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  Copyright (C) 2014 by James & Robyn George  
   
  Braunstein in the Middle Ages (C) 2008 by David A. Wesely 
   
  Electronic Edition    
   
   
  All rights reserved.  No part of this book may be  
  reproduced or transmitted in any form or by  
  any means whatsoever without express written permission  
  from the authors, except in the case of  
  brief quotations embodied in critical articles and  
  reviews.  Please refer all pertinent questions to the publisher. 
   
   
  Printed in the United States of America 
   
   
  www.oldehouserules.com 
   
  Second Printing, August 2015 
   
  Licensed by David A. Wesely and Discovery Games 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
  For my wife, Robyn, who 
  knows the history of my heart and the  
  future of my happiness... 
   
   
  Cover and interior art from 
  Olaus Magnus, History of the Northern  
  Peoples, Neade, The Double-armed Man, and all   
  others from the Public Domain 
   
   
  With love and many thanks 
  to Robyn George for all her ideas and  
  enthusiasm, the Google+ community, 
  and David Wesely, who got the whole thing  
  started to begin with and was 
  incredibly supportive of this project  
  along with his marvelous wife Su! 
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
  TABLE OF CONTENTS 
   
  INTRODUCTION.............. 
  1 DEATH AND HEALING..... 
  10 
  GAME CONCEPTS............ 
  1 USING ARMOR.............. 
  10 
  DICE......................... 
  2 A SAMPLE COMBAT........ 
  11 
  MINIATURES................ 
  2 NATURAL HAZARDS........ 
  11 
  GETTING STARTED......... 
  2 POISON..................... 
  11 
  THE CHARACTER........... 
  3 MECHANICAL TRAPS...... 
  11 
  TRAITS...................... 
  3 EXPERIENCE.............. 
  12 
  LITERACY................... 
  3 THE CHRONICLE.......... 
  13 
  SOCIAL CLASS.............. 
  3 WHEN AND WHERE........ 
  13 
  LADY LUCK.................. 
  4 LANGUAGE................. 
  13 
  BACKGROUND................ 
  6 MAPPING THE GAME...... 
  15 
  ARMOR AND SHIELD........ 
  6 NON-PLAYERS.............  15 
  WEAPONRY................... 
  7 TOOTH AND CLAW......... 
  16 
  EQUIPMENT AND LOAD..... 
  7 BEASTS OF BURDEN...... 
  16 
  A SAMPLE CHARACTER..... 
  8 ANTIQUITY................. 
  17 
  THE GAME................... 
  9 WEALTH AND RICHES..... 
  17 
  DOING THINGS.............. 
  9 ADVANCED RULES......... 
  18 
  KNOWLEDGE................. 
  9 SHIELD WALLS............ 
  18 
  STRENGTH................... 
  9 HISTORICAL BATTLES.... 
  19 
  ACTS OF STEALTH.......... 
  9 WAR HORSES............... 
  19 
  PUSHING LUCK.............. 
  9 SIEGE WEAPONS........... 19 
  THE MELEE................. 10 MEDIEVAL SIEGES........ 20 
  ORDER OF ACTION.......... 10 STORMING THE WALLS.... 20 
  MOVEMENT................... 10 CASTLE DEFENSES........ 21 
  RESOLUTION................. 10 ENGINEERING TABLES... 
  21 
   
   
   
   
  APPENDIX I:   HISTORICAL TIMELINE...................... 22 
  APPENDIX II:  FAITH AND APPEALS......................... 24 
  APPENDIX III: GAME PLAY THE ORIGINAL WAY............ 25 
   
  BRAUNSTEIN IN THE MIDDLE AGES BY DAVID WESELY..... 26 
   
   
  
   
  1 
   
  INTRODUCTION 
   
  It is well-known that the role-playing hobby sprang from war-games 
  sometime in the early 1970s.  Less acknowledged is the role of the 
  transitional "Braunstein games" to this evolution, being a missing link 
  between the different modes of play. 
   
  One night back in the day, Napoleonic war-gamer David Wesely tried 
  something a little different.  Instead of having each person command an 
  army, he set things between battles in the town of Braunstein, with 
  players acting the part of important townsfolk, each having an agenda 
  and personal goals within the game setting. 
   
  Thus, a new hobby was born... 
   
  Although Wesely was initially displeased with the result, finding it 
  chaotic, his players enjoyed it and asked for more, and for awhile, this 
  style of gaming was referred to as a "Braunstein" in honor of the 
  eponymous setting.  There were third-world scenarios and, eventually, 
  medieval adventures in this style. 
   
  Barons of Braunstein is a historical role-playing game, but one 
  incorporating ideas and inspiration from the original Braunstein and 
  designed for the medieval period (4-15th century).   
   
  GAME CONCEPTS 
   
  Readers are likely familiar with role-playing games, but for the 
  uninitiated, the following applies, noting that, very often, the concept 
  of the game is the game and that rules, for all their importance, are 
  really secondary in the scheme of things:   
   
  One person is the judge.  Before any play can begin, they must first 
  write an adventure, normally, someplace to be explored, like a castle or 
  ancient crypt.  This might also include a town or village to purchase 
  supplies before setting out, and all of this should be organized in detail 
  before the first session so things will go smoothly.  
   
  Sometimes, the judge will need to map out important areas, like the 
  wilderness between towns.  This can be accomplished using graph paper to 
  the required scale (1 square equals 10' indoors).  
   
  Everyone else is a player (1-5 are best).  Each creates a character, 
  complete with their own abilities, equipment, and/or personal strategy 
  per the rules being used.  Players must coordinate with the judge, who 
  explains their setting (and its restrictions) well in advance of the first 
  session, although much is left to the individual to decide. 
  
   
  2 
   
  During play, the judge describes what is happening, acting out any   
  supporting characters where necessary, and the players decide what, if 
  anything, their own characters are going to do.  The rules are then 
  consulted and/or dice rolled to determine the outcome of certain events, 
  like combat, where success is uncertain. 
   
  Each new session picks up where the last one left off as part of an 
  ongoing chronicle.  Assuming they survive, adventurers become  
  increasingly more powerful, although death requires that a replacement 
  character (or party) be generated.    
   
  DICE 
   
  This system employs six-sided dice, referred to here as a d6, being 
  commonly used in war-gaming.  Where the rules say to roll two dice, this 
  is written as 2d6 for quick and easy reference.       
   
  MINIATURES 
   
  Although their use is optional, 25/28mm miniatures, painted to the 
  participant's liking, can be used to represent characters and enemies in 
  combat, making movement and position important.  In this case, one 
  figure on the tabletop equals but a single combatant, and 1 inch equals 
  approximately 10', using a ruler or by sight.  
   
  GETTING STARTED 
   
  First, the judge decides what period (4-15th century) they wish to 
  chronicle and then chooses one or more books on the subject, the latter 
  providing important details about the social situation and monetary 
  system used.  After that, these rules can be used to create characters and 
  resolve unpredictable actions in play.  
   
  Barons of Braunstein is suitable to a range of historical periods, and 
  enthusiastic judges can add (or change) anything, making their chronicles 
  challenging and fun, which is, after all, the whole point!  
   
   
  
   
  3 
   
  I. THE CHARACTER 
   
  Character creation is extremely simple, although players must first 
  master a few basic concepts.  This system emphasizes choices and personal 
  interaction over detailed mechanics, even if some rules are needed to 
  preserve the element of risk...  
   
  TRAITS 
   
  Characters are medieval men and women who have chosen a life of 
  adventure.  Accordingly, there are no classes or skills, as adventuring 
  is what they did instead of doing something else.  That said, they can 
  fight and attempt any action available to an able-bodied adult and might 
  enjoy other talents as per the following:   
   
  LITERACY 
   
  Not every character will know how to read, especially in a medieval 
  environment, and while there are obvious advantages to literacy, 
  unlettered commoners enjoy certain benefits as well, and the player can 
  decide which is best for them: 
   
  ILLITERATE characters include commoners and country folk, although 
  urban dwellers may also count, adding +2 LUCK for being streetwise and 
  leading hardy lives of work and toil.  
   
  LITERATE adventurers come from the clergy or nobility, although 
  wealthier commoners may also be.  These can read and write in their own 
  language (and Latin as the learned tongue), adding +1 if attempting to 
  recall facts about history and/or the chronicle.   
   
  Of course, being illiterate does not imply stupidity by any means, and  
  such characters make excellent adventurers.  
   
  SOCIAL CLASS 
   
  As itinerant adventurers, most characters fall outside of medieval 
  society, although some details of their background might be useful when 
  establishing a suitable back story:  
   
  CLERGY include Christian priests (and nuns from wealthy stock) and  
  priests (or priestesses) from the old pagan faith, the latter being active 
  through the 11th century.  Christians are always literate and pagans 
  sometimes are, knowing the runic script.     
   
  Note that while the Christianization of Northern Europe was complete by 
  the 11th century, individual holdouts are always possible!     
  
   
  4 
   
  RELIGIONS OF ASIA AND EUROPE 
  FAITH/CLERGY 
  PERIOD 
  REGION 
  Buddhism (foreign monks) 
  5th century onward 
  Asia 
  Christianity (priests)* 
  4th century onward Asia/Europe 
  Islam (wandering imams) 
  8th century onward Asia/Europe 
  Judaism (rabbis) 
  4th century onward Asia/Europe 
  Paganism (oracles/priests)# 
  4-11th centuries 
  Asia/Europe 
  Protestantism (ministers)  
  16th century onward 
  Europe 
   
  *Greek Orthodox or Catholic, brothers and sisters  
  #Hellenistic pagans (4th century) or northern (4th-11th) 
   
  COMMONERS include craftsmen, farmers, and social outcasts, like 
  prostitutes and thieves.  These are typically illiterate, although rich 
  freemen could often hire tutors.      
   
  NOBILITY can be unacknowledged bastards or second/third children  
  having no land to inherit (a perfect motive for adventuring), whether by  
  war or circumstance.  These are normally literate unless part of a    
  tribal and/or barbarian culture, although the latter will sometimes be 
  literate in the manner of pagan priests.  
   
  The above is just a guide for players to establish a consistent 
  background for their characters.  Being social outcasts, most will have 
  varied histories, although the judge might impose some limitations to 
  ensure a minimum level of accuracy. 
   
  LADY LUCK 
   
  All characters begin the chronicle with 10 points of LUCK (+2 if they  
  happen to be illiterate) representing the skill and strength necessary to 
  survive in difficult situations.  Players can spend 1 LUCK performing  
  any one of the following as the judge permits: 
   
  (1) Add +1 to any die roll, noting that the player can roll first and 
  decide whether or not they wish to do this, the maximum bonus limited only  
  by the total amount available.  
   
  (2) Survive an attack made against them, noting that some, like  
  natural hazards and/or traps, might require multiple points of LUCK to 
  stay alive, scaling with the risk involved. 
   
  If a character lacks sufficient LUCK to survive, death is inevitable 
  barring the use of armor and/or intervention from the judge, although 
  just falling to zero is not otherwise fatal unless subsequent injury 
  occurs (a present risk).  Spent LUCK is recovered through rest, and this is 
  explained more fully in the following game rules section. 
  
   
  5 
   
   
   
   
   
   
   
   
   
   
   
  
   
  6 
   
  With the above concepts understood, character creation becomes simple, 
  starting with background as follows... 
   
  BACKGROUND 
   
  Using 25 words or less, the player describes their character's name, 
  gender, and personal history, noting that fighting ability and literacy 
  need not be referenced.  Background helps the player make their 
  character unique and might also indicate certain skills, like being a 
  monk or blacksmith's apprentice:    
   
  Bodvar was a Viking raider  
  who abandoned his crew to seek his fortune  
  abroad and learned Latin from a blind  
  priest he met in England. 
   
  Notice that while literacy is not specifically addressed, it forms the 
  basis for some of Bodvar's background, and as a Viking invader, fighting 
  prowess is a given.  The character is ready for the next step; armor, 
  weaponry, and/or other starting equipment. 
   
  Background fleshes out a character, but might also suggest additional 
  abilities.  That said, the judge can increase the number of words allowed, 
  taking care to be consistent.   
   
  ARMOR AND SHIELD 
   
  Those characters wishing to wear armor begin the game having a set, 
  although only if they intend to use it.  This can be anything from hide to 
  chain or plate mail, per the period, with no distinctions made except 
  where noted by the judge.  Again, characters cannot just take armor for  
  personal resale, but must actually intend to use it. 
   
  Should an armored character take enough damage to actually die in 
  combat, they revert to 10% of their total LUCK and stay alive, although the 
  armor is damaged beyond use and must be repaired (10 SP) or replaced 
  before receiving its benefit again. 
   
  Optionally, players can take a shield, but never both to start unless  
  they can otherwise afford to buy each separately.  These allow the 
  character to ignore up to 3 points of damage from a single attack, after 
  which the item is ruined and must be repaired or replaced in the same 
  manner as armor and at the same price (10 SP). 
   
  Note that for game purposes, armor and shields captured or found on 
  adventures have only a 1 in 1d6 chance of being useable without repairs, 
  making regular visits to town for maintenance essential.   
  
   
  7 
   
  Armored characters cannot climb, hide, sneak, and/or swim, although 
  exceptions to the latter can be made for those wearing hide or leather if 
  the judge otherwise permits.  Unarmored characters may, of course, 
  attempt all of the above, making this an attractive option and a good  
  strategy for those wishing to act stealthily. 
   
  Characters move 50' per round (10' climbing) unless armored (30'), per the 
  game rules and the judge's discretion.    
   
  WEAPONRY 
   
  Each character likewise begins with a single weapon of the player's 
  choice and, unlike armor, captured and/or found items are fully useable,  
  subject to all of the following: 
   
  BOWS have a range of 200', although the judge can adjust this for more 
  realism.  Shields cannot be used, although a small (one-handed) weapon may 
  also be carried for use in close combat.   
   
  ONE-HANDED MELEE WEAPONS include hand axes and swords that, being 
  smaller, leave one hand free for a shield.  Some, like the aforementioned  
  axe, can be thrown 30', making them versatile.  
   
  TWO-HANDED WEAPONS require both hands, making shield use impossible, 
  although their larger size grants +1 to damage scored: 
   
  WEAPON 
  RANGE 
  NOTES 
  Bows 
  200' 
  crossbows, long/short bows* 
  Melee 
  -- 
  axes, maces, swords, etc. 
  One-handed 
  10' 
  enables shield use, no bonus  
  Two-handed 
  10' 
  no shield, deals +1 damage# 
  Thrown melee 30-50' includes daggers, spears, etc. 
   
   
   
  *Judges can enforce a minimum range of 30' 
  #Requires at least 20' free space to wield properly  
   
  EQUIPMENT AND LOAD 
   
  Otherwise, characters begin their adventures with a backpack large 
  enough to hold 15 items and 1,000 SP, food and water for a full game week, 
  and whatever armor (shield) and/or weapon they chose, noting that the 
  maximum load for anyone is 20 items.  This excludes armor and weapons 
  carried, either on a belt or in the pack, etc. 
    
  Silver pieces (SP) are the monetary standard in this system, and all 
  characters begin having 1d6 x 10 SP as rolled, noting that most equipment 
  is already provided, and many things can be won on adventures.      
  
   
  8 
   
  Costs vary with availability and location, making an equipment table 
  unnecessary.  Rather, items cost 1d6 SP times a multiplier based on rarity 
  and/or size as per the judge:  
   
  ITEM 
  COST (SP) 
  NOTES 
  Common/small 
  1d6 
  personal items, tools  
  Exotic/large 
  1d6 x 10 armor, weaponry 
  Rare/very large 1d6 x 100 luxuries, mounts, vehicles 
   
  Note that the judge has the final say here, although the above rules make 
  it possible to further equip an aspiring party. 
   
  A SAMPLE CHARACTER 
   
  The following sample character is provided as an example, demonstrating 
  what a finished hero might look like: 
   
   
   
   
  NAME: Mite  
  SEX: female 
   
   
   
   
  LITERACY: illiterate (+2 LUCK) 
   
   
   
   
  LUCK: 12 
  SOCIAL CLASS: commoner 
   
   
   
   
  BACKGROUND: Mite is a young street  
   
   
   
  urchin with no knowledge of her birth   
   
   
   
  name.  Although willing to steal, she  
   
   
   
  is protective of the weak and helpless. 
   
   
   
   
  EQUIPMENT: backpack, bedroll, knife,  
   
   
   
  picks and tools, rations  
   
   
   
   
  EXPERIENCE: 0 
  TREASURE: 12 SP  
    
   
  As characters go on adventures, they gain valuable experience and become 
  better at what they do per the game rules that follow...  
   
   
  
   
  9 
   
  II. THE GAME 
   
  Throughout the game, characters will attempt many actions, and as   
  success is by no means guaranteed, rules are required.  This element of 
  risk is essential to an exciting game. 
   
  DOING THINGS 
  Some actions are easy.  The player does not roll dice because their 
  character is automatically successful.  Other things are simply impossible 
  and never succeed under any circumstances, although judges can always  
  intervene (a matter of common sense and good judgment).  Everything else 
  requires the roll of 2d6, based on conditions: 
   
  TASK 
  SUCCESS 
  NOTES 
  Simple 
  -- 
  ordinary walking/talking 
  Easy 
  7 or better elementary/little interference 
  Moderate 
  9 or better harder/distractions present  
  Difficult 
  12+ 
  daunting/dangerous conditions 
    
  Note that simple actions can easily become difficult, like moving when 
  bound and gagged, as per the judge.  
   
  KNOWLEDGE 
   
  Characters may attempt to recall facts about the game world, like the 
  location of some holy place, etc.  This does not apply to solving problems 
  and never does anyone's thinking for them. 
   
  STRENGTH 
   
  Feats of physical strength must never exceed the limits of human ability, 
  although this varies and can be remarkably powerful. 
   
  ACTS OF STEALTH 
   
  Characters who forego the use of armor can attempt feats of speed or 
  stealth, resulting in fast, mobile, and generally versatile heroes, albeit 
  vulnerable in combat.  These may climb walls at 10' per round, hide and 
  sneak, and/or steal small, light objects.   
   
  PUSHING LUCK 
   
  Literate characters add +1 when reciting facts.  Otherwise, players can 
  spend LUCK adding +1 to any die roll (they can roll first and decide 
  whether or not to do this).  Note that running out of LUCK in this way does 
  not result in death unless the character later enters combat. 
  
   
  10 
   
  THE MELEE 
   
  Combat is divided into rounds, each representing 1 minute of action 
  moving and/or exchanging blows, where applicable, noting that time here 
  is approximate and may vary greatly. 
   
  ORDER OF ACTION 
   
  At the start of each round, both sides roll 1d6 for initiative (one player 
  rolls for the party and the judge for enemies), with the higher result 
  moving and acting or attacking first.  Combat must involve risk, so in    
  the event of a tie, initiative goes to the enemy. 
   
  MOVEMENT 
   
  Combatants move 50' per round (30' armored) and may attack if within 
  range at the end of that movement.  Optionally, the side winning 
  initiative adds +1 to attack dice, but only when armed and ready to fight, 
  noting that luck may also be spent to do so. 
   
  RESOLUTION  
   
  Once again, attacks are resolved by rolling 2d6, with damage scored per 
  the following combat table: 
   
  2d6 DAMAGE 
  NOTES 
  2-8 
  0 
  Possibly glancing off armor 
  9-11 
  1 hit 
  May indicate fatigue, etc. 
  12 
  2 hits Normally represents a physical blow 
   
   
   
  *Two-handed weapons add +1 damage 
   
  Targets must spend 1 LUCK per point of damage to survive.  Otherwise, 
  death results, although armored combatants recover 10% of total LUCK and 
  continue fighting as explained earlier.  
   
  DEATH AND HEALING 
   
  Any target having insufficient LUCK to survive will die.  Otherwise, 
  characters recover through rest at a rate of 1 per day spent camping in 
  the wilderness and 1d6 at an inn or hostel, etc. 
   
  USING ARMOR 
   
  Characters having armor revert to 10% of total LUCK, rounding up, so 
  illiterate types (12 LUCK) get 2 (1.2 rounding up), noting that experienced 
  adventurers having greater LUCK should benefit even more. 
  
   
  11 
   
  Shields allow the character to ignore up to 3 points of damage (the 
  maximum possible in most situations).  Note that this might apply to traps 
  and certain natural hazards, provided a shield would be useful, like 
  swinging blades or machine-fired spears. 
   
  A SAMPLE COMBAT 
   
  Bodvar is attacked by a brigand on the road to Bristol, and the first 
  round of combat begins.  The player rolls 3 and the judge 5, so the robber 
  acts first, attacking at a +1 bonus: 
   
  Because the Viking was ambushed in close quarters, movement is not 
  required, and the bandit attacks with a dagger, rolling 9.  Bodvar is hit 
  and must spend 1 LUCK to stay alive.  Now the Viking can act, using his 
  enormous (two-handed) axe and rolling 4, missing.      
   
  The second round begins, and Bodvar wins initiative, swinging his 
  gigantic axe and getting 12.  The brigand has to spend 3 LUCK to survive,  
  but only has 2, dying instantly, although things may have worked out 
  differently with more enemies present, etc. 
   
  NATURAL HAZARDS 
   
  Drowning characters suffer 1d6 damage per round unless recovered, 
  otherwise, death results.  Falling deals 1d6 per 20' dropped, and the judge 
  might break a leg unless the player spends additional LUCK to prevent 
  this from happening (assume 1-3 points). 
   
  POISON 
   
  While most poison is delivered in food or drink (being the stuff of 
  assassinations), venomous animals, like spiders and snakes, might also be 
  encountered in exotic locales.  Either way, poison inflicts damage by 
  strength and potency, being weak (1d6) or strong (2d6).     
   
  MECHANICAL TRAPS 
   
  Characters might encounter the following traps: 
   
  TYPE 
  DAMAGE 
  NOTES 
  Bear trap 
  1-2d6 
  victim restrained 1d6 rounds 
  Covered pit 
  distance dropped broken limbs might result 
  Poisoned needle 
  by strength 
  found in locks and similar things  
  Projectile 
  1-2d6 
  machine-launched spears, etc. 
  Swinging blade 
  1d6 per blade 
  possibly multiple blades present 
   
  Note: Others are possible; these just represent "real world" types. 
  
   
  12 
   
   
   
  When placing traps, the judge will need to have some idea of how it 
  operates and what actions will trigger it, including string or pressure 
  plates, etc.  Beyond that, careless players who fail to look might 
  accidentally activate the device, and death is always easier to defend 
  when the judge can explain themselves: 
   
  BEAR TRAPS and COVERED PLATES must be stepped on to activate, making 
  placement the deciding factor. 
   
  POISONED NEEDLES are often placed in locks or small crevices that 
  characters might need to probe for whatever reason, including locks or 
  narrow openings housing some desired object. 
   
  PROJECTILES include machine-launched spears, etc. 
   
  SWINGING BLADES are some sort of pendulum that, once activated, moves 
  under its own power and momentum. 
   
  Note that some traps may need to be reset by human hands, either fitting 
  poisoned needles or reloading spears, etc. 
   
  EXPERIENCE 
   
  At the end of every playing session, each character is awarded one or  
  more experience points (EXP) as follows:   
   
  CHARACTER... 
  EXP 
  Goes on an adventure 
  1 (base) 
  Performs extraordinarily 
  +1 
  Completes a quest, etc. 
  +2 
   
  Experience is cumulative, so a character who participates in an 
  adventure (1) and performs well (+1) would get 2.  For every 10 experience 
  points awarded, the character adds 1 LUCK, making them more powerful 
  adventurers and allowing them to better survive in combat and improve 
  their die rolls as well as getting more benefit from armor, etc. 
  
   
  13 
   
  III. THE CHRONICLE 
   
  Barons of Braunstein uses a medieval setting, although the judge has  
  considerable freedom when choosing a period to chronicle in, noting that 
  most should derive from the following: 
   
  PERIOD 
  DATES 
  EVENTS 
  Dark Ages 
  4-10th century fall of the Roman Empire* 
  Middle Ages 11-15th century Crusades and Christianization 
   
   
   
  *Includes the Viking era (793-1066 AD) in Britain/France 
    
  Note that while some disagree with the designation "Dark Ages" as a 
  period, it remains useful, including, among other things, the Viking Age, 
  when Christianity and northern paganism coexisted. 
   
  Rather than reconstruct history here, judges are directed to the many 
  excellent books on the subject.  These rules, coupled with the right 
  references, provide everything needed to get started, as history is the 
  best, and most richly detailed, setting of all! 
   
  WHEN AND WHERE 
   
  Having selected "when" the chronicle takes place, "where" becomes a  
  simple matter of preference, noting that certain periods lend themselves 
  to specific places, like Britain during the Norman Invasion, although 
  such events may only serve as a backdrop. 
   
  LANGUAGE 
   
  The setting chosen determines what languages are spoken; noting that 
  educated types will know Latin, at least in Western Europe, making this a 
  serviceable "common tongue" among literate folk. 
   
  Optionally, the judge can allow characters to spend experience points 
  learning another language, provided they have a teacher (perhaps another  
  character in the party), spending experience as shown: 
   
  EXP SPENT 
  FLUENCY 
  1 
  Basic, some words known 
  2 
  Discussion possible 
  3 
  Excellent, fully fluent, etc. 
   
  Good communication is important, and the judge must ensure that the 
  characters can at least speak with one another while otherwise enforcing  
  language restrictions when meeting foreigners and/or travelling in 
  exotic lands, like Egypt or Mesopotamia during the Crusades. 
  
   
  14 
   
   
   
   
   
   
   
   
   
   
   
  
   
  15 
   
  LANGUAGES SPOKEN  
  TONGUE 
  REGION 
  NOTES 
  English 
  England 
  Old Saxon through 12th century 
  French 
  France/Germany 
  assume Old French through period   
  German 
  Germany 
  regionalized until 12th century  
  Greek 
  Greece/Turkey 
  treat as Latin in Roman chronicles  
  Italian 
  Italian Peninsula Vulgar Latin until 12th century 
  Latin 
  Europe 
  native Roman, scholarly language   
  Norse 
  Norway/Sweden 
  Old Norwegian through 14th century 
  Portuguese 
  Portugal 
  from Galician and Vulgar Latin 
  Spanish  
  Spain/France 
  Moorish influence through period 
   
  New adventures will begin in civilization, whether a town or nearby 
  village, etc.  Here the characters gather to equip and find work, perhaps 
  from the mayor or local guild master: 
   
  DUNGEONS might include natural caves, castle cellars, or crypts, the 
  latter being trapped against grave robbers, especially Egyptian burials 
  and the like (all believed to contain great wealth).  
   
  TOWN adventures often involve talking to people and finding clues, 
  although major confrontations (requiring miniatures, of course) with the 
  city guard or robbers can sometimes happen.     
   
  WILDERNESS forays might be incidental to the main event, such as 
  travelling to some shrine or nearby town, although they can also involve 
  bounties on wanted criminals, etc. 
   
  MAPPING THE GAME 
   
  Underground (and indoor) areas should be mapped on graph paper or 
  similar material, with 1 square equaling 10'.  Above ground or wilderness 
  locations can be mapped if the judge finds it necessary, again, using 
  graph paper at a scale suitable to the adventure. 
   
  Assume that characters move 1 mile per hour above ground, allowing 
  sufficient time to rest.  Otherwise, they can travel at double speed for a 
  maximum of 20 miles per day, although doing so is exhausting such that 
  players roll all dice at -1 (barring LUCK). 
   
  NON-PLAYERS 
   
  During the game, characters will encounter many people, referred to 
  variably as non-player or supporting characters, all of them created and 
  run by the judge as the scenario requires.  Some are friendly, like 
  clergy or townsfolk, while others, including robbers and rival parties, 
  must be overcome, sometimes over the course of a chronicle. 
  
   
  16 
   
  Non-players use the same rules as players, but LUCK may vary as befits 
  their ability and purpose in the game:   
   
  TYPE 
  LUCK 
  NOTES* 
  Brigand 
  1-5 
  robbers or common thugs 
  Commoner 
  6-10 
  farmers and tradesmen 
  Non-player 10 or more important friends or villains 
   
  *Action/movement based on armor worn (if any) 
   
  Note that brigands are stock enemies, not always the strongest, but 
  dangerous in numbers.  This results in dramatic battles with many foes 
  that are deadly, but not overly drawn out.  
   
  Commoners are hardy folk, having greater skill and fortitude in 
  general, not to mention being more likely to use LUCK to improve rolls,  
  making them dangerous if crossed. 
   
  Other non-players, like knights or enemy lords, are comparable to 
  characters and harder to overcome.  Indeed, the chronicle may benefit 
  from recurring villains who return to fight again!          
   
  TOOTH AND CLAW 
   
  Sometimes, characters will encounter animals still numerous through 
  large parts of Europe at the time, noting that most attack with tooth and 
  claw for additional (bonus) damage as follows: 
   
  TYPE 
  LUCK MOVE 
  DAMAGE* 
  Bear 
  9 
  40' 
  bite, 2 claws (+2) 
  Bull 
  10 
  50' 
  gore, trample (+3) 
  Lion 
  8 
  40' 
  bite, 2 claws (+2) 
  Pig 
  7 
  30' 
  charge, gore (+1) 
  Wolf 
  6 
  50' 
  bite, 2 claws (+2) 
   
   
   
   
  *Can be split between multiple targets 
   
  Of course, the judge can add others, like crocodiles, when travelling in 
  exotic or foreign lands, comparing to the above. 
   
  BEASTS OF BURDEN 
   
  Horses have 5-10 LUCK, although being more passive, use it only for 
  purposes of personal survival.  Some can be outfitted with armor (called 
  barding) that functions as the usual sort.  Horses allow the rider to 
  travel at high speed (3 miles/hour) or 30 miles per day without tiring the 
  character and may bear up to 3,000 SP and/or 20 regular items. 
  
   
  17 
   
  Of course, the judge can add additional creatures, often on the fly, 
  although human encounters are always more challenging, and the greatest 
  enemy is often one's fellow man!  
   
  ANTIQUITY  
   
  Barons of Braunstein is set in the medieval period, starting in late 
  antiquity (the 4th century onward), although an enterprising judge could 
  easily push this back to even earlier times, being technologically  
  identical where it counts.  This is left to the judge, who can tailor these 
  rules to the desired context with some research.  
   
  Alternately, the judge can (with a little effort) introduce firearms, 
  taking their chronicles into the 16-17th centuries, as the old world still  
  survived enough to make these rules work. 
   
  Note that the earliest firearms had limited accuracy and took time to 
  reload, as per the following: 
   
  TYPE 
  ATTACK* RANGE RELOAD TIME 
  Arquebus 
  -1 
  200' 
  1 round 
  Matchlock 
  -2 
  100' 
  2 rounds 
   
   
   
   
  *Assume all firearms deal 1d6 damage 
   
  The greater damage afforded by such weaponry brought an end to the old 
  ways and signaled the dawning of a new age...   
   
  WEALTH AND RICHES 
   
  Adventurers seek riches, either by taking work and/or capturing 
  treasure.  For game purposes, wealthy persons or rival adventurers may 
  carry the maximum allowed, not including jewelry or material wealth, 
  which might take the form of exotic goods.  Note that characters must earn 
  every scrap, this being the ultimate reason for adventuring!   
   
   
  
   
  18 
   
  ADVANCED RULES 
  The judge might wish to introduce a more detailed system of armor, 
  representing the common historical types and the relative advantages of 
  each within whatever period is being played: 
   
  LIGHT ARMOR includes padded or quilted vests, like the gambesons worn 
  under chainmail to minimize chafing, although these (or variants) can be 
  worn alone and offer lightweight cover.   
   
  HEAVY ARMOR is chain and/or plate, subject to restrictions already 
  described per the basic rules.  Here the character sacrifices speed and 
  maneuverability for greater physical protection:   
   
  ARMOR COVER* MOVE 
  RESTRICTIONS 
  Light 
  10% 
  40' 
  penalties (-1) to all stealth 
  Heavy 
  20% 
  30' 
  no climbing, stealth, or swimming 
   
   
   
   
  *Denotes LUCK recovered as per the basic rules 
   
  Once again, good judges will study the historical period they wish to 
  chronicle and research the armor typically worn, noting here that this 
  will vary by culture and/or region... 
   
  SHIELDS may now, at the judge's discretion, resist 3 hits of damage 
  incrementally instead of all at once.  Players can decide how to do this, 
  resulting in a more tactical combat experience. 
   
  SHIELD WALLS 
   
  Any character can raise their shield against incoming missile fire, 
  deftly avoiding frontal attacks, although movement is reduced to 10' per 
  round with counterstrikes made impossible.  
   
  Effective SHIELD WALLS may be employed by having multiple warriors 
  interlock their shields to strike with axes, spears, or swords from 
  within, such that all attacks against them are rendered more difficult to 
  execute based on the number used: 
   
  SHIELDS 
  COVERAGE 
  REQUIRED TO HIT 
  3-6 
  Front only; flank exposed 
  10 or better 
  7-9 
  Front and sides only 
  11 or better 
  10+ 
  Front, sides, and top covered 
  12 or better 
   
  Once again, movement is reduced to 10', and any successful (melee) hit 
  against the wall has a chance (1-3 in 1d6) of reducing the shields by one, 
  noting here that these are not necessarily lost in the process... 
  
   
  19 
   
  HISTORICAL BATTLES 
   
  While this is not a war-game, historical battles nonetheless figure 
  prominently within its framework, and characters might find themselves 
  involved in hostilities, whether real events or those imagined by the 
  judge as part of some alternate history. 
   
  Historical or otherwise, the judge should know well in advance the 
  outcome of any given conflict, and rather than recreate the engagement 
  wholesale, individual parties might participate in smaller encounters 
  superimposed over this in some way:  
   
  RAIDS on an enemy position can produce some challenging adventures 
  despite the actual outcome on the battlefield.  
   
  RECONNAISSANCE missions to collect vital information can result in 
  success for the players even when the ultimate cause is doomed to fail, 
  like the Battle of Hastings, etc.    
   
  SKIRMISHES might sometimes represent the party's small portion of the 
  larger battle raging on around them.  For example, fleeing the defeated 
  army of Harold Godwinson, last Saxon King. 
   
  Alternately, the judge can allow these otherwise minor exchanges to 
  decide the final ending, where applicable, resulting in the characters 
  literally rewriting history within the judge's game!     
    
  WAR HORSES 
   
  Only war horses can stand battle.  These get 7 LUCK (50' move) and can be 
  fitted with leather or metal barding as desired.    
   
  SIEGE WEAPONS 
   
  Most characters will eventually encounter siege weaponry, being 
  extensively used.  This includes the use of boiling oil and pitch against 
  those trying to scale castle walls:    
   
  TYPE 
  DAMAGE RANGE 
  NOTES 
  Ballista 
  2d6 
  400' 
  giant-sized crossbow 
  Boiling oil 
  1d6 
  -- 
  poured from walls 
  Catapult 
  3d6 
  800' 
  throws large rocks, etc. 
   
  Siege weapons require a crew of 2-5 and take 1d6+1 combat rounds to 
  reload on the battlefield.  When used against buildings, these always hit 
  in a straight line, although catapults/trebuchets can sometimes injure 
  characters within 20' of impact unless special steps are taken... 
  
   
  20 
   
  MEDIEVAL SIEGE  
   
  Occasionally, characters may find themselves participating in sieges 
  under conditions similar to the above.  These might be actual historical 
  engagements or part of an alternate timeline... 
   
  STORMING THE WALLS 
   
  The following is true of sieges: 
   
  Direct assault using ladders was always a dangerous affair, as it 
  subjected attackers to enemy arrows and, of course, ladders could always 
  be pushed away.  For game purposes, characters suffer 1d6 hits from 
  missile fire per round (no dice) unless shields are held aloft, which is  
  not always possible when scaling ladders, etc.  
   
  As previously stated, ladders are fraught with risk, for not only is 
  movement reduced to 10', but there is a flat 1 in 1d6 chance per round of 
  these being successfully repelled.  Smart defenders will no doubt take  
  advantage of this and might employ boiling oil or burning sand instead, 
  both dealing damage per the above table. 
      
  CATAPULTS (OR TREBUCHETS) inflict damage as shown, noting that enemy 
  walls can sustain anywhere from 50-75 damage per the judge, this 
  representing structural integrity (a sort of LUCK for buildings and/or 
  vessels, including the various siege engines)...  
      
  RAMS deal 1d6 battering hits per round, noting that these are often 
  protected by a portable and tent-like covering, taking 10-15 hits as per 
  conditions and the judge.  These will require a proper crew, with most 
  doors easily withstanding 25-30 hits.    
   
  SIEGE TOWERS (or belfrys) are built for the siege and carry several 
  hundred fully equipped soldiers.  These must be pulled to the castle walls 
  at 10' per round, normally by a team of 10-20 oxen led by 5-10 exposed 
  handlers, and can take up to 50 hits per the judge.  
   
  TUNNELING can access an enemy castle, but is often done purposely to 
  destabilize the wall above it (a 1-2 in 1d6 chance).  Characters may find 
  themselves tasked with entering these and exploring the castle's many 
  counter-tunnels stocked with enemy soldiers hoping to repel the invader, 
  making for difficult fighting underground! 
   
  Note here that archers on the walls are a hazard, being difficult to 
  counter from the outside.  For simplicity, assume that these are limitless 
  and impossible to defeat unless the wall they stand upon is eventually 
  destroyed or the party scales defenses to engage hand-to-hand...  
  
   
  21 
   
  Except for missile fire from the walls, all actions against enemy 
  fortifications require attack dice.  Note that characters firing siege 
  weaponry can spend LUCK to modify results.  
   
  CASTLE DEFENSES 
   
  DRAWBRIDGES can be raised and/or lowered across a moat or similar 
  barrier to admit (or deny) passage.  Assume this takes 2-3 rounds, with 
  any unfortunate soldiers actually on the bridge falling within the 
  gatehouse to be isolated or outside, noting that both deal damage as per 
  conditions, normally 1-2 per 10' fallen. 
   
  GATEHOUSES guard access to the inner castle, typically featuring a 
  portcullis (iron gate) on the outside and a reinforced door to the castle 
  itself, always under constant watch.  Men could be isolated here and 
  exposed to arrows or burning oil from murder-holes built into the walls 
  for that purpose, being fortified as per the period. 
   
  MOATS are either dry ditches or (3-30' deep) bodies of water meant to 
  impede access to the wall.  These might be filled over time, but subjects 
  workers to a barrage of deadly missile fire...  
   
  ENGINEERING TABLES 
   
  Once again, physical structures get hits (LUCK) as follows: 
   
  STRUCTURE 
  HITS 
  NOTES 
  Ballista 
  10 
  ineffective against castle walls 
  Battering ram* 
  5-10 
  crew moves 10' per combat round 
  Catapult/trebuchet 
  15-20 takes 1d6+1 rounds to reload/refit 
  Door, reinforced 
  25-30 barred (wood) or iron reinforced  
  Door, wooden 
  10-15 resistance varies by thickness 
  Siege tower, wood 
  25-50 occupants may suffer fire damage 
  Wall, timber or wood# 
  25 
  fire deals 1 hit/round once set  
  Wall, worked stone 
  50-75 often built into natural hillsides 
   
   
   
  *Assume here that portable covers add +5 structural hits    
  #Normally, antiquity and/or pagan (primitive) fortresses, etc.  
   
  Obviously, arrows are of no use against larger structures, like castle 
  walls and/or siege weaponry (but deadly to any crews). 
   
  Once again, this is not a true war-game, so the above rules focus on 
  individual characters attacking (or defending) castles and the variables 
  affecting them.  As always, the judge is expected to research the above 
  concepts and incorporate period-specific (and correct) details for better 
  realism, noting here that miniatures add both spectacle and fun! 
  
   
  22 
   
  APPENDIX I: HISTORICAL TIMELINE 
   
  The following timeline may be useful to the judge: 
   
  313 
  Edict of Milan; Roman toleration of Christianity 
  395 
  Roman Empire split in two parts (east and west) 
  476 
  Western Roman Empire falls to Germanic Barbarians 
  718 
  Moorish conquest of Iberia and push into Europe 
  732 
  Battle of Tours; Muslim expansion effectively halted 
  793 
  Sack of Lindisfarne, England; Viking Age begins 
  800 
  Europe (France/Germany) united under Charlemagne 
  1066 Battle of Hastings; Norman conquest of England 
  1096 First Crusade called by Pope Urban II; forces move  
  1099 Siege of Jerusalem; crusader states established 
  1144 Crusader State of Edessa falls; begins Second Crusade  
  1187 Muslims retake Jerusalem; Third Crusade initiated 
  1347 Black Death (bubonic plague) spreads into Europe*  
  1381 Plague in England effectively ends manorial system 
  1478 Spanish Inquisition begins; witch hunts common#  
  1492 Islamic expulsion from Spain completed (Reconquista)  
  1500 Renaissance spreads; the medieval period ends here 
   
  *Should characters come in contact with a plague carrier and do not 
  otherwise protect themselves, there is a 1-2 in 1d6 chance of contracting 
  the disease and succumbing in 2d6 game days, although any who survive 
  beyond the first week will recover fully.   
   
  #The judge can introduce real magic and witchcraft to their game, 
  although doing so will dramatically alter the nature and feeling of an 
  otherwise historical setting.  Traditionally, this involved conjuring 
  spirits, whether those of the dead and demonic or pagan ones as befits the 
  chronicle and/or period employed:    
   
  Commanding spirits uses 1d6 LUCK, which also indicates the number of 
  rounds the summoned power lingers before returning from whence it came, 
  whether Hell or the spirit world, etc.  These are always non-corporeal 
  and cannot be engaged or otherwise slain, passing through walls and/or 
  moving 50' per round as the summoner demands. 
   
  Spirits will automatically (no dice required) execute any actions  
  available to a normal character, attacking for 1 hit per round against a 
  single target within 10' and consistently performing at double human 
  intellect and/or physical strength, etc.   
   
  Characters desiring to use magic must declare this ability in their 
  backgrounds, noting that they cannot wear armor or shield and may only 
  perform 3 magical acts per day, this being difficult to master. 
  
   
  23 
   
    
   
   
   
   
   
   
   
   
   
  
   
  24 
   
  APPENDIX II: FAITH AND APPEALS 
   
  Religion was undoubtedly important to ancient and medieval man, and 
  even if the judge prefers a strictly historical chronicle devoid of 
  working magic, a belief that the gods were "on their side" no doubt added 
  immeasurably to their morale.  Judges are encouraged to research their 
  desired period and utilize the following... 
   
  Pagans and Christians alike can make offerings to their god(s), the 
  former using animal sacrifice and the latter with monetary tithes and 
  confession to a priest.  For game purposes, each requires payment in 
  silver, either to procure a suitable animal and/or as a sign of goodwill 
  towards the god and their priesthood:  
   
  GIFT 
  RESULT* 
  100 SP Add +1 to all non-combat actions 
  250 SP Per the above, includes combat   
  500 SP Special dispensation plus the above#  
   
   
  *Blessings never last more than one day 
  #Interventions possible as per the following 
   
  The supplicant is rewarded with a special blessing in the form of 
  appropriate bonuses, noting here that these begin immediately and last 
  one game day at the most and may end sooner.  For game purposes, all 
  sacrifices require 1d6 hours of meditation and prayer, with Hellenistic 
  rituals being especially elaborate and lengthy...         
   
  Those who pay for special dispensations are entitled to the indicated 
  bonuses and may, at their option, request a spiritual intervention, like 
  striking a critical blow for maximum damage or performing some other 
  non-combat action.  This requires a roll on the following table and, when  
  successful, the desired outcome happens: 
   
  1d6 
  RESULT 
  1-2 No effect, prior bonuses remain 
  3-4 Partial success per the judge* 
  5-6 Success with "divine" manifestation# 
   
   
  *Other bonuses lost when answered 
  #Prayer answered beyond expectations! 
   
  Once again, should the special dispensation actually be granted, all 
  related sacrificial bonuses immediately cease, perhaps because the gods 
  feel they have done enough.  Given its considerable power, sacrifice 
  should be limited to once per game month, perhaps full moons or holy days, 
  and this includes characters designated as priests and the like... 
  
   
  25 
   
  APPENDIX III: GAME PLAY THE ORIGINAL WAY 
   
  In a traditional Braunstein per Wesely, the judge develops both the 
  setting and the various characters, each one having some specific goal to 
  accomplish within the story.  For instance, a French castle under siege 
  by the English would have numerous personalities, like a poor clergyman 
  trying to preserve some holy relic, etc. 
   
  Players are assigned a character and, when miniatures are used, each 
  begins on a certain part of the tabletop, being subsequently free to move 
  as they wish and interact with others as necessary to achieve the goals 
  given them.  Often, role-playing is the key to success and, indeed, many 
  characters are simple commoners...    
   
  Given this lack of special powers and abilities, decision-making, 
  exploration, and role-playing is emphasized, although combat and other 
  hazards remain a possibility.  Game play here requires but a single 
  session, with victory achieved by those who successfully accomplish their 
  assigned mission(s).  It is much like writing a novel.  
   
  Barons of Braunstein is inspired by this war-gaming experiment and 
  expands upon its premise.  First, while the players make their own 
  characters, they are still required to write a full background, including 
  added skills and/or personal history, sometimes with individual goals 
  consistent with the period being chronicled. 
   
  Furthermore, while play occurs over multiple sessions as part of an 
  ongoing chronicle (or campaign), characters are rewarded for achieving  
  group or personal goals with faster advancement... 
   
  That said, these rules can be used to play a traditional game, with 
  specific provisions for character creation and the resolution of various 
  important events, including combat.  And while such a game might be 
  played with any system, these rules have the greater simplicity required 
  to emphasize true role-playing over complex mechanics. 
   
  First, the judge creates a setting, and this book defers to Wesely's 
  original work on the subject.  Otherwise, characters are created by the  
  previous rules, with each having a specific goal either separate and 
  apart from their backgrounds or having an expanded background, taking 
  care to be consistent when doing so throughout. 
   
  Finally, each character is armored and equipped as their background 
  requires and given 15-25 LUCK to facilitate strategic use of the same in 
  play, although the judge can decide otherwise.  Ultimately, these games 
  enable a sort of imaginative play, and there is literally no limit to what 
  is possible using Wesely's splendid idea and a little imagination! 
  
   
  26 
   
  is possible using Wesely's splendid idea and a little imagination! 
  26
  is possible using Wesely's splendid idea and a little imagination!
  26
  is possible using Wesely's splendid idea and a little imagination!
  is possible using Wesely's splendid idea and a little imagination!
  26
  BRAUNSTEIN IN THE MIDDLE AGES 
  BY DAVID A. WESELY 
  An Extract From A History of Braunstein (C) 2008 
   
  Braunstein is located in Western Germany on the Braunwasser River, a minor 
  tributary of the Rhine.  The river flows down through large iron ore deposits, and the 
  high iron content in the water gives it a brown color similar to tea, thus  
  its name.  Several miles above the point at which the Braunwasser enters the  
  Rhine, it crosses a fissured granite shelf, causing the Braunstein falls,  
  for which the town is named.  During most of the year, the waters of the river do  
  not completely cover the shelf, but rush through the fissures, leaving a chain  
  of huge rocks that stretch across the river at the top of the falls.  At the height of  
  the spring floods, however, the rocks are sometimes covered by the  
  raging waters.  After thousands of years of exposure to the iron-rich water, the rocks in  
  the river have been stained rusty brown, which contrasts strongly with the gray  
  cliffs north of the river and gives the falls their name (Brown Stone). 
   
  Since prehistoric times, the Braunwasser has been an important  
  west-east route linking the Rhine Valley with central Germany, but its frequent floods  
  have made it a barrier to north-south overland travel.  Braunstein first comes to  
  notice in history in 9 AD, when the Romans built a bridge at the "Place of  
  Brown Rocks" (praeciptium saxa bruneos) during their invasion that led to the Battle  
  of Teutoburger Wald.  After the Romans were defeated, they retreated west of  
  the Rhine, and their wooden bridge presumably washed away in the  
  next spring flood (some scholars have argued that the Roman bridge was built  
  elsewhere, but the people of Braunstein are sure it was built there). 
   
  Sometime before 400 AD, a village had sprung up on the site of modern  
  Braunstein to cater to the traders traveling up and down the Braunwasser, who would 
  need to unload their boats when they reached the falls, then carry their goods  
  and boats to a safe launching site on the river beyond the falls.  The village soon 
  developed inns where the traders could rest, warehouses to store their goods,  
  porters to help them carry, a marketplace where they could trade for goods coming  
  from the other direction, and a palisade to protect the growing village from  
  bandits.  Other traders began coming to Braunstein to cross the river at a place where 
  they could wait safely (and do some trading) if the water was too high to cross. 
   
  In the fifth century, in approximately 412 AD, the Germanic chieftain Maeker  
  settled his band of warriors in Braunstein and placed it under his protection.  Strengthened  
  by the added warriors, Braunstein repelled many other attempts to conquer it,  
  and strengthened by the tolls they could levy on passing traders, the "Lords Maeker" 
  extended their control to the farms and smaller villages south of the river.  A key decision 
  was to build a fort at the base of the cliffs at the north end of the falls to prevent  
  any traders from making the more difficult portage there to avoid paying the  
  tolls at Braunstein.  In 800, when Karl der Grosser (Charlemagne) became the first  
  Holy Roman Emperor, he rewarded Lord Otto Maeker by making him the first Baron of 
  Braunstein.  The Maekers remained the Barons of Braunstein for over a  
  thousand years.  This established them as Hochadel, who were direct subjects of the Holy 
  Roman Emperor and answerable to no one else until taken under the control  
  of the Kings of Prussia in the 18th Century. 
   
  
   
  27 
   
   
  27
  Otto I then built the castle that still stands atop the cliff above the old fort at 
  the north end of the falls and moved his court across the river from Braunstein.  Many 
  battles were fought between the Barons of Braunstein and their neighbors, who  
  often tried to break their hold on trade through Braunstein. 
   
  The part of the Braunwasser at and below the falls is also called the  
  Schweinhexe (Pig Witch).  In 1080, a witch was burned in Braunstein.  Before the flames 
  consumed her, she is said to have cast a curse upon the city that would make  
  it stink until all the people who had called her a witch recanted their stories.  Soon 
  thereafter, Baron Herman VII (the Angry) had a huge herd of pigs which  
  he wanted to move across the river to be slaughtered for food at his daughter's  
  wedding.  But the river had risen and the boatmen who would have taken  
  them across feared to try it and took their boats far upstream before the Baron could  
  find them.  Hearing that there were no boats the Baron shouted "Well pigs can  
  swim, can't they?  Then drive them in and let them swim across!"  None of  
  his men argued with the order.  But the water was too fast and the pigs all were 
  drowned.  The carcasses were swept down into the falls, where they hung  
  up on the rocks or were caught in the fissures, and no one could get them out.  The city 
  was filled with the stench of the rotting pigs for weeks until the people who had  
  testified against the witch were forced to recant by their neighbors.  Then a great rain  
  fell on the city and washed the pigs away.  It was clearly proof of the  
  power of the curse and of the innocence of the accused.  The Baron declared  
  that there would be a special tax imposed upon the city as a further penance for the  
  unjust burning of the girl and that the money raised would be used to build a solid  
  stone arched bridge above the falls, named the Hildabrucke (Hilda's bridge) in her honor.  
   
  In the long run, the Hildabrucke was very good for the city, as it caused all  
  trade to abandon the ferryboats that had crossed the river further up or downstream and 
  pass through Braunstein to use the spectacular, new, all-weather bridge.  Braunstein 
  merchants soon realized this, and managed to block the construction of other bridges 
  across the Braunwasser for the next 750 years.  But in the short run, the cost of building 
  the bridge was to greatly weaken the Barons of Braunstein. 
   
  In 1095, Karl (the Pious) Maeker, Baron of Braunstein, answered the Pope's  
  call and joined the First Crusade.  To raise the money for this, with the approval of the 
  Holy Roman Emperor, he granted a charter to the City of Braunstein, making it an 
  Imperial Free City.  When he died in the Holy Land, his son Karl II (the Cruel) attempted  
  to revoke the charter and conquer Braunstein, but failed to do so before his death. 
   
  The loss of the revenue from Braunstein hurt the Barons, and their decline  
  was to continue in the 16th Century when another Baron, deeply in debt to Italian 
  bankers, followed in the steps of Karl the Pious and tried to solve his  
  problems by granting a charter to a group of scholars who wished to set up Braunstein 
  University in his old castle.  But that is another story... 
   
  Braunstein, in the turbulent region along the border between France and  
  Germany, was to be surrounded by conflict and crises throughout its history.  The 
  Reformation, the Thirty Years War, the annexation by Prussia, the French Revolution and  
  Napoleonic Wars, the Revolutions of 1848, and the First and Second World Wars  
  would all disturb the lives of its people.  And refugees from these trials would emigrate  
  
   
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  to found new "Braunsteins" in the Americas, Africa, and Asia, only to find that danger  
  and disorder could reach them there as well...
   
   
   
  The above map is figurative.  According to Wesely, the original game was played  
  on a tabletop, with the town set up using model railroad buildings, meaning it  
  was not so tidy as this depiction implies!  There was also an orchard nearby and some 
  other props, like wagons and old barrels, scattered around town for added realism... 
   
  
   
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  JUDGE'S NOTES 
   
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SOURCE: textdata/thevault/Barons of Braunstein/Barons of Braunstein.pdf