Friday, 20 March 2026

Not Building a Chapel

A while back (link here), I had an idea for trying to build some of the buildings in the Keep on the Borderlands. I started - at least, as far as trying to do a mock-up of one of the buildings. My idea was to start with the Chapel (building 17 on the Keep floorplan). This, I was certain, was a good start. I thought I could use it as a free-standing chapel or temple building if I needed such a thing for gaming. A chapel is always useful, right? My plan was to do it in a style that would more-or-less fit medieval Europe, a Warhammer-y fantasy early-modern Europe analogue, could be in Middle-earth with a bit of squinty side-eye, would serve as an old chapel in more modern Victorian sci-fi-ish gaming, or could even be a non-ruined building in the 41st Millennium, if they have non-ruined buildings. A generic stone hall-type building of vaguely religious bent - that could cover a lot of genres of gaming. Re-using anything to do with wargaming always seems like a good idea to me (I don't have infinite space or money, so anything has to be potentially able to serve a variety of functions), so, enthused with the idea that it would fit with almost anything I was likely to do, I embarked on the planning process.

It was not a good start. 

I'm going to quote from the description of the Chapel in the module:

"This building has a peaked roof two stories tall; the interior is one large room. The altar is located at the eastern end, with a colored glass window (worth 350 g.p. intact) above it; the window is 20’ tall and 8’ wide."

This was all fairly understandable, I thought. Looking at the map, the Chapel is 60' long and 20' wide, with doors at the west end. So far so good.

Excerpt from the plan of the Keep in The Keep on the Borderlands (c) TSR/Wizards of the Coast

I got into a bit of a flap about what a 'peaked roof two stories tall' meant however. Did it mean the roof was two storeys tall, atop a building of unknown height? Did it mean the building was two storeys tall including the roof? These speculations came back to haunt me later, but I'm getting ahead of myself. I'm pretty certain it was intended to mean, 'a peaked roof that makes the building two storeys tall at its peak' (the quotes obviously are in American English but I'm British, a 'story' to me is a told narrative, the floor of a building is a 'storey'). On this interpretation, I just need to know what 'two storeys' means. I decided that to keep things simple I would treat each storey as 10' (though I did flirt for a while with 12' - see below for 1:72 v 1:60).

This gave me the basic (in-game) dimensions of the building - 60' by 20' by 'two storeys' = 20'.

But what does this look like in practice?

I have generally applied a 1:72 or sometimes1:75 scale to my gaming involving miniatures. Both D&D and Warhammer use Imperial measurement, so I assumed that 1"=6' (one inch = 6 feet/72 inches). This after all was the scale of minis back in the day - if 25mm = 1" (it doesn't but close enough) then a 1" or 25mm mini represents a 6' (72") person. All well and good, that's 1:72. Later I decided that 4mm might equal 1', but as I never got round to building anything related to that scale it didn't matter. My D&D playing never really got to the 3rd Ed+ 'battlemat'-style of play (maybe that was 4th Ed, I don't really know) so I didn't do the 5' square thing that became very popular. I'm an old-school-10'-blue-squares-kinda guy.

So, how to convert 10' squares into terrain? It never bothered me before, I just made what I had and hoped it would kind-of fit. But now I was making a model to a pre-existing plan, based mostly on 10' squares, and occasional descriptions to fill in details.

I spent a lot of time going backwards and forwards between 1"=6' and 1"=5'. I should not have bothered. The sheer faff of trying to 5/6 or 6/5 everything was a baffling ordeal. I decided in the course of the planning for this build that from now on, 1:72 be damned, 1:60 is the way to go. 1"=5' and that's an end to it. I think this is the scale of the D&D battlemats so that's good... though the Keep in plan is 365' north-south - if I ever get the whole thing built, that will be 73", which is an inch over 6 feet; at 1:72 it would 'only' be a shade under 62", or 5-foot-2. But even though it increases the size by 6/5, it's so much easier to work with 1'=5" so that's what I decided would be the scale. And will be for all future builds I do that concern minis (and why would they not concern minis?).

So I decided on a scale, and started with a model-of-my-model. I have some foamcore - I bought it quite recently for building models, but have not used it yet, so thought I would use it for this build. But before I started hacking up my foamcore I thought I would plan out the build in cardboard just to see if it looked right. I can get cereal-box card out of the recycling, so I decided rather than jump straight in with the somewhat expensive foamcore (more expensive than 'free', anyway) I might as well build a test model to make sure I was happy.

So, I went back to the description. OK, questions about the exact meaning of 'two storeys' aside... peaked roof... well, that's pretty clear isn't it? It's not a flat roof; the roof is not a single slope from a higher wall to a lower; it's not a barrel-vault. Fine. I can work with a peaked roof (probably easier than working out how to do a vaulted roof). It doesn't say if it's a moderately-steeply-peaked roof, as in a more 'Gothic' style of architecture, or if it's a shallower angle of roof, a more 'Romanesque' style that you might find in Ravenna, let's say (which, though not so well represented on game-boards, is something of the model for Gondor, for example, both in Tolkien's imagination, and in terms of the visual language of Jackson's films). So I thought I would explore both. These are two of the potential designs I came up with for the west (entrance) end, based on 'two storeys' being 20' (bear in mind I've now gone from 1 square = 10', as in the plan, to 1 square = 5' = 1", for modelling purposes).

'Gothic' and 'Romanesque' (Classical?) west elevations

But the description also mentions a stained glass window, 20' tall in the east end. But the whole building is only 20' tall (ie, two stories) isn't it? Maybe I'm getting my storeys wrong. 2&1/2 inches? 3 inches? This moves my 10' storeys to 12'6" or even 15'.

I can't change the storeys that much. That would make everything far too tall, I think. Maybe I could make the walls of the building two storeys, with the roof on top of that? So I started playing about with elevations for the east end. There's no indication that there's any kind of internal differentiation; in fact, in the description it says 'the interior is one large room' - no mention of subdivisions or towers or anything. So my assumption is, the east and west elevations must match. Therefore, I need to find an elevation that works at the east end, with the window, then take out the window and add the doors for the west end. Simple. These are two of the elevations I came up with (there was a third intermediate form with a 45° pitch) - now abandoning any idea that 'two storeys' meant the total - it had to be the hight of the building without the roof... maybe... because I couldn't see how the stained-glass window could start at ground-level, it had to be raised somewhat, surely?

Potential east elevations

So, this is where I got to with the elevations. I took the (perhaps arbitrary) decision that the window would start 10' up the wall. Suddenly the building was not 20' tall, but 35' tall, in order to accommodate a 20' tall, 8' wide window. And, the Romanesque version at least looked like it would be 30' to the top of the wall - that was starting to look like three storeys, and that without the roof.

But it got worse. Consulting the plan again I realised that the Chapel butts up against another building at its east end - the end with the window. Checking against the description of location 4 - the Stables, which are the building immediately to the east - one finds this information:

"4. COMMON STABLE: This long building is about 15’ high, with a 3’ parapet* atop its flat roof, so that it can be used in defense of the gate. The gateside wall is pierced for archery..."

So the parapet (leaving aside the notion that it's only 3' high for now, that can't mean what it appears to mean) is used for defence, and is on the opposite side from the Chapel. But the whole building is still 15' high and has a flat roof. The side that is adjacent to the Chapel is 15' high.

Now there is no possibility that the window starts below the level of the building immediately to the east of it, that is absurd - unless the window predates the stables, and the latter was constructed against the wishes of the Chapel authorities... I could go with that but it seems pretty far-fetched, and I don't want to waste time explaining that the building 'mistake' isn't my mistake, it's part of the history of the castle. So the window must be at least 15' above ground level, and add a further 20' on top of that, and it can't go right the way to the roof, there must be some clearance at the top... and that would put the bottom of the window on the same level as soldiers fighting on the roof of the stable, risking them toppling into the window if they were injured up there...

The simplest solution to the whole problem is to assume that the building itself was 'two storeys' - that is 20' - and the roof was on top of that, and also, that the height of the widow was included in the roof and not the height of the building (ie, the bottom of the window was also at 20').

So I came up with the following elevation...

West elevation with 'tall' roof

Gone was any notion I could do a 'Romanesque' version of this. I could just about sneak a 'Gothic' arched window under a steeply-pointed roof; the possibility to do the same with a rounded window on a roof with a shallow pitch would have meant walls 40' (four storeys, not two) high.

So this is what I went with - a 45' high, 20' wide, 60' long Chapel, with the window taking up almost the entire height of the roof, starting 20' above ground-level. It was the only way I could see to get all the pieces to fit.

And it looked rubbish.

The whole thing was a daft, spindly thing that was far too tall (and long) for its width. I hated it.

I can only assume that Gary Gygax never build cardboard models of all of this (or maybe he did and he thought it looked OK - which is fine, we all have different appreciations of aesthetics). Either way... this was a success, in that I didn't waste the foamcore (it's still in the loft in its pristine state, and I'm still playing with cardboard), but also, a failure in that I didn't get a model chapel either for my 'Keep' gameboard or for anything else.

So I shelved the plans until I came up with a solution.

My favoured solution at the moment is, there is no stained-glass window. Maybe I will revisit this sometime and see what other solutions I can come up with but if - and it's a big 'if', now - if I build the Chapel, I will probably do it without the window. It's the only way I can see to make it work. And in that case, I might do it in a Romanesque style for two reasons. The first is that I like the look of it (I went to Ravenna on a college trip in 2010, it was absolutely amazing, architecturally and historically) and don't see it on many gaming boards; and the second is that I still have plans to drop the Keep into northern Gondor (as I first hinted at nearly a decade ago here) and see what happens. In that case, the Ravenna-ish feel of the Romanesque frontage might be more appropriate.

And that is where I left the Chapel, and for a while, the task of building the various locations in the Keep.




So, then, I tried to build a tower...