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 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.

Left Side of the Kinniver Castle

Right Side of the Kinniver Castle