Yeah, I'm up for some light reading. :p
Obviously there's Harn Manor and ACKS, and maybe Pendragon's Estates, but does anyone know of some good resources whether focused on gaming or otherwise that give decently good rules of thumb for laying out land into Duchies, Counties, Baronies, Manors etc?
I'm looking for something less than a PhD thesis and more than what Estar would snort derisively at. :D
Quote from: CRKrueger;973105I'm looking for something less than a PhD thesis and more than what Estar would snort derisively at. :D
Boy you are in for it now :D
Quote from: CRKrueger;973105Obviously there's Harn Manor and ACKS, and maybe Pendragon's Estates, but does anyone know of some good resources whether focused on gaming or otherwise that give decently good rules of thumb for laying out land into Duchies, Counties, Baronies, Manors etc?
First off I wrote several blog posts on the topic. Rather than coming up with hard and fast rules, I tried to be more rule of thumb. The main issue is geography is all and it hard to come up with a set procedure that works every time.
Mapping Manors vs. Farms
http://batintheattic.blogspot.com/2010/02/mapping-manors-vs-farms.html
Region Sizes in Setting
http://batintheattic.blogspot.com/2010/03/regions-sizes-in-setting.html
Sample Feudal Map
http://batintheattic.com/downloads/Sample_Feudal_Map.jpg
Some recent work I did fleshing out one of densest populated areas (Viridstan)
http://batintheattic.blogspot.com/2017/06/new-maps-of-majestic-wilderlands.html
Here some rules of thumb
Life is overwhelming rural
That most won't like to travel more than a half day to a full day to the market to buy and trade once a month.
There is a heirarchy of trade farm/manor/villa to market village/keep -> town/castle -> City -> Metropolis. It will be a form of a web.
Despite my tidy feudal map, real feudalism is not tidy. The lord will have a concentration of main lands in a singel region with the rest scattered about the kingdom. This is to forestall regionalism (doesn't always work).
There are three major economic forms of organizaition for gaming purposes. Manorial, Farm, March
FarmThere will be a number of 500 acre farms worked by an extended family (about 2 to 5 per 2.5 mile hex) clustered around a market village within a half day walk (10 miles).
ManorFarming each family owns the lands and operates separate. A manor has all land worked in common. There is "ownership" but it is in strip with the lord or holder of the manor owning the lion's share. Most of the big tools are held in common as well like the plough and the oxens.
MarchA poster pointed out that in Spain and Italy people tend to cluster in a larger settlement like a Spanish Castle Village or an Itallian City-State and then head out in the morning to work various plots of land. Sort of like farming but everybody heads into town at the end of the day.
All of this is hstory highly glossed over but it works for players in a RPG campaign. There are obious and easily grasped differences between Farm/Manor/March.
Anyway I will be happy to answer any detailed questions about how to work this stuff out for yourself.
I had to look up subinfeudination. Proof that RPGs are educational!
Check out Lisa Steele's Fief and Town (http://www222.pair.com/sjohn/fief.htm) from Cumberland Games. Great stuff!
At OBS you can download for free the complete core rules to Chivalry and Sorcery: The Rebirth (http://www.rpgnow.com/product/142316/Chivalry--Sorcery-4th-Edition?). Specifically, look in Vol 3 Gamemaster's Companion, chapter 2 The Campaign World. The publisher also has some other books available for free too that you might be of interest like the Knights Companion and the Armorer's Companion books.
As the author of some of the Amourer's and Knights books I can enthusiastically endorse the above.
I don't have any particularly good gaming sources to add, but I do have a few thoughts.
First, what are you trying to do? It might be easier to discuss your question if I knew your goals. That said, I'll go ahead and blather anyway because it's a topic I enjoy :p
Starting off, feudal society is divisible from top to bottom in many levels so it helps if you pick a scale to work with or you can easily get bogged down in minutia. If you want to get into the density and distribution of manors, or even the divisions of land use within manors then you don't want to try to detail an entire kingdom. Limit your scope to a barony, bishopric or shire. If what you really want is the complexity of feudal political divisions then you might start by breaking a single kingdom down into its assorted lordships. You could take it down to a second level of vassalage depending on how detailed you want to get, but you probably don't want to get into the nitty-gritty of manorialism except as a general overview of "rural life in the west-country looks like X" kind of thing. If your scale is continent wide such as Christiandom or the Seven Kingdoms then just detailing the several dozen major players is about all you need to do.
As a side note, feudalism and manorialism are two different things. I think a lot of RPG suppliments such as HarnManor or the Pendragon Book of the Manor aren't very helpful in developing medieval politics because they are focused on the economic production and extraction of a single manor which doesn't translate very well into higher level politics.
Next, if you want to generate a "authentic" feel for feudalism, recognize that feudalism changes from place to place. For example, in places of high population density common folk are likely serfs with few rights, whereas in places where labor is scarce, peasants likely have more freedoms. In some regions, feudalism may be less developed perhaps more "clannish." Land may not be parceled out in complete detail and the people might be pastoral or semi-nomadic. In others, "bastard feudalism" where monied contracts are a common fief might prevail. One knight may own a keep and manors, another might own the right to collect a toll on a road or port as his fee, etc. One region may have a tradition of military service and duty for able bodied men (like the fyrd) while a neighboring region does not. In some regions it is permissible for a vassal to have two lords, in other regions only one. One of the reasons why feudalism is so hard to define is because it changes from region to region and from time to time. My point is that it if you include some variation and a little contradiction it will feel a little more authentic.
Third, feudal jurisdictions overlap. The baron, the bishop, and the king or his officers may all have competing interests in the same plot of land. The boundaries of noble lands will not neatly fit into a map of ecclesiastical or royal jurisdictions. Even within the same manor, the lord my have right to half the crop, the abbot to the firewood of the forest, and the king to the salmon of the stream. If a peasant commits a crime, its not always clear who has the right or duty to try him. For some random examples: England was divided into shires that administered the king's justice and collected royal taxes, on top of those owed to the local lord, wherever they could. In Germany bishops were both ecclesiastic and secular authorities. Elsewhere, a priest could convict a person of witchcraft or other religious crime, but would have to turn the prisoner over to secular authorities to meet out the punishment. When you are drawing a map, you could either leave borders off, or have them overlap a great deal.
Fourth, noble titles such as baron, duke, and count, despite fantasy conventions, have little to do with hierarchy or power. A duke is not necessarily more powerful or prestigious than an earl or count, or a bishop for that matter. These titles (and I'm sure you know this) are cultural. Charlemagne divided Europe into Counties, William divided England into Baronies, Duke or dux is an old Roman title, Earldoms were derived from Norse conquests, etc. etc. Actual prestige and power and therefore feudal rank depended on actual prestige and power - like wealth, military resources, legal authority, family ties, nearness to the king - not some arbitrary notion that Dukes are higher than Barons. This idea of title hierarchy came about in the 18th and 19th centuries. In the middle ages, a baron with 1,000 men at arms was more prestigious than a Grand Duke with 50.
Fifth, I had one professor who said that feudalism is basically government from horseback, which is something to hold in the back of your skull. For the most part, it's a society where might makes right. Authority was fragmented into groups that could exercise real power at the local level. Few lordships were larger than a day's ride from the power center (such as a castle) to the territory's edge. Medieval taxes and law varied tremendously from region to region but was nearly universally dependent on the guy with a sword and a horse who was able to enforce it. Attempts like the Doomsday Book to codify economics and authority had little real impact to curb or control the changing landscape of local power. The major constant in medieval law, economics and politics was the importance of the local physical power to enforce it.
I can't think of many great RPG supplements for feudalism other than those mentioned. The BRP Monograph, Val du Loup, has a pretty good local feudal society already drawn up. The Marklands for Greyhawk has a military focus, but is surprisingly detailed and believable structures for war-torn Furyondy and Nyrond. If your looking for something lighter and all the above is just blather, the Test of Warlords module was fun. I know you didn't want a dissertation but Marc Bloc's "Feudal Society" is a pretty short read and the seminal work on the subject. Barbra Tuchman's "A Distant Mirror" is longer, less accurate, and a lot juicier.
Quote from: estar;973180Sample Feudal Map
http://batintheattic.com/downloads/Sample_Feudal_Map.jpg
Could you expand a bit on this? There's no key.
If I'm reading it correctly, the rectangles are manors and the circles are villages and towns, yeah? So the orange dashed line-delineated areas are based on number of manors within the fief/sub-fief?
Quote from: Madprofessor;973314Starting off, feudal society is divisible from top to bottom in many levels so it helps if you pick a scale to work with or you can easily get bogged down in minutia. . . .
Next, if you want to generate a "authentic" feel for feudalism, recognize that feudalism changes from place to place. . . .
Third, feudal jurisdictions overlap. . . .
Fourth, noble titles such as baron, duke, and count, despite fantasy conventions, have little to do with hierarchy or power. . . .
I'm Black Vulmea, and I approve of this product or service.
Quote from: Madprofessor;973314Fifth, I had one professor who said that feudalism is basically government from horseback . . .
I've always liked comparisons with the Mob, myself.
Well said, Crazy Prof.
Quote from: Black Vulmea;973353I've always liked comparisons with the Mob, myself.
Well said, Crazy Prof.
I went with biker gangs especially for the early Middle Ages
Quote from: Black Vulmea;973352Could you expand a bit on this? There's no key.
If I'm reading it correctly, the rectangles are manors and the circles are villages and towns, yeah? So the orange dashed line-delineated areas are based on number of manors within the fief/sub-fief?
Still wondering, Rob.
@Estar - cool posts, I like how you designed your hex scale to be practical with regards to laying out the manors, very simple. Also the information on the Spanish system is perfect, that fits my immediate need more anyway.
@Clash - thanks for the links have to check them out.
@Madprofessor - I'm looking to layout the different factions, strongholds, etc in a Feudal country ravaged by Civil War. It's not the English system, more Spanish, but definitely are different types of power structures. It's Zingara, so you have the Church of Mitra, various nobles, as well as merchant guilds, town councils, etc. where the population is more centralized in keeps and towns rather than Farms or Manors. Right now I 'm definitely worried more about a tally of the various political factions rather than the economic output. forgot about the Marklands, thanks for the tip.
Quote from: Black Vulmea;973352Could you expand a bit on this? There's no key.
If I'm reading it correctly, the rectangles are manors and the circles are villages and towns, yeah? So the orange dashed line-delineated areas are based on number of manors within the fief/sub-fief?
For this map I going with the idea that the rural economy was farming not manorial. The diamonds are villages which in this setting is a settlement with a market where a hamlet doesn't. The open circles are keeps/minor fortifications, The black circles are castles and the rest are on the attached legends. The orange lines are the boundaries of the major fiefs and the purple line is the kingdom border. It is a simplification as a good sovereign would make sure that a vassal's lands were scattered throughout the realm.
Here is the Legend
[ATTACH=CONFIG]1120[/ATTACH]
Quote from: Black Vulmea;973427Still wondering, Rob.
Was on the road and now back home.
Quote from: estar;973430Was on the road and now back home.
No worries - 'preciate you following up.
Quote from: estar;973429The orange lines are the boundaries of the major fiefs and the purple line is the kingdom border.
Okay, this map includes two of my pet peeves common to many gaming maps. First, the boundaries rarely conform to natural features, which is a big no-no for me, and second, because manors and other fief-holdings are often dispersed to avoid concentrating power, in my experience lines aren't as effective as color-coding features on the map based on suzerainty.
Quote from: Black Vulmea;973436other fief-holdings are often dispersed to avoid concentrating power, in my experience lines aren't as effective as color-coding features on the map based on suzerainty.
Already plead guilty to this and tried to do this. The problem I find that it is one step beyond "I don't give a fuck about this" for the players. So what I do as a compromise is that the fief holding are concentrated which something most players get. But a settlement in each is held directly by the sovereign powers and acts as a check. Which is also something players get.
So in the map I linked too. It was part of this article about feudal domains (http://batintheattic.blogspot.com/2012/04/medieval-levies-and-revenues-for.html). Attached to the article was this spreadsheet (http://www.batintheattic.com/downloads/Feudal%20Domains.xls). In it you can see how I broke down who owned what.
Now the writeup was a thrown together for a blog post. Looking it over I would not have the Counts of Withersport, Ullan, Yevarn have vassal barons right next to their core domain. I would probably go like this.
Prince of Medris
Medris (bailiff)
Axenred (bailiff)
Sodan Watch (Sheriff of the West)
Arrow Watch (Sheriff of the East)
Tavon (Baron of Tavon)
Count of Yevarn
Halie Port (Bailiff)
Lodran (Baron of Lodran)
Pendris (Baron of Pendris)
Count of Ullan
Cadris (Baron of Cadris)
Count of Withersport
Amaris (Baron of Amaris)
Bald Point (Bailiff)
Quote from: Black Vulmea;973436First, the boundaries rarely conform to natural features, which is a big no-no for me,
Sure they do, it just the Judges Guild style mapping symbols, scale and setup doesn't make it clear.
Sodan Watch, Ullan, Amaris, Medris, Lodran are basically defined by being side by side on the western coast and terminating at the ridge line formed by the mountains to the southwest and the line of hills extending to the northwest. Now Ullan, Amaris, and Medris, extend beyond the ridge line to touch the Loris River because Pendris is a newer region established on the south bank of the Loris. The five regions are each centered around a river valley with their boundaries established at the ridge marking the watershed. Sodan Watch, and Lodran rivers are more creeks and don't show up on the map. Ullan spans two valleys, one with a creek not marked and the other with a river.
Lodran and Bald Point split the northern peninsula between them with the border running on the ridge line.
The boundary between Bald Point and Yevarn runs through the Sorrel Woods where the watershed of the Loris River begins.
Tavon is older than Pendris so it western boundary is where it was before Pendris was estabilshed. Like wise Yevarn is older than Tavon. When Tavon was estabilshed anything beyond four miles was given to the Barony and along with the newer settlements.
Arrow Watch has the tip of the Arrowknife pennisula to a ridgeline just to the east of Cadris. Could have draw that a bit better. Cadris occupies the base of the peninsula. The border with Yevarn is a bit arbitrary and depending on how I did the subinfeudation could be a cause for conflict as Yevarn should extend along that north coast of the base.
Like the western coast, Withersport, Axenred, and Halie Port all run along the coast occupying different river valleys. However their western border ends with the Westguard at a magical boundary established by the elves.
Boundaries are function of history and geography. For myself I been drawing maps of various sorts since I was in 6th grade circa 1976-1977 and read geography books for fun. So I internalized a lot of these rules. For me I am telling a story of how a region developed when I draw map which is why I can go in depth about a map where I very little text written.
For something more detailed I invite you to look at this.
For a better example is this. My Nomar map which show boundaries with transparent fills (http://www.batintheattic.com/downloads/Nomar_Region.pdf). I attached the two page write up that I handed my players.
Some other sample maps
Or this one (http://www.ibiblio.org/mscorbit/beta/Region,%20Gormmah%20Sm.jpg).
The Karian Islands (https://3.bp.blogspot.com/-XB7fEp1hOAQ/WT3eTrqGZ1I/AAAAAAAAOvE/vVClswL_l9wxmiYkAV2onhGxikxZ9cdIQCLcB/s1600/Map%252C%2BSilver%2BSkein%2BIslands%2BRev%2B02.jpg)
Viridstan Region (https://2.bp.blogspot.com/-IuIC0P5YrwM/WTYKUkgTO8I/AAAAAAAAOt0/9o2PvKRCEM4RZzKZO6ZN-fAo-RMU3e5KQCLcB/s1600/Viridistan.jpg)
Viridstan Zoomed In (https://2.bp.blogspot.com/-f2v1T-gDnK0/WTYGNRLS_nI/AAAAAAAAOtc/zQI7tgMRHMQLFb2b91azM0bsEO8Yc5SegCLcB/s1600/Virdistan%2BRegion%2BRev%2B03.jpg)
So, something I'm getting from this is that NW European manorialism isn't a good fit for most fantasy settings. The manor has a thorpe of at most 100 people, which is too small to defend itself against raiders. Instead we should be looking more to southern Europe (or the Scottish borders) with defensible villages & small farms? But even a fortified borderer farmstead isn't defensible vs concerted attack.
IME the typical fantasy setting setup has a single village with surrounding farmland. In my own games frontier villages always have a wooden palisade, enough to keep the goblins out. Lots of published fantasy villages are completely undefended, which seems silly, but having everyone concentrated together makes sense.
What's the practical limit for how far you can farm from a village and return at night? What's a good rule of thumb for farmland needed to support a population - looking at medieval France I get the impression you can support around 200 per square mile of wheat farmland?
One issue I have for my main Wilderlands Ghinarian Hills campaign is that the fortified Ghinarian villages are mostly sheep farmers, which means the flocks can be returned within the palisade at night - this is nice and secure, but also means you need a lot of sheep pens, and flocks have to be take out through the gates every morning, which sets a limit on how far the village can grow. And sheep farming won't be as productive as wheat. I'm wondering about the practicalities of how big my villages can get.
Quote from: S'mon;973476So, something I'm getting from this is that NW European manorialism isn't a good fit for most fantasy settings. The manor has a thorpe of at most 100 people, which is too small to defend itself against raiders. Instead we should be looking more to southern Europe (or the Scottish borders) with defensible villages & small farms? But even a fortified borderer farmstead isn't defensible vs concerted attack.
IME the typical fantasy setting setup has a single village with surrounding farmland. In my own games frontier villages always have a wooden palisade, enough to keep the goblins out. Lots of published fantasy villages are completely undefended, which seems silly, but having everyone concentrated together makes sense.
What's the practical limit for how far you can farm from a village and return at night? What's a good rule of thumb for farmland needed to support a population - looking at medieval France I get the impression you can support around 200 per square mile of wheat farmland?
One issue I have for my main Wilderlands Ghinarian Hills campaign is that the fortified Ghinarian villages are mostly sheep farmers, which means the flocks can be returned within the palisade at night - this is nice and secure, but also means you need a lot of sheep pens, and flocks have to be take out through the gates every morning, which sets a limit on how far the village can grow. And sheep farming won't be as productive as wheat. I'm wondering about the practicalities of how big my villages can get.
I think you could kind of combine the centralized and farm systems so that it's not "return at night" but "can evacuate to if warned of danger". So farmers might not live in the town, but the town/castle could hold them for defense/protection if needed.
For an area subject to raiding you'd need patrols, watchtowers, signal fires, etc to keep the watch and there's a limit to how fast you could bring everyone inside, but it would extend the area quite a bit.
Quote from: CRKrueger;973509I think you could kind of combine the centralized and farm systems so that it's not "return at night" but "can evacuate to if warned of danger". So farmers might not live in the town, but the town/castle could hold them for defense/protection if needed.
For an area subject to raiding you'd need patrols, watchtowers, signal fires, etc to keep the watch and there's a limit to how fast you could bring everyone inside, but it would extend the area quite a bit.
(Agree about the farms, but they do seem vulnerable to surprise raids despite defences - I've seen some interesting things about how Scots Border farms were defended.)
For my Ghinarian Hills setting I think it's ok for dealing with defence when warned. The first line by day is really the shepherds/shepherdesses out in the meadows, who routinely carry slings & are usually good shots, plus their very large Ghinarian Shephounds (Wilderlands is a
Badass Planet) :D
The stockaded villages each have a Lord, usually a noble warrior, and his Warband, a small group of professional armoured warriors. So taking one of these villages really needs a small army.
I'm wondering what's the maximum population I could credibly have with this setup - I tend to note the villages as 200-400 sort of size, but I wonder how big they could get, and what sort of population density.
Just as a note, pastoralism (https://en.wikipedia.org/wiki/Pastoralism) is also a form of economic organization and leads to a different settlement pattern.
So, I think a lot depends on how you interpret Zingaran society.
The way I see it, Kordava, perhaps rivaled by Mesantia in Argos, is probably the most important trade center on the western coast of the the Thurian continent bringing exotic goods to the Hyborian nations from Shem, Stygia, the Black Kingdoms, Vendhya and beyond. Maritime trade is a major economic force in Zingara, enough so that the monied economy is probably significantly eroding feudal structure and manorial land based economy of the small nation. Whatever decisions you make, it is likely that the feudal economy is somewhat upside down with such fortunes to be made on the high seas or the road east. People may be abandoning their farms to seek fortune in the overcrowded cities, on the decks of ships, as caravan guards, etc. One of the things that kept feudal society so stable was a lack specie and capitol. As in historical Spain, the influx of wealth would tear traditional feudal society up by the roots. I'm not saying you shouldn't go with a feudal society, but it is probably a a feudal society in crisis with all of that money floating around. Landlords probably have a hard time keeping tenants or getting all of their fields plowed. Labor would have some leverage. Peasants who are mistreated can probably find a neighboring lord willing to offer better conditions. As a consequence, food and agricultural prices are likely very high, especially if civil war disrupts the harvests. There may be famine or bread riots in Kordava.
It is also not too clear how strong the church of Mitra might be in REHs Zingara, and I think that is another important choice. From K.E. Wagner's apocryphal pastiche, Zingarans were more concerned about money than religion and there were some Shemetish gods (Ishtar, Bel) being worshiped - a far cry from the Catholic zealotry of 15th/16th century Spain. If you go with a strong church, it is probably under as much strain form the changing socioeconomic forces as it is from the war. It may be applying its iron cultural fist to servile backsides in service of the social order and traditional values. Just food for thought.
Whatever the case, the northern reaches of Zingara along the Pictish frontier likely have a population density designed for maximum defense from raids rather than for maximum production. There are likely lots of small forts and castles and lots of mutually supportive (and intermarried) small nobles. The people are likely stoic and practical and not as upset by war - their used to it. In hills of the south, along the Argosian border, there are likely a few great castles designed for major military campaigns against their main rivals, and there are probably great lords who rule them who are deeply involved in the political strife. The fertile Zingg and Thunder river valleys are probably where much of the strife is occurring. The land is likely chopped up into tiny fiefs that are not all that well defended (for sure a castle here and there), perfect land for the for the most common and brutal form of medieval warfare, the chevauchee'. Along the Eastern frontier, the people are more pastoral (I'm making shit up now) and more influenced by the high chivalric culture of Poitain. As in the Pyrenees you might have large, powerful landholders with a weak grasp on their fierce semi-nomadic population. Aquilonian lords are heavily invested in keeping trade open and preventing war from spilling across the boarder, other Aquilonian lords may see opportunity in the chaos. And of course there is the cosmopolitan capital, center of wealth, culture, opportunity, riots, intrigue, factions, etc.
All of this is just food for thought and general blather on two of my favorite subjects - medieval society and the Hyborian Age.
So let me ask this. If one has a published setting, something less than the detail of Harn, in which there may be a national border or some regional borders, and the major towns and sites, how do you go about creating further detail? Do you create it from whole cloth, or let dice do some work for you or some mix?
Great question. For me, it's whole cloth. I don't know of any random tables that would help you do this. There are a lot of factors involved, but then it is not to hard to look at a map and say "here are the borders, cultures, population centers, trade, physical geography, fertility, goods etc. - now, how would this develop?" As I mentioned before, you also need to ask "what do I need for my game to work?" Between those two questions and a notebook, you ought to be set.
Quote from: Madprofessor;973549So, I think a lot depends on how you interpret Zingaran society.
The way I see it, Kordava, perhaps rivaled by Mesantia in Argos, is probably the most important trade center on the western coast of the the Thurian continent bringing exotic goods to the Hyborian nations from Shem, Stygia, the Black Kingdoms, Vendhya and beyond. Maritime trade is a major economic force in Zingara, enough so that the monied economy is probably significantly eroding feudal structure and manorial land based economy of the small nation. Whatever decisions you make, it is likely that the feudal economy is somewhat upside down with such fortunes to be made on the high seas or the road east. People may be abandoning their farms to seek fortune in the overcrowded cities, on the decks of ships, as caravan guards, etc. One of the things that kept feudal society so stable was a lack specie and capitol. As in historical Spain, the influx of wealth would tear traditional feudal society up by the roots. I'm not saying you shouldn't go with a feudal society, but it is probably a a feudal society in crisis with all of that money floating around. Landlords probably have a hard time keeping tenants or getting all of their fields plowed. Labor would have some leverage. Peasants who are mistreated can probably find a neighboring lord willing to offer better conditions. As a consequence, food and agricultural prices are likely very high, especially if civil war disrupts the harvests. There may be famine or bread riots in Kordava.
It is also not too clear how strong the church of Mitra might be in REHs Zingara, and I think that is another important choice. From K.E. Wagner's apocryphal pastiche, Zingarans were more concerned about money than religion and there were some Shemetish gods (Ishtar, Bel) being worshiped - a far cry from the Catholic zealotry of 15th/16th century Spain. If you go with a strong church, it is probably under as much strain form the changing socioeconomic forces as it is from the war. It may be applying its iron cultural fist to servile backsides in service of the social order and traditional values. Just food for thought.
Whatever the case, the northern reaches of Zingara along the Pictish frontier likely have a population density designed for maximum defense from raids rather than for maximum production. There are likely lots of small forts and castles and lots of mutually supportive (and intermarried) small nobles. The people are likely stoic and practical and not as upset by war - their used to it. In hills of the south, along the Argosian border, there are likely a few great castles designed for major military campaigns against their main rivals, and there are probably great lords who rule them who are deeply involved in the political strife. The fertile Zingg and Thunder river valleys are probably where much of the strife is occurring. The land is likely chopped up into tiny fiefs that are not all that well defended (for sure a castle here and there), perfect land for the for the most common and brutal form of medieval warfare, the chevauchee'. Along the Eastern frontier, the people are more pastoral (I'm making shit up now) and more influenced by the high chivalric culture of Poitain. As in the Pyrenees you might have large, powerful landholders with a weak grasp on their fierce semi-nomadic population. Aquilonian lords are heavily invested in keeping trade open and preventing war from spilling across the boarder, other Aquilonian lords may see opportunity in the chaos. And of course there is the cosmopolitan capital, center of wealth, culture, opportunity, riots, intrigue, factions, etc.
All of this is just food for thought and general blather on two of my favorite subjects - medieval society and the Hyborian Age.
It's currently "recovering" from a disastrous Civil War (not the same as out of pastiche, but I didn't see a reason Zingara couldn't have collapsed into Civil War :D). There's a King crowned in Kordava, but doesn't have support of all the nobles. The country is a glorious mess, with the coastal maritime cities mercantile classes growing stronger, the frontier march lords expanding territory while no one's looking, the central noble families settling centuries old rivalries and vendettas. Many villages, towns, keeps lie in ruins, bandits, mercenaries, ghouls, etc roam the lands, huge refugee crisis in the coastal cities, the Church of Mitra seeking to expand it's power base and lands. It's a glorious hell of a mess.
As the characters are starting to dip their toes into these waters, I want to get a better handle in my mind about what everything looked like before it all went to hell so I can better figure out what pieces are left on the board.