Posted

  1. Damage: The number of hit points inflicted on a person or structural damage points done to a structure.

  2. Ditch: Even the early palisades; Age 4(?); had a ditch around them. A ditch can be as much as 60 feet across and vary in shape from a sharp V to a more rounded U. Outworks (qv) of thorn-walls, or other obstacles, usually protected them.


  3. Earthworks: ( see also Motte and Ditch): The first “castles” basically relied for defense on mound (motte), ditches, and dirt ramparts. A low mound was used for a residence castle, while a motte was used for a garrison fortress or seige-castle.

  4. e.g. for example

  5. Erg: a sea of sand. The Great Erg and ‘the small erg’ are two on this game world.


  6. followers: a loyal group of associates garnered by a character at a certain level, usually nineth.

  7. Fumble (house rule): Rolling a Natural 1 (qv) or a Natural 2 (qv), depending on the character’s level. ( Fumble procedure added later on ‘house rules’ page.)





Author
Categories Old Crestar, Glossary

Posted

  1. Keep: The strong point and ‘last resort’ of earliest castles, normally separate from the first line of defense and often with direct communication to the field. The earlier word used was dinjon. The shell-keep (qv) came into use in Age 10, year c. 10; the square keep Age 11, year 1; hexagon keep Age 11 year 110; and the round keep Age 11, year 200.

  2. “Killer” dungeon: a dungeon/adventure in which the player characters have no chance to survive. Not how I gamed.


  3. Little Old Man in Gray: A man in a gray outfit that hires characters to clean up various areas, usually places that are not located in or on the normal Prime Material Plane that is Crestar (qv). They could be located anywhere, even a parallel Crestar. Mad Rock and my version of Tomb of Horrors comes to mind.

  4. Loop: A vertical narrow slot, usually splayed, to provide light or an offensive aperture through a wall for bow and crossbow fire. A narrow aperture that resembled a Y-shape, with the open part of the Y, as part of the outer wall.


  5. Machiolation: A stone projecting gallery at the top of a castle wall, supported by a row of corbelled arches, having openings in the floor through which stones and boiling oils could be dropped on attackers. The wooden version was removable and was called a hoarding.

  6. Manor: The main house of a landed estate; Dtranyo Castle is a typical example from the Age 11, year 100. The name ‘Dtranyo’ comes from the strange arch on the estate; possibly an entrance to a no longer present castle. Strange events happened to the last group to investigate the arch. ( Dtranyo Castle is the manor house won by one group of players for their continued valor. They remodeled it in stone. ) [ The module I altered for this was ‘The Lone Tower/Clearmoon Castle’ by Judges Guild. This evidently came out of a book of adventures, as the last page has the map for Willchidar’s Well on the back of it. ]

  7. Manor House, fortified: A towered or crenellated manor. First seen about Age 10, year c. 840.

  8. Merchant Guild: A guild of powerful merchants that goes beyond territorial bounderies of any one country. To sell large amounts of any item, a retail license is necessary at 30 gp per year. The guild fee is 5 gp per transaction or 50 gp/year. This includes such things as horses, food, armor, weapons, etc.

  9. Merlon: The solid portion of a crenellated wall between the two open spaces. They are usually 5 feet to 6 feet wide and about 6 feet tall. Some have arrow loops.

  10. Millieu: A unique game setting embodying numerous possible variables in its creation, i.e. the ‘world’ in which the adventures take place.

  11. Missle: any object flung or projected towards a target.

  12. Monty Haul: A campaign, or the DM ( referee) running it, in which greatly excessive amounts of treasure and/or experience are given to the player characters for little difficulty or little effort. Example: characters kill 2 orcs, and get 1,000,000 gp. Not how I gamed.

  13. Motte: A wide mound of dirt or stone, crowned by a wooden tower as a lookout. The motte must be designed for a stone tower or the motte will collapse. This earliest form of a castle is believed to have first occured in Age 7.

  14. Motte-and-Bailey: A very early, but very effective, type of surface gnome castle ( c. Age 9). It was soon adopted by everyone. It consisted of a mound with a ditch and a further area defended by another ditch and palisade (qv). The many variations included up to three baileys. It could be constructed in as few as 7-20 days; it was later constructed of stone.

  15. Mound: An early type of motte, date unknown.

  16. Murder holes: A name given to holes in the vaulting of an entrance passage, used to harass an enemy with missile fire.




Author
Categories Old Crestar, Glossary

Posted

  1. quarrel: This crossbow missile was developed from the bolt and designed to reduce the chance of its glancing off of heavy armor. It had a heavy four-sided metal head, usually with a small sharp point on each corner.

  2. qv or qqv: Which see; something which is also referenced.

  3. Ram: A heavy beam swung from a massive covered timber framework or a smaller version carried by an assault group. Because it had little affect on thick masonry walls, it was replaced in Age 10 c. year 500 with the trebuchet (qv).

  4. Rampart: In a motte-and-bailey (qv), it is a broad earth baulk with a palisade along its outer edge; in stone, it is the top of the curtain (qv).

  5. ransom: money or goods to pay for the release of a character that has been captured by enemy forces.

  6. real: Something a game will never be.

  7. Referee: The person in charge of running the game, an arbitrator who has the ability to give binding decisions. But I’m not an arbitrator type of referee.

  8. Reincarnation: Bringing a game character back to life by magical means into another body, not necessarily the same race but not a radically different alignment.

  9. Resurrection: The revival of a game character, after its death, by magical means in the character’s original game body. Cost: about 5,000-7,000 gp. Fireball victim: up to and including 20,000 gp.

  10. Retinue: A character’s personal following, i.e henchmen, hirelings, or servants.

  11. Riders of Seela: Women cavalry in groups of 7-19 riders. No one seems to know where, or when, they come from. They roam Crestar (qv). Sometimes they are at a gallop going somewhere fast, and sometimes they will stop to chat. They first appeared on the scene c. Age 10, year 700 after the Undead Hordes had ravaged these lands. Harassing them is as dangerous as harassing a Green Guild messenger.


  12. Royal Fifth: a percentage of something. As for adventurer treasure, it is 25 percent. More if the King sees something Really Pretty.

  13. Rubble: Coarse and uncoursed material used for infilling a curtain wall. Or all that is left of a castle, broken stone.


  14. Sappers: Sappers dig approach trenches or tunnels towards a castle being beseiged, while miners dig the tunnels under the castle walls.

  15. Saving throw or roll ( also SR): A die roll which is used in adverse circumstances to determine the efficacy of a spell, whether a character fell into a pit or not, whether a character escaped a dragon’s breath, etc. House rule: Some SRs are made using 4d6 rolled against a particular ability number; such as dexterity, intelligence, or wisdom. This is done if I felt a player character was doing something that challenged that character’s abilities.

  16. Scaling ladder: A ladder used to assault a castle wall.

  17. Segment: The smallest unit of combat time in this game; equal to 6 game-seconds.

  18. Shell-keep: Masonry building completely surrounding the summit of a motte or revetted against its lower slopes.

  19. Shutter: Movable device for closing the crenel or opening in a wall to give the defenders added protection. Sometimes made of metal, more often of wood.

  20. Sites, reused: A number of castles occupy previously fortified sites, occasionally prehistoric.

  21. Smiths: Responsible for the manufacture and repair of domestic and military iron work. Also sharpens weapons and tools.

  22. sp: Silver piece(s), a monetary unit. 20 sp = 1 gp, 100 sp = 1 pp.

  23. Squire: A person that becomes a page as a young child; when promoted to squire, works for a particular knight as body-servant, guards prisoners, carrier of spare weapons, etc.

  24. structural points: The amount of damage a structure can take before it falls down.

  25. Surprise: Both parties in an encounter must check to see if either or both are surprised, which may result in a loss of initiative (qv).




Author
Categories Old Crestar, Glossary

Posted

Where the current Dwarf King lives, on the edge of The Great Open. It is between Trillolara and the Land of Strife. The later is in an intense civil war between 2 evil brothers. One is Lawful Evil, the other is Chaotic Evil.

Dwarf Home is a few days away. It was the home of the Dwarf King, but it was invaded many years ago and the Dwarves fled or died.

The city is a city of exile.

Adventurers are told of the ruins below ground. They can keep any treasures they find, with the exceptioon of certain Heirloom items, which must be turned over to the Dwarves in Dwarfbas. The Hill Dwarves nearer Dwarf Home are looking for these same Heirloom items.

Since I have moved Dwarfbas over to the Sea of Ghanuu, Seaport part of the map has been added.

Dwarfbas shop list and areas adventurers are allowed to go to.


1) barracks, city guard
2) gatehouse, road to Dwarf Home
3) Lori’s Adventurers’ Shop
4) Lori’s residence
5) Speckled Trout Inn
6) Speckled Trout Stables 2 buildings

7) shoe and leather armor repair
8 ) The Questor’s Temple
9) Questor’s quarters
10) Questor’s barracks
11) Open air market
12) guard-for-hire

13) magic supplies; lounge area reserved for spell casters
14) bank
15)) money changer
16) tax collector
17) scribes’ hall
18) Amazon Hall

19) Tavern of the Blue Fish
20) warehouse
21) barracks, city guard
22) Bitt’s and Sandy’s laundry service
23) Green Guild messengers
24) Library ( 7 floors )

25) horse market
26) bowyer
26a) arrow targets
27) fletcher
28) Snow Goose Inn ( open seasonaly )
28a) Snow Goose Stables ( open seasonaly )

29) fighters’ school and practice yard
30) Paladins’ school
31) Illusionists’ school
32) Magic-user school
33) Forgno’s gem cutting
34) lens grinder/telescope maker

35) interpreters
36) weaponeer
37) swordsmith
38) piers, 200 feet long
39) ship storage buildings
40) wagon drivers

41) retired adventurers

Roses Street are the homes of hand crafters.
Mystery Road are the homes of spell casters who help adventurers.
Great Land Road is used by adventurers who have just arrived in the harbor.




Author
Categories Trillolara

Posted

  1. Tiltyard: A yard, field, or enclosed space for tilts and tournaments; and preperation and training exercises. A tilt is a combat exercise or sport between two mounted knights.

  2. Time, building: Building is seasonal and usually excludes winter months. The time involved in the erection of a castle could vary from a few weeks for an earth and timber one to the same number of years for a masonry structure.

  3. Tournament: Aristocratic entertainment and display. Its principle feature is the mock battle.

  4. Tower: Similar to a keep, they were built into bailey walls for greater protection around Age 11, year c. 10. At first they were only put at corners, because this left the middle of the curtain wall vulnerable, wall towers were added. These wall-towers are usually D-Shaped. Thus presenting their curved wall to the attacker; Age 11, year 306. Some places presented the curved wall to the interior, found mostly on ruins, the reason is unknown.

  5. Town and castle: The earliest castles, motte-and-bailey, seem to have been placed to control neighboring towns, rather than protect them ( Grog; Age 10, c. year 40). Settlements grown up in the shadow of a castle where there was no town before, e.g. Fondfield and Dwarfbas.

  6. Town gates: Provision varies to whether a town was a thoroughfare on lines of communication or a cul-de-sac pathway. Some town’s gates are barbicans (qv) instead of gatehouses or simple gates.

  7. Town walls: Fortified towns, with palisades, is the first ‘castle’ type. The first use of stone walls is uncertain, but was common by Age 11. Some town walls have been constructed so as to form the outer bailey of a castle and its inner bailey.

  8. Trap: Any of a numerous mechanical or magical devices which may be triggered by adventurers, usually causing damage to one or more of them. Some traps only reroute a group of adventurers rather than damage them. e.g. pits, pits with spikes. poison needle taps on treasure chests, falling stone blocks, false doors, teleport rooms and chambors, identical rooms, elevator rooms, elevator rooms connected to ‘Gates’ (qv), etc.

  9. Trebuchet: A great and much improved seige-engine first used in Age 10 to assault the capitol of Liciera. The basic design, many variations exist, is a long arm pivoting on an axle at the summit of a high frame. The shorter end carried enormous containers of earth and rubble weighing many tons. Lead was sometimes used as a counterweight. The longer end, called the verge, is winched down to ground level against the counterweight’s pull by a large system of winches. This end carried the projectile in either a spoon or sling, which when triggered, hurled its charge in a high trajectory. The range is adjustable by moving a calibrated counterweight on the longer arm. The standard ammunition can be arched as far as 480 yards and a minimum range of 240 yards. Firing rate is once every four rounds with a well trained crew. A ballista (qv) can cover the trebuchet’s ‘dead range’ area.

  10. Trick: A device or machination which is more likely to be solved by wits rather than by force of arms.

  11. Turret: A small tower. Sometimes placed on top of a larger one to provide a lookout point and also to cover the stair head leading to the keep.

  12. Turn: a unit of game time; equal to 10 game-minutes.


  13. Undead: A group of malevolent soulless monsters which are not truly dead or alive. They include, but are not limited to, skeletons, vampires, ghosts, zombies, ghouls.

  14. Undead Hordes: An army of undead which destroyed Licieria. Large numbers of liches were involved.


  15. Village Enclosure: Sometimes an earthen embankment provided some protection. About Age 4 timber palisades came into use.


  16. Wall construction: Where possible foundations went down to bedrock quarried flat to receive footings. A rock and mortar outer course is laid down with the interior of the wall filled with rubble (qv).

  17. Wall towers: Towers placed along the curtain (qv) to give additional protection. They were square in the early Age 11; hexagonal towers were introduced about Age 11, year 200; and round towers came into usage in Age 11, year 302.

  18. Water gate: gave access to river or sea and thus to communications which were difficult to cut even during a seige. Most are designed to facilitate provisioning but they could admit reinforcements or provide a means of escape.

  19. Water supply: Water supply is usually inside the castle to prevent it being cut off from the castle folks or from being poisened. Many castles have a cistern system along with a well (qv).

  20. Well: An essential feature and there maybe more than one. Wells are covered with a well-house usually near the kitchen. Some dug wells reach depths of 150 feet.

  21. Wooden tower: The tower crowning earliest mottes was wooden and elevated on wooden stilts.




Author
Categories Old Crestar, Glossary

Copyright by me, Jim. 1980-2050

Unless held by others.