur. An experienced team of dwarven masons would fall
into this category.
Very Good (0.50)
   Those who fall into this category are the most highly skilled of
all construction teams. They make almost no mistakes, have very few
accidents, and are able to undertake even the most daunting
projects without fear of failure. The dwarven artisans of legend
fall into this category, as do stone giants and similar races.
Worker Morale
   Of course, no matter how good the building site or how skilled
the workers, low morale can spell disaster for a project. In fact,
highly skilled workers on a project they do not support can spell
doom, as they are able to sabotage the project in subtle and
disastrous ways.
Very Poor (3.00)
   Workers in this category can be counted on to avoid work
whenever possible, to sabotage the project, and generally to do a
very poor job. Construction time is greatly increased and costs are
higher due to supervisory needs and constant reworking of past
errors. Slaves and prisoners fall into this category, as do those
who have no free will (skeletons, zombies, or persons who are under
some form of mental domination).
Poor (2.00)
   While workers in this group might not go out of their way to
undermine a project, they will certainly not go out of their way to
help it along. Minor problems that might be caught early on and
corrected are ignored, leading to a potential disaster later on.
Loafing is common and the pace of work is generally very slow. Poor
working conditions or cruel supervision can easily drive a work
crew that normally has "average" morale into this category.
Average (1.00)
   Unless there are unusual conditions that might make a
construction team more or less inclined to work on a project, they
will fall into this category. Maintaining this level of morale is
simple enough if supervisors are competent and skilled, conditions
are fairly good, and the project is not detrimental to the
interests of the workers.
High (0.75)
   Workers with high morale tend to be interested in the project
for one reason or another. For example, they might be the soldiers
who will be stationed in the castle or might recognize its need to
defend them from a neighboring state. For whatever the reason, they
will work hard and attempt to do whatever they can to speed the
project along and insure high quality construction.
Very High (0.50)
   The most motivated work force available, very high morale
workers will put in long hours in bad conditions with only a
minimum of grumbling and fuss. They can be counted on to take
corrective action the moment a problem (or potential problem) is
spotted. Their work will be of the highest caliber and they will do
everything they can to further the interests of the project.
   Examples of those in this category include the fanatic followers
of a popular religious or military leader and the henchmen of
player characters.
Determine the Final Production Modifier
   Now that all of the major factors that will go into determining
the ease with which the castle can be built have been defined, it's
time to calculate the total Production Modifier for the castle. To
do this, simply multiply all of the PMs that have been generated so
far together. It is recommended that you round off your figure to
two decimal places when you have completed the calculation.
Castle on the Moors
   ((In order to illustrate the design process, we will pause at
this point and present you with an example of castle construction.
Those of you who are familiar with the first book in this series,
))The Campaign Sourcebook and Catacomb Guide((, will remember the
Castle on the Moors from that text. For those of you who are not
familiar with it, we have reprinted the map and a brief description
of the structure at the end of this chapter.
   The Castle on the Moors was built in temperate climate
(Production Modifier of 1.25) on an area composed primarily of
rolling hills (PM 1.00). The region around the castle was dominated
by marshes and swamp lands (PM 2.00) and the available resources
were somewhat distant, but of good quality (PM 1.50).
   In determining the composition of the work force, we decide that
the local culture is an agricultural one (PM 1.00). The local folk
who will be called upon to build the castle are typical humans.
However, because the king has commanded that this castle be built,
he has sent along a team of experts to supervise. The DM considers
the matter, and decides that their influence will increase the
worker skill from "poor" to "average", giving the project a PM of
1.00. Because the local people have been bothered by invaders from
the swamps before, they support the construction of the castle and
are considered to be of high morale (PM 0.75).
   Putting the numbers all together, we find that we have the
following modifiers:))

((Temperate Climate(QX)1.25(QX)
Rolling Hills(QX)1.00(QX)
Swamp(QX)2.00(QX)
Distant/Good Resources(QX)1.50(QX)
Agricultural Society(QX)1.00(QX)
Average Workers(QX)1.00(QX)
High Morale(QX)0.75(QX)

((In order to determine the total production modifier, we multiply
all these numbers together (and round to two decimal places) giving
us a PM of 2.81. As you can see, the location chosen for the
construction is hardly ideal, despite the worker's enthusiasm for
the job.))

Castle Modules Table

Module Type(QX)Tech(QX)Time(QX)Gold(QX)
Barbican, Small(QX)4(QX)1,665(QX)28,600(QX)
Barbican, Medium(QX)5(QX)2,050(QX)35,200(QX)
Barbican, Large(QX)6(QX)2,880(QX)49,500(QX)

Building, Small Stone(QX)3(QX)64(QX)2,000(QX)
Building, Medium Stone(QX)3(QX)96(QX)3,000(QX)
Building, Large Stone(QX)3(QX)144(QX)4,500(QX)
Building, Great Stone(QX)4(QX)300(QX)10,000(QX)
Building, Grand Stone(QX)4(QX)600(QX)19,000(QX)

Building, Small Wooden(QX)1(QX)8(QX)40(QX)
Building, Medium Wooden(QX)1(QX)12(QX)60(QX)
Building, Large Wooden(QX)1(QX)18(QX)90(QX)
Building, Great Wooden(QX)2(QX)40(QX)200(QX)
Building, Grand Wooden(QX)2(QX)75(QX)375(QX)

Ditch(QX)1(QX)2(QX)10(QX)

Drawbridge(QX)2(QX)40(QX)550(QX)

Gatekeep, Lesser(QX)5(QX)1,950(QX)33,275(QX)
Gatekeep, Greater(QX)6(QX)4,625(QX)40,620(QX)
Gatekeep, Grand(QX)7(QX)6,410(QX)110,800(QX)

Moat/Channel(QX)3(QX)6(QX)30(QX)


Motte(QX)1(QX)2(QX)10(QX)


Palisade(QX)1(QX)1(QX)5(QX)


Tower, Small Round(QX)4(QX)720(QX)12,000(QX)
Tower, Medium Round(QX)5(QX)900(QX)15,000(QX)
Tower, Large Round(QX)6(QX)1,260(QX)21,000(QX)


Tower, Small Square(QX)3(QX)840(QX)14,000(QX)
Tower, Medium Square(QX)4(QX)1,080(QX)18,000(QX)
Tower, Large Square(QX)5(QX)1,440(QX)24,000(QX)


Tunnel(QX)4(QX)25(QX)100(QX)


Wall, Stone(QX)3(QX)30(QX)500(QX)
Wall, Stone & Hoarding(QX)4(QX)36(QX)600(QX)
Wall, Stone & Glacis(QX)5(QX)44(QX)720(QX)
Wall, Stone & Machicolation(QX)6(QX)53(QX)864(QX)
Wall, Stone & Postern(QX)4(QX)5(QX)100(QX)
Wall, Wooden(QX)1(QX)1(QX)5(QX)

Castle Design
   At this point, it's time to think about the actual castle
itself. What features will it have? How large will it be? These and
other important aspects must be decided upon now.
   Castle design is a modular process. For example, a simple
outpost might consist of four round towers (each four floors high),
linked by a solid stone wall (also four floors high), with a basic
gatekeep set in the center of one wall to allow entrance to the
castle. From this basic description of the structure, we can design
the entire castle.
Castle Modules
   The following modules can be used in the design of a castle.
When you select a module for use, however, be sure to take into
account the tech level of the area (as defined at the start of the
design process).
Module Descriptions
   Many of the terms used in the above table may be unclear to
those unfamiliar with medieval architecture. In addition, the
actual construction of, say, a barbican may be greatly varied in
different kingdoms. Thus, we provide the following description of
the castle modules in an effort to fully define them for use in
castle design.
   Readers should note that the dimensions given in the
descriptions of the various modules are internal dimensions. Thus,
a small, square tower that is described as 30' by 30' has external
dimensions of 50' by 50' because of its 10' thick walls.
Barbican
   Barbicans are a form of construction intended to protect the
castle gate from attackers. In this sense, they are much like the
gatekeeps that eventually evolve from them. Barbicans are set into
the outer and curtain walls of a castle.
   Small barbicans are composed of two small, round towers set some
20' apart with a stone building linking their upper sections
together. The space beneath the suspended building often houses a
gate, but may be found open from time to time. In our module, a
gate is always assumed to be included.
   Medium barbicans are composed of a brace of medium, round towers
that are spaced 20' apart and connected with a small stone
building. Once again, a gate is assumed to be included beneath the
building.
   Large barbicans are also based on two medium, round towers but
are spaced 40' apart and have a large linking structure between
them.
   In all cases, the floors and walls of the connecting structure
have murder holes and embrasures through which attackers can be
assaulted. Further, each tower, whether small or medium, is assumed
to be two stories (30') tall.
Buildings, Stone
   Stone buildings are generally used in the design of a bailey or
castle compound, and are not an actual part of the castle itself.
For those who wish to build themselves a home, warehouse, shop, or
other structure (either within the confines of a castle wall or in
a small village), these buildings can be used.
   Small buildings are generally square in shape. The walls average
2' in thickness and stand 15' tall. The interior of the building
has 400 square feet of floor area (usually 20' by 20').
   Medium and large buildings have similar wall constructions, but
have, respectively, 800 square feet and 1,800 square feet of floor
area. Usually, a medium building is 40' by 20' and a large building
is 60' by 30'.
   Great stone buildings are two level affairs, standing 30' tall.
Like the other stone structures, their walls average 2' thick (more
at the base, less at the top). Each of the great building's two
floors has 1,800 square feet of surface area, usually with
dimensions of 30' by 60'.
   Grand stone buildings are large and impressive things. They
stand 45' tall, having three internal levels. The building is
usually 80' long by 40' wide, giving each floor 3,200 square feet
of surface area. Other shapes and dimensions are possible, but the
internal surface area will remain similar.
Buildings, Wooden
   Like stone buildings, the following structures are found within
the castle walls as out-buildings. In addition, they make up the
majority of buildings in a town, village, or other community. The
dimensions listed for each entry are the most common, but builders
are by no means restricted to them. When determining the price and
labor time for a nonstandard building, base your estimate on the
square footage of its nearest equivalent from this listing.
   Small, medium, and large wooden buildings have very thin walls,
usually only a few inches thick. Small buildings are 20' by 20',
giving them 400 square feet of floor space. Medium buildings are
40' by 20' and have 800 square feet of floor space. Large
buildings, which are often found as storage areas or large shops,
are 60' by 30' and have 1,800 square feet of floor space.
   Great wooden buildings are two story affairs that stand 30'
tall. They are 60' long and 30' wide, with 1,800 square feet of
surface area on each floor.
   Grand wooden buildings are three stories (45') tall and measure
80' by 40'. Each floor has a surface area of 3,200 square feet for
a total of 9,600 square feet.
Ditch
   Ditches are used in castle defense to make the land which
attackers must cross uneven and dangerous. While giving their
attention to getting past a ditch or other obstacle, attackers are
far more vulnerable to defensive missile fire.
   Each ditch section is 10' long, 10' across, and 5' deep. Thus,
a 100' long ditch would require 10 ditch modules. A ditch is not
finished and will not hold water like a moat, although water will
pool there after a storm.
Drawbridge
   A drawbridge, which is assumed to include a small structure from
which it is operated, is used to allow easy passage over ditches,
moats, and other castle defenses. The average drawbridge is 20'
long and 10' wide. Larger examples can be created by combining two
(or more) drawbridge modules. The drawbridge is assumed to be made
from hard wood and is braced (or even shod) with metal to increase
its strength.
Gatekeep
   A major step in the evolution of the castle, a gatekeep permits
the defenders of the castle to confront attackers before they reach
the main gates themselves. In essence, a gatekeep is much like a
barbican that is set away from the castle walls and connected to
them via a pair of strong stone walls. Even if the outer barriers
of the gatekeep are breached, the walls act to create a killing
field that makes the final assault on the gates even more
difficult.
   A lesser gatekeep consists of two small, round towers and a
linking structure (essentially a small barbican) that are set some
20' out from the castle's main gate. Two 15' high walls run from
the flanking towers to the main gate and secure the structure to
the castle.
   Greater gatekeeps are somewhat larger and incorporate four
medium, round towers. Two are positioned forward just as they are
in a lesser gatekeep, but two more are built into the castle walls
around the main gate itself. In this way, the rear towers can
provide better fire into the killing fields between the castle and
outer defenses and can also support the forward towers in holding
off attackers. Persons in the forward towers can move along the top
of the walls (which provide partial cover from enemy archers) to
reach the castle towers. In times of combat, this is dangerous to
attempt.
   Grand gatekeeps are the ultimate in gate defense. They are
composed of four large towers, arranged in the same manner as the
towers in the greater gatekeep, and can hold off huge numbers of
enemy forces for extended periods of time. The two forward towers
are set some 30' out from the castle and 40' apart. A fully
enclosed stone passage runs along the upper section of the two
flanking walls, allowing easy and safe passage from the towers to
the castle and back again.
Moat/Channel
   As technology improves, the idea of making ditches even more
effective by filling them with water naturally arises. Thus, in
essence, a moat is nothing more than a ditch that has been finished
so that water will be contained by it. Channels are used to link
moats with the water ways that will fill them. In some cases, it
may be necessary to dam part of a waterway to divert water into the
moat. Dams can be built like stone walls, but cost twice as much
and take twice as long to complete.
   It is sometimes possible to fill a moat with dangerous animals
that can be used to increase its effectiveness during an attack.
Exact details in such cases are left to the DM's imagination. It is
important to keep in mind, however, that unintelligent moat
guardians will attack defender and intruder alike and that
intelligent denizens will require some reason for accepting a
position as "moat guard."
Motte

   Just as it is sometimes wise to ring a castle with ditches to
defend it, it is always better to build on high ground. In cases
where a natural earthen mound or motte is not available, manmade
ones can be created. As a rule, one motte module represents a 10'
by 10' square area raised 5'. Thus, if an area 400' by 400'
(160,000 square feet) were to be raised, 1,600 moat units would be
required for each 5' rise in ground level.
Palisade
   A palisade is a fence of wooden posts (usually about six inches
thick) that is set up as a defense against enemy charges and the
like. Palisades are often set up along the defending edge of a
ditch or moat to make them even more difficult to bypass. A
palisade module runs 10' long and stands 5' high.
Tower, Round
   Rounded towers provide better a better defense against things
like screws and sappers. As a rule, they tend to be somewhat
smaller internally than their square counterparts, and use less
stone. Thus, they cost somewhat less to build. The technology
required to build such structures, however, may not always be
available to the castle designer.
   Small towers of this type have a 30' diameter interior space
available for use and are 40' in diameter on the outside. A single
tower module is assumed to be 2 stories tall (30') and have walls
which average 10' thick. Of course, this assumes that the walls
will be thinner at the top and wider at the base. Embrasures in the
wall allow fresh air into the tower and permit those within to fire
on troops outside.
   Medium and large towers resemble their smaller cousins in most
ways. Again, they are assumed to be 30' tall and be divided into
two levels. Medium towers have a 40' internal diameter while large
towers are 60' across.
   Larger towers can be built by combining two or more tower
modules together and combining the costs. If the structure is to
stand alone, then the second module must be one size smaller than
the tower below it. Thus, a large round tower could act as a base
with a medium round tower atop it and a small round tower atop
that. If the structure is anchored to a wall, then two similar
towers may stand atop each other. Thus, a six level tall anchored
tower could be made up of two large towers for the base and one
medium tower atop. Exceptions are possible, but are very rare,
expensive, and hard to construct without magical assistance.
Tower, Square
   Although less sturdy and somewhat more expensive to make, square
towers are easier to build than round ones. Thus, they are somewhat
more common. Square towers are found in the same basic sizes as
round ones, and a tower module is again assumed to be 30' tall with
two internal levels. The internal space available in a square tower
is somewhat greater than it is in a round tower of similar size
because the chamber is not rounded off.
   A small tower is 30' by 30' inside, with outer dimensions of 50'
by 50'. Medium and large towers are 40' and 60' square
respectively. Square towers can be stacked just as round towers
can. Further, it is possible to stack a round tower atop a square
tower so long as size restrictions are obeyed.
Tunnel
   A tunnel module represents an underground chamber of 1,000 cubic
feet. Usually, this is a 10' long by 10' wide by 10' high section,
but the configuration may vary based on need and purpose. For
example, a chamber that is going to be 20' by 40' with 10' high
ceilings has a volume of 8,000 cubic feet and would require 8
tunnel modules to complete.
Wall, Stone
   A typical section of stone wall is assumed to be 10' long, 10'
thick, and 15' high. Walls can be stacked, like towers, but must
follow some restrictions. For every level that is going to be
stacked above it, an extra module must be added to a wall for every
50' (or fraction thereof) in its length. Thus, if we are planning
a 3 level high (45' tall) wall that is 50' long we need to add 2
additional modules to the lower level and one additional module to
the second level for bracing. Thus, our three level high, 50' long
wall requires the 15 modules that make it up, plus an additional 3
modules for bracing.
   In addition to the wall itself, a number of options are
available at higher tech levels. In some cases, walls are assumed
to possess certain features as described in the text that follows.
   Hoardings are wooden structures that are added to the top of a
wall. Because they extend outward from the castle and have numerous
holes in their undersides, defenders can move about in them and
fire on attackers at the base of the wall. Because they are made of
wood, however, hoardings are vulnerable to fire and artillery.
   A glacis is an additional section of stone added to the base of
a wall that angles outward and creates a sloped or slanted base. In
addition to making the wall more resistant to screws and sappers,
a glacis will cause things like boiling oil to splatter when the
defenders above pour it on the attackers around the glacis. A wall
with a glacis is assumed to include hoardings if desired.
   Machicolations replace hoardings as a means of attacking enemies
at the castle walls. Advances in technology allow the wall itself
to be built with a stone overhang that serves the same purpose, but
is far less vulnerable to attack. As with hoardings, machicolations
are dotted with murder holes for attacks on those below them. A
wall with machicolations is assumed to include a glacis at its
base.
   Posterns are small gates that allow one or two men to slip out
of the castle without drawing attention to themselves. They are not
secret doors, but are not nearly as obvious when opened as the main
gates. The cost for a section of wall with a postern in it is in
addition to any cost for things like machicolations. Thus, a wall
section with machicolations and a postern would require 58 weeks to
build and cost 964 gold pieces.
Wall, Wooden
   A wooden wall section is assumed to be 10' long, 3 inches thick,
and 15' tall. They can be used to set up barriers or in the
assembly of larger structures as internal walls. For example, the
floor area of a large keep can be bought as if it was a wooden
wall, as can the roof if it is made of timber. When using the
wooden wall module in such a fashion just note that it has a
surface area of 150 square feet. For an example of wooden wall
modules being used in this manner, check the Castle on the Moors
example that follows at the end of this section.
Laying out the Castle
   Now that you understand the various modules and their uses, go
ahead and lay out a rough floor plan of the castle you want to
build. It needn't be very detailed or complex, but should identify
all of the modules that you want to use.
Castle on the Moors
(( In order to help you better understand this phase of the design
process, we will switch back to our example of the Castle on the
Moors. As you know, we have already determined the various
environmental and social features that will dominate the
construction effort, now we must lay out the castle itself.
   Looking at the castle floor plan that follows this chapter, you
will see that the keep is intended to have four square towers, each
of which is four floors high. Because a standard tower module is
only two floors high, eight modules must be used. Since the towers
are to be anchored to walls, the same size module can be used on
the top and bottom of the tower. The castle is not intended as a
great fortress, so the designer opts to use small towers.
   Next, we move to the walls that link the towers together. A
distance of 110' separates each of the towers, so 44 wall sections
will be required to complete the lower level of the wall. However,
the wall is meant to be four floors high, so additional bracing
must be included. Since three levels will be added to the lowest
level of wall, three extra wall modules must be added per 50' or
fraction thereof. Thus, 26 additional modules must be added to
support the second level. Since the second level must support two
more above it, two modules must be added for every 50' of its
length, for a total of 18 modules. To support the upper level, 9
modules must be added to the third level.))((Note that this does
not include the additional wall that is set up around the castle
gate. This area works out to require 55 wall sections. Thus, for
our whole castle, we will need 285 wall modules. The lower level of
the main wall (which requires 70 modules) includes a glacis, but
the other 214 sections are ordinary wall sections.
   As you can see, we have already accounted for the vast majority
of the castle's construction. The designer wants to have the inside
of the keep roofed over and split into 3 internal levels. These
floors will be roughly 120' squares, so each one has a surface area
of 14,400 square feet. There are four such surfaces to be created
(3 floors, including the bottom one, and the roof). In the interest
of simplicity, the DM agrees to assume the roof is a flat surface,
despite its angular nature. Thus, a total of 57,600 square feet of
wooden flooring must be purchased. Since each section of wooden
wall (floor in this case) is 150 square', 384 such modules must be
built.
   The smaller aspects of the castle's design, like the spiral
stairways, internal furnishings, and main stairs are assumed to be
included in the castle's overhead costs (described later). Since
the main entrance is not a grand affair, the DM agrees that it can
also be included in the overhead costs. If the gate were larger, it
would have to be bought as a barbican or gatekeep.
   So, what do we have now? Our castle is going to require the
following:
8 Small, square towers
70 Wall sections with glacis
214 Standard wall sections
384 Wooden wall sections (used as floors and roofing)

Average Construction Time & Cost
   Now that you have laid out the basic structure of the castle,
it's time to determine just how much all this is actually going to
cost and how long it's going to take to build. Because of the
modular nature of this system, that's very easy to do. Simply add
up the cost of all the modules you wish to purchase and add up the
time required to build them.
   Once you have these totals, you know the basic values that we
will be working with. The values you have just calculated are the
average time and cost factors for the project. To determine the
actual time and cost involved, we must go through a few more steps.
Works of Art
   Of course, all of the above values have been generated with the
thought of a typical castle in mind. If you wish to build an ornate
complex that is both a fortress and a work of art, you may do so by
adding an additional 50% to the cost and time required for your
project. Such structures as this are rare in the extreme, of
course, and are usually reserved for the seat of a great king or
mighty emperor.
   Lesser structures, like the wooden buildings or free-standing
towers, can be made ornate in a similar fashion. Further, it is
possible to have part of a castle be ornate, the main keep is an
obvious choice, while the curtain walls and outer defenses are more
structural. To do this, just apply the increased cost and time to
the specific module being selected.
   If desired, a castle can be made very spartan. In such cases it
will not be a comfortable place to live in, but will still fill its
role as a military fortress. Spartan castles cost 25% less to build
and require 25% less time.
Overhead Costs
   Overhead costs are assumed to include a great many things that
are not detailed in this system. Overhead includes the time spent
recruiting and training workers, obtaining food and housing for the
labor force, and filling the castle with furniture and the like
when the project is finished.
   For the sake of simplicity, overhead is always assumed to add an
extra 10% to the castle's cost and time. Thus, a castle that has a
total cost of 250,000 gold pieces would cost 275,000 when overhead
is figured in. The construction time required is likewise
increased.
Final Calculations
   Once you have established the base cost and the overhead costs,
you can figure out exactly how long it will take to build your
castle and how much of your precious gold you are going to have to
part with before its done. To do this, simply total the base and
overhead values that you have calculated and multiply them both by
the production modifier (PM) generated in the first part of the
castle construction procedure.
Castle on the Moors
(( Going back to the Castle on the Moors project, we can total up
the costs and times required as follows:
. Eight small, square tower modules cost a total of 112,000 gold
pieces to build and require 6,720 man/weeks of work.
((. Our wall requires 70 sections with a glacis, which requires
3,080 man/weeks to build and costs 50,400 gold pieces to finance.
. The upper levels of our wall require 214 standard wall sections,
for a total of 6,420 man/weeks and 107,000 gold pieces.
. The wooden floors and roofing will require 384 wooden wall
sections. The total time required for this phase of construction is
384 man/weeks and the total cost is 1,920 gold pieces. As you can
see, this is cheap when compared to the rest of the project.
   The castle is not intended to be overly ornate--after all, it's
in the middle of a swamp. However, the knight who must live here is
not expected to be uncomfortable. Hence, the castle will not be
spartan either. Cost and production time values are unmodified.
   Thus, our total cost for the construction of this castle is
271,320 gold pieces. When we add in the overhead charges (which
work out to be 27,132 gold pieces) we bring our total up to
298,452-- quite a lot of money.
   As far as construction time is concerned, our base value works
out as 16,604 man/weeks of labor. When we add our 10% overhead time
to that, we have a total of 18,264 man/weeks--quite a lot of work,
as well.
   We're almost through, but now we have to remember that these
values assume that we are working in perfectly average conditions.
The Castle on the Moors is being built in a region of swamps, far
from its base of supplies. All of these things are part of our PM,
which we determined was 2.81 in the first phase of design.
   Our next step is to multiply our most recent values for cost and
time by our PM. When we do this, we find that our castle will
actually require 51,322 man/weeks to build. Further, it will cost
us a staggering 838,650 gold pieces.
))The Work Force
   Now that the castle plans have been committed to parchment, it's
time to get on with the actual construction of your castle. The
first point to consider in this phase is your work force. The
prices that you paid above assume that you will be building the
castle in one year.
   At this point, you should take the construction time that you
have and divide it by 52. The product of this calculation is the
number of men that must be hired to complete the job in one year.
It is assumed that the cost of supporting a work force of this size
is included in the cost of your castle so far. Thus, if you take no
other action at this time, you will be able to build your castle in
52 weeks.
Larger Work Forces
   In order to increase the speed with which a castle is erected,
designers may wish to hire additional laborers. As an average, the
cost to hire a worker is assumed to average out at 10 gold pieces
a week for the duration of the project. While the typical laborer
is only going to receive a salary of 1 gold piece per month, they
are supported by skilled supervisors and artisans who receive far
greater pay. In addition, this cost assumes that they must be fed,
housed, and trained.
   If the designer can raise enough money (and find enough willing
laborers), to increase his work force to twice its standard value,
construction will be completed in 75% of the established time. If
the work force is quadrupled, the construction time is cut to 50%
of its calculated value. Larger work forces are not permitted.
   Before you calculate the cost for all these new men, skip to the
sections on Heroic Characters, Magical Items, and Monsters. Once
you have determined the effects of these sections, return here and
work out the new duration of the construction project (in weeks).
Multiply it by the number of extra men who will be hired and then
multiply the total from that operation by 10 to determine the total
cost for the increased work force. Add this sum to the cost for the
castle as a whole and don't worry about a weekly payroll.
Smaller Work Forces
   If money is a factor, but time is not, the designer may wish to
consider cutting his work force. For each man removed from the
labor pool, the cost of the castle will be reduced by 10 gold
pieces per work for the duration of the project.
   If enough workers are removed to reduce the work force to 75% of
its standard value, then construction time is doubled. If the work
force is cut to half its standard value, then construction time is
quadrupled. No reduction below 50% in the work force is possible.
   It is possible to reduce the work force to below its standard
number without increasing the time required so long as the
contributions of heroic characters, magical objects, and monsters
(as detailed in the following three sections) return the work level
to it's standard number. For example, if a group of PCs is able to
do the work of 100 men, then 100 laborers may be cut from the work
force and the money normally spent to hire them saved.
   Once you have determined the new duration of the project (in
weeks), multiply it by 10 to determine the savings that is made per
cut laborer. Subtract this savings from the cost of the castle now
and don't worry about a weekly payroll.
Heroic Characters
   Both player characters and higher level NPCs can augment the
work force considerably. This is due primarily to their greater
experience and worldliness, as well as their generally higher
determination. After all, these special people have proven
themselves to be far more than just the average citizen, otherwise
they wouldn't be heroes!
   As a rule, any non-magic using character will be able to do the
work of one man for every level that he or she has attained. For
example, a 6th level thief can do the work of six normal laborers.
It is assumed that the thief need not be an actual part of the work
force, but is acting in a supporting role by obtaining good prices
for items and making sure that the local bandits and crime
syndicates do not interfere with the project.
   Characters who are able to use magic can be of tremendous help
when it comes to building a castle. After all, consider the
benefits of a ((stone shape)) spell or a ((wish)) spell when
construction is in progress. In order to simplify matters, any
spell using character who is a part of the construction force
counts as one laborer for each level that they have attained. In
addition, they count for one man for each spell level that they can
cast in a given day. Be sure to include any bonus spells for wisdom
that a priest might be entitled to.
   For example, a 5th level wizard would be able to do the work of
16 men. He counts as five men because of his basic level. In
addition, he can throw four 1st level spells in a day (which counts
as four more workers), two 2nd level spells (which counts as four
more workers), and one 3rd level spell (which counts as three
workers).
   The importance of magic in castle construction should not be
underestimated, as a 20th level wizard can do the work of over 180
normal men! While player characters are free to work on a project,
DMs should make the recruitment of high level NPCs an expensive
hireling who, more than likely, will require an adventure to
recruit.
Magical Items
   Some magical items, like the ((saw of mighty cutting)) or the
((spade of colossal excavation)) have an obvious value in the
construction of a castle. In cases where some question arises as to
the usefulness of a particular item, the DM must make a judgement
call on whether or not the item will be a significant factor. For
example, an enchanted shield is not likely to be of much help in
building a castle, although ((gauntlets of ogre power)) might be.
   As a rule, if the item is well suited to construction work, like
the ((mattock of the titans)), then it will be worth a number of
men equal to 5% of the experience point award for its discovery.
Thus, the ((spade of colossal excavation)) counts for 5% of 1,000
points or 50 men.
   If the item seems to have some possible application, like ((wand
of lightning)) (which could be useful in clearing land or digging
the foundation of the castle), then it is worth 1% of its
associated experience point award. Thus, the aforementioned wand
would count as 40 men.
   Items that the DM feels are of no particular use in the
construction effort, like a ((ring of regeneration)) or ((elven
boots)) are not counted toward the manpower total. If the DM rules
an item to be useless, the owning player should be allowed to
explain how he feels the item might be useful. If the DM is swayed
by his or her case, then the decision may be reversed.
Monsters
   It may be possible for the character's to recruit monsters to
aid in the building of the castle. Many of the monsters listed in
the various ((monstrous compendiums)) can be pressed into service,
though some will be more suitable for such work than others.
   If the players have a means of obtaining monstrous laborers, the
DM must determine how suitable they are for such work. If they
might be prone to devouring other members of the work force, they
should be considered poorly suited. Similarly, if they have little
talent or ability in such things (like a unicorn) they might be
deemed useless or poor.
   If a monster is well suited to construction work, like a stone
giant, centaur, or bugbear, it is worth 5% of the experience value
that a player would receive for defeating it in combat. As a rule,
most humanoid creatures of lawful, neutral, or good alignment will
fall into this category.
   If a monster is somewhat suitable, but has drawbacks, it is
worth 1% of its XP value. Most chaotic or evil humanoids fall into
this category, as do those who have restrictions to their movement
or dexterity. Dragons, because they have no manipulatory limbs,
fall into this category.
   Monsters that are wholly useless to a construction project, like
a green slime or shrieker, will contribute nothing to the work
being done.
Work Seasons
   Once the construction time and cost have been altered to reflect
the efforts of the player characters, their spells and magic items,
and changes in the size of the work force, the DM needs to consider
the area's climate again.
   We now know how long it will take to build the castle if the
crew works straight through. Of course, it is not possible to work
every day because of weather and similar factors. For example, a
region that has harsh winters and is marked by severe storms during
spring and autumn might restrict the construction crew to working
only 25% of the year! That means that a castle might take, on the
average, four calendar years to build.
   In order to determine the actual number of weeks available for
work in any given region begin by recording its PM values for
climate type and ground cover. Multiply these two numbers together
to determine the Work Time Modifier (WTM). This value should range
between 0.75 and 12.00 when you are done.
   Next, divide 52 (the number of weeks in a year) by the WTM to
determine how many weeks are available for work in a given year.
Note that in some cases you will have more weeks available than you
have in the year. In this case, it is assumed that the climate is
so favorable that your work precedes at a very rapid pace and you
are able to accomplish much more than might normally be expected.
Castle on the Moors
   ((We return now to our fine example of the Castle on the Moors.
As you will recall, the current calculations show that the castle
will cost us 838,650 gold pieces to build. The entire project, as
it now stands, will take 51,322 man/weeks of work to finish. Lets
continue with the process, going through the steps that we have
just outlined.
   Our first step is to determine how large our standard work force
will be. To do this, we divide the current time required for
construction (51,322 man/weeks) by 52. The result, 987, is the
number of men that must be hired to complete the castle in 52
continuous weeks. They are assumed to be included in the cost we
have already paid for the castle.
   Since the king and his advisors see the danger in the swamps as
a growing problem, they decide quadruple the work force and attempt
to complete the castle in half the usual time. Thus, they will need
to hire 2,961 additional men. Before we determine the cost of such
an increase, we must look at the contributions that will be made by
the player characters who are in charge of the castle's
construction.
   The knight who will be lord of the castle is a 12th level
paladin. As such, he counts as 18 laborers--12 because of his
experience level plus six more because of his spell casting
ability.
   The paladin has four companions. Two of them are not spell
casters, a 10th level thief and an 11th level warrior, who will
count as 21 additional men between them. The spell casters are a
10th level wizard (who will do the work of 49 men) and a 9th level
priest with a 17 wisdom (who can do the work of 52 men).
   Thus, between all the player characters, the work of 140 men can
be done.
   In addition to their own efforts, the party has a number of
magical objects that they want to use to help speed construction.
The paladin has a suit of ))Plate Mail of Etherealness(( and a
))holy avenger(( sword, but the DM rules that these will not help
the project. Similarly, the DM rules that the other magical weapons
and armors of the party members will be of little value.
   The priest, however, has obtained a pair of ))gauntlets of ogre
power((, which the DM rules to be of some use. Thus, the priest can
save the treasury the hiring of 10 additional men (1% of 1,000
XPs).
   The warrior has obtained a ))lyre of building((, which the DM
agrees will be of obvious value over the course of the project.
Thus, the warrior's magic item can do the work of (4,000 x 5%) 200
men!
   All told, we now see that the characters will be able to
contribute greatly to the construction of the Castle on the Moors.
Between themselves and their magical items, they can do the work of
350 men. Truly, these are the folk of))((whom songs will be sung!
   In their efforts to further speed construction, the characters
call in a debt owed to them by a stone giant. The DM agrees that a
stone giant is an excellent choice for such works, so he will be
worth 5% of his experience point value (8,000). Thus, the stone
giant can do the work of 400 men all by himself! In addition, the
DM rules that two of the stone giant's sons will join their father
in working on the castle. Each of them counts for only 200 men,
however, as they are but growing boys.
   When all is said and done, the player characters, their magic
items, and their monstrous allies can fill the slots of 1,150 men.
   Returning now to the need for additional workers, we find that
the crown still needs to hire and support 1,811 more men. Since the
construction time of the castle will be cut in half by their
efforts, they need only be paid for 26 weeks of work. At 10 gold
pieces each this works out to be a total of 470,860 gold pieces.
This figure may seem high, but remember that the efforts of the
player characters have prevented the need for an additional 1,150
men and saved nearly 300,000 more gold pieces for the crown. The
king is sure to remember their actions!
   With all of that taken care of, we turn our attention to the
weather and working conditions. Because the climate around the
castle is temperate (PM 1.25) and the ground cover is swamp (PM
2.00), we have a WTM of 2.50. Thus, only 21 weeks out of the year
will be suitable for work on the castle. Since 26 weeks are
required, the project will be completed in about 14 calendar months
if all goes well.

Monthly Events
   Over the course of the castle's construction, things may not
always go as planned. Each month, the referee should roll 1d100 on
the following table to check for unplanned hazards and events.
Referees are encouraged to add to this chart or customize it to
better fit their own campaign.

1d100(QX)Event(QX)
01 - 65(QX)No unusual event(QX)
66 - 75(QX)Bad weather(QX)
76 - 81(QX)Severe weather(QX)
82 - 83(QX)Monster attack(QX)
84 - 85(QX)Highwaymen(QX)
86 - 87(QX)Local unrest(QX)
88 - 89(QX)Labor dispute(QX)
90 - 91(QX)Raid(QX)
92 - 93(QX)Call to arms(QX)
94 - 95(QX)Civil war(QX)
96 - 97(QX)Royal visit(QX)
98 - 99(QX)Bad omens(QX)
00(QX)Natural disaster(QX)

No Unusual Event
   More often than not, nothing out of the ordinary will occur
during the course of the month. In such cases, a full four weeks of
construction is completed without major accidents or mishaps.
Bad Weather
   Depending on the area in question, this could be anything from
a sandstorm to a bad series of thunderstorms or a blizzard. In any
case, no work is possible for the entire month. Note that the bad
weather is not assumed to last the entire month, but rather that
much of the work done during this period is spent countering the
event. For example, waiting for the land to dry after a severe
rainfall, removing the sand or snow following a sandstorm or
blizzard, and so forth.
Severe Weather
   Severe weather conditions are dangerous indeed. They not only
halt work for the month, just as bad weather would do, but set the
project back by 2-8 (2d4) weeks. In order to keep things simple,
just roll 2d4 and add that many weeks to the completion date of the
project.
Monster Attack
   Some sort of monster or great beast is stalking the area! The
construction crew will lose 2-20 (2d10) laborers to its hunting or
evil manipulations. Funeral expenses will be 100 gold pieces for
each man. Once that is out of the way, the player characters must
seek out and destroy the beast. The DM should make this a separate
adventure. No work on the castle can be done until after the beast
is hunted down and destroyed or otherwise pacified.
Highwaymen
   A band of thieves and murderers has started stalking the supply
routes to the castle. Because of their pillaging, work is reduced
to half speed (that is, one week of work is done every two weeks)
until they are dealt with. As with the previous entry, the DM
should make resolving this an adventure of its own.
Local Unrest
   The actions of the work force or player characters have stirred
up the local population and they no longer support the construction
of the castle. In fact, they demand that all work be stopped and
the existing constructions be torn down. Work will stop for
1d4weeks. After that time, construction may continue, but if the
problem is not resolved it will be at half speed (one week of work
every two weeks). Restoring the public's faith in the project
should be handled by role-playing and may or may not require an
outlay of cash as a "sign of good intentions."
Labor Dispute
   The workers are up in arms about something. Perhaps it's the
player characters doing so much work with their magical items that
they look bad or maybe it's the working conditions. Whatever the
reasons, their pay must be increased or all work will stop for 3-18
(3d6) weeks while new workers are recruited. In order to avoid the
shut down, an additional 5 gold pieces per week must be paid to
each man on the work force for the remaining duration of
construction. For instance, a 1,500 man labor pool with 12 weeks to
go on a project would require an additional 90,000 gold pieces in
compensation. The money can be spent as a lump-sum at this point to
avoid ongoing paperwork.
Raid
   A neighboring power, whether another kingdom or just a powerful
orc tribe, stages an attack on the castle. Their number will be
roughly equal to the work force at the castle, making it a fair
fight.
   There are a number of ways to resolve such a struggle, but the
one we recommend is with the BATTLESYSTEM miniatures rules and the
supplemental material presented in this book. If the group is not
interested in resolving the conflict en masse, then set it up as an
adventure. At least a portion of the major battle should be fought,
however, with the PCs playing an important role.
   If the DM wishes, the event can simply be resolved with the
elimination of 33-90% (30 + 3d20) of the laborers. These heroes
died defending their castle and are entitled to a good burial and
pensions for their families. The remaining portion of their wages
is assumed to count for this. In addition, new workers must be
hired at 10 gold pieces each per week for the rest of the project.
Figure out this cost right now and pay it in advance to avoid long
term accounting.
Call to Arms
   The kingdom is at war! The king calls upon all of his vassals to
send him aid in the form of troops or money. The PCs can decide
that they will contribute.
   If the PCs opt to send gold, they are expected to send gold
equal to 5% of the castle's total projected cost. Thus, a castle
worth 2,500,000 gold coins would require a donation of 125,000 gold
pieces.
   If the PCs decide to send forces, they must give up 25% of their
laborers for the rest of the project. Regardless of the new number
of workers, construction on the castle slows to half speed (one
week of work every two weeks) because of reductions in supplies and
concern over the future of the kingdom.
   It is also possible that the PCs may refuse the order, although
this is a violation of their oaths to the king. If they do this,
they will branded as rogues and subject to anything from an
outright attack by the king's forces to a revolt by the local
populace and laborers. It is doubtful that the king's enemies would
treat them much better, for they have proven themselves to be
untrustworthy.
   In any of the above cases, the PCs are expected to travel to the
king's castle and inform him of their choice in person. This should
be an adventure planned out and run by the DM.
Civil War
   One of the king's vassals is in revolt! The PCs are bound by
their oaths of fealty to aid the king in the war. Their choices are
much the same as they are in case of a call to arms, save that they
can opt to support either the existing ruler or the usurper. Making
the wrong choice will cost them dearly in the end. If they support
the king, and he is defeated, then they will be in a bad position
to negotiate with the new ruler. If they support the usurper and he
loses, then they are traitors to the crown and will probably be
executed or banished from the kingdom.
   Adventure possibilities run ram-pant here, and the good DM will
require much role-playing before the civil war draws to a close.
Just as with the call to arms (above), the PCs will be expected to
appear before their king (and possibly his rival) to explain their
actions and give their decision.
Royal Visit
   The king is coming to inspect work on the castle. His visit
makes for an excellent role-playing environment as the PCs attempt
to prove their gratitude for the right to build this castle in the
king's name and stay on his good side. However, the royal presence
has a negative impact on the work in progress, as everyone must
stop working to make the area look as nice as possible for his
royal highness. A total of 1-4 (1d4) weeks of work will be lost.
Bad Omens
   Perhaps the stars are aligned poorly, or a black cat has been
hanging around the construction site. Whatever the case, the PCs
are advised to stop all work on the castle for 1 to 6 (1d6) weeks.
   If they opt to ignore this warning, they must roll on the event
table once per week for the duration of the crisis. In addition,
any roll of 10 or less is re-rolled while the portents are
unfavorable. An additional roll of "bad omens" increases the
duration of the danger period and requires all rolls of 20 or less
to be re-rolled. Further results of "bad omens" increase the
hazardous time, but do not further modify the die rolls.
Natural Disaster
   The most horrible of events, a natural disaster might range from
an earthquake or volcanic eruption to a flood, tornado, or meteor
impact. Whatever the case, the castle is in ruins. All work to date
is lost and clean-up costs will consume the entire budget remaining
for construction. In short, it's back to square one.
   Because of the severity of this event, the DM is encouraged to
allow the characters a chance to thwart the calamity (or lessen its
effects) with an adventure. Their quest should not be an easy one,
as they are playing for keeps (sorry about the pun).
Castle on the Moors
(( Well, construction of the castle is finally under way! The DM
rolls for an event for the first four weeks of construction. The
dice come up a 31, so there is no event in the first month. The die
roll for the second month is a 61, again indicating "business as
usual." So far, construction is right on schedule!
   Next month's roll is a 78, indicating that the weather has
turned severe. Not only will no work get done this month, pushing
the completion date back by 4 weeks), but the DM rolls 2d4 and
determines that the project has been set back another 7 weeks! This
is almost a disaster. Because of the weather, the time remaining to
complete the project is increased from 18 weeks to 29 weeks.
   The fourth month rolls around, with the PCs and laborers hoping
that it will be better. The dice come up a 94, indicating a civil
war in the kingdom. The PCs decide to support the king, and travel
to him with news. While they are there, however, they attempt to
convince him to "let them off the hook" for donations to his war
effort. They point out the damage done to the castle by last
month's severe))((weather and remind his majesty of the importance
of the castle to his defense against the monsters in the swamps.
The DM decides that they have made their case well, shown their
loyalty to the crown, and deserve a break after last month's
events. The king agrees that their efforts to complete the castle
are far more important and that he can deal with the rebels
himself. The DM absolves the players of their responsibilities and
does not impose the normal penalties associated with this event on
them. Thus, the month's labor goes as planned, leaving only 25 more
weeks to completion of the castle.
   Next month's roll is a 29, allowing four more weeks of good work
to be done. There are now 21 weeks of labor left on the castle.
However, 20 weeks have passed and the season (which is only 21
weeks long) is coming to an end. The PCs order work stopped for the
year and throw a grand feast to thank the workers for their efforts
over the past few months.
   Winter passes through the moors and work is ready to begin again
the next year. For the first four weeks, however, the random event
roll is a 98, indicating bad omens. The PCs decide to halt work and
wait for things to improve. Five weeks pass without incident, and
the bad omens fade from prominence. Construction can begin again.
   Next month's roll is a 19, indicating clear sailing for the
castle crew. There now remain only 17 weeks of work to do.
   The next three months also pass without problem. Twelve more
weeks of work are added to the project, leaving only 5 more to go.
Winter is closing in, however, and work must be halted for the
year.
   At the start of the next season, bad weather delays the project
by four weeks. While this upsets the PCs, they remember the
difficulties of the first year and consider themselves lucky.
   Construction resumes with a roll of 27 for the next month,
indicating that four more weeks of work are done. The end is right
around the corner! There is only one week of work left to do!
   As those of you who own a copy of the ))Campaign Sourcebook and
Catacombs Guide(( know, the Castle on the Moors is fated for a bad
end. The last roll on the events table comes up a 00, indicating a
natural disaster. The DM sets up an adventure to give the player's
a chance at thwarting it, but they are unable to do so. Massive
floods raise the water level in the moors, softening the earth, and
causing the keep to sink into the morass forever.
   As the last of the battlements is finally consumed by the mud
and water, their stone giant assistant turns to his sons. "That's
why you should never build a castle in a swamp."

Chapter 6: Unusual Castles

The castle design system presented in the previous chapter has been
purposefully simplified. The reason for this is fairly obvious--by
keeping it simple we have made it easy to use and kept it highly
versatile. In this chapter we will discuss some of the more unusual
types of castles that may be found in the typical AD&D game. In
some cases, where it seems needed, we have included notes on the
use of the castle design system.
Oriental Designs
   The oriental empires of the twelfth, thirteenth, and fourteenth
centuries thought in terms of great achievements and magnificent
structures. While feudal Europe lacked the population and resources
to build anything more than a motte and bailey, or in their
greatest achievement, construct a concentric castle, the oriental
empires engaged in massive developments. Their works were beyond
anything imaginable by medieval Europeans.
   The palace of Shi Huangdi, for example, required the efforts of
700,000 slave laborers working for more than two years. By the time
the palace was finished it could house and entertain 10,000 guests.
   Oriental empires are obsessed with size and grandeur. They do
not think twice about building gigantic statues that stand a
hundred feet tall, or constructing 3,000 terra-cotta statues of
foot soldiers to be placed in a tomb. When an oriental palace or
castle is built, it is looked on as a place of exquisite beauty.
Thus, all oriental castles are required to be built with the price
and time increments for "ornate" structures.
   When a character constructs a keep, more often known as a palace
or castle, he must remember to build all facets of his estate in
larger than life proportions. That is, if he desires a moat to
surround his keep, make it a large moat, measuring hundreds of feet
wide. If he plans on building a wall, make it two or three times as
thick and high as the standard European wall.
   In oriental kingdoms, land is gained either by grants from a
noble lord or in conquest and aggression. Rarely will a lord
obtains land by Royal Charter. In addition, the practice of one
lord buying land from another is unheard of.
   Honor is the driving force behind oriental castles. To create a
mighty fortress is to gain honor. To make it also a work of art, is
to prove oneself a wise and thoughtful lord. By combining these
elements, an oriental lord may prove himself to his peers and his
beloved ancestors.
Thieves' Castles
   Thieves' castles, or ((strongholds)), are almost always built
closer to major centers of civilization than typical warrior
holdings. Thieves rarely seek land charters or grants, and only in
a very few instances will they take land by force. More commonly,
the thief simply buys a small parcel of land, usually near or
within a town or great city. If need be, and the situation presents
itself, a thief will also lease the land he requires to feed and
care for his retainers. Unlike most adventuring thieves, the common
burglar or highwaymen cares little for the dangers and unknowns of
virgin countryside, besides there is nothing to steal in the wild
lands.
    A thief will tend to go in for very meager looking exterior
fortifications, suggesting to the passerby that little is held
within. Once in his domain, however, a thief's keep will be adorned
with precious silks, beautiful sculptures, and fine statues. Gold
and silver plates and eating utensils will be set at the tables and
a variety of servants and underlings will serve aged wines and
succulent foods of every variety. In short, thieves like the good
life, and they do tend to pamper themselves when they can.
    A stronghold will often start out as nothing more than a large
wooden building. As time goes by, it may develop into a stone
building if the thief becomes very successful later in life. As his
fortunes grow, so does his estate. Unlike warriors, who often set
out to build a mighty fortress, thieves find that their keeps just
evolve around them.
   The interior and the basements beneath such a building will be
a maze of rooms and corridors, some laced with lethal traps for any
foolish invader. The former characteristic is often the result of
the castle's growth, while the latter is an intentional safeguard.
In general, since the thief's stronghold is so close to a town or
city, and within the boundaries of another lord's estate, he rarely
worries about large scale invasion. Rather, the thief must contend
with his own kind, who are fond of slipping in and stealing a
bauble or two.
Wizards' Keeps
   Wizards, in general, are a haughty lot. They prefer a secluded
tower in some remote land to a mighty keep in a civilized
countryside. A wizard is also far more interested in the esoteric
realms of magic, than in maintaining a large assemblage of
servants, retainers, and farmers. They will rarely seek to become
a lord and thus be forced to deal with the day to day activities of
some petty fief.
   Wizards, with their cunning intelligence and resourcefulness
will almost always seek to gain a land charter or grant from the
prevailing government. Some wizards may attempt to take land by
force but, as wizards are not known for their battle prowess, they
usually leave that method to the warriors and knights.
   Wizards' keeps are always constructed of stone and more often
than not contain a moat with some terrifying beast to keep the many
distractions at bay. As one might imagine, the use of magic in the
construction of a wizard's tower often overshadows the common folk
who might be called upon to build it. Tales may be told for
generations to come of the great magician who built his home with
a brilliant display of fire and magic--and a little help from the
townsfolk.
Priests' Fortresses
   In most fantasy environments religion will be an enormous
institution, coveting large tracts of land and hoarding large
coffers of treasure and tribute. Priests' temples will vary in size
and shape considerably, depending on the type of climate, the lay
of the land, and the people of the area.
   Once a priest builds his fortress, the character will often
receive financial support from the community in the form of tithes,
in theory equal to a tenth of the local town's worth. This, on more
than one occasion, has caused rifts between lord and religion. The
priest's fortress is not made or broken by the tithing or by large
tracts of land, but by the ability of the local church to touch
upon the peasants' hearts and souls. Through this unique ability,
the religion will be stronger than any barony or fiefdom could ever
hope to become.
   In most realms it is as bad to have no religion as it is to have
no laws. Any decent and religious lord will be all but required to
construct a temple or church first on or near the site of his own
castle. Thus, a priest's fortress can, and many of times will be,
found within the boundaries of another lord's barony.
   In certain rare occasions, a priest may go off into the
wilderness to construct his own fortress, but in such cases the
priest's goal is seclusion. As a rule, his retinue and ambitions
will tend to be far smaller than those of his city dwelling
brethren.
   A priest's fortress will always be made of strong stone, unless
the surrounding land and people are too diminutive to support such
a construction or his faith forbids its use. The fortress will act
as a shield against outside influences as much as the castle's
walls do.
    In any event, the fortress will usually be opulent in every
aspect of its design. Where possible, roofs of buildings will be
worked metal such as copper, and plated with silver, gold, or other
luxurious metals. Unless the tenets of the faith forbid it, a
priest's fortress should always be ornate.
   The centerpiece of the priest's fortress is the large cathedral
structure at its heart. This portion of the keep contains the
greatest amount of adornments including friezes, facades,
colonnades, statues, and fountains. Such constructions are assumed
to be present in any ornate cathedral.
   A religious fortress, unless located in lands fraught with
danger, will rarely construct large defensive walls or battlements.
Some religious temples may contain a number of underground
constructions such as large wine cellars, secret abbeys, long
twisting tunnels, or a number of underground chambers used for
various purposes.
   A priest will more than likely be given a land grant from the
head of his religious institution. In some cases, however, land may
be acquired by Royal Charter. On rare occasions, priests may come
into possession of the land they desire after a fierce crusade
against an opposing faith. In such cases, the morale of the local
work force is likely to be poor, at best.
   Priests, depending on their doctrines, moralities, and
alignment, will either favor slavery and the use of fear and pain
as inducements, or will revile against the use of such horrors and
hire their local workers with gold and divine offerings of
assistance (blessings, working of wonders, curing, healing,
salvation, etc.).
Paladins' Castles
   The paladin character will construct a castle that is similar to
the general outlines presented in the basic construction system.
However, they will also have a number of design elements that are
similar to those of a priest's castle. After all, a paladin is a
mixture of warrior ethics and divine morality.
   In truth, the paladin has the best of both worlds. From the very
beginning, the paladin's castle will be looked on with envy by the
warrior lord and peasantry alike. The paladin's castle will be
constructed in the form of a typical keep, utilizing the best
technological achievements possible for the area. At the heart of
his castle, however, will be his temple or the church to his deity.
   The paladin character will often gain the land for his keep
through his or her crusades against infidels or evil creatures and
empires. While any paladin of note is almost assured to receive a
Royal Charter or land grant in time, they prefer the more direct
method of acquiring land by conquest.
   A Paladin will never use slaves or use inducements of fear and
pain to acquire workers for the construction of his keep. Rather,
the anointed knight will use payments of gold and his divine gifts
of healing to aid the local peasantry. Since a paladin is almost
certainly a great hero who is beloved by the masses, recruiting
workers is seldom a problem.
Rangers' Forts
   The ranger character will construct a keep that is modest and
practical. All castles built by such characters are considered to
be spartan in design and lack any trace of ornamentation. Every
effort is made to maintain the integrity of the local land. The
result of this tendency is that a ranger will rarely level or clear
the land, but will try to live off the land as best he can. With
his insights and ability to commune with nature, his lands will
always have plentiful game and food. In addition, the ranger will
keep the swamps and thick brush in his lands as a natural defense.
   Rangers will also demand less in tracts of land, for they will
hold the view that the land is not for them alone. A ranger
character will ask for very little land if offered a Royal Charter
or land grant. Unlike a typical warrior or paladin, a ranger rarely
has high ideas of controlling vast tracts of land and people. A
ranger will work best with nomadic or semi-nomadic people, since
his idealogy would match those types of cultures. In such cases, a
ranger ignores the usual Production Modifier associated with such
peoples. In his case, the PM is assumed to be 1.00 for both
societies.
Druids' Shrines
   A druid character will construct a castle somewhere between that
of a ranger and that of an elf. Utilizing the styles of both with
grace and splendor.
   A druid obtains his land almost exclusively through the use of
a Royal Charter, though may use the other methods in certain rare
occasions. A druid will ask specifically for areas that are heavily
wooded and that are rough and often mountainous.
   Once a tract of land has been found, the druid will set about
clearing very small portions of the land, with a conservative eye
towards destroying anything of natural beauty.
   A typical druid shrine will be comprised of a loose fitting
stone wall, looking more like a picket fence that will also serve
as an astronomical aid or in divination of spirits. In the heart of
the stone wall, which may be circular or square, will rest a stout
wooden keep. In some rare instances, the lower level of the keep
may be composed of large, semi-dressed stone blocks.
   Around the keep itself will be gardens and paths. In fact,
hallways and rooms built from living shrubs and trees are not
uncommon. Druids will use their magic to affect the rate of growth
of these rooms, constructing them in a fraction of the time that
might be required if they were molded naturally.
   Along with the gardens and natural rooms, druids will construct
a number of dens, both of stone and wood, for woodland creatures
such as wolves, bears, and other such beasts. These animals will
act as guards and sentries, enabling the druid and his close
retainers to concentrate on more pressing matters.
   Rarely will druids use or ask for help in constructing their
estates from the local peasantry. The druid would rather take his
retainers, followers, and special hirelings and carve out his
shrine at a more leisurely pace. Druids will never use slave labor,
nor use animals of any nature abusively. As a rule, though, the
work force of a druid will consist of a great variety of sylvan
beings, including centaurs and similar creatures.
   Druids rarely concern themselves with political endeavors or
conquest, but have their own interests that occupy their time.
Druids, will be more than happy to live within the confines of
another lord's estate and become his loyal vassal.
Dwarven Citadels
   The dwarven style of living and their culture radically differs
from that of humans. Their unusual attitudes and tastes have
resulted in the construction of castles and keeps that are very
strange to human eyes.
   As a rule, any castle that is built by humans under the guidance
of dwarves will be assumed to have workers of "average" skill or
better. Any structure built primarily by dwarves will have workers
of "good" skill. The morale of a primarily dwarven crew is never
worse than poor, because they enjoy working in stone more than
anything else.
   Dwarves tend to dwell underground. At the very least, they like
to have a rocky shelf cloaking them from the rays of the sun and
stars. They have three basic castle types that include the Kiva
design, the Pit and Cistern design, and the Spoked Well design.
   Dwarves hate slavery and will never use slaves, or construct
their citadels with the use of whips or through fear and
intimidation of workers. On the other hand, dwarves have the
ability to offer great amounts of gold, silver, gems, and worked
iron in the form of weapons and armors as inducements in the
recruiting of laborers. It should be noted, however, that dwarves
in general are quite greedy and will not offer such goods unless
the labor is superior or in great demand. As a rule, dwarves will
not hire other races to do their work for them. Rather, they prefer
to labor at their own steady pace.
Kiva Design
   The most radical design of the three is the Kiva citadel. It is
built on a ledge or plateau of rock along a sheer mountain face.
Usually, though not always, the structure is capped with an
extending stone face that shields the keep from airborne attacks.
   From this plateau the dwarves dig a single thin road or path
leading to the outside world. Along its length they may build one
or more barbicans or gatekeeps.
   Along the plateau, the dwarves ingeniously quarry stone from the
rear of the cave and construct, with chisel and hammer, both flat
faced and curved stone walls. With the precision of fine craftsmen,
the dwarves snap these broad blocks of stone together with wood and
steel pins. The result is a fortified castle of unequalled might.
Few kiva citadels have ever fallen into enemy hands, and those that
have were taken only after a major loss of life to the attackers.
   Within the kiva citadel, the dwarves will have built cisterns of
water both for drinking and for use as tanks for the breeding of
blind catfish and lake trout. With such provisions, the castle can
withstand a prolonged siege.
Pit and Cistern Design
   Unlike the kiva citadel, this design type is built completely
underground and normally only constructed in areas with large out
outcroppings of rock or dense clay soil.
   In construction of this type of castle, the dwarves first find
a large suitable cave. If that is not available, they will build
under the shelter of an expansive shelf of hard stone. From there
they dig straight down, creating a vast pit with a diameter ranging
anywhere from thirty to one hundred feet.
   From the walls of the pit, the dwarves construct a spiral
staircase, wide and stout enough to hold mules, ponies, horses, and
men. In the sides of the pit, they open up wide and tall tunnels
that radiate upwards at a slight angle, usually no more than
fifteen degrees. These hallways lead in turn to the rooms and great
halls of the keep.
   At the far end of each tunnel is a wide cistern holding water.
From these great chambers, the dwarves draw their drinking and bath
water. Further, they employ this resource to power various winches
or mechanical devices. Wasted and unused water, runs down the
sloping corridors where it falls into the pit. Thus, the bottom of
the pit will gradually fill with water and be used to maintain a
school of fish similar to those raised in the kiva citadels.
Spoked Well Design
   In this design, which is an offshoot of the pit and cistern
citadel, the emphasis is placed on numerous small pits, called
wells, that rarely exceed fifty feet in depth. From each well, a
number of tunnels radiate outward.
   In a number of cases, a pit and cistern design has been
converted over to a spoked well layout, with the central and older
shaft still used as a reservoir for unused water and as a "farm"
for various fishes.
Elven Sanctuaries
   Elves are very similar to humans in their physical appearances
and can easily walk among men without drawing too much attention.
Despite their physical similarities, however, elves are very
different mentally, with their concepts of material wealth  and
time being radically divergent from those of humans. This is no
more sharply observed than in the construction of their castles. It
should be noted, however, that the generally pacific nature of the
elvish people leads them to call their keeps "sanctuaries." The
thought of a castle as a primarily military structure is a human
invention.
   The largest and most prominent difference in the design of a
sanctuary is the amount of time an elf is willing to put into it.
In human terms the construction of a castle is measured in years.
Elves, on the other hand measure their construction times in
decades. Time means nothing to an elf, at least time as seen by
humans. As they view it, there is little need to scurry around like
excited children building a snowman.
   The construction of an elvish sanctuary starts with a basic
idea, much as any castle construction does. From this starting
point, however, the elf spends his time meticulously adding to his
idea nearly branch for branch, leaf for leaf. All of these details
he will keep secret, for it is the love of the elven people to hold
secrets great and small.
   As one might expect, elves build their sanctuaries from living
things. To an elf, a home made from cut and hewn wood is like
living in a mausoleum; the elves barely put up with it from the
'younger' races, but the sight does revile them. Cut stone is used
in elven sanctuaries, but it must never cloak the sky or cast large
shadows. Thus, stone is used as more of an ornament than as a
fortification or dwelling.
   Light and warmth are small concerns in elven sanctuaries and
with a touch of magic and the generosity of elves, few visitors
will ever feel cold, hungry, or isolated in its living embrace.
   In designing his sanctuary, an elven character will rarely, if
ever, enlist non-eleven races in its construction, nor is it
necessary to claim a large tract of land to build such a sanctuary
on. In actuality, elves do not claim territory as the younger races
do. An elf will never close the door to his keep, so to speak,
since he does not believe he owns either the trees or the ground it
is on; he is simply using it. It is worth noting, however, that
elves will die to protect their forest castles from hostile
intruders.
   Elves also do not believe in slavery and will never use force or
pain as inducements. Elves also rarely offer gold or other monetary
awards as inducements, but rather the promise, a spoken contract
that has never been broken, of better times and more plentiful
harvests in the area. Most humans and demi-humans, if they have any
sense, will quickly agree to help the elf. These workers will no
doubt laugh behind the elf's back at such undertakings since to
them the sanctuary will look very much the same when the workers
are young as it does when they are old and feeble.
   Elves rarely clear land as humans or other demi-humans might,
but will clear the ground of debris such as rotting logs, dangerous
fens and marshes (where monster may prowl), rocky pitfalls, and
such. Elves tend to attain their land through Royal Charters given
to them by elven courts, though some impatient elves will seek out
land grants from human or halfling courts.
   The history of elven sanctuaries extends so far back that even
the nearly immortal elves do not remember the  origins of their
design. There are two general styles of elven sanctuaries, the
Green Labyrinth design and the Blue Ring design.
Green Labyrinth
   The features of this type of sanctuary are best understood if
one imagines that he is flying above the keep and looking down on
it with magical vision that can pierce the tops of the dense trees
that make up it's roof. In this way, one could see that the green
labyrinth is nothing more than a complicated maze of greenery.
   The design of such a sanctuary will take anywhere from several
years if poplar and other fast growing trees are used, to centuries
if oak, maple, or spruce are used to create the walls of the maze.
In any case, the entire maze is choked with snares, brambles, and
similar natural hazards.
   Within the labyrinth the elven lord can create rooms, chambers,
chapels, anything desired. With the careful planning inherent to
elven sanctuaries, an area of the forest can be grown in such a
manner as to offer entwined branches that act as a secure roof, or
create beautiful courts and living halls.
Blue Circle
   This design obtains its name from the circles of blue sky that
dome the ring of trees that make up the sanctuary. This design type
is far less complicated, though not necessarily any quicker to
develop.
   The elven lord grows his "castle" in predetermined sized rings
that, upon development, will create various sized green courtyards.
The trees that make up the ring will be worked and molded by
delicate and tender hands into rooms to be used as storage areas,
living quarters, dining areas, libraries, or whatever else is
deemed necessary by the individual.
Halfling Strongholds
   Although not well documented, these small folk do on occasion
build strongholds and sizable castles. Of course, most halflings
would be content with a comfortable and clean hole in a boring
little valley far from adventure and intrigue.
   When a halfling sets out to build a fortification, it will
almost always be of a simpler motte and bailey design. After all,
reasons the halfling, there is little point in cluttering up the
countryside with a great mass of stone and timber. A lesser keep
can do the job just as well and still provide for a comfortable and
happy home. As one might expect, the dwarves find halfling keeps to
be, at best, amusing. Elves, on the other hand, can see and respect
the halfling's love of nature and its goodness as it is reflected
in the more basic castle.
   The main difference between a halfling keep of this type and
those built by humans is one of perceptions. In a halfling motte
and bailey, the tower on the motte is only the tip of the iceberg.
Nestled beneath it is a maze of housing, rooms, and nooks.
   Above all other concerns a halfling stronghold must be
comfortable. In general all of its rooms will be plush and very
well kept, and if possible each will have its own fireplace or
stove--a cold halfling is an unhappy halfling.
   The second concern for halfling holds is that of storage space.
A halfling keep must have enough dry storerooms to outlive any but
the most prolonged of sieges. In addition, the food kept here is
not salted meat or meager grains, but finely preserved foods and
good wines. Halflings will not sacrifice their comfort over
something as minor as an enemy attack. After all, A hungry halfling
is even more unhappy than a cold one.
   Halflings in general will not use slaves or use pain and fear as
an inducement to work, it's just too messy and disruptive.
Strangely enough, however, halflings always have a litter of small
gold and silver items laying about that they may tempt workers
with. Even more strange, is that after the work is all done, they
seem to have regained all of their pretty things.
   Halflings dislike swampy ground and will shy away from it,
rather building in moderate and temperate areas full of small
copses and shrubs with creeks filled with trout and tasty frogs.
Gnomish Castles
   The gnome is an ancient brother of the dwarf, with many
similarities to the short but muscled men of the deep. Despite
their similarities, gnomes ((are)) very different from dwarves and
build their own styles of castles.
   Gnomes seem to be the rarest of demi-humans, but that's not
because they have a low population. Like the dwarves, gnomes have
a very lopsided sexual imbalance, with far more males than females.
Communities of gnomes are far more reclusive, and prefer living in
huge underground environments. Rarely do gnomes venture to the
surface and seek lives under the open sky. The typical gnome enjoys
a close knit relationship with other gnomes and in community
affairs; they find very little need for venturing in the strange
lands of the surface world.
   The gnome doesn't have the preoccupation, like the dwarves, in
taming nature under the hammer and anvil. Nor is the gnome as
preoccupied with the preservation of nature as the elves. The
gnome, if like any race, is more akin to the halflings who enjoy a
good drink and a warm bit of food over adventure or intrigue.
   Gnomes have one of the longest life expectancies of any
demihuman race--only the elves will outlive them. With this in mind
the gnomes have a very laid back attitude in castle construction,
very often working on individual constructions by themselves or
with close friends and family.
   Gnomes will never use slaves or even offer inducements for those
who don't openly offer their services. In the gnome's mind, someone
being paid to perform work is in reality a slave to the gold coin,
and will have the wrong frame of mind in construction. Such workers
will do inferior work.
   As for the actual design, a gnome prefers the spoked wheel
designs of the dwarves. With the only difference in the two designs
being that the gnomish castle will be topped with a stone tower of
some nature, usually rounded and with full battlements. The gnome
will also build the kiva design base as well. When they do, they
select areas with large out outcropping of rock, using much
stronger rock sheets to form the kiva buildings. In this way, the
buildings are almost impervious to outside attack and can withstand
the harshest weather for hundreds of years.
   Gnomes prefer to go through their own kind to secure land grants
and Royal Charters, but on certain occasions, they may make a quick
journey to a nearby dwarven or even human court to ask for the
right of settlement.
Orcish Keeps
   Orcish keeps tend to be primitive and can be constructed just
about anywhere. They are typically built exclusively by slave
laborers, and use excessive inducement by the use of the whip and
hot poker. As such, the morale of their workers is almost always
"very poor" and orc task masters are forever bemoaning their fate
at having to work with such "lazy" servants.
   Their forts are simply constructed by building a wooden palisade
surrounded by a field strewn with boulders and sharp rock to
prevent any organized charge by infantry or calvary. This design
makes moving siege weapons close almost impossible without a great
deal of manual labor under the cruel eye of the orcish archers.
   On the inside of the wooden palisade, the bailey is flat except
for a sharp angled motte topped by a simple stone fort normally
consisting of the great hall on the ground floor, elite troop and
the lord's living accommodations on the second and possibly third
floors, and with any upper stories delegated to simple defense.
These floors will bristle with battlements and arrow slits.
   Orcs obtain land in but one way, by force. An orc hasn't the
patience to wait for a Royal Charter and rarely stands out from his
peers enough to merit the gift of a land grant.

Chapter 7: Warfare!

Note: This chapter refers to rules and concepts used in TSR's
BATTLESYSTEM miniatures rules. Since siege warfare is, by its very
nature, an activity involving scores, hundreds or even thousands of
troops, BATTLESYSTEM is the system of choice. Of course, this
doesn't mean that small segments of a siege can't be role-played to
great effect using standard AD&D rules.
Offensive Tactics
   ((General Gralnor muttered another curse to Gruumsh the
All-Seeing, god of the orcs--in whom he didn't quite believe. He
shifted on his saddle until he found a more comfortable position--a
somewhat less uncomfortable one, tear it. Here he was, a
battle-scarred veteran with some two-score heads to his personal
credit, and so far in this campaign the only opportunity he had to
show his true mettle was to suffer stoically a bad case of
saddle-sores. Much more of this and he'd be as soft as a human.
   Still, he knew that would change soon enough. Before the day was
out, he'd have more weighty things to worry about than the
condition of his hindquarters.
   The orcish general's mission had been made clear to him--quite
painfully clear--by the War Chieftain. Reduce the elven fort that
lay ahead. It didn't matter how, just do it. And if he didn't
succeed, it would be much better all around if he just didn't come
back. Gralnor had seen what was left of the last field commander to
disappoint the War Chieftain. As an orcish warrior, Gralnor was no
stranger to physical atrocities, but even so he'd been impressed.
   As to the fort ahead, General Gralnor would much rather just
bottle it up--totally interdict all supply routes and communication
into and out of the place, and then wait. There couldn't be more
than three weeks worth of food within the walls, four at the
outside. Then the garrison would resort to eating their war dogs
and their horses, maybe even each other. Gralnor wasn't sure about
that last thought; his only real knowledge of elves was how to kill
them. Another))((three weeks after that and his army could scale
the walls confident that they'd meet no meaningful resistance from
those within.
   Elsewhere that would be a valid tactic; it even looked so here,
if you examined the fort in isolation. But eight weeks was a long
time, more than enough for reinforcements to be called by magical
means. And Gralnor had no desire to participate in the classical
military situation of double encirclement.
   No, the walls would have to come down. And the sooner the better
. . .))
   The general of a force planning to attack a castle has a number
of options from which to choose. The right choice depends on a
number of factors including the size of the target, the expected
resistance, the presence or absence of heroes (on both sides), the
presence or absences of fantastic beasts, the magical capabilities
of both forces, the chance of counterattack or relief, supply
constraints, terrain and weather conditions. More important than
these, however, are three other factors: the size of the attacking
force, the general's estimation of his or her army's morale, and
the length of time within which the castle must fall.
   In general, there are two distinct techniques for defeating a
fortification: investment, and reduction.
Investment
   In its simplest terms, investment is what most people think of
when they hear the word "siege": cutting off access to and escape
from a fortification. Interdicting lines of supply ensures that no
food shipments can make it into the castle; the garrison is thus
limited to the supplies on hand at the moment the investment was
laid. Interdicting lines of communication ensures that the garrison
can't call for help, and must stand or fall on its own abilities.
Medieval Tactics
   During the true Medieval period, investment was the only viable
method for dealing with a fortification of any size. Without
gunpowder (and without magic, of course), armies had no practical
means of breaching walls any stronger than log palisades. True,
siege engines such as catapults and ballistae had been used by the
Romans, but even these weren't overly effective against the stone
curtain wall of a castle. Also, investments of the medieval period
were usually undertaken by smaller--and frequently
less-organized--groups than were later sieges. Such groups would
rarely have brought siege engines along with them, have access to
them after they reached the target, or know how to build them.
   The usually smaller size of medieval siege armies had another
consequence: there were simply insufficient troops to set up a
complete cordon around the fortification. Instead, the attacker
would typically just block off all gates and other portals into a
castle, concentrating its forces at these key points. A sensible
general would place a picket line of soldiers to keep watch on the
rest of the building. Even so, it would usually be possible for
someone inside the castle to escape at night--either over the wall
or through a concealed passage and flee the area to summon help.
   The attacker's purpose, of course, is to prevent resupply and
reinforcement to the castle under siege. Its effectiveness depends
largely on the castle's level of supply when the investment was
laid. Most castles are built around a well of some kind; unless the
attackers are able to poison or otherwise eliminate this well,
thirst should not be a problem for the defenders. On the other
hand, food soon will become a problem.
   The level of supply varied widely for historical castles. Forts
on the border between England and Wales were traditionally stocked
with enough food for two months; Krak des Chevaliers, a Crusader
castle in what is now Syria, was provisioned for a full year. Other
castles, particularly those whose garrisons didn't expect imminent
attack, might have had considerably lower levels of supply.
Starvation
   To simplify what would otherwise be a rather complex discussion,
let's start with a few assumptions. First, when a castle is said to
have a certain level of provision (for example, "the garrison has
two weeks' worth of food"), this amount represents a daily ration
just barely sufficient for unimpaired functioning (the assumption
is that a normally-functioning castle will have a constant influx
of fresh food). Cutting the rations any further would lead to
malnutrition, with effects similar to those of out-and-out
starvation. Secondly, troops can remain totally out of supply for
five days without showing any physical symptoms of starvation.
   In BATTLESYSTEM game terms, progressive starvation through lack
of supply can be viewed as a form of attack. It also has effects on
morale. These effects fall into three categories:
((Morale decrease))
   On a regular basis, the morale base for each unit among the
garrison decreases by 1. These decreases are cumulative, and remain
in effect until the fortification is relieved, or until it falls.
In either case, the morale of surviving troops returns to normal as
soon as they are once more in complete supply.
((Morale checks))
   Regular morale checks reflect the debilitating effect of being
out of supply. Eventually, units will become shaken, and commanders
must make an effort to rally them if they wish to make sorties
against the investing forces.
((Attrition))
   This represents actual death or incapacitation due to
starvation. Each time attrition is scheduled to occur, the defender
must roll 1d4 for each figure in the total garrison. The result of
each roll is taken individually; the rolls are not summed. Using
the Combat Results Table, compute the total number of hits that
these rolls have caused. Now the defender must distribute these
hits as he or she sees fit against the garrison. Note that Armor
Ratings have no effect on attrition. Giving the defender a choice
as to where to apply these hits represents a de-fending general's
ability to allot what little food is available to the most
important troops.
   Larger creatures (size L and greater) need proportionately more
food than smaller ones. When calculating hits from attrition, use
1d6 for each figure of size L or larger creatures, rather than 1d4.
   Goblinoid and giant-class creatures--but only those of size M or
smaller--suffer less of an effect from attrition. This is because
the nasty stuff that starving soldiers grub up during a siege isn't
too far out of line from their regular diet. These troops roll for
attrition using 1d4, but the total number of hits from these rolls
is decreased by 25% (round fractions up). Thus, the attrition dice
rolled for goblinoid troops and the resulting hits are kept
separate from those rolled for other troops in the garrison. The
total number of hits (after the 25% reduction) is still summed,
however, and the defending commander can decide how best to
allocate those hits. This partial amelioration of attrition effects
can be extended to other troop types, at the DM's option.
   Figures representing ((individuals)) of size M or even size L
never suffer attrition ("one person can always find enough to
eat"). Figures representing creatures of sizes greater than L
(dragons, for example) are a different case, however. Since these
huge creatures will generally be handled through AD&D rules anyway,
attrition is handled through saving throws and hit points. Each
time the garrison is scheduled to undergo attrition, each huge
creature must save versus staves with a -5 penalty or lose a number
of hit points equal to 25% of its hit point total when at full
strength.
   Undead and elemental creatures are not affected by hunger, and
so are immune to attrition.
   The following chart outlines when each of the above effects
takes place. Consider "day 1" to be the first day that the garrison
is totally out of supplies.

Day(QX)Effect(QX)
1(QX)Decrease morale by 1(QX)
6(QX)Automatic morale check (no option for retreat)(QX)
7(QX)Attrition occurs(QX)
11(QX)Decrease morale by 1(QX)
14(QX)Attrition occurs; automatic morale check(QX)
21(QX)Decrease morale by 1; attrition occurs(QX)
22(QX)Automatic morale check(QX)
28(QX)Attrition occurs(QX)
30(QX)Automatic morale check(QX)
31(QX)Decrease morale by 1(QX)
35(QX)Attrition occurs(QX)
38(QX)Automatic morale check(QX)
41(QX)Decrease morale by 1(QX)
42(QX)Attrition occurs(QX)

   On Day 45, any units still in good order automatically become
shaken, and shaken units can no longer be rallied. Attrition
continues to occur every seven days (on Days 49, 56, 63, 70, etc.)
until the garrison surrenders or is totally eliminated.
   In terms of game mechanics, assume that morale effects and
attrition occur at sundown on the day in question.
Thirst
   Lack of water has a much swifter effect than lack of food.
Morale effects are the same as with starvation; when attrition
occurs, roll 1d4 for each figure in the defending garrison. For the
following table, Day 1 is again the first day that the garrison has
run out of water.

Day(QX)Effect(QX)
1(QX)Decrease morale by 2(QX)
3(QX)Automatic morale check (no option for retreat)(QX)
4(QX)Attrition occurs(QX)
5(QX)Decrease morale by 1(QX)
6(QX)Automatic morale check(QX)
7(QX)Attrition occurs(QX)
8(QX)Decrease morale by 1(QX)
9(QX)Attrition occurs; automatic morale check(QX)
10(QX)Decrease morale by 1(QX)
11(QX)Attrition occurs; automatic morale check(QX)

   On day 12, all units still in good order automatically become
shaken, and can no longer be rallied. Attrition occurs every second
day (on days 13, 15, 17, 19, etc.) until the garrison surrenders or
is totally eliminated.
   In terms of game mechanics, assume that morale effects and
attrition occur at sundown on the day in question.
   Certain creatures are more affected by water loss (lizard men,
for example). For troops of this type, roll 1d6 per figure for
attrition, rather than 1d4. Truly amphibian creatures such as
bullywugs or grung are affected even more; roll 1d8 per figure for
these troop types.
   For desert-dwelling creatures, decrease all hits from thirst
attrition by 25%. Undead and elemental creatures are not affected
by thirst, and so are immune to attrition.
Later Periods
   During later periods, particularly in Western Europe, the nature
of investment changed considerably. Rather than concentrating
entirely on closing the gates, the attacker would often go to great
efforts to totally enclose the castle within siegeworks, often
elaborate enough to be considered strongholds in their own right.
Such an enclosure often comprised two distinct systems of walls and
trenches: lines of "circumvallation" (facing the country) and
"countervallation" (facing the besieged fortress). These siegeworks
first appeared as tentative experiments around Milan in 1522 and
grew into the elaborate constructions besieging Grave in 1602.
   The principle of complete encirclement had a number of benefits
in a gunpowder-free campaign (and many more when siege cannon were
available). The first was defense for the attackers. Rather than
taking up positions to guard the gates--often nearer to the walls
than was comfortable-- and having to suffer withering fire from the
battlements, the attackers could shelter behind ramparts and
breastworks.
   The siegeworks also provided defense in depth. To break out of
the encirclement, a sortie would have to leave the castle, cross
the "no-man's-land" between it and the siegeworks--a prime killing
ground, should the attacking force have any number of archers or
musketeers at all--then fight its way over or through the
attackers' own fortifications. This would typically prove much more
difficult than bursting through a relatively small force encamped
directly outside the gate.
   Complete encirclement made it much more difficult for the
defenders to send word of their predicament to allies who could
come and relieve them. Finally, should relief finally come to the
besieged fortification, the attackers would be deeply entrenched,
equally ready to repel a sortie from within or an attack from
without.
Fantastical Combat
   When magic, non-human troops and the occasional monster are
thrown into the mix, investment takes on a totally new aspect.
Sorties can be considerably more effective if led by a giant or
two, the attackers must concern themselves with possible air-lifts,
and supply takes on a new significance since hungry monsters are
less likely to follow battle plans . . .
   The options for the attacker are many. Magical spells like
((wizard lock)) or perhaps holy symbols might be used to deny the
use of the castle's gates to its own garrison. The potential uses
for powerful battle magic like ((finger of death)) spells are
obvious, and the effects of such dweomers are covered in the
BATTLESYSTEM miniatures rules. Even if the attacker prefers keeping
up the investment to forcing entry, there's no reason why a
magically-endowed character or group of characters couldn't enter
the castle (via a ((passwall)) spell, for example), and engage in
a little mayhem or assassination.
   The attacker must also be on guard against the many options open
to the defender. For example, the attacking troops must be ready to
repel sorties led by fantastic"shock troops" that might or might
not be illusory. It is usually a good idea to have mages stationed
around the perimeter to analyze and perhaps counter these threats.
   Magic makes it much easier for the defenders to send troops over
the wall without being observed. These troops might simply be on a
mission to summon help, or might be charged with destroying the
besiegers' supply dump or assassinating the attacking commander.
Skirmishers stationed around the perimeter, or regular patrols,
become more important. If a breakout in force occurs, cavalry
should be available to run the enemy to ground and mop up.
   The defenders can use flying creatures, or mages equipped with
appropriate spells or items, to summon help, harass the attacking
troops, or even ferry in supplies. The attacking commander must be
prepared, with archers or wizards ready to engage from the ground,
or flying creatures to dogfight with the enemy.
   Certain things become impossible for the attacker. There's
nothing the most skilful general can do to prevent a spellcaster
within the castle from teleporting elsewhere to recruit help.
Similarly, a powerful enough mage can ((summon)) or ((gate)) in
reinforcements, despite the tightest encirclement.
   Historically, duels between single champions or small groups
were sometimes used to decide victory in a battle. Similar
circumstances could arise in a siege: single combat between
opposing heroes, or a sorcerous duel between spellcasters. Of
course, there's no guarantee that the losing side in such an
exercise would follow through with their side of the bargain, but
this is an age of chivalry and honor.
Reduction
   In a true medieval setting, reduction--that is, forcing entry
into a castle by storming the walls or gates--was simply not a
viable option in most cases. The technology just didn't exist to
break down a well-built stone wall, and the greatly superior
position of the garrison--shielded by battlements, towers and
bastions--made it possible for a handful of troops to hold off an
army many times superior in numbers.
   This is not to say that armies didn't try, of course. The value
of a castle was just too great for an invading army to ignore.
While they could certainly bottle up the garrison and prevent them
from having any say in current events, the castle continued to be
a threat. As long as a castle and its garrison remained
unconquered, the defenders could harass the invaders' lines of
supply or communication and, when the attacking force withdrew,
emerge from their refuge and regain control of the countryside.
   This changed with the introduction of gunpowder. If left to its
own devices, a well-equipped attacking force skilled in the use of
cannon could eventually reduce the strongest fortification to
rubble. The bravery of the garrison's troops or the skill of its
commander come to mean little when unopposed cannon systematically
pound the walls into gravel. If the siege was conducted correctly,
the attacker could be almost certain of eventual success. Of
course, "eventual" is definitely the key word. The attacking
general must be ready to commit a lot of effort and time, and to
spend a lot of men, in order to succeed. Some historians state
that, with the widespread introduction of the cannon, the day of
the castle began to come to an end.
   The situation changes even more in a fantasy environment. In
fact, it can be argued that traditional castles make no sense in a
magic-rich fantasy campaign. Is it logical to invest years of labor
and many thousands of gold pieces in a castle when a low-level mage
could--theoretically, at least--approach the gate invisibly and
open it with a ((knock)) spell?
   In any case, the attacking general has a number of options when
it comes time to force entry into a fortification. The following
examples are certainly the most commonly used.
Escalade
   Why bother to break down the walls of a castle when you can
simply go over them?  In renaissance times, the task of getting
troops over the walls into the fortification was sometimes called
"escalade." Methods for scaling walls include ladders, grapples and
siege towers.
   The standard BATTLESYSTEM miniatures rules (page 80) cover the
use of ladders and grapples, and the consequences of trying to
scale a defended wall. More details are necessary on siege towers,
however.
Siege Towers
   These massive, cumbersome creations ranged from simple scaffolds
of hastily-felled trees, sometimes with little or nothing to
protect those within, to elaborate enclosed structures with such
refinements as hinged shutters and even small draw-bridges to
streamline access to the tops of the castle's walls. Siege towers
often provide their occupants with some bonus to AR against missile
weapons. Depending on the particular tower's construction, this
bonus can range from -2 (for target figures protected by an open
doorway or window) to -4 (for target figures behind loopholes or
arrow slits).
   This variation in construction also affects the sturdiness and
"survivability" of a siege tower. Although the figure for hits
given in the BATTLESYSTEM rules--10 hits per 1" (10' in scale) of
height--makes sense as an average, the actual number of hits can
range from 6 hits per 1" of height to as high as 15 hits per 1" for
singularly elaborate towers.
   Siege towers are vulnerable to fire attacks, as described on
page 86 of the BATTLESYSTEM rules. Troops within an ignited siege
tower suffer casualties as if they were the target of an AD 8
attack on each turn they remain in the burning structure. If they
don't immediately leave the burning tower, they must also make a
Morale Check, at a -1 penalty, at the beginning of the second turn.
   The weight of siege towers makes it very difficult to move them.
The BATTLESYSTEM rules state (page 84) that they can be moved up
only the gentlest of slopes, and at that only if propelled by twice
the usual number of figures. Should it be necessary to move the
siege tower downhill--in the rare case of a castle set in a
depression or dell or surrounded by earth ramparts--the same rule
applies: the tower can negotiate a slope no steeper than 1" rise or
fall for every 12" of horizontal distance, and even then only if
twice the normal number of figures propel it. Note that additional
motive force won't make it possible for the tower to negotiate
steeper grades. Sheer mass isn't the only problem: having a small
base and high center of gravity, towers are typically rather
unstable, and would topple on a steeper slope regardless of motive
force.
   Intelligent opponents would recognize that wrecking the wheels
of an approaching siege tower will render it useless, and would
probably concentrate their attacks on these targets. Assume that a
siege tower that has sustained 25% of its total number of hits has
been immobilized. Repairs can be made, but require the
participation of at least 20 troops (two figures) equipped with
tools and materials, and take 2-6 hours. During this time, these
troops are exposed to missile fire.
Other Climbing Techniques
   Thieves can use their climbing skills to help them scale a wall,
in the absence of ladders or grapples. Although very unlikely, it's
possible that a unit of one or more figures might be designated as
having thief skills. This rare event might occur should one
thieves' guild be trying to force entry into the stronghold of
another such guild, for example. Since such troops could
theoretically assist each other, it becomes easier to assume that
all of them will complete the ascent unless they are opposed. If
they are opposed, however, they suffer the same effects as troops
scaling the walls on grapples, and must make the same Morale Check
when they reach the top to determine if they can attack.
   It's much more likely that only one or at most a handful of
attackers are trained thieves. In this case, their ascent of the
walls should be handled using the standard AD&D game rules.
   The same is true for mages using spells like ((spider climb)),
though it's almost unthinkable that a unit of wizards should be
thrown against the wall of a castle as there are surely better ways
of using their talents. Assaults on the walls by one or a few
spellcasters should also be handled using role-playing rules.
Airborne Operations
   In a fantasy world, it's easy to imagine many other techniques
for getting troops over a castle wall. The BATTLESYSTEM rules (page
72) covers such tactics as pass-by attacks and vertical
envelopment, but these rules must be somewhat modified (or at least
clarified) to take into account the close quarters of a fortified
environment.
   Ground attack--where a flying unit lands and then attacks a
ground unit--is viable, but only if there's enough space for the
entire flying unit when it lands. This becomes a significant issue
in close quarters, such as in the courtyard of a castle. If walls
or outbuildings make it impossible for the entire attacking unit to
land, those figures for which there is no space are removed from
play. They are assumed to have come to grief by slamming into walls
or buildings. While an attacking commander might sometimes consider
such losses to be worth the potential benefits of the attack, it's
probably more likely that the attacker will realize that the space
is inadequate only after moving a few of the figures in the
attacking unit. In this case, the movement can't be aborted. The
unit must complete its action, even if it means the loss of
figures. The justification for this is that flying troops will
theoretically be holding (at least loose) formation on leaders or
wing-men. They are too busy concentrating on their formation to
realize their danger until it's too late. This situation has caused
the deaths of several members of aerobatic teams in the real world.
   Walls and other obstacles also represent real risks to flying
troops conducting pass-by attacks. The attacking unit must have
enough room to dive to the attack, and to pull out safely after the
attack is complete.
   Diving causes a flying unit to accelerate (this is represented
by the bonus of 1" to forward movement for each 3" dived), and this
additional speed might be difficult to "bleed off." As a rule of
thumb, a diving unit must expend  (rounded down) of its total
movement allowance for each 3" (or portion thereof) it dives.
   For example, a flying unit (maneuverability class C) has a base
movement allowance of 12", and it dives 6". For the turn in which
it dives, its actual movement allowance is 14" (12" plus 2" bonus
for diving). During the dive it picks up so much speed that it must
use  of its total movement allowance, or 7". Some of this required
movement allowance can, of course, be used up by climbing again
after a pass-by attack.
   The real risk for a unit conducting a pass-by attack in close
quarters is in the pull-up after the attack (remember that
creatures of maneuverability class C, D, or E must move forward 1"
for each 1" they climb in altitude).
   As an example, take the unit discussed above. It is currently at
an altitude of 6", and it is 1" away from a unit in a castle
courtyard. First, it dives 6" and moves 1" forward, to conduct a
pass-by attack. After the combat, the rule above requires that it
use at least another 6" of its movement allowance. At its steepest
rate of climb, it can ascend 3", but it must also move forward by
3" (see the BATTLE-SYSTEM rules, page 72). If an obstacle such as
a wall is less than 3" away from the unit, and 3" (30') or more in
height, the flying unit can't avoid crashing into the wall. Figures
forced to fly into obstacles by this rule are removed from play.

Siege Attack Values(QX)Damage to       

Means of Attack(QX)Wood(QX)Earth(QX)Soft Stone(QX)Hard Stone(QX)
((Bigby's clenched fist))(QX)6(QX)--(QX)4(QX)--(QX)
((Dig))(QX)--(QX)3d12(QX)--(QX)--(QX)
((Disintegrate))(QX)2d12(QX)2d12(QX)2d12(QX)2d12(QX)
Earth elemental(QX)2d12(QX)4d12(QX)2d12(QX)3d6(QX)
((Earthquake))(QX)10-100(QX)5-50(QX)10-100(QX)5-50(QX)
((Fireball))(QX)6(QX)--(QX)--(QX)--(QX)
Giant (cloud, stone, or storm)(QX)3d8(QX)--(QX)2d10(QX)6(QX)
Giant (fire or frost)(QX)2d12(QX)--(QX)2d10(QX)6(QX)
Giant (hill)(QX)2d10(QX)--(QX)6(QX)4(QX)
Giant-hurled boulders(QX)(QX)(QX)
   cloud, fire, or frost(QX)3d10(QX)--(QX)2d12(QX)3d6(QX)
   stone or storm(QX)3d12(QX)--(QX)3d10(QX)2d12(QX)
Golem (iron)(QX)3d8(QX)2d10(QX)2d12(QX)2d10(QX)
Golem (stone)(QX)3d8(QX)2d10(QX)2d10(QX)6(QX)
((Horn of blasting))(QX)6-36(QX)2-12(QX)3-18(QX)1-12(QX)
((Lightning bolt(QX)6(QX)--(QX)--(QX)--(QX)
((Move earth(QX)--(QX)5-50(QX)--(QX)--(QX)
Treant(QX)4d12(QX)2d12(QX)2d12(QX)3d6(QX)))

Notes
* Per round of attack.
** These figures are not attack dice. Instead, they represent the
total number of hits done to structures within their area of
effect. Obviously, spells like these are devastatingly powerful.
For instance, an ((earthquake)) spell can instantly breach a wall
of soft stone.
*** Damage is increased by 1 hit for each 3 levels the spellcaster
possesses. This also assumes fire damage. If a wooden target is
protected by green hides, is wet, etc., reduce damage by 50%.

   After a vertical envelopment attack (BATTLESYSTEM rules, page
73), one or other of the units must be dislodged from its place on
the battlefield. Obstacles might make this impossible, however
(again, a castle courtyard is an example). If the combat result
requires a unit to withdraw, but it is unable to do so because of
walls or buildings, the unit is removed from the battlefield.
   Note that flying units can make pass-by attacks against units
atop a castle wall or tower. In such a case, the defending unit
gains no benefit from battlements or crenellations since the attack
is from above.
   Some pretty far-out situations might arise in a magic-heavy
campaign world. Troops equipped with sufficient magical items or
spells might be able to make a kind of "paratroop" attack. For
example, take a unit of human cavalry riding flying mounts, each of
whom is equipped with a ((ring of feather falling)). At any time in
their movement, these riders may "dismount" and use their rings to
descend safely to the ground. An attack from above like this would
be a special form of vertical envelopment. Although events like
this would probably be very rare, even the possibility should put
defenders on their guard. A unit of enemy "paratroopers" skydiving
into a castle courtyard might prove disastrous.
Giants
   Giant humanoids pose a special case when it comes to scaling
walls. Theoretically, a unit of giants could be equipped with
ladders or grapples of a scale appropriate to the creatures' size.
(Obviously, normal grapples or ladders would be useless to giants;
conversely, such equipment for giants could not be used by
normal-sized troops.)  Giants can climb appropriately-sized ropes
or ladders at twice the rate for other troops: in other words, 2"
of movement allowance to climb 2" (20' scale) for ladders, and 3"
of movement allowance to climb 2" for grapples.
   Giants are able to scale walls 1.25 times their height without
using any equipment. (The height of different types of giants can
be found in the AD&D MONSTROUS COMPENDIUM(R) accessories. A wall
less than one-half the height of a giant qualifies as an obstacle
(with the appropriate movement cost to cross).
   Climbing a wall between one-half and 1.25 times the giant's
height takes one complete turn. Like troops using grapples, giants
climbing such a wall must successfully make a Morale Check to be
able to attack when they reach the top.
Breaching the Walls
   Sometimes an attacker has no options but to breach the castle's
walls. In medieval times, this was attempted using a wide variety
of siege engines--catapults, rams, and the like--which are
discussed in more detail in a later section. Generally speaking,
these siege engines had minimal effect on a well-built and
stoutly-defended castle.
   In the early Renaissance period, however, matters changed.
Cannon appeared on the battlefield, and the days of the castle were
numbered. Most AD&D game campaigns take place in worlds where
gunpowder either doesn't explode or hasn't been discovered. The
BATTLESYSTEM rules bring in arquebusiers, however, and thus open
the door for other firearms . . . including cannon, used by both
defender and attacker. Details on siege guns are given in a later
section.
   The BATTLESYSTEM rules (page 82) list the number of hits certain
building features can take before being destroyed. While the
information provided there is fine for most miniatures games, it
must be expanded upon for use here.
   The figures given for walls refer to sections 3" (30' scale)
long. When the section is reduced to zero hits, a breach 1" wide
appears in the middle of the 3" section. This isn't an
instantaneous matter, of course, and if two breaches are created 1"
or less apart, the wall between the breaches collapses as well.
   When an object such as a gate or a wall is reduced to zero hits,
it doesn't simply disappear: wreckage or rubble is inevitably left
behind. In the case of doors or gates, the wreckage is considered
to be an obstacle (i.e., it costs 4" of movement to cross it).
Troops receive a -1 modifier to their AR against missile fire that
passes through such an obstacle.
   When a wall is breached, it collapses into rubble. This pile of
shattered rock is considered as rough/rocky terrain for movement
and combat purposes. Troops "holding the breach" will almost always
be at a higher elevation than troops attacking into the breach. A
breach is nobody's "favored terrain."
   Note: This method is quite different from the system described
on page 76 of the AD&D 2nd Edition ((DUNGEON MASTER Guide)). While
the latter method is useful for "quick and dirty" situations where
the DM has to decide the results of a PC's or NPC's actions, the
system described above and in the BATTLESYSTEM rules is a more
thorough and consistent treatment of the subject.
Fantastic Creatures
   By their very mass, large creatures like dragons can be very
effective against fortifications. Creatures of huge size have AD 10
against building features, while creatures of gargantuan size have
AD 12.
   Certain creatures have significant effects against
fortifications for reasons other than sheer mass. For example,
because of their kinship with the stone, earth elementals can do
great damage. Treants, too, can tear down walls by insinuating
their root-like limbs between the stones and tearing them apart.
Details on this are given in a subsequent section.
Magic
   In addition to useful spells like ((knock)) and ((passwall)),
there are several dweomers that do significant amounts of damage to
fortifications. These are listed in the next section. Note that
most of these spells don't appear in the BATTLESYSTEM rules spell
list. Players engaged in a BATTLESYSTEM battle or campaign might
agree to include them, using casting times and such as given in the
AD&D game rules. If BATTLESYSTEM rules are being used to decide a
siege in an AD&D game, the DM should probably allow these spells to
be used.
Siege Attack Values
   The table on page 85 lists the AD values associated with various
forms of attack. Traditional siege engines are described in more
detail in a later section.
The Course of a Siege
   During the Sixteenth Century, siege warfare was refined into a
science. Commanders quickly learned the most effective methods for
reducing a fortification, and those methods became an almost
standardized, step-by-step procedure. A typical siege in the age of
gunpowder would proceed like this:
   First the besieging army would surround the fortress with a
stronghold of its own. As mentioned earlier, this stronghold would
comprise lines of circumvallation (facing the country, to defend
against the attack of relieving troops) and countervallation
(facing the fortress itself).
   The attacker would then select the point of attack, and build
one or more square redoubts to act as bases for the operation.
These redoubts were retreats for the workers, should the defenders
make a sally. In the redoubts, they could hold off the defenders
until the sally was thrown back.
   Some two to five hundred soldiers would then be led (after
nightfall) to within musket-range of the outworks of the fortress,
and arranged in a line roughly parallel to the walls. Companies of
infantry would be sent out ahead, and would lie flat on the ground
in readiness to ward off sorties. The soldiers in the line would
start the earthworks by each digging a trench three feet wide and
three feet deep, and throwing the earth towards the fortress so as
to make a parapet three feet high. Over the next few nights, the
trenches would be widened to a breadth of six to twelve feet, or
more if it was intended to draw carts and cannon through them.
Sometimes these trenches would be so deep that the side facing the
fortress had to be recessed into a firing step to enable the
musketeers to level their weapons over the parapet. Trenches like
these provide an AR bonus of -4 against missile attacks, provided
the figures within are doing nothing. This bonus decreases to -2 if
the troops in the trench are moving or involved in combat.
   The first trench would then be extended towards the fortresses
by means of smaller trenches called 'saps'. Over firm, clear
ground, the sap would zig-zag towards the fortress, each "arm" of
the trench being between 350 and 500 feet long, and the successive
arms diminishing as the approach neared the outworks. If the
terrain was so tight as to prevent zig-zags, the saps would run
directly towards the fortress. Timber covers and other protective
measures would have to be used in these cases to minimize the
murderous effects of enfilade fire from the walls.
   All the while, the garrison would fight back with cannon and
musketry. They would also launch sorties, which would often be
brutally effective against the workers in the narrow saps. Infantry
and cavalry would repeatedly surge from the outworks, not  only
killing the workers, but also wrecking and filling the trenches.
The countervallation would usually be too far away to lend
effective support to the workers, and the besiegers would often be
forced to convert the actual approaches into defensive positions.
Thus the trenches would often be studded every 300 to 600 feet with
square redoubts, each a miniature fortress. Cavalry would often be
stationed nearby in hollows in the ground or behind breastworks, to
come out of hiding whenever the defenders' cavalry made a sortie.
   The heads of the saps--particularly as they drew nearer to the
fortress--had to be protected from fire, or at least shielded from
view (such cover would provide a -2 bonus to AR against missile
fire). The sap attack would usually end 100' from the outworks.
Trenches would now be dug to right and left, with the earth being
heaped up to form a musketry position and an assembly area for the
coming assault.
   It is important to note that, by this point in the proceedings,
as many as two-thirds of the workers would have been killed by the
garrison's missile fire and sorties. Obviously, this kind of
warfare was extremely expensive in terms of personnel.
   The progress of the trenches would be supported by artillery
fire, often from a Battarie Royale, a monster battery of up to 30
artillery pieces perhaps a quarter-mile from the fortress. These
guns would continue to fire throughout the investment, varying
targets as required. Later developments involved splitting the
single large battery into three: a central battery, plus two
smaller flanking batteries, which could bring cross-fire to bear
upon a breach.
   As walls got better, the cannons had to be brought in closer. In
some later sieges, some pieces were brought down the saps and set
up on a "counterscarp" (reinforced earthwork) as near as 100' to
the castle's outer works.
   Conventional wisdom held that it made more sense to attack the
"salient" (point) of a bastion, or to attack a tower, than to
concentrate on the curtain wall between bastions or towers. Even
though the walls would be a much easier target, this tactic would
expose the attackers to murderous cross-fire from the bastions.
Four or more heavy cannon would often be mounted opposite the
bastion to breach it, while supplementary batteries would be placed
on either side in order to knock out the enemy cannon in the flanks
of the adjacent bastions.
   The next step would be to cross the ditch or moat, if the castle
had one. Historically, the technique used varied from covered
causeways of earth, to covered bridges floating on barrels. (By
this time in a well-managed siege, the defenders' cannon had been
silenced, diminishing the vulnerability of the attackers).
   If the cannon hadn't yet breached the wall, the attacker would
usually resort to mining (discussed in a subsequent section). Once
a breach was opened, it would be assaulted by infantry, still
supported by artillery.
   In our world, by the early Seventeenth Century, the techniques
for reducing a fortress had so evolved as to make the outcome
almost a foregone conclusion. It wasn't uncommon for fortified
towns under siege to surrender as soon as the attackers had
completed their lines of circumvallation and countervallation, the
rationale being that their walls would fall eventually, and thus
that it made little sense to prolong the unpleasantness.
Excavation
   As a general rule, one figure (representing 10 troops) can dig
a trench 10' deep by 20' wide and 300' long in 30 days, assuming
normal soil. This will include a rampart of about 8' height, since
the earth has to go somewhere. Extremely wet, swampy soil or heavy
clay will double this time. If the workers are supervised by gnomes
or dwarves (races known for their prodigious skill at excavation),
the total time will be decreased by 25%.
   The above figures are based on human, half-orc, or half-elven
troops. For other troop types, multiply the amount of time taken by
the following factors:

Elf(QX)1.1(QX)
Dwarf(QX)0.9(QX)
Halfling(QX)0.85(QX)
Gnome(QX)0.9(QX)
Orc(QX)0.9(QX)
Goblin(QX)1.0(QX)
Kobold(QX)1.2(QX)
Gnoll(QX)0.95(QX)
Bugbear(QX)0.85(QX)

   Thus, one figure representing dwarf troops will dig a trench 10'
deep by 20' wide and 300' long in 27 days, while an equal number of
kobolds would take 36 days to dig the same ditch. (Note that the
trench could take other dimensions, as long as the total volume of
earth moved--60,000 cubic feet--remained the same. Thus, the trench
could be 20' deep by 30' wide and only 100' long with a rampart 24'
high.)
   For troop types not listed above, use this rule of thumb based
on size:

Size S(QX)1.2(QX)
Size M(QX)1.0(QX)
Size L(QX)0.8(QX)
Larger than L(QX)0.6(QX)

   Theoretically, any infantry unit or units can dig trenches. In
practice, however, the troops involved can wear no armor (heavy
digging isn't possible while wearing chain mail). Thus, while a
heavy infantry unit might be assigned to digging trenches, while
they're actually digging their AR drops to 9 (representing no
armor). These troops can stop digging at any time and re-armor
themselves; however, donning armor takes one complete turn. During
this turn, they retain an AR of 9 and are unable to attack (either
in melee combat or with missile weapons). If they opt not to don
their armor, of course, they can attack with their normal AD; their
AR remains 9.

Soft(QX)Hard(QX)
Race of Miner(QX)Earth(QX)Stone(QX)Stone(QX)
Gnoll, halfling, or human(QX)150(QX)100(QX)50(QX)
Gnome or kobold(QX)160(QX)120(QX)60(QX)
Goblin or orc(QX)170(QX)130(QX)60(QX)
Dwarf or hobgoblin(QX)180(QX)140(QX)70(QX)
Ogre(QX)300(QX)200(QX)100(QX)
Hill giant(QX)500(QX)300(QX)150(QX)
Fire or frost giant(QX)600(QX)400(QX)200(QX)
Stone giant(QX)1,000(QX)700(QX)350(QX)

Mining
   If cannon or other methods are unable to breach a castle's wall,
the attackers have at least one other option: mining. In simplest
terms, this involves digging under the walls of the castle and
excavating a "gallery", the roof of which is shored up with posts
and wooden supports. When the gallery is large enough, the miners
burn out the supports -- or blow them up, using gunpowder -- which
(hopefully) causes the gallery, and the wall above it, to collapse.
The practicality of this technique depends heavily on the type of
ground the castle is built on. Soft stone or earth are ideal, since
they're (relatively) easy to excavate and solid enough that the
gallery won't collapse prematurely. Hard rock is a problem, simply
because excavation will be so time-consuming. Sand is perhaps the
worst of all, since it's almost impossible to dig out a gallery at
all (of course, most castles won't be built on sand).
   Theoretically, as with digging trenches, any infantry unit can
assist in excavation. In practice, however, the troops involved can
wear no armor (heavy digging isn't possible while wearing armor)
and can carry weapons no larger than short swords. Thus, while a
heavy infantry unit might be assigned to mining duty, while they're
actually digging their AR drops to 9, and their AD to 6
(representing no armor and only personal weapons).
   The speed of excavation depends both on the nature of the ground
and on the race of miners involved. This is shown in the following
table which lists the volume of earth (in cubic feet) which can be
mined in an eight hour shift.
   In general, only one figure can work in a tunnel; more can work
in a large gallery, limited by the actual space taken up by the
figures and bases. Thus, three figures of dwarven workers
(representing 30 dwarves) digging a large gallery in hard rock
could excavate a volume about eight feet high by five feet wide by
five feet long in eight hours. Obviously, mining is a slow process,
made even slower by the necessity of shoring up the ceiling with
wooden supports.
   Excavation is gruelling work. Troops can work no longer than
eight consecutive hours. After that, they must rest another eight
interrupted hours before they can resume digging. There's no reason
why troops can't work in shifts, of course.
Collapsing the Mine
   Once the gallery has been excavated, the next step is to burn
out the wooden supports so that the roof--and theoretically the
wall above--collapses. Usually the wooden supports are splashed
with oil, and flammable materials are packed around them. One
figure equipped with torches can ignite the supports;
alternatively, spells like ((fireball)) can be used. The supports
will take 1d3 turns to burn away.
   Miners can also use gunpowder to assist the burning of the
supports (historically, the Spaniards used this technique). Unless
gunpowder is confined, it doesn't explode. Even so, however, bags
of gunpowder piled around the supports burn very rapidly and
improve the chances of collapsing the gallery.
   Whether or not gunpowder is used, mining is never one hundred
percent sure. This is reflected in the following table. When the
attacker attempts to collapse the gallery, roll 1d10:

Die(QX)
Roll(QX)Result(QX)
1-2(QX)Supports fail to burn away; no effect(QX)
3(QX)Supports burn but gallery fails to collapse; no effect(QX)
4-5(QX)Gallery collapses, but with no damage to structures above;
no effect(QX)
6-10(QX)Gallery collapses full effect on structures above(QX)

   Note: Add +1 bonus to die roll if gunpowder is used.
   If a mine fails to collapse, the miners must enlarge the gallery
by 25% of its current volume before trying again.
((Mining Damage))
   The amount of damage inflicted on structures above by a
collapsing mine depends on the volume of the gallery and the
terrain on which the castle stands. A collapsing gallery inflicts
the following number of hits for each 1,000 cubic feet of gallery
volume:

Earth(QX)2d8(QX)
Soft Earth(QX)1d8(QX)
Hard Stone(QX)1d6(QX)

   For example, a castle is built on soft stone. The attackers have
excavated a gallery 20' wide by 30' long by 10' high (6,000 cubic
feet) beneath one of the walls. If the gallery is successfully
collapsed, it will inflict 6d8 hits on the wall above.

((Explosive Gunpowder Mines))
   Sometimes conditions can be arranged so that the gunpowder used
in a mine actually explodes. Perhaps the gunpowder is packed
tightly in earthenware containers or something similar.
   The most spectacular use of a gunpowder mine was at the fall of
the French castle of Uovo, near Naples, in 1503. The castle was
situated on a narrow peninsula separated from the mainland by a
deep ditch, and cannon alone were powerless to reduce the place.
The attacking Spaniards had an expert among them--Pedro
Navarro--who had perfected the gunpowder mine. After spending three
weeks digging a large enough gallery, Navarro packed it with
gunpowder and touched it off. The powder exploded spectacularly,
blowing much of the wall into the air, and killing the castle's
governor and his council who were at debate in the chapel above the
gallery.
   The amount of damage done by gunpowder depends on the amount
used. The base damage done to structures above the gallery is shown
in the following table. The figures represent the number of hits
inflicted for each 100 pounds of gunpowder used:

Earth(QX)1d6(QX)
Soft Stone(QX)1d4(QX)
Hard Stone(QX)1d3(QX)

   These hits are in addition to those inflicted by the collapse of
the gallery (see the table in the section on "Mining Damage").
   Getting gunpowder to explode is always problematical. This is
reflected in the following table. When the gunpowder is touched
off, roll 1d6.

Die(QX)
Roll(QX)Result(QX)
1-2(QX)Gunpowder burns, but does not explode. Use the table in the
section "Collapsing the Gallery."(QX)
3-4(QX)Gunpowder "flares up" (minor explosion). Gallery collapses,
and the explosion does one-half damage (in addition to the damage
inflicted by the collapse of the gallery).(QX)
5-6(QX)Gunpowder explodes, collapsing the gallery and doing and
doing full damage (in addition to the damage inflicted by the
collapse of the gallery).(QX)

   Note that the above tables are used only if suitable
preparations are made to cause the gunpowder to explode, not simply
burn.
Battles in the Tunnels
   If the defenders know that mining is going on, there's no reason
why they have to simply sit still while the attackers go about
their business.  Historically, counter-mining was not an uncommon
tactic.
   Once the garrison has established the location of the enemy mine
(by observation, listening, or magical means), they might begin
excavations of their own. The garrison would dig a tunnel that met
up with the enemy's gallery, then send troops down it to kill the
attacking miners. The weapon and armor restrictions on miners
applies to both sides . . . at least while excavation is actually
going on. Once tunnels are complete, however, fully-armed troops
can be sent down them, limited only by the space in the
excavations.
   Counter-mining was raised to an art by the Muscovites when
Moscow was besieged by the boyars in 1606. The Muscovite miners had
prepared secret galleries under the walls, and from there, they dug
under the foundations and out. They located the attacking mines and
galleries, broke into them and killed the enemy miners. In some
cases, they even excavated under the attacking galleries and blew
them up with gunpowder.
   Rules for morale and movement in tunnels are identical to those
referring to buildings, with the following exceptions. Missile
combat (except for spells such as ((magic missile))) is forbidden;
there is simply not enough space to use such weapons effectively.
If figures representing unarmored and lightly-armed miners are met
by fully-armed troops, all Morale Checks made by the miners are at
-2.
   For movement purposes, tunnels are considered as rough/rocky
terrain. Troops in tunnels and galleries can be ordered to "hold
the breach."
Trickery and Corruption
   The vast majority of fortifications--typically fortified
towns--that fell during the Middle Ages and early Modern period did
so to tactics other than standard siege warfare. In fact, almost as
many European citadels were taken by bribing the castellan or
suborning the governor as by any other means.
   If bribery was ineffective or inappropriate, there were many
other options still open. The most famous stratagem in history is
the Trojan horse, but there were other tricks almost as audacious.
A good example might be the city of Ypres falling to the Dutch in
1578 after a wagon containing an unusually hairy "bride" and party
of "bridesmaids" broke down by arrangement at the Messines Gate.
   Magic--specifically illusion--offers many possibilities. Few
garrisons would fail to open their castles' gates when they saw a
well-armed column of "allies" approaching to reinforce them.
   More unpleasant tactics were sometimes used. Some historians
claim (though others deny it) that a nasty version of biological
warfare was used during the Middle Ages. Certain factions
introduced material that they knew to be infected with bubonic
plague (the Black Death) into enemy cities, or so the story goes,
believing that soon the city would fall to them without a shot
being fired. The rapid spread and terrible consequences of the
Black Death might imply that this tactic was somewhat more
effective than originally bargained for . . .
   In a fantasy milieu, the viable options are wider. Unscrupulous
attackers could taint a garrison's water or food supply with
material carrying pathogens from virtually any form of disease. Of
course, getting hold of these pathogens might be difficult.
Alternatively, animals--or people--infected with lycanthropy or the
wasting disease carried by mummies might be introduced into the
castle. The consequences for the garrison--and for anyone taking
possession of the castle later--would depend on the actual disease
or infectious agent used.
   Because of its generally unpleasant nature, initiating
biological warfare is an inherently evil act. Races of evil
alignment may use it, if practical or desired; any other commander
who orders its use immediately becomes evil, with all the
consequences of this change. The change can be reversed by such
magic as ((atonement)), however.
Morale Issues
   Siege warfare is a long, drawn out process. Much of the time,
the attacking army is involved in simply waiting for something to
happen or in digging ditches--neither of which carries much of the
excitement and glamour often described by military recruiters. Even
if the siege is going well, and the opposing fortification will
eventually fall, the attackers have a potential morale problem.
   The following table lists morale modifiers that apply to the
besieging army. These modifiers are cumulative (except where common
sense dictates otherwise), and are applied to every Morale Check
made by any attacking unit while the conditions of the modifier(s)
are in effect.
-1 Defenders have cannon while the attackers do not.
-1 Defenders have used magic, while attackers have no spellcasters.
-1 Siege is taking place in winter.
-1 Weather is stormy (whether natural or magical in nature).
-1 Relief troops allied with the defender are expected to arrive
within 24 hours.
-2 Relief troops allied with the defender are surrounding or
challenging the attackers' position (includes double encirclement).
+1 Attackers have cannon while defenders do not.
+1 Attackers have spellcasters while defenders have (as yet) used
no magic.
+1 At least one wall or gate of the fortification has been
breached.
+2 Defenders have offered to surrender (whether or not this offer
has been accepted by the attackers).
   In addition to the factors above, the length of the siege
carries with it its own modifiers. The following table shows how
the length of the siege (in days) affects the morale of the
attackers:

Length(QX)Morale(QX)
of siege(QX)modifier(QX)
0-20 days(QX)0(QX)
21-60 days(QX)-1(QX)
61-80 days(QX)-2(QX)
81+ days(QX)-3(QX)

   As stated before, all of these modifiers are cumulative.
   For example, an army of orcs--without benefit of spellcasters or
cannon--have been laying siege to an elven fortress for 50 days in
the depth of winter. The elves have no cannon, but their mages have
been raking the orcish troops with fireballs. As if that weren't
bad enough, rumors are circulating among the orcish ranks that a
host of elven cavalry will arrive before nightfall to relieve the
castle. The orcish commander has a serious problem: each Morale
Check made by one of his units suffers a penalty of -4.
Defensive Tactics
   ((Acting Legate Talgilgalad shielded her eyes from the sun, and
strained her elven vision to the utmost. Yes, that was dust on the
horizon. Again, the sharp eyes of her commanding officer had picked
out the approaching force before she was aware of it. It was
shameful, she thought, for she was more than 300 years his junior.
But, she admitted to herself, experience--not just sensory
acuity--played a part. He knew where the orcs would be attacking
from. Or, at least, where he would attack from, were he an orc.
   Talgilgalad looked right and left along the battlements. The
preparations were made. Vats of oil were readied to rain fire on
the attackers, engines (called bombards by the dwarves) were
positioned to duel with any orcish siege guns, cold-eyed archers
tested bowstrings or used whetstones to touch up already
razor-edged broadheads.
   And there, standing at the salient of the east bastion, stood
Talgilgalad's father. Although he spoke no spell, wove no
dweomercrafter's web about himself, still his power was
evident--whether in his manner and bearing, or in something more
mysterious. Every warrior on the walls could feel his
determination, determination burning so strong that even his
daughter feared to approach him. Gilgalad Mooncrow was preparing to
kill. Preparing to sell his life as dearly as he could.
   Yes--The castle was doomed, Talgilgalad and her comrades-in-arms
knew that, and accepted it to the core of their being. Within one
moon--two at the outside--the orcs would foul the marble courtyards
and despoil the gold-chased floors of the council room. Certainly,
surrender was possible; even orcs accepted surrender (sometimes).
It was possible, but it was never an option. The elves would fight,
and they would die, but they would take a legion of orcs with them.
   When hope is gone, all that remains is duty.))
Fortifications
   Historians and military strategists have said that defensive
tactics start with the building plans. Certainly, the defenders'
options are affected by the "trace" (ground plan), and a well
laid-out castle is easier to defend than one with design flaws.
   As it had altered strategy for the attacker, the introduction of
gunpowder made the job of the military architect considerably more
difficult. In addition to withstanding the assaults of a besieging
army--and the pounding of siege batteries--the fortification's
trace had to maximize the effect of the garrison's own artillery.
These (sometimes conflicting) goals broke down along the following
lines.
   First, a rampart that was spacious and low-lying enough to
provide a stable platform for artillery had to be built.
   Second, the walls had to maintain a low enough profile to make
it difficult for the enemy to hit, while still being strong enough
to resist the blows of the enemy shot. Further, a wall and ditch
arrangement had to be formidable enough to deter attempts at
escalade.
   Lastly, a trace had to be so arranged that it left no "dead
ground" through which an enemy might reach the rampart without
coming under the defensive fire of the keep's weapons.
   Satisfying more than one of these requirements was not an easy
task for the medieval architect.
   Probably the most significant advance in fortification
architecture was the development of the "bastion" in the late
Fifteenth and early Sixteenth, and its ascendancy over the round
tower so typical of the Medieval period. Bastions were projections
shaped like an ace of spades, positioned where older forts would
place round towers. They were usually no higher than the walls from
which they sprung, and had battlements and crenellations running
around their tops. Bastions were sometimes hundreds of feet across.
   The bastion neatly met most of the requirements discussed above.
Bastions had wide flanks, making it possible for the garrison to
concentrate withering cross-fire on troops trying to approach the
wall. Too, the angular salient--the meeting of the two faces of the
bastion--eliminated the patch of dead ground which had existed in
front of the circular medieval tower. Fields of fire were opened
for the flanks of neighboring bastions, which meant that individual
towers no longer were on their own when it came to close-range
defense. Finally, the defenders could mount considerably more
cannon on the walls of a bastion than they could on a circular
tower of equal size (and cost).
Other Forms of Construction
   When we think of "castles", we almost always imagine imposing
edifices of rock and stone. Historically, however, many
fortresses--particularly semi-permanent or improvised ones--were
built of earth, braced with timber, and transversed with beams for
extra strength. Fortresses like these were cheaper and much faster
to build, and had one great advantage: impacting cannon balls
didn't knock off splinters or shrapnel of rock, which often caused
more casualties than the actual enemy cannon shot themselves did
(this effect is discussed in a later section). Perhaps
surprisingly, fortresses of this kind were quite resilient. In
three successive days of siege in 1555, a revetted-earth fortress
in Piedmont absorbed 3,500, 1,600 and 1,200 rounds of Spanish
cannon fire, and emerged unscathed.
   In game terms, a well-revetted earthen wall with properly-placed
cross-beams can withstand as many hits as can a stone wall of
similar thickness. (The figure given for earthen walls on page 82
of the BATTLESYSTEM rules refers to walls without revetments and
cross-beams--perhaps a rampart thrown up in haste to close a
breach.)  Note, however, that revetted and unreinforced earthen
walls are treated the same with regard to the table in the section
on "Siege Attack Values."
Interior Ramparts
   When a fortress was attacked, the defenders would often pile
earth high against the inside of the wall, making an interior
rampart (or "rampire", in Medieval parlance). This had the dual
advantages of reinforcing the wall against impact, and of forming
an additional ditch within the castle that the attackers would have
to cross (the earth for the rampart had to come from somewhere,
after all). The disadvantage--and a significant one, at that--was
that this earth applied significant outward pressure against the
wall. When the wall was weakened, this pressure would often cause
it to collapse outward. The earth would then pour out through the
breach, mixing with the rubble and making a hill which was easy for
the attackers to walk over.
   In game terms, an interior earthen rampart adds 10 hits to the
section of wall against which it's built. When the
wall-plus-rampart is reduced to 20 hits remaining (i.e., when the
wall is significantly weakened), the weight of the earth starts
inflicting damage in addition to any done by the attackers. Each
turn after the section of wall reaches this weakened state, roll an
AD of 6. The resulting hits are applied to the wall. When a breach
is formed (that is, when the section of wall is reduced to zero
hits), the earth-and-rubble mixture filling the breach is treated
as normal terrain (instead of rough/rocky, as with normal
breaches).
   The Pisans came up with an improvement to the standard rampart
during their conflict with the French in 1500. They preferred an
earthen interior rampart that wasn't in contact with the walls, but
was separated from it by a wide ditch. This added no strength to
the outer wall (and applied no outward pressure), of course, but
when a breach was formed, the attackers would have to enter the
breach (rough/rocky terrain), cross the interior ditch (an
obstacle, costing 4" to 6" of movement allowance, depending on its
depth), and then assault the rampart. During all this, the
attackers would probably be taking fire from defenders on the
rampart and maybe even on the surviving stretches of outer wall.
This interior rampart, usually thrown up in haste, would probably
not be revetted and cross-beamed (although in some cases it might),
and therefore would be able to survive 40 hits per 30' section.
   This technique became known as the "retirata" or "double Pisan
rampart", and was very successful, even in improvised form. For
example, in 1573 the Spanish were besieging the Dutch town of
Haarlem. While the Spanish were pounding down the walls, the Dutch
demolished a number of houses inside the walls and entrenched the
town with ramparts and a large ditch. This made the old wall of the
town (what little was left of it by that time) a counterscarp to
their new fortification. A Spanish captain was recorded as
exclaiming, "Who would believe that we are no further forward than
on the first day of the siege!"
Sorties
   Although many advantages lie with the attackers in a siege, they
also labor under a significant disadvantage. While they're waiting
for the garrison to hurry up and starve, or while they're digging
an extensive network of trenches and saps, the attackers are pretty
much out in the open, and can't really go anywhere. The defenders--
although they can't go anywhere either--are under cover of walls
and roofs, and can pick their moment to sally forth and wreak havoc
on the besieging forces. A well-timed sortie can have catastrophic
effects on lightly-armored troops digging trenches, destroy
inadequately-guarded batteries or siege engines, or even punch
through the encirclement and go for help.
   Sorties can be staged through breaches in the wall, but will
more often issue through gates, which take time to open and close
(particularly since they are often barred and latched). Opening or
closing a large gate (single or double, larger than 20' across and
10' high) takes one-half of a turn; opening or closing a small gate
or a door takes one-quarter turn. Obviously, there must be at least
one figure adjacent to the gate to open or close it. This duration
equates directly to a portion of a unit's movement allowance. Note
that additional defensive measures--like a portcullis or
drawbridge--doesn't add to the time required, since mechanisms
exist to open both gate and portcullis simultaneously.)
   Assume that a cavalry unit (MV 12") is within a castle, adjacent
to a small gate, and wishes to make a sortie. The unit begins to
open the gate at the start of the defenders' turn. By the time the
gate is fully open, one quarter of the turn has elapsed, which
means that the unit can only expend three quarters of its movement
allowance. In other words, this turn the cavalry unit has an
effective movement allowance of 8".
   A gate can't be opened and closed on the same turn. For example,
if a heavy gate is opened during Turn 4, it won't be completely
closed and secure until half-way through the defender's movement
phase of Turn 5. This means that opening a gate to allow a sortie
can be a grave risk. The attackers will have one movement phase
during which they can pass through the gate or attack its
guardians. Remember, too, that the gate has to be opened again to
allow the troops back into the castle . . .
   Units must start a sortie with a frontage small enough to let
them pass through the gate. Once through, they are free to change
their frontage (standard costs apply, of course). Units can charge
through a gate; however, their total movement allowance is
decreased by one-half or one-quarter to represent the time taken to
open the gate. Rules for minimum charge distance are still in
effect.
   If a unit engaged in a sortie is forced to retreat, it can
retreat through an open gate back into a castle. If the gate isn't
open at the beginning of the unit's retreat, however, the unit is
eliminated.
Uncontrolled Charge
   Sometimes creatures with intelligence of "low" or less forget
their orders and act in an uncontrolled manner. This is
particularly true when carnivorous creatures are hungry. As an
example, take a unit of wolf-riding goblins who are making a sortie
against besieging elves. Neither goblins nor wolves have had
anything to eat for ten days. Is it likely that the wolves are
going to obey the orders of their riders when they're surrounded by
food (i.e., elves)? Not really.
   To represent this, there is a chance that creatures with
intelligence of "low" or less, which have undergone at least one
attrition roll as a result of starvation, will charge
uncontrollably whenever they're involved in a sortie. The base
chance is 10% per turn (non-cumulative), with the following
modifiers:

+5%(QX)Creatures have been out of supply for 15 or more days(QX)
+5%(QX)Creatures have animal intelligence(QX)
+10%(QX)Creatures are unintelligent(QX)
-5%(QX)Creatures are acting as mounts for more intelligent
troops(QX)

   Thus, there is a 10% chance each turn that the wolf unit
described above will charge uncontrollably (that is, 10% base
chance +5% for animal intelligence -5% for acting as mounts for
intelligent troops).
   An "uncontrolled charge" roll is made at the beginning of each
turn for every eligible unit. If the roll indicates that the unit
becomes uncontrolled, it immediately charges directly towards the
nearest "edible" unit, whether enemy or ally. ("Edible" is a key
word; nothing will consider stone golems or trolls as edible.)  No
charge initiation morale check is necessary. The charging unit will
engage the target unit in melee combat, and attempt to maintain
contact by any means.
   At the end of each turn, the player can try to regain control of
an uncontrolled unit. The base chance to regain control is 50%,
with the following modifiers:

+5%(QX)Creatures are acting as mounts for more intelligent
troops(QX)
+10%(QX)Unit has suffered 25% or more casualties since it(QX)began
its uncontrolled charge(QX)
-5%(QX)Creatures have been out of supply for 15 or more days(QX)
-5%(QX)Creatures have animal intelligence(QX)
-10%(QX)Creatures are unintelligent(QX)

   If an uncontrolled unit fails a morale check, it automatically
returns to control; this is in addition to any other consequences
of the failed morale check.
Defending the Walls
Troop Tactics
   Defending troops atop a wall, protected by crenellations and
battlements, are in an admirable position. They can fire on or
simply drop objects onto enemies outside the walls while still
enjoying the protection of the surrounding stonework. Once the
attackers have established a "beachhead" on the walls, however, the
defenders' position is no longer a comfortable one. Thus, it's
important for the defenders to make scaling the walls as difficult
as possible for the attackers.
   The current BATTLESYSTEM rules seem to imply that the defenders
on the battlements have little recourse against attackers using
grapples and ladders, other than waiting for them to reach the top
then meleeing with them. In fact, troops atop the wall that are not
engaged in other activities--such as missile combat--should have
several options.
   Wall top units can drop missiles on enemies at the foot of the
wall or on figures attempting to scale the wall, as mentioned on
page 83of the BATTLESYSTEM rules. These rules state that the
targets of these attacks gain their standard AR against small
projectiles or regular weapons, but are allowed no armor checks
against large projectiles or hot and corrosive substances. To
reflect the vulnerable nature of troops on ladders or scaling the
walls using grapples, this rule should be extended. Against small
projectiles or regular weapons, scaling troops receive armor
checks, but with a penalty of -1 to their AR. Against large
projectiles, or hot and corrosive substances, they receive no armor
checks.
   In addition to dropping heavy objects or unpleasant materials on
attackers, wall top defenders can sever grapple lines and wreck
ladders. A defending unit atop a wall being climbed by a
grapple-equipped unit can forego all other actions in order to deal
with the grapples. This action has the same effect as an attack
with AD 4 (no armor check allowed, since this damage represents
troops falling when their grapple lines are cut). In addition, it
increases the movement cost for scaling the wall to 5" per figure
moving up 10'. Although the attack component is unlikely to inflict
as many casualties as other forms of attack, this might sometimes
be an appropriate tactic--when an attacking unit must be delayed
until enough defender reinforcements arrive to deal with them
properly, for example.
   Ladders are another matter. Rather than concentrating on slaying
the troops on the ladders, the defenders above can try to push the
ladders over or otherwise wreck them. The chance of overthrowing or
wrecking a ladder is 7% per wall top figure that is adjacent to the
top of the ladder. Figures trying to overthrow a ladder can do
nothing else in that turn. If the dice roll indicates success, each
figure on the ladder suffers 1d6-1 hits (falling damage). There is
also a 50% chance that the ladder is no longer usable.
   The BATTLESYSTEM rules state on page 82 that, in melee combat
between wall top defenders and units that have climbed ladders and
grapples, the defenders receive the AR benefit (-2) of being
protected by a wall. This is true only during the first turn of
melee between these units. On the second and subsequent turns, the
attacking unit is considered to have attained the same
position--i.e., the walkway or turret-top--as the defenders. In the
case of a narrow walkway, the rules for "Fighting in Narrow
Passages" (page 81) come into play.
   Being at the foot of a wall, or attempting to scale it, while
the wall top is defended is a tense situation, to say the least.
This is even more true when death in particularly nasty forms is
raining down upon you. To reflect this, a unit in such a position
must make a morale check on each turn that it loses a figure from
a particularly terrible attack launched by the troops above. Such
"terror" attacks include fire (it's definitely demoralizing to see
comrades burning to death around you), corrosive materials, and
magical spells that are "visually spectacular." ((Fireball,
lightning bolt)) and ((meteor swarm)) spells would fall into this
category while a ((magic missile, cone of cold,)) or ((creeping
doom)) spell does not. Note that this morale check is in addition
to checks required for other reasons (such as taking 4 or more hits
in one step).
Holding the Breach
   Once a breach has been opened in a wall, or once a gate has been
bashed down, the garrison must find some way to defend the gap.
There are other methods in addition to packing it with troops
ordered to "hold the breach."
   First, assuming they have the time, the defenders can throw up
an earth rampart (assuming they haven't done so earlier). This is
basically the same activity as digging trenches, and follows the
rules described under "Offensive Tactics." For example, 10 figures
representing human troops could raise an earth rampart 16' high and
50' long in one day.
   If manpower or time were in short supply, the garrison could try
to block the breach with rubble, empty barrels, broken wagons . .
. literally anything they could lay their hands on. While not as
effective as an earthen rampart, blockades like this would qualify
as "obstacles", costing 4" of movement allowance to cross, and
lending defenders a -1 or -2 benefit to AR. Blockades of this type
would typically be able to withstand 10 hits.
   Magic can also be invaluable. The wizard spell ((wall of fire))
will remain in effect as long as the caster maintains
concentration--and escapes being hit in combat--and is very
effective in closing a breach. Slightly less effective, but still
useful, is the ((wall of thorns)), particularly since the caster
doesn't have to maintain concentration. In a full AD&D game
campaign, the list of useful spells is greatly enlarged, to include
more wall spells, glyphs, symbols, and many others. Illusions might
also do the trick, if the attackers can be made to believe that
there's another wall behind the one they've just breached, or that
they haven't really breached the wall at all.
   Given enough time, the garrison could repair the breached wall
(or at least construct a smaller wall in its place). Use the
construction rules earlier in this book to calculate time and
requirements for this work. Note that, during a siege, it's very
unlikely that the garrison will be given the time to do any real
construction as defined in the section on castle construction, so
all of the figures given here are assumed to be for makeshift
structures.
Counter-mining
   Although counter-mining was discussed in the section on
"Offensive Tactics", there are some additional issues important to
the defender.
   Obviously, before the garrison can begin counter-mining, they
have to know both that mining is underway and exactly where the
enemy mines and galleries are. The first is relatively easy:
observers on the walls can probably see where the attackers begin
to dig. Even if they can't (if the attackers have roofed the whole
area before the wall over with logs, for example), the large
volumes of rock and earth being excavated must be disposed of
somewhere, and piles of such debris are a dead give-away. The
second, however, can be more difficult.
   To be successful in counter-mining, the defenders have to know
where along the line of the wall the attackers are digging, and how
deep their galleries are driven. Otherwise, there's little chance
that the defenders' tunnels will intersect (or undermine, if the
garrison wishes to emulate the Muscovites) the attackers' diggings.
   Excavation can't be totally silent, and the impact of metal
tools on stone can carry quite well underground, depending on
conditions. Defenders in the cellars or dungeons of a castle might
be able to localize the attackers' excavation and gauge their
progress. Alternatively, the defenders could drive narrow test
shafts under the wall, hoping to find the attackers' galleries that
way. The disadvantage of this method is that it will often warn the
attackers' that their mines are in peril. A third option is to dig
tunnels and chambers ahead of where the attackers are expected to
be, and then wait for them to "run into" the defenders'
excavations. The advantage of this technique is that well-armed
and-armored warriors can wait in the defenders' chamber, ready to
wreak havoc on the unarmored and lightly-armed attacking miners.
   Magic can be invaluable. In an AD&D game campaign,
((clairvoyance, clairaudience)) and other scrying spells and items
can tell the defender exactly where enemy excavations are. In the
BATTLESYSTEM rules, however, there are no spells that would prove
of any use.
   Note that all these means of detection work both ways. While the
defenders must know where the attackers are digging in order to
counteract them, the attackers themselves would be quite interested
to know the exact progress of the defenders' counter-mines in order
to avoid them.
   Defenders should consider carefully the consequences of
counter-mining. While a successful battle in the tunnels can slay
numerous enemy troops and prevent the castle walls from being
breached, there is a risk. If it turns out to be the attacking
miners who are victorious, the counter-mine gives them a passage
into the castle interior--unless, of course, the defenders have
guarded or blocked off their end of the tunnel.

Special "Terrain" and Obstacles
   Castles are designed so as to make it as difficult as possible
for invaders to move, fight, and survive within their walls.
Military architects, particularly in the Middle Ages proved to have
fertile (and rather nasty) imaginations in this regard. Among their
triumphs were such things as "killing passages", spiral staircases,
spikes, and trip steps.
   Most castles have arrow slits and loopholes on the outside.
Many, however, also had them on the inside. A common design--and
one seen in more modern constructions, up to and including Alcatraz
Penitentiary--was the double gate or "killing passage." Once
attackers had broken down a door or gate, they found themselves in
a high-walled passage or anteroom. The only exits were the gate by
which they'd just entered, and an equally reinforced gate at the
far end of the anteroom. Set into the walls of the passage were
many arrow slits or loopholes, through which the defenders, totally
protected, could shoot down upon the invaders. The attackers could
either turn tail, or try to breach the second gate while all the
while suffering withering crossfire. To represent the close
quarters, limited mobility and horror of a killing passage, troops
trying to operate in such an area suffer a +1 penalty to their AR
against missile attacks from the wall slits, and suffer a penalty
of -1 to morale while in the killing zone.
   Even such simple things as staircases could be turned into
obstacles for the attacker and advantages for the defender.
Psychologically, people expect that the riser of each step in a
flight of stairs will be of about the same height. If one riser is
significantly lower or higher than the others, the chances are good
that someone who doesn't know about this "trip step" will stumble
or fall when they reach it. Historically, this was a very common
trick, and trip steps can be found in many castles still standing
in England (usually painted white or otherwise marked so tourists
won't break their necks).
   In game terms, a unit must pay a movement penalty of 2" the
first time it uses a staircase that includes a trip step. For each
subsequent time that the same unit uses that stairway, there is no
movement penalty. Defending units--who theoretically know about the
trip step--pay no such movement penalty. In addition, any
unit--invader or garrison--forced to melee while on a staircase
that includes a trip step suffers a +1 penalty to AR (because it's
more difficult to concentrate on defending yourself when you're
trying not to fall over). This penalty is in addition to any other
penalties (for example, due to lower elevation).
   The vast majority of spiral staircases--even today--form a
counterclockwise helix (that is, someone climbing the stairs turns
left or counterclockwise). In fact, this convention is so pervasive
that, when people use one of the few staircases that turns "the
wrong way", they get the feeling that "something's strange" about
the staircase, even though they can't put their finger on the
difference.
   This convention developed from a conscious design decision of
castle architects. They knew that most warriors were right-handed;
they also knew that most invaders would have to fight their way up
a staircase. That's why a counterclockwise spiral makes sense:
right-handed warriors will find their sword swings hampered by
walls of the spiral. Defenders above have no such hindrance. To
reflect this in game terms, units equipped with slashing or
bludgeoning weapons (particularly long- or broad swords, maces, or
hammers) who are fighting their way up a spiral staircase suffer a
penalty: from each AD the unit rolls, subtract 1. Units using
piercing weapons such as short swords suffer no such penalty.
Other Obstacles
   In addition to features of castle design, the garrison can use
a number of unpleasant pieces of equipment to make life difficult
for invaders.
   A commonly employed object is the caltrop, which looks
some-thing like a four-limbed spiked jack from the child's game of
"ball and jacks." These range in size from an inch or so across to
three inches or more. The four-limbed arrangement makes sure that,
no matter how the caltrop lands, one spike is always pointed up.
Defenders can lay caltrops along the approaches to the castle,
scatter them from the walls, or strew them across the courtyard
when the wall is breached. In each case, the purpose is the same:
to cause attacking units to slow down while they sweep away the
caltrops (assuming they notice them) or press on through the area,
suffering damage all the while.
   Any unit equipped with caltrops can "sow" them as they move
through an area. The area sown is equal to the size of the unit in
its current formation, plus 1/2" on each side. When thrown from
atop a wall, the caltrops cover an area as wide as the frontage of
the unit doing the sowing, plus 1/2" on each side, and 1" deep
(i.e., away from the wall).
   Infantry or dismounted cavalry can clear away caltrops, by
moving through the sown area at a cost of 5" for each 1" moved;
mounted cavalry cannot clear away caltrops. Alternatively, units
can choose to move through a sown area without clearing the
caltrops. The unit pays 2" for each 1" moved, and suffers damage
based on the type of caltrop (discussed later). Routing units, or
units retreating for morale reasons, which pass through a sown area
cannot elect to clear away the caltrops. Charging units who pass
through a sown area cannot elect to clear away the caltrops, and
suffer double damage from the devices.
   Caltrops come in two main varieties: infantry and cavalry.
Infantry caltrops are smaller, and do more damage against foot
units.  Such devices have an AD of 4. Cavalry caltrops are larger,
and do serious damage to cavalry or units composed of size L or
larger creatures (AD=6). These caltrops are so large that it's easy
for M or smaller sized infantry to step around them. This negates
damage to the infantry units, but they still must pay the movement
penalty discussed above.
   Caltrops take no sides: any unit, attacker or defender, suffers
the same consequences from entering a caltrop-sown area.
   Another effective tactic is to set spikes in the earth, either
in the bottom of trenches, or along the approaches to the castle.
Like caltrops, a spiked area slows down movement and has the
potential to inflict damage. An infantry unit (or dismounted
cavalry unit) equipped with spikes can plant them as they move
through an area. The area so spiked is equal to the size of the
unit in its current formation. Setting spikes costs 4" of movement
allowance.
   Unlike caltrops, a placement of spikes can have a definite
facing. This is because the spikes are set at an angle so their
points are aimed in a certain direction. The unit setting the
spikes can select any facing or combination of facings for the
spikes (i.e., the spikes can all point north, half can point north
while half point south, or the spikes can point in all directions
like spines on a sea urchin). This  facing must be marked somehow
when the spikes are originally set, and can't be changed unless the
spikes are cleared (see below) then re-set.
   Infantry or dismounted cavalry can clear away spikes by moving
through the spiked area at a cost of 6" for each 1" moved; mounted
cavalry cannot clear away spikes.
   Alternatively, infantry units can choose to move through a
spiked area without clearing the spikes at a cost of 3" for each 1"
moved. Each infantry figure of size M or smaller moving into a
spiked area against the area's direction of facing suffers an
attack of AD 6; no damage is done if the unit enters from a
non-facing direction, although the movement cost still applies. For
example, take an area with spikes all facing north. A unit moving
south into the area suffers damage. If the unit had entered the
area heading west, however, it would have suffered no damage. Areas
of spikes facing in all directions cannot be entered safely,
regardless of direction of approach. Routing infantry units, or
units retreating for morale reasons, which pass through a spiked
area cannot elect to clear away the spikes. Charging units who
enter a spiked area in a direction opposite to its facing cannot
elect to clear away the spikes, and suffer double damage from the
devices.
   Mounted cavalry and creatures of size L or larger cannot enter
an area set with spikes, unless they pay the movement cost to clear
the area. Figures of this type that rout into a spiked area are
eliminated.
Morale Issues
   While morale effects on the attacker during a long siege can be
severe, they are much more profound are on the defender. The
consequences to morale of being out of supply have been discussed
in an earlier section. There are many other factors that come into
play, however.
   The following table lists morale modifiers that apply to the
besieged garrison. These modifiers are cumulative (except where
common sense dictates otherwise), and are applied to every Morale
Check made by any defending unit while the conditions of the
modifier(s) are in effect.
-1 Attackers have cannon while defenders do not.
-1 Attackers have used magic, while defenders have no spellcasters.
-1 Siege is taking place in winter.
-1 Attackers have flying troops (whether or not defenders do also).
-1 Defenders have tried to break encirclement with a sortie, but
failed.
-1 At least one sortie has suffered 50% casualties.
-3 The attackers are known (or believed) to have performed
"atrocities" on prisoners in the past.
+1 Relief troops allied with the defender are expected to arrive
within 24 hours.
+1 Defenders have cannon while attackers do not.
+1 Defenders have spellcasters while attackers have (as yet) used
no magic.
+1 At least one sortie has inflicted casualties on the attackers
without suffering more than 10% casualties itself.
+2 Relief troops allied with the defender are surrounding or
challenging the attackers' position (includes double encirclement).
   In addition to the factors above, the length of the siege
carries with it its own modifiers. The following table shows how
the length of the siege (in days) affects the morale of the
defenders:

Length(QX)Morale(QX)
of Siege(QX)modifier(QX)
0-30 days(QX)0(QX)
31-80 days(QX)-1(QX)
81-100 days(QX)-2(QX)
101+ days(QX)-3(QX)

   As stated before, all of these modifiers are cumulative.
   For example, an elven garrison has been encircled by an orcish
force for 45 days. The orcs have no spellcasters among their
number, while the elves have a handful of mages. Unfortunately, the
orcs have a number of cannon, and have been reinforced by a unit of
evil bandits mounted on griffons. An elven sortie, in an abortive
attempt to break the encirclement, inflicted casualties on the
orcs, but suffered grievous harm itself: only one in ten of the
elven troops returned. On the bright side, a small force of elven
cavalry has arrived from elsewhere, and is harrying the orcs'
supply lines. The elves' morale is suffering, but not much: each
Morale Check made by an elven unit suffers a penalty of -2.
Surrender
   Good commanders know when it's time to cut their losses and
surrender a bad situation. Even if the commander doesn't accept the
necessity of surrender, the troops will often take the initiative.
   If (in AD&D game terms) the commander of a besieged
fortification is a Player Character, the decision of whether or not
to officially surrender is up to him or her. There is no rule to
force a player to capitulate against his or her will. An NPC
commander, however, will officially surrender at the first
opportunity whenever the average morale (including modifiers) of
all surviving garrison troops drops to 4, or is 10 or more points
less than the average morale of all attacking units.
   The above rule refers to official surrender, where the commander
capitulates in the name of all troops under his or her command.
Sometimes the decision is taken out of the hands of the commander,
of course. If the condition arises where all defending units are
shaken, the troops will look for the first available chance to
offer surrender. Any friendly unit that is within 1" of an enemy
unit but is not engaged in melee combat must make a special Morale
Check. If the unit fails, it immediately offers surrender to any
enemy unit within 1". To qualify, enemy units must be on the same
level (a unit atop a wall isn't going to offer surrender to a unit
40' below on the ground).
   The enemy unit now has a choice: accept surrender and take the
friendly unit prisoner, or refuse the offer and attack the
surrendering unit.
Prisoners of War
   If an enemy unit accepts surrender, the figures of the
surrendered unit are interspersed with those of the unit taking
them prisoner. The prisoner figures are moved by the player who
owns the capturing unit. The combined unit has the movement
allowance of the slower of the two types of figures (i.e., a
cavalry unit with infantry prisoners moves at the same rate as the
infantry unit). In addition, it suffers a movement allowance
penalty of 2". A unit with prisoners must always be in irregular
formation, and cannot initiate melee combat (it can initiate
missile combat, however).
   If a unit with prisoners is the victim of missile fire, half of
the attacking figures (rounded down) are considered to be attacking
the prisoner figures, while the remainder are considered to be
attacking to the captors.
   For example, an orcish unit with an AR of 8 has taken prisoner
a unit of peasants (AR 9). The combined unit is attacked by 7
figures of longbowmen (AD 6). By the rule above, the components of
the combined unit suffer damage as though it's the victim of two
distinct attacks: the peasants suffer an attack by 3 figures of
longbowmen (half of 7, rounded down), while the orcs suffer an
attack by 4 figures (the remainder).
   If a unit with prisoners is attacked in melee combat, the
prisoners instantly break free and move 4" in the direction of the
"friendly" side of the table. At the end of this movement, they are
routed (but can be rallied normally). For the first step of combat,
the captor figures suffer a penalty of +1 to their AR.
   As can be seen, taking (and keeping) prisoners isn't the easiest
matter. In some cases, however--and in some scenarios--there should
be some significant benefits to taking prisoners. Perhaps they can
give the attackers valuable information about the castle's
defenses, or should the siege fail, maybe they could be ransomed
back for a handsome profit.
Refusal of Surrender
   Traditionally, evil armies aren't always keen about accepting
surrender. They'd much rather not be hindered by prisoners.
   If a unit decides to refuse surrender, it immediately attacks
the surrendering unit in melee combat. The unit offering surrender
cannot attack that turn (i.e., the enemy unit gets a free attack),
and for that turn it receives no roll for AR. If the surrendering
unit survives, its condition is routed (but it can be rallied
normally).
Siege Engines
   Siege engines break down into two main classes. These are
bombardment engines  which are designed to hurl large missiles,
often with little or no accuracy, but doing a great deal of damage
if they hit. This category also includes cannon and mortars, which
might not be allowed in all campaigns. The other category, crushing
engines, includes all non-missile devices designed to breach gates
or walls through impact or other methods.
Bombardment Engines

Bombardment Engine Statistics

Engine Type(QX)AD(QX)Hits(QX)Range(QX)Crew(QX)Rate(QX)Move(QX)
Ballista(QX)12(QX)8(QX)1"/27"(QX)3(QX)1(QX)6"(QX)
Bombard(QX)3d12(QX)10(QX)18"/40"(QX)2(QX)3(QX)2"(QX)
Cannon, light(QX)2d12(QX)8(QX)1"/36"(QX)1(QX)1(QX)6"(QX)
Cannon, heavy(QX)2d12(QX)10(QX)1"/36"(QX)2(QX)2(QX)6"(QX)
Catapult, light(QX)2d10(QX)10(QX)15"/30"(QX)4(QX)2(QX)4"(QX)
Catapult, heavy(QX)2d12(QX)15(QX)18"/36"(QX)6(QX)3(QX)3"(QX)
Catapult, arrow(QX)2d6(QX)8(QX)6"/18"(QX)3(QX)3(QX)4"(QX)
Trebuchet(QX)3d12(QX)20(QX)24"/48"(QX)8(QX)4(QX)Nil(QX)

   All bombardment engines make use of the same concepts and terms.
These are listed below:
   AD is the size (and number) of attack dice rolled when the
device is fired. Attacks can be rolled against specific target
units or reasonably large building features; to be eligible as
targets, building features must be at least 3" along one dimension.
   Apart from the ballista (discussed below), no bombardment engine
can fire at a single figure, whether that figure is a hero or part
of a unit. Targets of artillery attacks are not allowed to make
armor checks; every hit does damage.
   A bombardment engine only inflicts half the actual hits it rolls
(rounded up) when firing at a unit in skirmish formation. If 7 hits
were indicated, for example, a skirmish unit would only suffer 4.
   Hits is the number of hits required to disable the machine.
"Disable" has different definitions, depending on the engine in
question.
   Range is given in minimum and maximum distances. There are no
short, medium and long range categories for these weapons, and they
don't receive a range bonus for elevation.
   Crew is the number of figures required to operate the weapon at
full effectiveness. The weapon can operate with less than a full
crew, but its rate of fire is slowed to half speed. A weapon cannot
fire or be loaded if its crew has been reduced to less than half
the number given here.
   Crew members can defend themselves against a melee attack, but
they cannot fire missile weapons or make a melee attack. If they do
either, they are considered not to be crewing the weapon during the
turn in which the attack is made.
   Rate of fire is the number of turns required for the weapon to
be reloaded.
   Move is the distance the weapon can travel in one turn over
clear, flat terrain. A bombardment engine is treated as cavalry for
purposes of determining what types of special terrain it can
negotiate, and how quickly it can move through special
terrain--half speed through light woods or when ascending a slope,
and one-third speed through shallow water or brush/scrub.
   A weapon can only be moved when it has a full crew. An artillery
weapon cannot move and fire in the same turn, though it can be
moved fully loaded, ready to fire the turn after it moves.
   A turn in which a bombardment engine moves does not count for
reloading or for purposes of determining rate of fire. Such a
weapon can change facing during a turn when it is being reloaded.
   Scatter is a concept common to all missile weapons. When a
projectile misses its target, the concept of scatter determines
exactly where the projectile does hit.
   The odds that a given shot will scatter vary from weapon to
weapon, and are given in the individual descriptions, as are the
possible distances that shots might be off the mark. In all cases,
however, the method for determining direction of scatter is the
same.
   If a shot scatters, roll 1d10 and consult the following chart:
Scatter Diagram here from DMG
   For example, a heavy catapult shot at an enemy unit scatters.
The 1d10 roll is 7, which means that the shot is long and slightly
to the right. Checking the text following the table that describes
this weapon, we find that the shot misses its mark by 1d3 inches.
   If the shot is aimed at a vertical surface, the scatter diagram
is still used to determine the impact point. A roll of 1, for
example, indicates that the shot fell short of its mark. If this is
the case, but the round still reached the target, then the point of
impact was lower than intended. If a roll indicates that a
scattered shot went high and the target is too low to be struck,
then the missile will continue past the target and strike the
ground beyond it. Thus, a shot fired at the top of a wall or
flanking tower still has a chance of doing damage to the keep
inside the walls even if it misses its mark.
   Dungeon masters who are running an AD&D game campaign, not just
a skirmish fought with the BATTLESYSTEM rules, might consider
adding the "artillerist" weapon proficiency:
Artillerist
   Those with this skill are trained in the use of various siege
engines. In addition to preventing the drawbacks of non-proficient
weapon use, if a character with this skill commands the crew of a
bombardment engine (i.e., is within 1" of the weapon when it
fires), the chance of a shot scattering is halved. Warriors may
specialize in this skill, but there is no change to the weapon's
rate of fire for experience levels or specialization.
Ballista
   Also referred to as a mangonel or scorpion, a ballista looks
like a huge crossbow. It fires projectiles that look like oversized
spears. Although not as effective as catapults or trebuchets,
ballistae could inflict impressive damage against buildings (the
projectiles aren't as heavy as trebuchet missiles, but their moment
of inertia--and hence their "stopping power"--is very high).
   Ballistae were used by the Romans, both as land weapons and as
shipboard devices for firing grapples at enemy vessels to pull them
alongside for boarding.
   The potential energy stored in a bent and cocked ballista is
considerable, making the loaded weapon somewhat fragile. As the old
saying goes, "A bent bow is seven-eighths broken." If the ballista
has suffered serious structural damage (that is, if it has been
reduced to 2 hits), there is a 20% chance each time the weapon is
reloaded that it will misfire, destroying the weapon. If a ballista
misfires, it fires as soon as reloading is complete, whether or not
the crew wants it to. The shot is very inaccurate, however: it
automatically scatters, and the scatter distance is twice normal.
Each figure within 1" of the device suffers 1d3-1 hits (no armor
check) as the ballista shatters. Of course, the device is useless
from then on.
   A ballista shot has a 15% chance of scattering; scatter distance
is 1d3", half that (rounded up) if the range is 13" or less.
   A ballista with full crew can fire at a single large-sized
individual figure (a dragon or the leader of a troop of giants, for
example).
Bombard
   Over the centuries, weaponsmiths developed a staggering variety
of different gunpowder-fired devices--many of which were more
dangerous to their crew than to their target. The most visually
impressive of these were definitely the bombards.
   The medieval bombard was a massive pipe constructed of
wrought-iron rods or bronze, which fired a very large--but
relatively light--ball of stone.
   The barrel of a bombard was usually set into a solid block of
wood, which would hold the weapon steady and absorb the
considerable recoil. This design was far from easy to move,
however. For transport, the bombard had to be lifted bodily onto a
heavy wagon. To support the weight of the gun, the cart usually ran
on disc-like wheels which, whenever the cart was canted over to one
side, threatened to collapse and dump the contraption to the ground
again. In game terms, wagons carrying bombards are limited to flat,
clear terrain. They can be moved up or down hill only on well-paved
roads, and then only if the hill has a rise (or fall) of less than
1" for each 24" horizontally.
   Historically, bombards came in virtually all shapes and sizes.
The statistics given here refer to an "average" bombard. If players
and/or referees agree, larger or smaller bombards may be used.
   The burning properties of the gunpowder used in early cannon was
inconsistent at best (quality control wasn't particularly strict),
leading to a significant chance of misfires. European artillerists
soon learned their lessons, and guns became much more dependable.
For game purposes, however, the risk of misfire should be quite
high. This will lessen the desirability--and hence the
significance--of gunpowder-fired artillery, which might otherwise
come to dominate the game.
   Each time a bombard fires, there is a 10% chance of a misfire.
If the weapon itself has suffered any hits, any rolls on the
misfire table below suffer a +1 modifier. If the weapon misfires,
roll 2d4 and consult the following table:
Die
Roll Result
2-3 Weapon "hangs fire"
4-6 Powder burns irregularly; automatic scatter
7-9 Weapon explodes
   A result of "hangs fire" means that the gunpowder has simply
failed to ignite, or has failed for one reason or another to
explode properly (perhaps it just flared up, without enough force
to expel the ball). The weapon must be reloaded.
   A bombard that explodes is destroyed. Any figure within 1" of
the weapon suffers 1d4 hits with no armor check allowed.
   The flame, smoke and noise associated with a bombard frequently
panicked pack animals, and even mounts that hadn't been trained to
handle the chaos of war. In a fantasy world, this would also be
true for troops composed of "primitive" races or creatures who
would normally fear fire and thunder. In game terms, lesser-trained
cavalry--those units with a morale equal to or less than 10--are
susceptible to morale effects. The susceptibility of other troop
types is left up to the players, or to the DM.
   Each turn in which a susceptible unit is within 4" of a
bombard--friendly or enemy --that fires on that turn, the unit must
make a morale check with a bonus of +2 to the roll (bombards are
frightening, but not ((that)) frightening). Susceptible troops will
not rout towards a firing bombard.
   The impact of a bombard shot was so great that it would smash
splinters from any hard surface it hit. This "shrapnel" was so
lethal that it frequently caused as many or more casualties than
the actual shot itself. To represent this, each time a bombard shot
strikes rock or stone (either a wall or a horizontal stone surface
like a paved courtyard), each figure within 1" of the impact point
suffers an attack of AD 10. Obviously, to be affected the unit must
be on the same side of a wall as the impact point. Firing a shot
against the exterior of a keep will do no splinter damage against
on troops within that keep.
   A bombard shot has a 45% chance of scattering; scatter distance
is 1d4", half that (rounded up) if the range is 12" or less.
Cannon
   As with bombards, cannon came in many designs. These ranged from
"pocket cannon" with barrel lengths of little more than one foot,
to monsters that fired shot weighing 100 pounds. Of these bizarre
guns, the most appropriate for siege warfare were the 48-pounder
full cannon (our heavy cannon) and the 24-pounder demi-cannon (our
light cannon).
   Introduced in the late Fifteenth Century, the full cannon was a
highly effective weapon, devastating against stonework and lethal
against "soft" targets like troops. Although the full cannon never
disappeared, the demi-cannon swiftly became the preferred weapon
for use in siege batteries. Round for round it performed almost as
effectively as its larger sibling, while weighing little more than
half as much, consuming half the charge of powder, taking up less
space in the batteries and being much quicker to load.
   Both were smooth-bore muzzle-loaders, with homogenous bronze
barrels no more than eight feet long. They could be transported and
loaded with relative ease, and they fired wrought-iron cannon
balls. French gunsmiths improved the basic design by casting two
trunnions, or prongs, into the barrel just forward of the center of
gravity. These prongs rested almost directly over the axle of a
two-wheeled gun carriage. The barrel of the gun could be easily
elevated or depressed around the fulcrum formed by the trunnions.
For traversing, the trailing end of the gun carriage was lifted
from the ground and swung to right or left.
   The chance of a misfire was lower for cannon than for the less
standardized bombards, but the chance still did exist. Each time a
cannon fires, there is a 5% chance of a misfire. If the weapon
misfires, roll 2d4 and consult the table below. If the weapon
itself has suffered any hits, all rolls on the misfire table suffer
a +1 modifier.

Die(QX)
Roll(QX)Result(QX)
2-3(QX)Weapon "hangs fire"
4-7(QX)Powder burns irregularly; automatic scatter
8-9(QX)Weapon explodes

   A "hang fire" result is the same for cannon as it is for a
bombard. Similarly, cannon have the same chance to panic animals
and primitive troops that bombards do. Cannon rounds which strike
a stone or wooden surface create large sprays of shrapnel, just as
bombards do. Be sure to read the section on bombards if you are
firing one or more batteries of cannon in the battle.
   A cannon that explodes is destroyed. Any figure within 1" of the
weapon suffers 1d4 hits in the case of a full cannon or 1d3 hits
for a demi-cannon (no armor check allowed).
   A cannon shot (either kind) has a 10% chance of scattering;
scatter distance is 1d2", half that (rounded up) if the range is
15" or less.
Catapult
   Catapults of various kinds have been in use for millennia. From
simple, hastily-improvised de-vices--small trees that could be bent
then released to cast projectiles--the catapult evolved into
mechanically sophisticated wheeled devices used to great effect by
the Romans and later forces.
   Although the actual source of the weapon's motive force ranged
from flexible beams of wood (shades of the bent tree) to torsioned
ropes, the device depended on leverage to propel projectiles. The
very nature of the device made it somewhat difficult to adjust
elevation. On smaller devices, the rear of the frame or base could
be raised or lowered, but on larger examples this was impossible.
The only method of altering the range of the shot was to change the
amount of torsion or modify the weight of the projectile. Neither
of these were particularly precise, making the catapult a
notoriously inaccurate weapon.
   The construction of the catapult also constrained its role. In
most cases, it could only be used as an indirect fire device,
similar to a modern howitzer: the shot would arc high, and then
fall on the target. The only exception to this was when the
catapult was so close to a wall or building that the missile struck
its target before it reached the apex of its trajectory.
   Although they were usually used to hurl rocks or other heavy
projectiles, there were no practical restrictions on what could be
fired from catapults. The most common "alternative" loads were
quantities of small stones, gravel, and even lengths of chain. This
medieval shrapnel was next to useless against "hard" targets such
as walls and the like, but it was brutally effective against "soft"
targets like troops. In game terms, a catapult--light or
heavy--loaded with this kind of shot does no damage against
structures, but all damage against units is multiplied by 1.5. Thus
this kind of load is useful for "sweeping the battlements" of
defenders before an assault.
   Catapults can also cast flaming missiles, or even canisters of
Greek fire. Typically, these projectiles are much lighter than the
usual loads used (it's hard to set fire to a rock, after all), but
considerably more susceptible to crosswinds; thus the effective
range is halved, and the chance of scatter is doubled (although the
scatter distance is halved as well). Flaming loads do no damage to
structures from their impact, although they have normal chances of
igniting flammable materials. Rules for igniting targets are
covered on page 86 of the BATTLESYSTEM rules. Against units,
however, flaming loads do inflict damage from their impact alone.
This equates to an AD of 2d6 for both light and heavy catapults.
   Enterprising commanders can use their catapults with more
unpleasant loads, of course. During the siege of Minas Tirith in J.
R. R. Tolkien's ((Lord of the Rings)), the orcs fired the heads of
slain defenders into the city. These examples of nastiness are
devastating to the morale of the enemy, and must be dealt with on
an individual basis.
   The chance of scatter is 40% for a light catapult and 50% for a
heavy catapult. The chances drop to 25% and 35% respectively if the
catapult is loaded with small stones or the like. The reason for
this is simply that you don't have to be as exact with a scattering
round as you do with a solid one. Just as you don't have to be as
precise with a modern shotgun as with you do with a rifle to hit
your target. Scatter distance is 1d3". If the catapult is being
used against a wall or building (direct fire) and the range is less
than one quarter of the catapult's maximum range, the chances for
scatter drop to 15% for light and 25% for heavy, and the scatter
distance is 1d2".
Catapult, arrow
   Many weaponmakers throughout the ages experimented with large
weapons that fired multiple arrows or spears with great force (and
usually abysmal accuracy). These were mostly ineffective against
structures (those few that were useful in such a role have been
subsumed under the category of ballista) but quite lethal against
massed troops. In game terms, all engines of this type do no damage
against structures.
   One design that actually seemed to work comprised a rack holding
four or so large arrows perhaps the size of javelins. Behind this
rack was a sheet of flexible wood that could be bent backwards.
When this sheet of wood was released, the upper portion would snap
forward and "slap" the butt ends of the arrows, firing them
forward.
   The actual number of arrows shot from one of these devices
varied from two or three to as high as a dozen. The statistics
given are for an "average" device, shooting four or five
projectiles. (Weapons doing more or less damage can be used if
players and DM agree.)
   A shot from an arrow catapult has a 60% chance of scattering.
Scatter distance is 1d3".
Trebuchet
   As they built larger and larger catapults to fire
ever-increasing loads, military scientists soon reached the limits
of standard catapult technology. There was just so much force that
could be generated from bent wood or torqued rope. Luckily for the
weapon designers--and unluckily for those on the receiving
end--there was another force that could be used: gravity. While
gravity doesn't work quite the same in the AD&D game universe as it
does in our own (see the SPELLJAMMER(R) boxed set for details), the
trebuchet still functions in the same way.
   While standard catapults depended on the potential energy tied
up in bent or otherwise stressed materials, trebuchets used the
potential energy contained in a heavy weight. On one end of the
trebuchet's long arm was a sling or basket to contain the load. On
the other, across a fulcrum, was a mass of metal or rock. To load
the weapon, the crew pulled the basket end down, which raised the
countermass off the ground. When they released the arm, the
countermass fell, accelerating the basket and load.
   Some very large trebuchets were built and used. Theoretically,
the only limits to their size and power were the strength of the
material used and the amount of mass that could be lifted by the
crew.
   Since they were such simple machines, trebuchets were usually
built on-site. This meant that they were difficult if not
impossible to move, and thus to aim. In game terms, once a
trebuchet is positioned, it can only fire directly forward, or
within 5 degrees to either side of its center line. Range could be
varied by changing the mass of the load, the weight of the
countermass, or the distance that the arm was pulled down.
   As with other catapults, trebuchets could be loaded with many
small stones for use against "soft" targets like troops. In game
terms, a trebuchet loaded with this kind of load does no damage
against structures, but all damage against units is multiplied by
1.5 (rounded down).
   Trebuchets can also cast flaming missiles, or even canisters of
Greek fire. Typically, these projectiles are much lighter than the
usual loads used, but considerably more susceptible to crosswinds;
thus the effective range is halved, and the chance of scatter is
doubled (although the scatter distance is halved as well). Flaming
loads do no damage to structures from their impact, although they
have normal chances of igniting flammable materials. Rules for
igniting targets are covered on page 86 of the BATTLESYSTEM rules.)
Against units, however, flaming loads do inflict damage from their
impact alone. This equates to an AD of 2d8.
   The chance of scatter for a trebuchet is 55% (their lack of
accuracy was balanced by the impressive damage they inflicted when
they did hit). The chance of scatter drops to 40% if the trebuchet
is loaded with small stones or the like. Scatter distance is 1d6".

Crushing Engines
   As their name implies, crushing engines transmit and concentrate
the efforts of the troops using them against structures with which
the devices are in direct contact.For example, the small battering
rams described on page 82 of the BATTLESYSTEM rules are crushing
engines. Their larger brethren are more massive, more destructive,
and often comprise mobile canopies or other structures to protect
the troops using them. They are usually wheeled.
   At least eight figures are needed to move a crushing engine at
its full speed of 3" per turn. Four to seven figures can move it
2", and two or three can move it 1". Crushing engines can only be
moved over clear, flat terrain (including roads, but not trails).
Twice as many figures are required to move a crushing engine up
even a gentle slope (1" rise for every 12" of horizontal distance),
and movement up a steeper incline is impossible.
   A crushing engine gets two attack dice of the appropriate size
for each figure helping to operate the device. At least two figures
must be available to operate it, and no more than four can
contribute to the crushing engine's attack strength. The engine
must be touching the surface to be attacked before it can cause
damage.
   All crushing engines make use of the same terms and concepts,
which are defined below:
   Hits is a two-number entry because, in most cases, a crushing
engine is enclosed within a structure (generally a heavy wooden
roof supported by a framework of timbers) that provides protection
for the device as well as for the figures (maximum of four) that
are operating it. The first number represents the number of hits
that the engine itself can withstand before being destroyed; the
second is the number of hits that the protective framework and roof
can withstand. This framework must be destroyed before the device
inside can suffer damage. Troops under this framework are totally
protected against attacks from directly above, and gain a -2 bonus
to AR against missile attacks launched from ground level.
   In certain cases, players might use crushing engines that do
without the protection of a framework. These would have a single
"hits" number, representing the device itself. Troops operating the
device are unprotected.

   AD columns show the size of attack die (4-sided, 6-sided or 8-
sided) used when the engine is attacking a certain type of
material. The number of attack dice rolled is determined by the
number of figures operating the device, as described above.

Crushing Engine Statistics

Engine Type(QX)Hits(QX)Stone(QX)Metal(QX)Wood(QX)
Ram(QX)6/18(QX)4(QX)6(QX)8(QX)
Bore(QX)12/18(QX)8(QX)6(QX)6(QX)

Ram
   In this context, a ram is a long wheeled gallery. Slung from the
roof beam by chains is a large log. This log is frequently capped
with a heavy metal end-piece to increase its impact and damage.
Historically, this end-piece was often shaped like the horned head
of a ram, hence the device's name. Under cover of the protective
roof, troops could swing the log to strike with great force against
a wall or gate.
   This design of ram, where the log is suspended by chains, is
much more efficient than the "standard" troop-carried battering ram
improvised from a large log. For one thing, the troops had to
expend no energy simply holding the ram off the ground, and could
concentrate all of their might on swinging the heavy thing; thus
heavier rams could be used. Also, once the ram had been swung back,
simply releasing it to swing forward would cause considerable
impact; if the troops added their strength to the forward swing of
the ram, the impact could be staggering. This increased efficiency
is reflected in the statistics listed above. This kind of ram
applies one AD for each figure operating the device. In comparison,
troop-carried rams apply one AD for each two figures involved.
   The galleries protecting the rams were often elaborate enough to
qualify as small buildings in their own rights. As such, their
destruction can inflict damage on the troops operating the rams, as
discussed on page 85 of the BATTLESYSTEM rules.
Bore
   Bores (also called "sows") resembled rams in construction: a
long, wheeled gallery protecting the central mechanism, which is
suspended from roof beams. This central mechanism is usually a log,
suspended in slings so it can turn about its long axis. The metal
headpiece is a large screw bit, designed to chew through stone.
   These engines were designed to be used in one of two ways. In
some, the log was pulled back and swung against the target like a
ram. Because of the twist to the screw bit, the log would turn a
little on impact. Eventually, the bit would bite into the wall and
do some damage. This is similar to driving a screw by hitting it
with a hammer: not the most efficient way of doing things, although
it eventually gets the job done.
   The second design has the same log suspended in slings, with the
same screw-bit headpiece. Here, however, the log has stakes of wood
or metal driven into it along its length to act as handles. In this
design, the log isn't swung; using the handles, troops push the bit
against the wall and turn the log so that the bit eventually bites.
This is more like using a screwdriver.
   The galleries protecting the bores were often elaborate enough
to qualify as small buildings in their own rights. As such, their
destruction can inflict damage on the troops operating the rams, as
discussed on page 85 of the BATTLESYSTEM rules.

Chapter 8: Quick Resolution Systems

For people who don't have the time (or desire) to play out a long
siege with the BATTLESYSTEM rules, we present the following quick
resolution systems. The first is intended for use in resolving
sieges and the second for determining the outcome of entire
military campaigns. Either of these settings can serve as an
interesting backdrop to a traditional AD&D game campaign.
Siege Resolution
   Although sieges lasting months or even years are realistic,
they're not much fun to play out in their entirety. This section
describes a system by which the results of sieges can be quickly
determined: whether the garrison surrenders or is overrun, whether
the attackers abandon the investment, and how many troops on both
sides are slain.
   This system is obviously very superficial--how else could an
18-month investment be reduced to a dozen or so die rolls?--and
thus not particularly satisfying emotionally. It is strongly
recommended that the DM running the campaign use these results as
a basis on which to build more textured descriptions of events.
   The system doesn't have to be used throughout the siege. Quick
resolution could be used until things start getting interesting,
and then the players could resort to standard BATTLESYSTEM or AD&D
game rules to resolve the "good bits."
Phases
   By their very nature, sieges almost never consist of continuous
action. The attacking commander can pretty well control the pace of
activity. If he or she wants to wait a few days before the next
major assault, the garrison generally has little say in the matter.
This issue of timing changes the whole tenor of sieges, of course.
In an all-out attack, where the besiegers know they have the
advantage in manpower, or where time is of the essence, one wave of
assault will follow close on the heels of the last. Where the
attackers don't have so great an advantage, or have the luxury to
let the garrison starve a bit, the same number of waves can be
spread out over weeks or months.
   For this reason, the quick resolution system refers to "phases"
rather than days, weeks or other absolute measures of time. Each
phase represents one wave of assault, and the attacker (usually)
can decide how frequently phases occur. For example, the attacking
general can start the next phase as soon as the last is complete,
or can wait a week or two while the garrison's morale drops
further.
Quick Resolution System
   Depending on current conditions, one player--attacker or
defender--has the initiative to determine exactly when a phase is
going to start. That player (the "phasing" player) rolls percentile
dice. The roll is modified depending on current conditions (see
"Modifiers" following), then the result is referenced on the siege
resolution table (SRT) in the next section.
   This table can return various results, ranging from "Attackers
revolt" (the attacking troops have had enough of this nonsense and
give up the investment, no matter what their commander has to say
about it) to "Garrison surrenders." Most results, however, are of
the form "5% Defender/15% Attacker." These figures refer to the
percentage of the current point count for the army that were lost
during the phase (point costs are discussed in Appendix III of the
BATTLESYSTEM rules).
   For example, the attacking force currently has a total point
value of 150. The results of the current phase state "10%
Attacker." The attacking player must remove from play figures (or
equipment) worth at least 15 points. The choice of the figures
actually removed is completely up to the attacking player. This
description and the section that follows assumes that miniatures
are being used for at least part of the siege. If not--that is, if
the whole thing is taking place "off screen"--the two forces can be
viewed as "point pools", analogous to a character's hit points in
an AD&D game.
   Results also frequently include penalties or bonuses to morale,
such as "Defenders morale -1." These are applied immediately and
remain in effect until the siege is fully resolved.
   In addition to the two final results that can come from the
SRT--"Attackers revolt" and "Garrison surrenders"--there are other
victory conditions as well, mostly morale-related. Should any of
these conditions come about, the siege is immediately over, one way
or the other. This is why it's important that morale penalties or
bonuses be applied immediately.
Siege Resolution Table

Die(QX)
Roll(QX)Result(QX)
0-(QX)Attackers revolt(QX)
01-15(QX)0% Defenders/15% Attackers; Attacker morale -2, Defender
morale +1(QX)
16-25(QX)0% Defenders/10% Attackers; Attacker morale -1, Defender
morale +1(QX)
26-40(QX)0% Defenders/5% Attackers; Attacker morale -1(QX)
41-65(QX)5% Defenders/20% Attackers(QX)
66-80(QX)5% Defenders/15% Attackers; Attacker morale +1, Defender
morale -1(QX)
81-90(QX)5% Defenders/10% Attackers; Attacker morale +1, Defender
morale -2(QX)
91-99(QX)5% Defenders/5% Attackers, Attacker morale +1, Defender
morale -2(QX)
100+(QX)Garrison surrenders(QX)

Siege Resolution Table Modifiers
   Modifiers to rolls on the SRT fall into several categories. Each
of these groups is detailed below.
Force Size
   The relative sizes of the two forces (as expressed in their
BATTLESYSTEM rules point values) is very important. As you can see
by examining the SRT, the attacker will tend to lose many more
troops than the defender. This reflects the fact that the defender
has had time to "dig in" and that a castle is very difficult to
take by force.

-15%(QX)Attacking force has a total point value equal to or less
than that of the defending force.(QX)
-10%(QX)Attacking force has a point value which is not more than
150% of the defenders.(QX)
-05%(QX)Attacking force has a point value which is not more than
twice that of the defending force.(QX)
+05%(QX)Attacking force has a point value which is not more than
thrice that of the defender's forces.(QX)
+10%(QX)Attacking force has a point value which is greater than
thrice that of the defending force.(QX)

Special Forces & Equipment
   The weapons employed by one side or another, as well as the
special skills and abilities of the force, can make a big
difference in the outcome of a battle.

+10%(QX)Attackers have cannon and defenders do not.(QX)
+10%(QX)Attackers have spell casters and defenders do not.(QX)
+05%(QX)Attacking force includes undead, highly magical, or
otherwise awe inspiring creatures.(QX)
+05%(QX)Attacking force has flying units and defenders do not.(QX)
-05%(QX)Defenders have cannon and attackers do not.(QX)
-05%(QX)Defending force includes undead, highly magical, or other
awe inspiring monsters.(QX)
-10%(QX)Defenders have spell casting units and attackers do not


Length of Siege
   The total duration of the siege has a significant effect on
morale, and hence on the outcome of any particular wave. Consult
the table below to determine the effect of the time spent in this
engagement and its associated modifier.

00 to 20 days(QX)Nil(QX)
21 to 40 days(QX)+5%(QX)
41 to 60 days(QX)+10%(QX)
61 to 80 days(QX)+15%(QX)
Over 80 days(QX)+20%(QX)

Supply Conditions
   Units which have begun to run short of food and water will begin
to see the "advantages" of surrender. Likewise, those who are well
supplied will tend to hold out until things get worse.

+10%(QX)Defender is out of supplies, and has suffered troop losses
due to attrition.(QX)
+05%(QX)The defender is out of supplies, but has not yet suffered
any losses from attrition.(QX)
-05%(QX)Attacker is out of supplies and has been forced to scavenge
for food.(QX)
-10%(QX)Attacker is out of supplies and is in an area where
scavenging for supplies is either difficult or impossible.(QX)

Morale
   The base morale value for an entire force is the average of the
morales for all the units making up that force, adjusted for any
modifiers applied due to the SRT. The following chart gives the SRT
modifiers based on the current morale of the various sides. When
applying the morale modifier to the SRT roll, add the bonus for the
attacker's morale and subtract the bonus for the defender's morale.
   For example, if the morale of the attackers is "steady" apply a
+5% modifier to the roll. If the defender's morale is "elite",
apply a-10% modifier to the roll.
   Note that the values for "unreliable" or "unsteady" troops do
not follow the above logic. Modifiers for such units are reversed.
Thus, "unsteady" attackers subtract 10 points from the SRT roll and
"unreliable" defenders add 20 points to it.

Unreliable (4 or less)(QX)20%(QX)
Unsteady (5 to 7)(QX)10%(QX)
Average (8 to 10)(QX)Nil(QX)
Steady (11 to 12)(QX)5%(QX)
Elite (13 to 14)(QX)10%(QX)
Champion (15 to 16)(QX)15%(QX)
Fanatic (17 to 18)(QX)20%(QX)
Fearless (19 or higher)(QX)25%(QX)

Command
   The competence of the individual commanders will have a huge
effect on the outcome of any siege or battle. For this quick
resolution system, the level of the commander will be the key
factor in deciding his or her ability.
   To determine the command modifier, subtract the level of the
less experienced commander from the level of the more experienced
one. For every two levels of difference, apply a 5% modifier in
favor of the more experienced commander (that is, a minus to the
roll if the defender is more experienced and an addition to it if
the attacker has superiority).
   Thus, if an army of orcs headed by an 8th level commander is
attacking a fortress held by a 12th level elven king, the elven
defenders have a 10% bonus which is reflected by a -10% to rolls on
the SRT.
Phase Initiative
   Normally, the attacker controls the timing of phases. There are
two conditions under which this is not true, however. If the
modified morale of the defending force is higher than that of the
attacking force by at least 2 points, or if the attacker's modified
morale drops below 9, the defender decides when phases will be
initiated.
Victory Conditions
   In addition to the "Garrison surrenders" and "Attackers revolt"
results on the combat results table above, there are other
conditions that bring a siege to an end.
   If the average morale (modified) of all surviving defending
units drops to 3 or less, or is 10 points or more less than the
average morale of all attacking units, the garrison immediately
surrenders.
   Conversely, if the average morale of all attacking units drops
to 6 or less, or is 8 points or more less than the average morale
of all defending units, the attackers give up the siege.
   Finally, if the attacking force is ever reduced to 25% or less
of its original size (determined by points), the attackers abandon
the siege.
Fighting Campaigns
   ((Aelfred Silverhorn sighed as he stared at the map. Running
scarred fingers through his close-cropped hair, he wondered--for
the thousandth time--how he'd come to find himself in this
position. He was a warrior, yes. A good warrior, by the gods, in
single combat or leading his mercenary company, the Black Guard.
But Commander in Chief? Commanding--and thus responsible for--not
one company but several armies?  When had war turned from something
waged strictly for profit, where victory or defeat was less
important than conducting oneself in a professional manner, to
something that mattered, and mattered deeply?  To something that
might determine the course of history for generations to come?
   He shifted his dagger aside, which had been serving to indicate
his best guess as to the enemy's major axis of movement, for a
closer look at the map--more precisely, at one small village.
   Alexia, it was called. Nothing more than a handful of farm
houses, really. But massing around this tiny croft were armies the
likes of which hadn't been seen in this Age. Certainly, other
armies were clashing elsewhere--good men were dying, and Aelfred
Silverhorn could do naught about it--but trained instincts told the
aging warrior that it was here, at Alexia, that matters would be
decided.
   He grinned, but there was no mirth in it. How would they take
it, he wondered, the spirits of those troops that had died
elsewhere--died at his (albeit indirect) command?  How would they
take it should he tell them that their efforts and sacrifices were
little more than a side-show, a mere bagatelle, compared with the
battle that would be joined on the morrow?
   In the names of all the gods, what had happened to war?))
   In many campaigns, the individual battles and actual day-to-day
events that make up a long, drawn-out conflict aren't important
except as a backdrop against which Player Characters perform heroic
actions. This section describes a system to (relatively) quickly 
determine the outcome of a full-scale war that comprises a number
of battles. As with the quick resolution system for sieges, detail
and depth have been sacrificed for convenience and speed. It is
strongly recommended that the DM running the campaign use the
results generated by this system as a basis on which to build more
textured descriptions of the events.
   The system that follows breaks a full-scale war down into
individual battles, and then resolves the outcome of these battles.
This has a number of advantages. First, it gives the DM more
material to work from when describing ongoing events.
   For example, after determining the results of a battle, the DM
tells his players that "after some initial success based on
tactical brilliance, Furyondy's forces were beaten back by the
sheer numbers of the gnoll army. The human forces fought
courageously, but were finally overrun, and slaughtered almost to
a man. Thus ended the Battle of High Horn."
   Second, it makes it easier for both the DM and the players to
figure out how and when the PCs can get involved in the conflict
and how they can make a difference to the outcome.
War in the Medieval Age
   Today when we think of war, we probably picture maps of World
War I or II, showing unbroken friendly and enemy lines with
"no-man's-land" in between them. Although the ideas of a front
line, defence in depth, breakthroughs, etc. are well ingrained in
us thanks to war movies, these concepts were unknown to combatants
in the medieval period.
   There were no firm boundaries between countries. This is true in
the typical AD&D game worlds as well. Take a look at the map of the
FORGOTTEN REALMS(R) campaign setting, for an example. Similarly,
there were no firm friendly or enemy lines. Armies met whenever and
wherever their commanders wished--and could engineer it--and fought
there. A war in medieval times comprised a number of disconnected
battles, few rising above the category of skirmishes. Wars of
domination or subjugation were rare indeed. Most campaigns had very
limited strategic goals, and ended when one or other of the
combatants was unable to continue or lost interest. Wars rarely
ended with an armistice or peace treaty; instead, they just trailed
off, frequently to brew up again in a couple of years or decades.
Manpower
   When a commander in chief wants to fight a war or defend the
country, there's one important question that must be answered:
where are the troops going to come from?  In feudal Europe, a
number of different sources were tried.
   In the early feudal period, powerful people or institutions,
like the crown, nobles and the church, who owned large amounts of
land would "lease" allotments of this land to others in return for
payment or service. This practice was called "benefice." Initially,
those granted benefice had to work the land and hand over to the
landowner a portion of anything produced on that land. In 730,
however, during the administration of the Frankish state by Charles
Martel, military service began to be required of benefice holders
in addition to other services and payments.
   While accepting a benefice usually entailed some form of
military service, sometimes the causality was reversed. For
example, around 730 A.D., Charles Martel needed troops, and so
began recruiting able warriors. If these warriors would swear
absolute fidelity to him and become his vassal, Charles would grant
them a benefice. This land would be held by the warriors and their
family so long as they served Charles well in a military capacity.
While this seemed like the ideal solution, there was a problem: the
number of troops that could be acquired by this method was limited
by the amount of land available for dispersal.
   Other traditions arose that provided the state--in the person of
the king or queen--with troops. For example, each free household in
the Frankish state owed the service of one man with complete arms
and equipment. Other countries recognized this as a good idea, and
made it their own. Military obligation became hereditary, providing
the crown with a mass levy of free men in time of need. These free
men would be obligated to serve their lord for tours of duty
ranging from sixty days to six months out of a year, depending on
the country and the period.
   There was a problem, of course. Complete arms and equipment,
even for an infantryman, didn't come cheap. In the case of cavalry,
acquiring a horse, lance, sword, shield and armor was well beyond
the capabilities of a common free landholder. Also, the skills
needed to fight from horseback didn't come easy, and required more
time to master than a farmer or craftsman--no matter how
dedicated--could devote. If the state wanted a force of
well-equipped, skilled cavalry, it would have to find some way of
providing them with equipment and removing from them the obligation
of working for a living.
   Thus emerged the knights. Knights were quite different from the
mass levy. They were elite warriors, maintained by the kings and
great magnates, and they became the nucleus of the aristocracy in
many European lands. In addition to serving in the field, they did
duty as castle guards, in time of peace as well as war.
   The system under which landholders owed the crown military
service evolved further under Charlemagne. Every able-bodied man
who possessed twelve mansi (a rather vague measure of land) had to
own a mail shirt and, when called upon for active duty, must bring
rations for three months and clothes for six.
   At least one major problem was never satisfactorily solved--the
problem of training. Pressing laborers into military service and
giving them swords didn't make them warriors. They just didn't have
the skills and instincts that could only be gained through months
or years of experience. Thus these peasant "soldiers" were
frequently little more than "cannon-fodder" when faced by tough,
cynical, and competent mercenary troops.
   It wasn't only kings who could raise armies through the granting
of benefice, of course. During the ninth and tenth centuries in
Europe, many wealthy and powerful lords--both lay and
ecclesiastical--raised and maintained their own private armies.
Soon, the armies fielded by kings comprised mainly contingents of
vassals commanded by powerful nobles.
   In Anglo-Saxon England, the king used another source of
manpower. "Thegns" made up the personal entourage of kings, or of
powerful landed magnates (who were called "eorls"). These thegns,
whether they owned land or not, owed their lords military service.
This obligation arose from their position in society, not from
their status as landowners, and so was different from the
obligations owed due to benefice.
   Kings and lords could--and did--also hire mercenaries (in
England, these professional mercenary warriors were called
"huscarles"). These mercenaries were paid wages, and were often
allowed to supplement this income through looting.
   By the twelfth century, knights and others who owed military
service were looking for ways to get out of it. Thus arose the
practice of "scutage": paying the liege lord an amount of money to
avoid military service. This payment was theoretically enough to
hire a mercenary for the length of time the payer would have had to
serve. By the reign of Henry II, the role of the paid soldier grew
more important than that of the feudal tenant, as more and more
people paid scutage.
   Knights paid scutage to escape castle duty, as well. These
obligations ranged from thirty to ninety days per year. Castle duty
was more inconvenient than dangerous, and rates of scutage were
often accepted that were much lower than the cost of hiring
replacements. Thus many castles--even in militarily sensitive
areas--were left with skeleton garrisons in peacetime.
Differences in a Fantasy Universe
   Of course, there's nothing that says countries in a fantasy
milieu must use any of the above techniques for raising troops;
enterprising and creative commanders can, no doubt, devise other
ways of acquiring the troops they need. In campaigns based around
massive warfare and eternal conflicts--orc hordes attacking an
elven forest, for example, or humans wishing to exterminate a
colony of gnolls in the nearby hills--there might be no need to
persuade able-bodied warriors to join the fray; they might
willingly volunteer to do so. The same is true in "defense of the
realm" situations. No matter what the circumstances, however, the
questions that commanders must answer are similar: where do I get
the troops, how do I equip them, and how can I train them to work
together?
   Warfare in a magic-sparse campaign world populated predominately
by humans would probably resemble historical feudal warfare. In a
magic-rich environment with many fantastical creatures, however,
things would be quite different. William of Normandy didn't have a
squadron of griffon riders under his command, and the Battle of
Hastings would have looked different if he had.
   Medieval commanders labored under the "fog of war" much more
than did later generals. Communication was sketchy at the best of
times, and totally unreliable during a crisis; it was also limited
to the speed of a racing dispatch rider. One can imagine a
messenger arriving with an order to cancel the planned advance,
just too late to stop the unit from charging into the jaws of
death. Too, medieval generals didn't always bother with
reconnaissance or scouts, so their intelligence about enemy
strength and position was often somewhat lacking.
   In a fantasy campaign, many of these burdens are lifted.
Spellcasters can provide instantaneous communication--either
through spells like ((message)) or by teleporting directly to the
recipient--as can magical items. Scrying spells and devices can
give the general information about the foe almost down to the
number of arrows in each archer's quiver. Plus, flying creatures
make exceptional forward observers.
   Conversely, magic can add its own burdens. If you know that your
foe has a high-level illusionist on the payroll, you're less likely
to welcome unexpected reinforcements into your formation without
some kind of confirmation first. Also, your advance might be slowed
slightly if you're never sure whether each copse of trees is
actually a unit of heavy crossbowmen under a ((massmorph)) spell.
((Hallucinatory terrain)) adds yet another level of doubt: is that
rolling meadow over there actually Darkling Swamp . . . or is the
map just wrong?  It's obvious that magic simply replaces one form
of "fog of war" with another.
   Fantastic creatures also make a big difference. Historical
commanders never had to worry about attacks from the sky or from
underground, and never had to face the fire and terror of a
rampaging dragon.
   Intelligent commanders will consider all these complexities as
serious dangers to be watched out for, but also as potential tools
to be used in their own campaigns.
War Plans
   Why do countries go to war? There are probably as many answers
as there are countries, if not more. Some examples of reasonable
"causes" are mentioned below:
Territorial
   A country needs more land, or believes--for one reason or
another--that a certain area of land should be within its
boundaries. (For example, a country believes that is "divinely
destined" to possess a certain territory.)
Cultural/Racial
   There is antipathy, based on cultural or racial grounds, between
two nations. (For example, orcs might attack a neighboring elven
homeland "just because.")
Religious
   A neighboring land worships a god totally antithetical to a
country's dominant religion. (For example, a country launches a
"holy war" to sweep the "heathens" from the face of the earth.)
Just Cause
   This includes "wars of liberation" (where a foreign government
is believed to be oppressing its people), alignment-based conflicts
(a country that is predominantly Lawful Good invades a neighbor
that is predominately Neutral Evil), or cases of "evening the
score" (a country attacks another in retribution for some real or
imagined insult or injury in the past).
Mercenary
   A neighboring country is wealthy--perhaps it has many natural
resources--and is seen as "ripe for the picking."
Preemptive
   In fear that a neighbor is preparing to attack, a country
attacks first.
Defensive
   Someone else is attacking the country and forcing the crown to
defend itself.
   These reasons aren't mutually exclusive, of course: there's no
reason that a soldier on a "mission from god" can't make some extra
gold pieces along the way by looting, and once an invader has been
driven out, it seems only right that the fight should be taken into
the enemy's homeland just to teach him a lesson. There might be
other reasons that don't fit into these categories, also. For
example, a military dictatorship might engineer occasional border
skirmishes with a neighbor just to toughen up its troops.
   It's important to know the real cause behind any conflict
because it affects the strategic goals and targets that each
combatant goes after. For example, if a country goes to war because
its leader wants to regain a valuable deep-water port that was
captured by the enemy, the attacking army probably won't split its
forces by launching a raid on the enemy's inland capital. If, on
the other hand, the war is religiously motivated, destroying the
central temple in the enemy's capital city would probably be a key
goal. In both cases, the central strategic goal of the country
being attacked would be to repel the invaders.
   Strategic goals might be symmetrical. Take, for example, two
countries who have been vying politically and economically for
decades. Finally, they both decide to settle the matter once and
for all. Armies mass on either side of the river that divides the
two lands, and the war is on. In such a case, each country has as
a strategic goal to inflict as much damage--and hopefully
humiliation--on the other as possible.
Setting the Scene
   Before a DM can start to determine the outcome of a war, he or
she must decide exactly what the war is about, and what the
strategic goals on each side are. The DM must then figure out the
number of troops that each side can commit to the struggle, how
quickly they can be mobilized, and what their level of skill and
equipment is. This is why the information above about levies,
scutage, mercenaries, etc. is significant. The country or race
involved and the geographical situation might necessitate a certain
balance of troops. For example, a nation of sylvan elves would
probably favor horse archers more than would a colony of dwarves.
Otherwise, the DM must decide on a reasonable balance of forces.
   Recent history, political ambitions, relations between the two
combatants, and the cause of the war would have a great effect on
the initial disposition of the opposed forces. For example, if the
tension between two militaristically aggressive countries has been
running high for some time, both states will probably have armies
massed near their frontiers (or at least have made sure that their
border towers or castles are well garrisoned and supplied). On the
other hand, one country might be totally or partially unprepared
for war, due to its own pacifistic policies or because the
aggressor has managed to avoid giving away its intentions.
   Now the DM must determine the strategic goals that each side
will pursue. In the example centered around the "liberation" of the
captured deep-water port, the attacking country will send at least
one army to destroy or rout the enemy troops holding the port,
while other troops are given the mission of cutting lines of
communication and supply, and intercepting reinforcements. In
contrast, the country being invaded would so position its troops as
to protect or reinforce the port town's garrison. A smart defender
might also send a small force to flank the advancing attackers and
play havoc with their supply lines. In any case, wherever opposing
armies meet, there will probably be a battle. Remember that simply
inflicting damage on the enemy is a valid strategic goal, so a
force might be dispatched to ambush an opposing force while on
route.
   Once the DM has determined the general course of the war, and
what each side's operational objectives will be, the next step is
to resolve the outcome of each individual battle.
Battle Resolution
   Many people talk of "the ebb and flow of battle." In fact, of
course, this isn't a true picture. As Clausewitz explained in ((On
War)), a battle is more like a steady movement away from
equilibrium. In general, the balance of battle will favor the
strongest army, and will slowly move from equilibrium in favor of
the strongest force. This movement can be influenced by strategic
and tactical brilliance exhibited by individual commanders, by
luck, and by such things as divine intervention. In general,
however, the larger army will win the battle. As the saying goes,
"The battle isn't always to the strong . . . but that's the way to
bet." This is reflected in the following system.
Battle Results
   This quick resolution system is based on "battle turns." Like
"phases" in siege determination, these are variable units of time;
it's impossible to state categorically that "one battle turn is
equal to 90 minutes." Depending on the course of the battle, a
battle turn might represent anywhere from fifteen minutes to
several hours.
   To use this system, the DM must roughly determine, using the
BATTLESYSTEM rules, the point value of the forces involved (this
will depend on the issues discussed in "Setting the Scene"). The
point value doesn't have to be exact. One force is then labelled as
Force A, the other as Force B. Each battle turn, the DM rolls
percentile dice. The result is modified depending on current
conditions (see "Battle Modifiers"), then the result is referenced
on the Battle Results Table (BRT) table below.
   This table returns results in the form "Force A 5 points, morale
+1; Force B 10 points." These results refer to the casualties
inflicted upon each side. The number of points specified in the
result is subtracted from the total point value of the
corresponding army. Note that the system doesn't specify where or
how those points are lost. The force is viewed simply as a "point
value pool." This is analogous to hit points in an AD&D game.
   A result also might specify morale effects. Before the battle,
the DM must determine the base level of morale for each force. Any
morale modifiers are added to or subtracted from the base morale.
Battle Results Table

Die(QX)
roll(QX)Result(QX)
0-(QX)Force A 25 points, morale -2; Force B 0 points, morale +1(QX)
01-10(QX)Force A 20 points, morale -1; Force B 0 points, morale
+1(QX)
11-20(QX)Force A 15 points; Force B 5 points(QX)
21-30(QX)Force A 10 points; Force B 5 points(QX)
31-70(QX)Force A 5 points; Force B 5 points(QX)
71-80(QX)Force A 5 points; Force B 10 points(QX)
81-90(QX)Force A 5 points; Force B 15 points(QX)
91-99(QX)Force A 0 points, morale +1; Force B 20 points, morale
-1(QX)
100+(QX)Force A 0 points, morale +1; Force B 25 points, morale
-2(QX)

BRT Modifiers
   Modifiers fall into several categories. Before consulting the
BRT, total up all the applicable modifiers--positive and
negative--for both forces and apply them to the die roll.
Force Size
   The relative size of the forces involved in a combat is, by far,
the most important factor in any battle. While having a larger
force does not ensure victory, it almost always determines the
outcome of the battle.

-20%(QX)Force B is at least twice the size of force A (in point
value).(QX)
-10%(QX)Force B is half again the size of force A (in point
value).(QX)
+10%(QX)Force A is half again the size of force B (in point
value).(QX)
+20%(QX)Force A is at least twice the size of force B (in point
value).(QX)

Special Forces & Equipment
   Just as it is in siege warfare, the composition of a force is
very important in battle resolution. Modifiers taken from this
table for force A are applied as positive modifiers to the die
roll, those for force B are negative modifiers.
+/-5 Force includes spell casters of some type.
+/-5 Force includes highly magical or undead creatures.
+/-5 Force has bombardment engines of some type.
+/-5 Force has flying creatures or airborne units of some type.
Supply Conditions
   A unit which doesn't know where its next meal is coming from
will tend to be less effective in combat. On the other hand, a
force which has a solid base of supplies on which to draw will be
in better condition to fight.
-10 Force A has been cut off from its supply lines.
+10 Force B has been cut off from its supply lines.
Morale
   The base morale value for an entire force is the average of the
morales for all the units making up that force, adjusted for any
modifiers applied due to the BRT. The following chart gives the BRT
modifiers based on the current morale of the various sides. When
applying the morale modifier to the BRT roll, add the bonus for
force A's morale and subtract the bonus for force B's morale.
   For example, if the morale of force A is "steady" apply a +5%
modifier to the roll. If the morale of force B is "elite", apply a
-10% modifier to the roll.
   Note that the values for "unreliable" or "unsteady" troops do
not follow the above logic. Modifiers for such units are reversed.
Thus, if force A is "unsteady", subtract 10 points from the SRT
roll.

Unreliable (4 or less)(QX)20%(QX)
Unsteady (5 to 7)(QX)10%(QX)
Average (8 to 10)(QX)Nil(QX)
Steady (11 to 12)(QX)5%(QX)
Elite (13 to 14)(QX)10%(QX)
Champion (15 to 16)(QX)15%(QX)
Fanatic (17 to 18)(QX)20%(QX)
Fearless (19 or higher)(QX)25%(QX)

Command
   The competence of the individual commanders will have a huge
effect on the outcome of any siege or battle. For this quick
resolution system, the level of the commander will be the key
factor in deciding his or her ability.
   To determine the command modifier, subtract the level of the
less experienced commander from the level of the more experienced
one. For every two levels of difference, apply a 5% modifier in
favor of the more experienced commander (that is, a minus to the
roll if force B's commander is more experienced and an addition to
it if the leader of force A has superiority).
   Thus, if an army of orcs headed by an 8th level commander (force
A) is attacking a legion of elves under the command of a 12th level
elven king (force B), the elven defenders have a 10% bonus which is
reflected by a -10% to rolls on the BRT.
Morale Issues
   Morale penalties applied through combat results can remain in
effect for a number of days. The force's morale increases by 1
point per day, until it reaches its normal level. Thus, it can take
quite some time for a totally demoralized army to regain its will
to fight.
   In contrast, morale bonuses applied through combat results
remain in effect for the day of the battle only. The next morning,
the force's morale is at its normal level.
Quitting the Field
   When an army is reduced to 40% or less of its original point
value, and at the beginning of each subsequent turn, it must make
a check against its current morale on 1d20. If the roll is equal to
or lower than the force's current morale, the force stays in the
fight. If, however, the roll is greater than the force's current
morale, the force tries to quit the field. Also, if at any time a
force's morale drops below 7, it tries to quit the field.
   The opposing force now has two options. It can let the enemy
leave, in which case the two armies separate with no further
hostilities. This doesn't mean that they can't fight each other
again when they've been reinforced, of course. It could instead
pursue the fleeing force and try to eradicate it once and for all.
A force that is attacked while it is trying to quite the field
suffers a 35 point modifier to the next die roll on the BRT. If the
quitting side is force A, this is a negative modifier, otherwise it
is a positive one.
   Each turn, the fleeing force makes a check against its current
morale on 1d20. If the die roll is equal to or less than its
current morale, the entire force rallies, and the 35 point penalty
is lifted; if the die roll exceeds its current morale,the force
continues to suffer under the 35 point penalty.
   Note that it's possible for both forces to quit the field
simultaneously. In such a case, both forces have one single die
roll on which to rally. If neither does so, the battle is at an
end; if one does, it has the choice of pursuing the enemy or not.
   A force can quit the field voluntarily at any time.
Campaign Victory--Winning the War
   During the feudal period, many countries were at war for
extended periods of time. They weren't fighting continuously, to be
sure, but neither were relations good. For one reason or another,
one country would launch a campaign against the other--frequently
without any official declaration of war. The campaign, often
composed of apparently unrelated battles, would continue until one
side or the other had achieved its strategic objectives, or no
longer had the stomach--or the resources--for the conflict. Then
conditions would settle back to their normal level of distrust and
tension. This latter situation was more common than out-and-out
victory.
   In game terms, one side "wins the war" when it has achieved all
or most of its strategic goals. This, of course, is up to the DM to
determine, and depends on what those strategic goals are. Using a
previous example, once the attacker has retaken its captured port
town, it has achieved its strategic objective and has no reason to
continue fighting. A sensible commander won't push his or her luck,
and will stand fast, reinforcing the town to prevent its
reconquest.
   Not many wars proceed to total victory, of course. One side or
the other usually runs out of resources, or is so badly roughed up
that it sues for peace.
Suing for Peace
   Dungeon Masters can use a die roll to decide when a particular
side loses the will or ability to fight on. There are several
conditions that will trigger this die roll:
* 50% or more of troops in the field have been eliminated.
* Capital or seat of government is surrounded or besieged.
* 10% of civilian populace has been slain.
* Civilian populace is undergoing severe hardship (terror tactics,
starvation, and so forth)
   If the DM decides that one or more of these conditions applies,
the die roll is made. Should the country pass the die roll, its
forces fight on; the roll is repeated each subsequent week,
however. If the country fails the roll, it sues for peace.
   Roll 1d100, and modify the roll depending on the current
conditions (see "Modifiers" following). If the modified die roll
exceeds 50, the country's forces fight on; otherwise, the country
sues for peace.
Modifiers
   The following modifiers are applied to the die roll whenever a
country considers suing for peace.
+15 More than 50% of the enemy troops in the field have been
eliminated
+10 Predominant alignment is Lawful
+5 Predominant alignment is Evil
+5 For each major strategic goal that has been achieved
-05 Seat of government is surrounded or under siege
-10 Predominant alignment is Chaotic
-10 Country is ruled by an autocrat, dictator, or other "strong
man", not by popular government
-20 Country is ruled as above, but ruler has been killed during the
combat
   When a country sues for peace, it tries to negotiate the best
terms possible with the enemy. Depending on the relative strengths
and positions of the two combatants, this can range from an
equitable compromise ("We'll both go back to our original borders
and call the whole thing quits") to  humiliating oppression ("Each
able-bodied adult must work a term in our mines, you are forbidden
a standing army, and your ruler must receive approval from our king
before making any major policy changes"). The DM must decide what
the outcome will be, depending on the personalities, political
systems, and such involved.
   Note that it's possible for both combatants to sue for peace
simultaneously. In such a case, an equitable compromise is the most
likely outcome.
   The above system is included for completeness only. Full-scale
warfare has too significant an effect on a campaign for the results
to be left totally up to a die roll. DMs will probably have some
dramatic purpose in mind for the war, or they wouldn't have started
it (or, more precisely, they wouldn't have given major NPCs the
motivation and opportunity to start it). This dramatic purpose will
probably carry over into the eventual outcome.
   For example, if the DM wants to embroil the PCs in an
underground resistance movement, with all the opportunities for
heroism and intrigue that entails, then the PCs' country should
lose the war, no matter what the dice may say. A good DM will use
the siege and battle resolution systems above to help flesh out a
story line, not to replace it.
Character Involvement
   Wars, by definition, are conflicts between states and political
systems, clashes between multiple armies involving thousands to
millions of troops. How can individuals affect the outcome of a
war?
   In many ways. In the real world, an individual precipitated
World War I with a single pistol shot, by slaying Archduke
Ferdinand in Sarajevo in 1914. A small body of disaffected German
generals could possibly have hastened the end of World War II if
their assassination plot against Hitler had succeeded. In the same
era--admittedly in a work of fiction (((The Eagle Has
Landed)))--Lieutenant Kurt Steiner could have altered the course of
the war had he succeeded in his attempt to kidnap or assassinate
Winston Churchill.
   On a smaller scale, acts of individual heroism can have great
effects on the field of battle. Commando raids can sabotage
equipment or destroy supply depots. Spies can gather intelligence
that will warn their superiors of the enemy's plans, or discover
weaknesses in the enemy's deployment.
   In a fantasy world, the options are even wider. A single
character can cause great changes by simply destroying or capturing
a powerful magic item. A well-timed ((illusion)) or ((suggestion))
could goad an enemy commander into making a rash decision, or at
least hesitating before making a move.
   In any battle or campaign, there are certain turning points, the
points that are hashed over so often in the history books. It's at
these crucial "what-if" points that individual PCs can have a
significant effect.
   In an individual battle or siege, these turning points most
often come down to timing. ("If the attack is launched immediately,
the defenders' ranks will still be in disarray after repelling that
last charge; if the attack is delayed by only a few minutes, the
defenders will have time to regroup."  "If a handful of troops can
defeat the garrison members trying to close that gate, the army can
gain entry to the castle.")  Here PCs can alter the course of the
battle, by distracting the commander--with magic or personal
combat--or by performing acts of individual heroism.
   Battles also often revolve around individuals and personalities.
A Chaotic army held together solely by the indomitable will of its
commander will hesitate and possibly collapse should that commander
be eliminated. A prideful, arrogant officer might be goaded into
doing something foolish by the japing of a bard. A commander might
hesitate overlong before making the final charge if he sees what
looks like a loved one among the enemy's lines.
   Full-scale wars, too, can revolve around individuals. A
charismatic leader might be able to persuade a country to enter
into a war that would otherwise be unpopular (or a dictator might
force the populace into it). Decreasing that leader's influence
would significantly lessen the country's will to fight. This
decrease in influence could take many forms, ranging from
assassination or capture to public discredit and humiliation.
Alternatively, a leader of conscience might be persuaded--either by
word or magic--that the whole war is a bad idea. A handful of
creative PCs would be the best force to undertake tasks like these.
   Espionage and intrigue offer great opportunities for player
involvement. Whether it involves a couple of thieves sneaking into
an enemy command post at night to "liberate" the battle plans for
the morrow, or a handful of disguised warriors trying to enlist
with the bandit horde to overhear their battle plans, espionage can
be tense and exciting.
   On the operational level, too--which is between the scope of
battle and war--PCs could have a significant effect. A handful of
motivated warriors could destroy important supply depots or centers
of communication, playing havoc with the enemy's ability to wage
war.
   As DMs plot out the dramatic story line that "drives" the war,
they should also plot out a number of significant turning points.
These can then be injected (subtly) into descriptions when the
players want to know how the war is going. Smart players will pick
up on these turning points, and their characters will get involved,
perhaps altering the course of history for decades to come.

Chapter 9: Generic Castles

In ((The Campaign Sourcebook and Catacomb Guide)), we presented the
reader with a number of generic dungeons. Each of these was
presented in a manner that made it easy to take one of the maps
straight from the book and flesh it out for use in an AD&D game.
   In the following section, we will do much the same thing. Each
of the generic castles that follows can serve as an example of
castle design techniques for the novice architect or as a ready-
made keep to house an important NPC. Similarly, any of these
structures could readily be converted into a dungeon setting with
the application of a little imagination and some dark magical
spells. The information given with each of the generic castle maps
is fairly basic, they are intended to be customized to fit into
((your)) AD&D game campaign.
Cyclops Tower
   Cyclops Tower is a "shell keep." In the strict sense, this term
describes a large tower, of which the outer wall (the shell) is of
thick masonry, while the inner walls are of wood or light masonry.
Cyclops is a stone shell with wooden inner parts. If destroyed by
fire, only the "shell" of the tower would remain.
   One would encounter a building like Cyclops under three
different circumstances. First, it could be the first building
planned on a site. Castles were often built in stages, sometimes
over generations (the Tower of London is a good example). Cyclops
Tower would then be followed by the inner bailey with its curtain
wall and buildings, and finally the outer bailey. A character with
limited funds could thus build on a pay-as-you-go basis. Second,
Cyclops could be the only building built on the site, funds having
run out, and the owners making do on a permanent basis with what's
there. Third, the larger castle could have been destroyed by
assault or fire, and not immediately rebuilt. Later occupants (a
wizard, a thief, a knight) might restore the shell keep only, as
sufficient for their needs.
   This keep would begin as a motte and bailey sort of arrangement,
the dirt from the wet moat being used to raise the mound (motte)
around the base of the keep. It is placeable almost anywhere. There
is only one door to the keep and a balcony overhead helps to defend
it. Once through the door, a machicolation (murder hole) from
above, and arrow loops from within, hinder further progress. The
entrance way immediately turns left and goes up a stair built into
the tower wall. Note also the midden, with its hatch. This cesspit
must be cleaned out occasionally, and so egress is provided. This
is not mere offensive detail. The castle of Chateau Gaillard was
reputed to be untakable. The king of France besieged it, and
finally took it by excavating its middens.
Foundation
   1. Cellar. A spiral staircase leads to the upper floors and a
well here provides water. The ceiling is composed wooden planks
over joists, and is also the basement floor. A stone pillar in the
center of the cellar branches out to form four supporting archways.
This area would be used for storage of the many items the
inhabitants of the keep would need.
Basement
   2. Armory. This room provides storage for weaponry, as well as
a place to repair it. Three arrow loops guard the entryway. A door
to the Central Well of the keep is here (see 6, below).
   3. Barracks. Five sets of triple-stacked bunks provide sleeping
space for 15 men-at-arms. A fireplace provides warmth. A window
looks out into the Central Well.
   4. Soldiers' Day Room. A general sitting area, with a table and
some chairs, etc.
   5. Undesignated. This area could be made over to provide further
living quarters, more storage, or even a prison. There is no
fireplace, so heat would come from braziers. There is a window to
6, but this could be removed or barred.
   6. Central Well.  This gloomy area is open to the sky, and lets
some light from above seep down into the keep. Windows surround its
walls. The only door is from the Armory. The floor is dirt (it's
too gloomy to grow grass) over the masonry of the central pillar of
the Cellar.
First Story
   7. Hall. This area is the entry from the outside door. It is
also the place where people meet and eat. It is heated by two
fireplaces. A slanted window shaft (barred on the outer end)
provides some light, as do the two windows giving out onto the
Central Well. Off to one end is an alcove, with a murder hole
directly above the doorway.
Flanking the murder hole are (on one side) a portcullis, which can
be dropped down through a side opening to bar the entryway, below,
and (on the other side) the winch which operates the portcullis. In
case of overcrowding, servants or soldiers would sleep in the hall.
   8. Anteroom. This room is a place of waiting (for the hall), and
also a transit area between the hall and the spiral stair. Cabinets
to hold china or linens would be here, as well as the odd bookcase
or trophy. A side door leads to a garderobe.
   9. Kitchen. The kitchen has a single large fireplace for
cooking, and a barred sloping window shaft for light.
   10. Balcony. As well as being a pleasant place to sit on a sunny
day, this balcony aids in the defense of the outer door.
   11. Women's Solar. A nursery, sewing, or spinning room. An
alcove allows access by ladder to a trap door in the ceiling.
   12. Bedroom. Possibly the master bedroom, a canopy bed would be
here for the Master and Mistress, with children and servants
sleeping on trundle beds (beds stored during the day under the big
bed) or mattresses in the same room.
   13. Men's Solar. An office, study, or the like. A window seat is
here, as well as stairs down and a garderobe.
   14. Second Bedroom. This room is very much  like 12, above, but
is not as well furnished.
   15. Roof. A trap door gives access to the roof. Slate covers the
masonry, while the wooden inner building is covered with a circular
sloping roof of thatch. Crenelated battlements circle the roof.
Bremberthwaite Manor
   Bremberthwaite is a small fortified house. As such, it has only
room for one family, if we think in terms of a modern family's use
of space.
   However, medieval people lived under much more crowded
conditions. This manor house would shelter the family of a knight
or minor lord, several house servants, and a retinue of maybe half
a dozen men at arms, who could also help out on the estate when not
engaged in warfare.
   As such, the Master of Bremberthwaite would be seen as at the
bottom of the pyramid of subinfeudation. This was the process of
greater lords granting smaller estates to lesser lords out of their
lands, in exchange for military service when called upon.
   The House itself is not all there is to the manor. There would
be fields associated with the house, and perhaps a village. Various
wooden farm buildings (in some of which serfs slept with the
animals they tended) would be around the estate. There would
certainly be a well or spring for water very nearby. A diligent
owner would encircle the Manor House with a wall: a wooden
palisade, perhaps, or even a stone hedge; thus a small castle would
come into being with the enclosure of the bailey.
   On the other hand, we could also see Bremberthwaite as a house
taken over by a non-warrior. As a small estate left by its lord
(who has gone on to greater things) the keep could be left in the
charge of a steward or even sold. Likely new owners might be a
Master Thief looking to move up the social scale, a mage looking
for a secure home that doesn't require a huge staff, or even a
priest--the manor house could be made over into a house of worship
or small monastery with little effort, at least until better things
were affordable.
   For its size, Bremberthwaite is a secure little keep. The one
door is well secured, and the roofs of the hall, tower, and stair
turret are battlemented. In a pinch, a much larger population
(i.e., that of the whole estate) could withdraw into the house for
protection.
   The great window of the hall and the first story window-seats
pose problems, as they are very near the ground. The great window
could be broken; the window-seats could be climbed into. However,
all the window-seats can be shuttered and barred. One could design
shutters for the great window, but this is unnecessary trouble.
Positioning the window-end of the House by a slope makes it harder
to enter through a broken window (although missiles could still
enter that way).
   Built into the walls are a midden (basement level) and a cistern
(2nd story). The midden is a medieval cesspit, into which the two
garderobes (medieval privies) empty.
   It is entered by an exterior hatch, and must be cleaned out
every couple of years, at minimum. The cistern is a water tank
collecting rain water through a screened drain on the tower roof.
In case of emergency, this is the tower's only interior water
supply. Figuring its size at roughly  3' wide, 12' long, and 9'
high, its volume is 324 cubic  feet, or about 2,424 gallons. In the
case of sudden attack and siege, assume that there are (1d12+12) x
100 gallons on hand. On strict rationing, each person will use 1
gallon of water per day for all purposes.
   The door has a small portcullis hindering access to the wooden
door, which can be barred. The basement tower windows are small,
high up openings, with permanent metal grills set in the masonry.
They are at the top of sloping window shafts that bring light into
the tower.
Map Key
   1. Lower Hall. As one enters the hall, there is a candle sconce
by the door on one's left, next to a wooden wall. Pegs for hanging
clothing are along that wall, and a mirror (metal or glass) hangs
by the open doorway at the end of the wall.
   Opposite the doorway is a hanging tapestry, attempting to cut
down on the draftiness of all medieval buildings. Immediately to
the right of the doorway is an inglenook: an enclosed bench, with
rugs and cushions within, designed to catch the warmth from the
fireplace, and keep it from being dissipated.
   There are two large fireplaces flanking the hall. Also facing
the fireplace on the door-ward side is a large armchair. Behind it
on the outside wall is a cabinet (hutch) holding various costly
things (such as the lord's drinking horn). In front of the other
fireplace is a long table with benches along the sides, and two
wooden upright chairs at either end. For further details see room
7. It would not be unusual for the men at arms to sleep in the
Hall.
   2. Kitchen. A large fireplace is in the end wall, flanked by
shelves for cooking gear. A round table and couple of chairs is in
the center of the room (here the cook holds court). A work table
stands opposite. Built into the tower wall by the door is a stone
sink, with piping coming down from the cistern above. A valve turns
the water on and off. If left open, the entire cistern would drain
into the kitchen (quite a mess). A three-legged stool sits by the
hearth. Various drying herbs and vegetables hang from the rafters,
which support a ceiling about 15' above the floor. In a pinch,
kitchen servants would sleep in the kitchen, leaving room 4 (see
below) available for more important folks.
   3. Storage. The basement of the tower has a fireplace, and could
be used for many things. However, someplace has to be set aside to
put everything: crates, boxes, kegs, sacks. The spiral stair begins
here.  A secret door is built into the hall going to the stair,
leading back into a small passageway. A locked door there closes
off a room labelled "V", for Vault.
   4. Servants. The first story tower room is a pleasant, well lit
room. There are two window seats, a fireplace, and a garderobe; a
curtain hangs before the hall to the stair. A couple of
three-legged stools and a wooden couch are by the fire.
   Clothes presses are by the opposite wall. Four beds (sleeping up
to 8 servants without being considered crowded) are here, with
night tables between them. A small round table with a couple of
chairs completes the furniture.
   5. Balcony. This is the sitting room of the manor house. There
is a window seat here, as well as a fireplace with two chairs and
a bearskin rug in front of it. A desk and chair face the outside
wall, next to a hanging tapestry on the tower wall. A candle sconce
is by the door. A table and chairs are in the center.
    One can stand by the balcony rail, and look down into the hall.
   6. Winch. This small balcony leads to the winch, which operates
the portcullis.
   7. Upper Hall. The hall is two stories high, and this area is
open air, showing what hangs above the heads of those standing in
1, below.
   Two large chandeliers give light to the area. An elk head is
displayed over one fireplace, shield and banners over the other. A
15' diameter round window pierces the end wall at this level. This
is the only glass window in the house, and it is quite a showpiece,
made of stained glass.
   8. Bedroom. This is the master bedroom of the house. A canopy
bed for the master and mistress is here, with dotted lines showing
that beneath the bed could be a large chest for treasure, or a
trundle bed for children. The walls are hung with tapestries. There
is a garderobe, two window-seats, and a fireplace. A large rug is
in the center of the room. Two chairs, a small table, and a
footstool stand before the fireplace. Two clothes presses and a
desk and chair set complete the furnishings.
   9. Roof. A pitched timber roof covers the hall. A battlemented
walk surrounds the edge, with corner bastions built out upon
corbels.
   10. Tower Roof. A conical timber roof covers the tower. A
battlemented walk surrounds the edge. Note that opposite the
chimneypot on one side is the collector-pipe for the cistern on the
other side.
   11. Turret. The spiral staircase ends in a turret. As designed,
there is no door. In a normal medieval building, there would be no
need. However, in a fantasy setting, where flight is possible, this
is a weak point in the defenses. The battlements are built out upon
corbels.
   12. Turret Roof. This conical roof covers the staircase top.
Kinniver Castle
   The largest and most complex of the castles presented in this
book, Kinniver looms over the approaches to a great city: a royal
capital, perhaps. Certainly only the greatest of lords could afford
to build and maintain the place. As it is, Kinniver is the sort of
castle which would be the prime seat of some mighty government.
Other government buildings would exist in the city, including
military installations. However, Kinniver would be the home of the
royal family and the base for the king's elite guards.
   Most probably, it would take many years for Kinniver to reach
its present state of completion. A first donjon and palisade would
be erected on the highest point of the island when the capital was
young, and further works would be added as the city (and the royal
power) grew.
   As we find it now, Kinniver sprawls over most of a large island
situated slightly off-center in a large river. The main channel of
the river is fairly shallow, and has some dangerous rocks, making
the deeper, narrower side channel the better bet for navigation.
That side channel is spanned by a fortified bridge, which arches
over the center of the flow, allowing small ships to pass
underneath. The city is surrounded by a wall, though the population
(especially along the riverside) is spreading out beyond the wall's
protection.
   The basic design is of three baileys, arranged in line. In
addition, the slope of the island allows each set of fortifications
to guard and reinforce those below it.
   The Wharf area sits outside the castle proper. The Lower Bailey
is the main entry point from the city. The Middle Bailey provides
another gate for making sorties, as well as a further staging area
in the event the Lower Bailey is taken. The Upper Bailey aids in
the defense of both Lower and Middle Baileys. The Citadel is a
moated keep at the highest point of the island. The Watergate is a
fortified postern.
   It should be noted that using a design this complex in actual
gaming is difficult. One cannot show all the rooms of the castle,
only the buildings. In addition, because of the hilliness, not all
floors are on the same level. To help with reading the map, a
generalized elevation, showing certain main buildings, together
with water line and ground level, is given.
   1. Wharf. These are the government docks. Most trade on the
river ties up at the city docks across the river, but policing the
traffic is the function of the local authorities. The wall between
3 & 23 is one story tall (15' to the wall walk plus battlements).
   2. Jetties. These two jetties function as breakwaters, to
shelter the wharf. They are stone pathways with low parapets. 2a is
reached via the Breakwater Tower (9); 2b is reached via steps
surrounding the Downstream Tower (3).
   3. Downstream Tower. A 2-story tower (Basement, First Story, and
Conical Roof with battlements). Ladders and trap doors allow
movement up and down.
   4. Tavern. A typical grog shop, if somewhat small. A place for
merchants and boatmen waiting on the customs officials and
guardsmen off-duty to loiter.
   5. Dock Authorities. A tollhouse. The Harbormaster (for both
sides of the river) would have his offices here.
   6. Lower Bailey. This area is generally cluttered with siege
machinery, wagons, livestock, and what-have-you. Most locals never
get further in, so they conduct their business here. Most equipment
used in warfare is needed beyond the castle, so there is no point
in taking it higher up the island. The walls are one story high, as
per the wharf. Behind buildings 12 & 13 is a line, which represents
ground too steep to build upon. Similar lines show in other areas
of the castle, and stand for the same thing. Using contour lines
(as on a topographical map) was considered, but makes the final
castle design too cluttered.
   7. Bridge Gatehouse. A formidable obstacle. 7a and b are the two
U-shaped towers, with 7c the passageway between them (note that
there are also two portcullises, two gates, and two murder holes).
7d is the drawbridge connecting the gatehouse to the bridge across
the channel, 7e. The passageway through the gatehouse slopes up.
Trap doors lead down into a dank cellar. The basement is at bridge
level. There is a first story over that, and a battlemented roof
with long, pitched timber roofs.
   8. Wharf Gatehouse. Similar to 7, but smaller. There is no
cellar.
   9. Breakwater Tower. Similar to 3, above.
   10. Stable. One and a half stories high. Horses and a coach are
kept on the ground floor (basement); a half loft above stores
fodder and sleeps ostlers.
   11. Lavabo. A one-story stone building, with sinks to wash in
and a cluster of garderobes.
   12. Barn. A two-story barn. The upper level is for storing sacks
of food, hay, etc.
   13. Barracks. About 80 soldiers could be accommodated here, plus
their cook, etc. There is a cellar underneath the building, where
the company mess and storage would be; the basement and first story
are living quarters.
   14. Workshops. Simple one-story wooden buildings, these are for
the master craftsmen of the castle like the smith, armorer, mason,
and carpenter.
   15. Upstream Tower. As 3.
   16. Postern Tower. As 3.
   17. Postern Door. This tight door allows egress from the castle,
but is too small for assault. It is also placed in a very narrow,
high place.
   18. Watergate Path. This narrow path winds down to the
Watergate, where a boat is usually kept.
   19. Middle Bailey. Note that walls of the Middle Bailey are
higher than the lower walls. These are two stories high (30' to the
wall walk, plus battlements). The middle of the bailey is kept
clear for exercise for both man and beast. A tilting path could be
put here. Military drill is held here. A parade ground could also
be made of it.
   20. Gate. A simple gate, but flanked by strong towers. Please
note that 42 cannot be entered from the Middle Bailey. Control of
the gate is therefore the duty of troops in 21. There is a wall
walk on the first story, above the gate.
   21. Middlegate Tower. Given over mostly to storage and guarding
the gate, this tower has a cellar, a basement (gate level), a first
story, a second story, and a conical timber roof with battlements.
   22. Barracks. Similar to 13, except that in addition to cellar,
basement, and first story, this building has a flat roof, which can
be used for exercise and swordplay.
   23. Guardhouse Tower. This tower would constitute the
headquarters for the guards, and also the prison for offenders
among the soldiery. It has cellar (lockup), basement (office),
first & second stories (HQ), and conical roof with battlements.
   24. Living Quarters. This two story building has a basement and
first floor (but no cellar) and provides living quarters for many
of the castle's residents.
   25. Downstream Gatehouse. As 8, but with 3 stories (a basement
plus first and second stories (wall walk)) and roof.
   26. Storage. One story building for keeping supplies and tools.
   27. Bastion. A U-shaped Bastion and non-enclosed U-shaped tower.
Ground level is two stories high. Wall walk level is covered with
a floor. A catapult is mounted here, to command the downstream
approaches.
   28. Living Quarters. As 24.
   29. Whitewater Tower. So called for its view of the rocky main
channel. This tower has a cellar, basement, first story, second
story, and roof.
   30. Storehouse. A one and a half story building, with stuff
stacked all the way up the sides, and in the middle.
   31. Upper Bailey. Walls two stories high, as in the Middle
Bailey. The grass is tended well here, flowers border the walks.
This is the State House part of the castle.
   32. Upper Gatehouse. Largest of the gatehouses, but similar to
them all. This structure contains a cellar, basement (gate level),
first story, second story, and roof.
   33. Well. This area serves as a water supply if access to the
river is cut off.
   34. State Apartments. Living quarters for the royal family and
state guests. This building has a cellar, basement, first story,
and second story. The roof is pitched and made of slate.
   35. Annex. Living quarters for servants, kitchen help, and such.
As a rule, as many as 34 persons might be slept here. There is a
cellar, basement, and first story.
   36. Chapel. A large U-shaped tower, typical of medieval times.
The cellar is the Crypt, where the royal tombs are. The basement
level is the Chapel proper, while the first story has a balcony in
back, with galleries above the aisles. The second story has a small
balcony in the rear, with a clerestory walk along the sides (a
narrow walk along the tall glass windows). The clerestory allows
access to the bailey wall. The roof is a long, pitched timber
affair, with rounded ends, surrounded by battlements It can be
reached by the spiral staircase running from crypt to roof.
   37. Warden's Tower. The chief upstream-looking tower, this also
governs the Watergate approach. It is set very deep in the earth.
The lowest floor, known as the Pit, is a dungeon, and above that is
the sub-cellar (guard room). Further up is the cellar, then the
basement (at ground level), and first & second stories. The roof is
flat, and hosts artillery to command the upstream approaches.
   38. Forebuilding. This building allows access to one of the
drawbridges which leads to the citadel. It contains stairs and
small offices for royal clerks. A cellar,basement, and first story
(bridge level) make up this structure which is topped off by a
pitched roof surrounded by battlements.
   39. Lavabo. This washroom and garderobe area has two stories, a
basement and a first floor, plus a flat roof, allowing access
between 38 and 40 on all levels. Middens are carved into the rock,
below, and access is from the Lower Bailey for cleaning.
   40. Great Hall. The cellar below this area is for food storage.
The basement level has the main dining area; court is also held
here (note the dais here). Dashed lines represent the first story,
a balcony, with gallery running all around the hall. The roof is
pitched, with battlements. Access to the roof battlements is from
Bailey Wall.
   41. Entry. This is a one-story high entry hall.
   42. Kitchen Tower. This area is used for food storage, brewing,
living quarters, etc. It has a sub-cellar, cellar, basement, first
story, second story, and a conical roof with battlements.
   43. Kitchen. This area has only two levels, a cellar and a
basement. The roof slopes down from the wall.
   44. Kitchen Annex. The cellar is used for storage, the basement
is both an office and living quarters for the master cook.
The roof slopes down from the wall.
   45. Citadel. This structure is the chief stronghold for any
attempt at a last-gasp defense. State prisoners are sometimes kept
here instead of in the Warden's Tower. There is an armory, and
several state apartments. A pier between 45 and 38 supports the
ends of two drawbridges, which alone supply access to the tower.
The building consists of a sub-cellar (with an auxiliary well),
cellar, basement, as well as first, second, and third stories. The
building is covered by a conical roof with battlements (reached by
ladder via a trap door). Stairs are internal with no supplementary
tower. Note that the Citadel has the most floors above ground; it
also sits on the highest level of the island.
   46. Watergate Postern. The basement level is the gate. The first
story is a flat, battlemented roof for defense.
   47. Ramp. This is a long and battlemented walk.
   48. Watergate Tower. This square tower is the only means of
direct access to 47.
   49. Watergate Pool. This small dock serves as a landing area for
one or two boats. Fast messenger boats or royal pleasure craft are
kept here. This also provides a means of hustling dangerous
prisoners into custody: persons who must be transported without
ruckus can be brought into the castle this way without landing, or
going through crowds.
   50. Secret Passages. Beneath the crypt is an undercrypt which
has been roughly hewn from the rock. It is about 15' in diameter.
Access to the undercrypt is through a false tomb. Four passages
lead away from the undercrypt. The first goes to the cellar of the
state apartments (34), entering through an unused fireplace. The
second goes to the sub-cellar of the Warden's Tower (37), via a
secret door. The third goes to the sub-cellar of the citadel, via
the well (about 5' down the well shaft), which has handholds for
climbing out of it. The fourth goes down to the Watergate Pool
(49), and ends in a small chamber with a diving well. Diving down
about 9', swimming forward about 9', and then up about 9', brings
one to the surface of the pool at its inner end.