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The Blood Keep > Von Carstein General > Sylvania


Title: Sylvania
Description: demographic


MDMann - May 20, 2006 06:09 PM (GMT)
I've taken the time and effort :mellow: to reverse engineer some figures for Sylvania's demographic (the populus breakdown) for you all.

Sylvania:

Population Density: 15 people per square mile
Area: 8'750 Square Miles (approx).
Settled: 729 Square Miles
Unsettled: 8021 Square Miles
Population: 131'250 adults
Urban Population: 10'577 adults
Village Population: 81'298 adults
Isolated & Itinerant Population: 39'375 adults
Military: 1312.5
Regulars: 984.38
Militia: 328.13
Castles/Fortifications: 2.63
Ruins: 6.62
Universities: 0.05
Developed (Agrarian) Land: 729.16' Square Miles, 8.13%
Wilderness (Untilled) Land: 8020.84 Square Miles, 91.66%
Livestock: 288'750
Fowl (Chickens, Geese, Ducks): 196'350
Dairy & Meat (Pigs>Sheep>Goats>Milk - catlle>Work - cattle> Meat - cattle): 92'400 (1/2> 1/4> 1/8> 1/16> 1/32> 1/32 approx).

Military would be variosly dispersed along the borders or in the capitol Waldenhof (particularly Militia) as other towns are too small to warrant them.

Acknowledgements and Disclaimer: I've used the figures from MadAlfred's Sylvania Gazetteer 2512, so it's slightly out of date (it's now 2523). I may update this when the new figures come out. I've also used the freeware by S. John Ross on Medieval Demographics author of Fief and hosted at the Blue Room. It's well worth a look. I should also note that I've made quite a few assumptions when working this out, so that the figures are the minumum you would expect (some would say well below what is reasonable), as Sylvania is meant to be very poor and sparsely populated, having never really recovered from the Vampire Wars. As such I've used a population density of 15, half of the recommended minimum of 30, and densities may exceed 120 people per square mile (in ideal conditions). Doubling all the figures is therefore most reasonable (except those from the Gazzetteer) if you want higher numbers. I've only taken a rough area of the (scale) map from MadAlfred's 'site, using the newer second (WHFRP2) version.

It should also be noted that Mannfred returned between 2502-2506, and that the first five years of his rule would need to be spent in consolidation and restoration of Drakenhof. I'm inclined to believe the capitol would remain at Waldenhof for political, economic and military reasons. Count Rudgar von Walden almost certainly continues to rule Sylvania in name at Mannfred's behest, since Mannfred's political position is still tenuous sans the rest of the Empire, together with other political capitol. Such a stalking horse is also safer for Mannfred.

Since then we know he has wiped out mutant and bandit activity together with all ghouls within Sylvania. This should lead to a steady increase in population, but the rate of increase is (as noted by S. J Ross) glacial. There has been no immigration until the Spring Driving (2521) and Storm of Chaos (2522), which should drive population figures up very rapidly. Most of these immigrants are from Ostermark, with a few from Talabecland. It should be noted that the immegrants will still be acclimating to the society, and that though very welcome, it will be in flux, with relatively little immediate impact on trade figures. I haven't even begun to speculate on these figures and will not until more uptodate gazzetteers are available (doubtless pre-Storm) and may not then, so feel free to increase the figures to your hearts content. Where I've used other peoples work to base this on, that work remains their own, please respect their intelectual property.

MDMann - May 20, 2006 10:42 PM (GMT)
Thankyou. I try.

Here are the figures for watch outposts throughout Sylvania. They're calculated off the above population figures again using S. John Ross' medieval calculations. I have however, doubled the numbers of Watchmen at each location to reflect the high proportion of Watchmen throughout the Empire. This is particularly true within Stirland (and Talabecland but hey) which (officialy) controls Sylvania. Also, Mannfred if anthing would increase the Watch presence, as he has a real need for criminals to execute and feed off. It is a relatively (five years or so) quick thing to increase the watch numbers too. Of course this would also give the numbers for double the density (30 people per square mile) to that used above, which would still be a very low density, with average (high end) Watch presence. It would also help (immensely) regulate the high influx of immigrants from the Storm of Chaos and Spring Driving.

Waldenhof: 56
Egling: 0.66
Hundham: 0.74
Thrynau: 0.44
Essenfurt: 1.5
Leichenburg: 3.04
Naubonum: 0.76
Mikalsdorf: 1.16
Nachtafen: 1.8
Pfaffbach: 0.74
Regrakhof: 0.68
Siegfriedhof: 2.56
Rottbruck: 0.62
Stirbruck: 2.28
Swartzhafen: 3.36
Tempelhof: 0.66
Teufelheim: 0.7

This gives a total of 80 Watchmen for the towns and villages of Sylvania (Thrynau has no Watch presence but is so close to Waldenhof it receives a weekly patrol). Those townships with three Watchmen (Leichenburg, Siegfriedhof, Swartzhafen) each would have a corporal apiece, whilst the rest would make do with just a senior Watchman (with a junior where two are present). These numbers lend themselves to a highly centralised system run direct from Waldenhof. One Captain would lead the watch, with two or three lieutenants and a dozen sargeants. These numbers could be easilly trebbled before a Watch Commander becomes preferable (as the senior rank) with a couple of Captains, and could cope with just a Captain and Lieutenants (+ OberLieuenants) until about 500 men, when urban populations reached around 37'500 people (the last figures place it at 6'913 people) using the high proportion of Watchmen mentioned. There are no calculations available for the numbers of Stir River Patrol, or Roadwardens, so I'm arbitrarilly setting them at 40 and 164.6 respectively, under a Lieutenant and a Captain. The Roadwardens work out at 1 per 800 head of general population (without urbanisation taken into account), which seems reasonable, though I have no basis for the figure. The Stir R. Patrol (based out of Waldenhof) is subsidiary to and answers to Stirland, though I suspect Mannfred could aquire their loyalty. Regardless, as they're mostly concerned with smuggling (and therefore quite busy) I don't see them opposing Mannfred. Smuggling is one of the very few criminal activities I can see Mannfred permitting or even encouraging, as it allows an ingress of unfranked and illegal goods, which since the duties go to either the Emperor or Stirland shouldn't concern him, although with independence from Striland (in some unspecified future) that would doubtless change.

Their are no figures for Drakenhof and Vanhaldenschlosse as at the figures used (2512) they're both ruins, Vanhaldenschlosse unihabited and Drakenhof populated by mutants. We know Mannfred has reoccupied Drakenhof and slaughtered the mutants (ready made Levy), opening the place up to peasants. It's seems likely that Vanhaldenschloss is reoccupied to, as it affords an ecelent and strategic location and was a formidable fortress. It also affords Mannfred the opportunity to install one of his Liuetenants (a Vampire) with no opposittion or objections in a magically significant site. When more uptodate figures are available I'll do these (Drakenhof at least should gain a population).

MDMann - May 22, 2006 06:45 PM (GMT)
Finally, here are the trades (businesses) within Waldenhof, again they are based upon the above figures:

Cobblers: 28
*Furriers: 16.8
Maidservants: 16.8
Tailors: 16.8
Barbers: 12
Jewelers: 10.5
*Taverns/Restaurants: 10.5
Rag & Bone Merchants: 10.5
Pstrycooks: 10.5
Masons: 8.4
*Carpenters: 7.63'
Weavers: 7
Chandlers: 7
Mercers: 7
Coopers: 7
Bakers: 5.25
Waterboys: 4.94
Scabbardmakers: 4.94
Wine Merchants: 4.66'
Felters: 4.42
Saddlers: 4.2
Hegglers: 4.2
Pursemakers: 3.81'
Butchers: 3.5
Fishmongers: 3.5
Beersellers: 3
Bucklemakers: 3
Plasterers: 3
Spice Merchants: 3
Blacksmiths: 2.8
Painters: 2.8
Licenced Doctors: 2.47
Unlicenced Doctors: 12
Thatchers/Roofers: 2.33'
Locksmiths: 2.21
Baths: 2.21
Ropewalks: 2.21
Inns: 2.1
Tanneries: 2.1
Copyists: 2.1
Sculptors: 2.1
Rugweavers: 2.1
Harnessmakers: 2.1
Bleachers & Dyers: 2
Hay Merchants: 1.83
Cutlers: 1.83
Glovemakers: 1.75
*Woodcarvers: 1.75
*Woodsellers: 1.75
Apothecaries/ Herbalists/ Alchemists: 1.5
Bookbinders: 1.5
Illuminators: 1.08
Booksellers: 0.66'

Noble Households: 21
Advocates: 6.46
Clergymen: 105
Priests: 3.5 ~ 4.2
Menial Workers/ Labourers: 2311.56

The asterisked (*) trades are those I believe would show a higher poroponderence within Sylvania (and Waldenhof) due to the trade constituents and geography, and I'd suggest doubling the figures given. Note that this hasn't been done, and if it were the numbers of menial workers / labourers should fall correspondingly. As a rough rule of thumb each business employs four people, although this varies widely. The list is not exhaustive and other trades could well exist, although some figures could easilly represent several related trades, for example blacksmiths could include coppersmiths or jewelers goldsmiths. Some trades aren't represented because they only operate in very cosmopolitan areas with higher populations than Sylvania possesses.

Clergymen would include all things like lay-preachers, initiates, witch hunters/inquisitors and templars. Of the four priests within Waldenhof we know three represent Sigmar, Morr and Rhya, whilst the forth should be Ecate. If proscribed cults (Ecate) don't show in the figures then the forth prist should also follow Rhya or Taal.

Area (Waldenhof): 65 Acres
Density (Person/ Acre): 63

MDMann - June 16, 2006 07:36 PM (GMT)
The Military colours (uniform) of Sylvania is black, red and purple, but this hasn't been used since the Vampire Wars, as the military have since used green and yellow, Stirland's colours. After the Great War Against Chaos with Magnus the Pious, Sylvanian military have used no military colours as they have lapsed to a very ad-hoc affair with the fall in population. Since regions frequently use their own colours within a province, Mannfred could easilly reinstitute the original colours (black, red and purple) without concerning Stirland yet ganing local political capital. Doubtless this has been the case for some time.

It takes roughly a year to recruit significant numbers to the military and another year to fully train them (infantry, cavalry or artillery). This means the first large influx of recruits from the Spring Driving migration should just be entering active service, and the Storm of Chaos migrants should be beggining training. This means Mannfred should have a much larger body of living troops available soon, not counting Mercenaries.

It takes around three to five years to turn a well trainied soldier into a veteran, not counting seasoning and hardening from war. Sylvania's current soldiery should be at this level from killing ghouls, bandits and Crom's raiders. The military isn't large enough to select and train special forces such as Greatswords, though incresed recruiting (from immigrants) would allow small numbers of these, roughly 3% of regulars eventually. Remember these figures are all based upon a very low population density.

Mercenaries are very expensive and wholly unrelliable. They care about their reputation not their employer or cause. However, they are often skilled and quick to employ, if you can find the gelt. Mannfred should have no trouble aquiring these, but it's a good idea to use them to pad your forces out rather than rely upon them, and they should never outnumber your forces in any local or they're liable to just go pillaging, unless they fear swift and brutal revenge. This rquires examples, so is best avoided where possible. Ogre bands work on a different premise, taking their payment in vast quantities (ie expensive) of low grade meat. It's actually cheaper to use these than hire them as they can eat the enemy. Mannfred could fead them corpses (leaving skeletons) or goblins (which make poor zombies). Again this is a future option. As Mannfred opens (gold, iron, copper and tin) mines with inexhaustible (zombie) labour, he should gain the capitol to do this, although Mercenraies are always a short term solotion with the money better spent elsewhere (raising, equipping & training troops; improving infrastucture - roads; building fortifications; purchasing supplies - cannon, equipment, etc etc.), even for Mannfred.

MDMann - November 7, 2006 12:42 AM (GMT)
Several sources. The population figures are from the old gazetteers (WHFRP1), and the information extrapolated using average medieval data as a basis. Military figures are taken as a basis of the time it takes to recruit and train real-world armies some of which are Peninsula War era. The other information is taken from GW sources, novels, WHFRP (1&2), MadAlfreds site (great for maps), SoC, CJ, old Army Books and various bits and pieces and a few extrapolations and logical assumptions (all of which I've identified). I'll update this when I get gazetteers from WHFRP2, post SoC which is set 20 years after the present data. It should be remembered that those twenty years were busy ones for Mannfred and the situation is likely to be very different. I'd do it now buit it requires far too many assumptions.

Gorthuar - November 8, 2006 06:00 PM (GMT)
Here are the current population figures from "Sigmar's Heirs", the most recent WFRP sourcebook about the Empire:

Waldehof 4'200

Drakenhof 250

Tempelhof 83

Vanhaldenhof 87

Egling 82

Hundlam 92

Mikalsdorf 88

Regakhof 86

Thyrau 55

This sums up to a little over 5'000, as opposed to MDManns 131'000. Not to mention that the above list contains but a few settlements from MDManns list (it does contain Vanhaldendorf and Drakenhof, but I can see Mannfred building the first and repopulating the second).

Therefore I suggest throwing those numbers out through the window and sticking to those from v1 supplements. A lot of population figures from Sigmar's Heirs don't make any sence at all.

I thank you for your time.


Lord Gorthuar de Veris
Cult of Nagash

MDMann - November 9, 2006 08:25 PM (GMT)
If you remove population blocks, society grows exponentially. Mannfred has eliminated banditry, improved infrasture and effieciency and destroyed large predators (ghouls). There are further changes he could make that would also help, he might already have done them. In addittion, immigration will increase this rate very dramatically, the conditions for which are ideal following the Storm of Chaos. Refugees will have flooded in from Ostermark and Talabecland.

Sigmar's Heirs is very patchy (it has some good stuff) and the census figures are poor, but it's only a snap shot of the Empire where thew previous edition went into province by province detail ( ~ eventually). More uptodate numbers should become available at some point. That 5'000 is urban population, where the economy is rural, the total population tends to much higher.


The population can only suport a finite number of Vampires, and it's better to increase numbers slowly. That's why Mannfred recalled so many to Sylvania. He reoccupied and repaired Drakenhof, whilst the capitol remains Waldenhof under Count Rudgar, who acts as a stalking horse. It seems likely Vanhaldenschlosse has also been reopened with one of Mannfreds favoured installed. A few other Vampires also operate keeps, and some will stay at prominent courts. It's better to keep numbers low at the moment until the position within the Empire is more secure. After all, the nobles are firmly uner control and can always be kissed if war errupts.

MDMann - November 13, 2006 06:01 PM (GMT)
We know of three Vampire Counts within Sylvania at present, plus a couple of Thralls. Thralls can be created quickly though, and three is a minimal number; we don't really have the data to base anthing on and are unlikely to recieve it. Remember Sylvania is the poorest part of the Empire (by a long way) and the figures I provide are historically comparable for such a province. However, remember that twenty years of uninterupted growth have occurred since those figures and condittions would be much better (though still impoverished). A good rule of thumb would be to double the population figures (a human population will double over twenty years in ideal conditions) though this does not take account of immigration (always low until the Spring Driving and Storm of Chaos, then high yet still lower than other provinces) or reflect the ecconomic situation. However, until more detailed info is available it's a reasonable fudge. Sylvania hasn't had any part in politics for six hundred years. That's only now starting to change (indicating strong ecconomic growth and good prospects).

MDMann - November 13, 2006 06:16 PM (GMT)
Within Sylvania Siegfriedhof (with Rottbruck) attached is run by Raven Knights of Morr, whilst the site of Mordheim is also unnoccupied. A few towns within Stirland (Langwald & Enzesburg; Hirtenfeld, Texing & Grusserl) are disputed with Sylvania as are quite a few within Ostermark.

Marine - November 14, 2006 06:15 PM (GMT)
Mordheim isn't part of sylvania, it has never been so and never will be, otherwise we would never have ahd that lovely game and vlad would never have had to conquer it.

MDMann - November 15, 2006 08:52 PM (GMT)
Mordheim was capital of Sylvania before Vlad arrived, indeed before the von Draks came to power when it was won by Count Steinhardt of Ostermark and made his capital. It's stock is basically Fennone, we lost it during the Time of Three Emperors.

Valaris - November 16, 2006 07:14 AM (GMT)
It looks like good data. All very well thought out.

The one problem I see is with doubling the population every 20 years. Though population grows exponentially under ideal conditions the situation in Sylvania is far from that. I haven't read all the fluff but I have done a bit of research on the Medieval period. Disease and early death of children would make growth a lot slower. The land is also noted for being poor and not able to support much farming. This would limit the carrying capacity of the land, especially when you add in the population not involved in farming.

Even immigration would not offset these problems. The new citizens would need to establish themselves, and if not farmers would further tax the existing farmers. Also the new people would not mix well with the original population until they are acclimated. So not a lot of marriages yet.

I can also see why Mannfred would be careful about expanding the Vampires at this time. Vampires stunt the population growth if there are more then the flow of criminals and others who need excuting can support. Money and influence are often good enough to control the nobility. No need for a lot of Vampires until you're ready to pull away from Stirland!

Marine - November 16, 2006 07:05 PM (GMT)
that's correct, but the vampires could also make it safer than a normal realm,a fter all, they are quite efficient at crime control, I also think that sylvania has one of the lowest beastman populations in the old world, which would make them capable of faster growth than their neighbours. New arrivers can also marry amongst themselves, which they'll probably do and becoming part of the population will not take much time, they're not very different culturally and such.

MDMann - November 17, 2006 08:38 PM (GMT)
With such as low population figure as baseline, the conditions are pretty good. There are no beastmen, mutants or goblinoids in Sylvania, none, (the only place in the Empire that's so) and crime is very low, all directly attibutable to Mannfred (in the last twenty years). Even with poor soil, with much of the land unutilised ther's plenty of room for expansion. Also a population density of 15 (that used) is a third of that of Medieval Europe in the worst conditions experienced, leaving vast room for growth. These conditions are new as Mannfred removed the mutants, ghouls and banditry only twenty years ago. Immigration is popular, if employment is high (which by Sylvanian historical standards it is); crime is low (the highest concentration of Watchmen in the Empire); and they don't overtax the service industries, which since there aren't any (with few exceptions) would be difficult. Besides, populations grow exponentially if the most inhibiting factor (singular) is removed until equilibrium is reached and a new inhibitor becomes key. As safety is no longer an inhibitor (and neither is food as arable land, no matter the quality, is readilly available), the next key would likely be space, as maximum desities are reached. The possibble solutions would either to be the gaining of more land to expand to (such as Friederich did by invading Poland), or by increasing the possible densities, by improving trade, transport or sanitation. Of course, if you travel this route (and it's by no means neccessary yet, as even Sylvania could support a higher density) it only delays the need to expand or stabilise the growth. In fact the biggest risk is inflation, though this is offset by a hard currency and monopolised land ownership. Still, the economic downturn of the Storm of Chaos must be something of a relief.

MDMann - January 16, 2007 12:49 AM (GMT)
As promised I now have the first installment of the 2522 I.C. demographic data for Sylvania reverse engineered from MadAlfreds Gazetteers. It should be noted that 2522 I.C. was last year in the WH world, not this year and that both were exceptionally busy years in terms of migration.

Sylvania:

Population density: 30 people per square mile.
Area: 8'750 Square Miles (approx).
Settled: 1'458 Square Miles
Unsettled: 7'292 Square Miles
Population: 262'500 adults
Urban Population: 25'553 adults
Village Population: 184'447 adults
Isolated & Itinerant Population: 52'500 adults
Military: 7'875
Regulars: 5'906.25
Militia: 1'968.75
Castles/Fortifications: 5.25
Ruins: 2.64
Universities: 0.1
Livestock: 577'500
Fowl (Chickens, Geese, Ducks): 392'700
Dairy & Meat (Pigs>Sheep>Goats>Milk - catlle>Work - cattle> Meat - cattle): 184'800 (1/2> 1/4> 1/8> 1/16> 1/32> 1/32 approx).

Military would be variosly dispersed along the borders or in the capitol Waldenhof (particularly Militia).

Valaris - January 16, 2007 08:58 PM (GMT)
These new numbers look better. The population has more than doubled since the last reckoning. Surely immigration has played a big part, especially in the expansion of city dwellers. Villages have also expanded, which may in part be from immigrants establishing new villages rather then grafting themselves onto existing ones. And it appears they have brought more livestock with them, and hopefully more talented workmen. These factors all will help promote a healthy and productive human population.

Sylvania still has a bad reputation in the courts of the Empire, been the home to several Vampire armies. Human memories are thankfully short but historical ones are not. So the common man, seeing lower crime and fewer taints of Chaos really doesn’t care or want to know why that is so. Land is plentiful even if it is not very productive. Trade is up, people are traveling, the roads are safe and the inns and way houses are filled. Times are improving.

But the politicos of the Empire are watching. They have not forgotten the ravages of the Vampire wars. Luckily they have other, more pressing, things to attend to.

MDMann - January 17, 2007 12:32 AM (GMT)
That's a fair summantion. I basically increased the population density to 30 (from 15) which is still very low to reflect the low crime rate and absolute safety compared to the rest of the Empire. I also increased the military (not watch) percentage from very low to average (given twenty years of recruitment). Increasing it much further would start to damage (slow growth in the current climate) the ecconomy (which I haven't done). The increased number of villages (7) is something I also like as it's from GW. A few villages have increased their populations and trade constituents too, and by my (rough and ready) calculations three more are close to it (that's moving from subsistence not from abject poverty).

This gives a very healthy 5% yearly growth rate (whilst inflation remain low). Of course, this is likely to much lower at the start of the twenty years and higher towards the end with a downturn following the Storm of Chaos (and Spring Driving), which I'll maintain is a good thing (for Sylvania) easing inflationary pressures. It is still the poorest province in the Old World by a long way, but it's growth figures are quite high. The growth potential is still high as the carrying capacity for land isn't even close to beig reached. As such most growth will continue to be rural.

Mannfred has obviously improved the defences of all the settlements in the region, returning to the traditional Sylvanian style of building (all stone, not half timbered as in the rest of the Empire) and the digging of ditches and stake lined (likely iron) dry moats. Of course, the pit zombie defences (never before activated) have all been revamped.

I'd suggest Mannfreds next move is to improve the transport infrastructure as he has an unlimited (unskilled) workforce in zombies and the opening of several mines for the same reason. This has military applications too.

His major immediate threat, if declaring indepence from Stirland, is the three! Morrian Templar Chapters nearby (& one Sigmarite), one within Sylvania, one contested with Stirland and one just over the border. This precludes the use of any but the most powerful undead in dispute resolution (even with suprise and infiltration taken into account). The advantages remain: The Sigmarte schism; Averland and Talabeclands hostillity to Stirland; the Freestadt of Schramleben claiming the third Morrian Barony and Stirlands miltary ineptitude. Against this is likely hostillity from Ostermark and Stirlands overwealming (relative to Sylvania) wealth and military might.

The alternative option (non-military) for Mannfred is to improve the sanitation, but it carries less military benefit (though ecconomically, socially, politically and populus density wise it has similar potential) for similar cost. I'm assuming they will not be carried out simultaneously (which would risk over inflation).

Of interest is that Vanhaldenschloss village is reoccupied but the keep is not. Drakenhof of course is and even expanded (two subsidiary villages). Also, Drakenhof has seen by far and away the highest growth in Sylvania.

MDMann - January 17, 2007 01:26 AM (GMT)
Here are the Watch figures for Sylvania. Watch numbers are again doubled for the high incidence of watchmen throughout Sylvania. This will help regulate the recent influx of immigrants, though something has to fall by the wayside in the crime figures (at least temporarilly). I've decided this is most likely the smuggling rate which is more the province of the Excise men and Stir River Patrol, and which is in the interests of the nobility to ignore, further weakening Stirland and Strengthening Sylvania (ecconomically) effectively operating a Black Ecconomy (with Stirlands punitive tax rate) similar to Soviet Russia:

Waldenhof: 56
Egling: 1.09
Hundham: 1.23
Thrynau: 0.73
Drakenhof: 3.33'
Apetlon: 0.45
Tadten: 0.56
Essen: 2.51
Krewlin: 0.6
Zuhlsdorf: 0.71
Eisigfurt: 1.28
*Enzesburg: 1.17
*Grusserl: 1.31
*Barnbach: 0.45
*Hirtenfeld: 0.77
*Texing: 0.92
*Langwald: 1.15
Leicheburg: 5.06'
Mikalsdorf: 2.05
Naubonum: 1.25
Nachtafen: 3.0
Pfaffbach: 1.24
Steurberg: 0.72
Regrakhof: 1.15
Siegfriedhof: 4.26'
Rottbruck: 1.04
Stirfahre: 3.8
Swartzhafen: 7.6
Greith: 0.48
Hagen: 0.55
Tempelhof: 1.11
Teufelheim: 1.16
Gallizien: 0.35
Rechwald: 0.46'
Vanhaldenhof: 1.16

*Contested with Stirland. The neighbours Enzesburg & Langwald (a former capitol of Sylvania...again) should present no difficulty, but the Barony of Grusserl (containing Barnbach, Hirtenfeld and Texing) belongs to the Mórrian Abbey of St. Redwald and the Black Knight Templars (Grandmaster Williband Munsterburg) which could prove a challenge, especially with the Mórrian Abbey of St.Wilfrid another Black Guard stronghold just over the border (though they at least don't manage that land).

This gives a total of 108 Watchmen for the towns and villages of Sylvania (Apetlon, Barnbach, Greith and Rechwald have no Watch presence but receive a weekly patrol). Those townships with three or four Watchmen (Drakenhof, Essen, Nachthafen, Siegfriedhof and Stirfahre) each would have a corporal apiece; Leicheburg would have a sargeant (no corporal) with five; whilst Swartzhafen (with 8 Watchmen) would have an Unterliuetenant and the rest would make do with just a senior Watchman (with a junior where two are present). These numbers lend themselves to a highly centralised system run direct from Waldenhof. One Obercaptain would lead the watch, with two Captains, three Lieutenants, fourteen Unterliuetenants and twenty two sargeants. These numbers could be trebbled before a Watch Commander becomes essential (as the senior rank) could cope with just a Captain and Lieutenants (+ OberLieuenants, not used here) until about 500 men, when urban populations reached around 37'500 people (the last figures place it at 25'553 people) using the high proportion of Watchmen mentioned. There are no calculations available for the numbers of Stir River Patrol, or Roadwardens, so I'm arbitrarilly setting them at 40 and 328.13 respectively, under an Obercaptain. The Roadwardens work out at 1 per 800 head of general population (without urbanisation taken into account), which seems reasonable, though I have no basis for the figure. The Stir R. Patrol (based out of Waldenhof) is subsidiary to and answers to Stirland, though I suspect Mannfred could aquire their loyalty. Regardless, as they're mostly concerned with smuggling (and therefore quite busy) I don't see them opposing Mannfred. Smuggling is one of the very few criminal activities I see Mannfred encouraging, as it allows an ingress of unfranked and illegal goods, which since the duties go to either the Emperor or Stirland shouldn't concern him, although with independence from Striland (in some unspecified future) that would doubtless change.

There are no figures for Mordheim (as the site is still unoccupied) or Vanhaldenschlosse (as it's a ruin) though the village (Vanhaldenhof) is occupied and subsidiery villages should appear soon as this seems a (relatively ~ 5 years or less) recent venture as it can take considerable time to renovate ruins. This is also the logical progression for Mannfred to take as his first concern must have been for Drakenhof (as supported by the figures).

MDMann - January 17, 2007 06:58 PM (GMT)
Since it takes roughly a year to recruit significant numbers to the military and another year to fully train them (infantry, cavalry or artillery) the first large influx of recruits from the Spring Driving migration are entering active service, and the Storm of Chaos migrants are beggining training. This means Mannfred should have a larger body of living troops available soon, not counting Mercenaries.

It takes around three to five years to turn a well trainied soldier into a veteran, not counting seasoning and hardening from war. Sylvania's current soldiery should be at this level from killing ghouls, bandits and Crom's raiders.

Mercenaries are expensive and unrelliable. They care about their reputation not their employer or cause. However, they are often skilled and quick to employ, if you can find the gelt. Mannfred should have no trouble aquiring these, but it's a good idea to use them to pad your forces out rather than rely upon them, and they should never outnumber your forces or they're liable to just go pillaging, unless they fear swift and brutal revenge. This requires examples, so is best avoided where possible. Ogre bands work on a differently, taking their payment in vast quantities (ie expensive) of low grade meat. It's cheaper to use these than hire them as they can eat the enemy. Mannfred could fead them corpses (leaving skeletons) or goblins (which make poor zombies). As Mannfred opens (gold, iron, copper and tin) mines with inexhaustible (zombie) labour, he should gain capitol to do this, although Mercenraies are always a short term solution with the money better spent elsewhere (raising, equipping & training troops; improving infrastucture - roads; building fortifications; purchasing supplies - cannon, equipment, etc etc.), even for Mannfred.

So, of the 7'875 soldiers at his disposal Mannfred has 5'906.25 regulars and 1'968.75 militia (including merchants guards and yeomanry). Since a regiment is roughly 600 to 1'000 troops (using the Roman Legion as a template which seems appropriate) this means Mannfred should have:

2 Regiments Spearmen (these are quick and cheap to equip and train and are popular in the eastern Empire. Note the hafts should be wooden with banded iron and iron or steel heads, carry shields and wear light armour).

1 Regiment Swordsmen (cheap and quick to train but more expensive to equip. Short swords not long sword together with shields and heavy armour).

1 Regiment Halberdiers (expensive and slow to train and equip. These are an Imperial requirement for all provinces. If Mannfred wants independence he requires these. These should be the newest soldiers, equipped and trained but not seasoned yet. Heavy armour and shields).

2 Regiments Crossbowmen (expensive to equip but quick to train. Not as effective as Archers, but always more numerous as it takes a lifetime to learn to use a bow well. Crossbows should be heavy with a wich and crank, heavy armour and shield).

2 Regiments Militia (equipped short sword or crossbow, light armour and shield. Includes merchants guards and yeomanry).

1 Regiment (worth) of Mercenaries (1/3 of which should be ogres of whom 2/3 should be bulls and 1/3 maneaters [simply due to availability]. These guys will be in almost constant use hunting goblins and the like in the far mountains as it's cheaper to use them than not. The maneaters are less likely than the bulls to be used as they have more discipline and are less likely to start eating peasants).

26 Regiments (worth) of Levy (including 3 Regiments [worth] of Free Company. Using Levy [or Free Company] is very expensive, not very effective and destroys the ecconomy. Only of use as a last resort).

There is no field artillery to spare as maintenence is difficult requiring specialist skills where military expansion is better concentrated elsewhere. Artillery exists as defensive emplacements, as maintenence is easier and carries more political benfits.

No Pike are used (other than mercenaries) as they require extensive training better employed elsewhere. It could be possibble to expand in this direction when more immidiate needs are met.

1 Regiment of Archers is currently being trained and equipped, they should be readdy in five years time.

There should be around 330 Pistolliers, not quite two Squadrons worth (given a Squadron of 200 men and beasts). This includes the sons of rich merchants (for Sylvania) as well as the nobility. They won't be picky here (though it hamper promotion prospects), equipped and supplied at thier own cost.

Gorthuar - February 23, 2007 06:49 PM (GMT)
Not entirely on topic, but I belive it's the most appropriate place for:

The new map of Sylvania for Warhammer Fantasy Roleplay

I thank you for your time.


Lord Gorthuar de Veris
Cult of Nagash

MDMann - February 23, 2007 10:51 PM (GMT)
A nice map, several new towns and villages. Melkhiors tower just over the border is interesting.




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