recursal/Fanatic-Fandom huggingface dataset:
Unfurth

Unfurth lived in the forest surrounding Tothyll for decades and is a member of Beag Ma Aisus. The members meet at the nemeton (a sacred space in Celtic religion) deep within the old forest where they sacrifice captured travelers to Esus.

Cymru, age 58, cantankerous coot

STR 45 CON 50 SIZ 70 DEX 50 INT 70

APP 35 POW 65 EDU 70 SAN 65 HP 12

Damage Bonus: 0 Build: 0 Move: 5 MP: 13

Combat

Brawl 35% (17/7), damage 1D3

Bow 80% (40/16), damage 1D6

Dodge 25% (12/5)

Skills

Animal Handling 40%, Art/Craft (Bowyer) 65%, Art/Craft (Orate 55%), Fast Talk 55%, Insight 75%, Navigate 45%, Natural World 75%, Persuade 45%, Religion 65%, Repair/Devise 35%, Status 50%.

Armor: None.
Sir Ulfius

Or, a wolf passant gules

### Notable

Energetic 19, Proud 18, Valorous 20, Homage (Aurelius Ambrosius) 24, Courtesy 16, Intrigue 18, Battle 19, Siege 17, Spear Expertise 19, Sword 20

## Position

### Class

baron and sheriff

Ulfius, the Sheriff of Silchester, is one of Logres's great warriors and leaders. He became close friends with Uther as a child in Armorica. His network of diplomats, merchants, and priests report on the activities of Uther’s enemies and rivals. Even at court, he has a tendency to pace relentlessly.

Ulfius is a man of few words, but when he speaks, people listen to what he has to say. He speaks intentionally, choosing his words carefully. He is not a tall man, with brown hair, blue eyes, and a full beard.

Ulfius is the hardest-working baron in Logres. He became close friends with Uther as a child in Armorica and has remained a favorite ever since. Baron by blood, he has earned his way to the top through relentless effort in every battle, securing whatever part of the field he was in even if the rest of the army ran away, and uncompromising loyalty to the prince, his friend.
Worms of the earth

Worms of the earth average 3½ foot in height with shortened arms and legs. They have stunted and deformed bodies, a “broad, strangely flattened head” and wide face, almond eyes, and yellowish mottled skin that is covered with a kind of sticky slime. The worms wear crude animal hides and stink of decay. This degenerate race is encountered in barrows and subterranean tunnels, the network of which is said to connect the burial grounds of many worlds. They shun light, even that of the moon and stars, spending their unlives under the ground in darkness. They are known by a few names, including: dwarves (draugr), the walking dead (aptrgangr), and barrow-wights.

According to Vikings, the draugr are only destroyed for good by cutting the head off, burning the remains, and burying the ashes or throwing them out at sea. The worms communicate with each other in a horrible hissing speech and with crude carvings, and are capable of primitive magic. Humans easily mistake them for vampires or ghouls. The worms worship an artifact of obscure origins, called the Black Stone, inscribed with symbols of terror. It is said that anybody succeeding in stealing the Black Stone may be granted a service in return, although in the end he or she will still incur the wrath of the worms. The worms attack in swarms and they eat up the bodies of anything they kill (or any dead flesh for that matter; their hunger is insatiable).

## Nightmare Cloak

The worms have a special ability that allows them to alter reality. By expending magic points, a worm can either alter its shape to appear more human or bring about a cloak of darkness. In either case, the effect lasts for fifteen minutes for every magic point expended. Seeing through a worm’s disguise requires a Hard POW roll.

## Undermine Attack

The worms can undermine any building by hollowing out the earth underneath it and digging its foundations away. Residents might hear dim scratching and clawing sounds. The time taken before a building comes crashing down is determined by the SIZ of the building: every hour, a single worm can undermine the equivalent of SIZ 1 of rock and SIZ 30 of unconsolidated material (e.g. clay). For example, a stone tower typically weighs a few thousand metric tons. Assuming SIZ 300, a hundred worms of the earth need 3 hours to sap the tower’s foundations. The same attack can also target a single human sleeping on the ground: the human will be swallowed by a hole in the ground and carried away by the worms of the earth.

WORMS OF THE EARTH, the walking dead

STR 65 (2D6+6) ×5

CON 35 2D6 ×5

SIZ 25 2D4 ×5

DEX 65 (2D6+6) ×5

INT 50-55 3D6 ×5

POW 50-55 3D6 ×5

Move: 7

Hit Points: 6

Av. Damage Bonus: 0

Av. Build: 0

Av. Magic Points: 10

Combat

Attacks per round: 1 (claw or by weapon)

Fighting 30% (15/6), damage 1D3, or by weapon (flint dagger 1D3; spear 1D6)

Dodge 30% (15/6)

Armor: none.

Spells: none.

Sanity Loss: 0/1D6 Sanity points to see the worms of the earth.
Strigoiel

About two miles inland from the confluence of the rivers Wye and Severn, Strigoiel is a large Cymric settlement on a limestone gorge. A priory to Saint Cynmarch is located near the town. The region has been inhabited nearly continuously since 5,000 p.e.v.

The nearly constant habitation has given Strigoiel a long history. Hidden within the limestone gorge is a small but deep cave complex that most inhabitants know nothing about. Nestled deep within its twisting passageways are a group of monks that know the real history of the Severn Valley. They will share their knowledge with those they deem worthy.
Sir Argan ap Maelgad

Sable, a spur palewise Or

### Notable

Energetic 16, Vengeful 18, Homage (Uther) 17, Diplomacy 17, Horsemanship 18, Sword 21

## Position

### Class

household knight

Argan is Uther’s “fixer.” He is one of the prince's constables, although most of those duties actually fall to his deputy Sir Llywarch because Sir Argan is frequently traveling all over Logres, eliminating problems for the prince. He uses any means necessary to ensure people do what Uther wants, confident the king will absolve him of any wrongdoing.

Sir Argan is strong and tough, with fair hair, blue eyes, and a full, bushy beard. He is often seen traveling with his close friend Sir Galehaut the Brown.

Argan is married to a gorgeous ladies named Dyagenne.
Sir Duke Eldol, called the Old

Per pale gules and vert, a bear sable to sinister langued and membered gules

### Notable

Homage (Aurelius Ambrosius) 15, Loyalty (Britain) 18, Hate (Saxons) 18, Courtesy 10, Battle 22

## Family

### Holdings

Duke of Glevum, Baron of Goodrich, Baron of the Birchwood; Stoneheight Castle, Bees Clearing Manor, Hillfarm Castle

### Relatives

Heli (grandson), Chaleins (great-grandson)

## Position

### Holdings

Duke of Glevum, Baron of Goodrich, Baron of the Birchwood; Stoneheight Castle, Bees Clearing Manor, Hillfarm Castle

Duke of Glevum, Baron of Goodrich, and Baron of the Birchwood. Holds Stoneheight Castle, Bees Clearing Manor, Hillfarm Castle

Said to be nearly a hundred years old, the lone survivor of the infamous “Night of Long Knives” has helped the Pendragons resist the Saxons for decades. Eldol’s heirs (his grandson Heli and his great-grandson Chaleins) are already feuding over the inheritance.

Duke Eldol is a very old hero of Britain. He was the only survivor of the Night of Long Knives when Vortigern and the Saxons treacherously murdered the nobles of Britain. Everyone in Britain knows of the “Night of Long Knives” when Vortigern and his Saxons murdered the unarmed nobles of Britain. Eldol was the only survivor, fighting his way free using a broken table leg as a weapon. In 480, he is rumored to be over a hundred years old.

Executed King Hengest of Kent in 469.
Teutates

In *Pharsalia*, Lucan writes about savage tribes who drown people in vats of an unknown liquid, sacrificing them to a god they call Teutates. Like so many others who came to a new land and feared that they did not understand, Lucan got it wrong. These people were not sacrificing to a god named Teutates, they were the Teutates, followers of Gla’aki and protectors of their tribes.

The Teutates once ranged across the known world. Then the spread of the Romans, and later the Christians, pushed the Teutates back into the Severn Valley, the home of their god. The Teutates are usually men and almost exclusively warriors. Upon deciding to make the ultimate sacrifice to defend his family and his tribe, the warrior travels to Gla’aki’s lake in the Severn Valley. There, he fills an ancient vat with water and then returns home. If he survives the journey the other Teutates in his tribe tie a rope in intricate knots around his ankles and suspend him, headfirst, from a tree. As the initiate proclaims his devotion both to his tribe and to Gla’aki, he is lowered into the vat of water, there to remain until the sun rises at dawn. Human nature will drive even the bravest man to struggle as water fills his lungs, but if the initiate is worthy, he will soon hear Gla’aki’s call and it will calm him as he drowns. In the morning, the head of the tribe pierces the initiate with one of Gla’aki’s spines. Resurrected as an undead slave to the Great Old One, he becomes a tireless guardian of his tribe, although he must remain within the bounds of the tribe lest he succumb to the Green Decay.

The teutates are the chosen defenders of their tribe, living on the fringes of an ever-advancing, ever-developing world. Once human warriors, the Teutates are now intelligent undead. The tribes which “birth” teutates are known to worship Gla’aki, the Watcher in the Water, presenting him with their finest warriors so that he may bestow unlife upon them. This gift of unlife is limited; the undead warriors can be slain and, should they leave the boundaries of the tribe’s domain, they succumb to the Green Decay that slowly eats them completely away.

TEUTATES, undead protectors of their tribe

STR 80 (4D6+2) ×5

CON 100-110 3D6 ×10

SIZ 65 (2D6+6) ×5

DEX 50-55 3D6 ×5

INT 65 (2D6+6) ×5

POW 50-55 3D6 ×5

Move: 7

Hit Points: 16-17

Av. Damage Bonus: +1D4

Av. Build: 1

Av. Magic Points: 10

Combat

Attacks per round: 1

Fighting 80% (40/16), damage by weapon (sword 1D8+DB)

Dodge 30% (15/6)

Skills

Stealth 65%, Track 60%.

Armor: 2-point leather armor.

Spells: retains any known when alive, plus any new spells taught by Gla’aki.

Sanity Loss: no Sanity point loss if human-seeming. 1/1D8 Sanity points if in living-corpse aspect; if dead from Green Decay, 1/1D10 Sanity points to see the teutates.
West Bennan

In a cave near this village lives a faerie maid. Her cave is called Uamh na Gruagaich. She is tall, with streaming golden hair. Every day she waits on a small hill for the village herds to arrive. She looks after them all day and no death or mishap befalls the herd while she is caring for them. The villagers leave her food in a hollow stone outside her cave.
Kirkcudbright

This town is situated on the lowest crossing point of the River Dee. It has a busy fishing harbor and the town serves as a market for the cattle and sheep farmers of the region. There is a small castle here (moat, rectangular courtyard, twin towered gatehouse, two large round gate towers ~ one of which is the keep).

**Ruler:** Castellan

**Vassal of:** Gorre.
Sir Eliezier the Strong

Sir Eliezier is renowned as a mighty knight and admired for his astonishing horsemanship. He has an uncanny talent with horses; some claim he is able to speak to them. He has been known to tame a horse in one session from a near-wild state to complete obedience. He has proved his skills as a warrior many times over on the battlefield.

### Notable

Energetic 18, Horsemanship 22, Spear Expertise 20, Sword 18

## Position

### Class

household knight and royal officer (constable)
Western Coast

Ruler: Various minor chieftains.

Culture/Religion: Irish/Pagan.

Vassal of: No one.

Army: A few warrior bands.

The west coast of Caledonia is a mass of sea lochs and small isles. It is the home of the first Irish settlers. These people, called the Iardomnan, currently occupy Skye, Rhum, Eigg and many of the smaller isles. Their small settlements are also to be found nestled beside the sea lochs on the west coast of the mainland.

For centuries a trickle of settlers have crossed the seas to settle the isles and bays of the west coast. They are called the Iardomnan and live in duns ~ sturdy stone forts that house a small village. They have no central authority. Each dun has its own ruler. However, when the situation demands it the duns form alliances to resist the raids of the Picts or the Attecotti.

A knight who visits this coast will find the people hospitable and friendly, but living in very uncivilized conditions.

Among the western coast and isles of Caledonia are scattered the settlements of independent Irish migrants. Their ancestors first came here several centuries ago and built the duns to protect themselves. It is in these same communities that the people still live. The tribes sometimes unite to fight off the raids of the Highland Picts and the vicious Attecotti.

## Places

* An Baghan Burblach
* An Sgurr
* Ard Ghamhgail
* Boreraig
* Bracadale
* Brodick
* Cairnburgh
* Carn Liath
* Drynoch
* Dun an Achaudh
* Dun Ard an t'-Sabhail
* Dun Fiardhairt
* Dun Gharsainn
* Dun Nan Gall
* Dun na Nighean
* Dun Scathach
* Dun Suledale
* Dunvegan
* Eilean Donan
* Eilean nan Gobhar
* Faerie Bridge
* Iona
* Jura
* Loch nan Cinneachan
* Loch Rannoch
* Old Man of Storr
* Rahoy
* Scarba
* Skallasang
* Tobermory
Wulfrun

Saxon, age 25, slave

Wulfrun slew Earnwulf’s oldest son and was unable to pay the weregild, so he entered slavery.

STR 70 CON 65 SIZ 55 DEX 50 INT 60

APP 75 POW 45 EDU 60 SAN 45 HP 12

Damage Bonus: +1D4 Build: 1 Move: 8 MP: 9

Combat

Brawl 40% (20/8), damage 1D3+1D4

Spear 55% (27/11), damage 1D6+1D4 (1D2 if thrown)

Dodge 25% (12/5)

Skills

Animal Handling 65%, Art/Craft (Masonry) 35%, Insight 25%, Listen 35%, Natural World 36%, Other Language (Latin) 40%, Own Kingdom 40% Persuade 25%, Read and Write (Latin) 5%, Religion 65%, Status 10%.

Armor: None.
Sir Gwyllim ap Suluc, styled of the White Tower

Constable of the White Tower, member of High King Aurelius Ambrosius Pendragon's Privy Council, and vassal officer

### Notable

DEX 17, Indulgent 18, Hate (Cities) 17, Hunting 18, Siege 17, Spear Expertise 19

## Position

### Class

vassal knight and officer (royal constable)

Sir Gwyllim holds the special position of Constable of the White Tower and holds the keys to the king’s own residence in Londinium. Though titled “constable” his job is not with horses, but are the benefits (and challenges) of being castellan. He is the foster son of Guithelinus, the Archbishop of Londinium who also fostered Aurelius and Uther when they were infants. He has known Uther most of his life. He never met his mother ~ Guithelinus claimed she died in childbirth and always seemed eager to change the subject any time someone asked about her. He holds several manors throughout the kingdom of Logres.

Sir Gwyllim’s head is covered by a tangled mess of flaming red curls, a luxurious red beard, bright blue eyes, and when he is outside, a constant smile that displays a lust for life. He hates the smell and noises of the city. He never seems comfortable around crowds, and only stays in Londinium out of loyalty to Aurelius Ambrosius. Gwyllim is happiest in the country and is renowned for his skills as a huntsman.

He is the father of Lady Marigold ferch Gwyllim and husband of Lady Elaine.
Windesan

Equivalent of modern Berwick-on-Tweed

This important walled city is the capitol of Garloth and is one of the largest settlements in Caledonia. It has a thriving market and is an important harbor. The city stands on the north bank of the River Tweed. Within the city is an old-style castle. Visitors to the castle are sure to feast well on salmon. The Tweed is famous for its salmon fisheries and residents insist that the salmon caught here are the best in Britain.

**Ruler:** Garloth.

**Vassal of:** .
Stone of Protection

The clan is protected from hostile magic. This magical protection will only stop the effects of only one type of Talent. The stone's Power (from 5O to 200 points of protection) and the type of magic varies. Using this stone, a fiosaiche must perform the ritual for the protection magic once per season, but need not expend any life force to effect the protection.
Royal chamber

The chamber is the department responsible for the king’s personal quarters and everything in it. This staff includes the wardrober, barber, and laundress (who is always beautiful), among others. The king’s furniture and effects are borne on several large ox-drawn wagons. The chamberlain also ensures the king’s private entertainment needs are met.
Sir Galehaut, called the Brown

Argent, a tower proper in base barry wavy of five, Argent and azure

Sir Galehaut is Aurelius Ambrosius's loyal Baron of the Waters. The third-born son of Sir Ellain the Brown and member of the famous Brun (“Brown”) family. He can often be found about the kingdom on business for himself or the king, frequently traveling with his close friend Sir Argan. He is big and tough, with brown hair, blue eyes, and a full beard. He walks with a slight limp. To those who do not know him, he appears bullish and overbearing. He wears black chain mail, polished to a mirror-like finish that rarely shows the wear of battle.

The Baron of the Castle of the Waters demands that all in his household bear the same coat of arms.
The Death of Virtue, a Pendragon Campaign Wiki

**Welcome to the The Death of Virtue, a Pendragon Campaign Wiki!**
> The Lady: Why is he green, do you think?
>
>
> Gawain: The knight?
>
>
> The Lady: Yes. Was he born that way?
>
>
> The Lord: Perhaps it is the color of his blood when he blushes.
>
>
> The Lady: But why green? Why not blue, or red?
>
>
> Gawain: Because he is not of this earth.
>
>
> The Lady: But green is the color of earth, of living things, of life.
>
>
> Gawain: And of rot.
>
>
> The Lady: Yes. Yes. We deck our halls with it and dye our linens. But should it come creeping up our cobbles, we scrub it out, fast as we can. When it blooms beneath our skin, we bleed it out. And when we, together all, find that our reach has exceeded our grasp, we cut it down, we stamp it out, we spread ourselves atop it and smother it beneath our bellies. But it comes back. It does not dally, nor does it wait to plot or conspire. Pull it out by the roots one day, and then next, there it is, creeping in around the edges. Whilst we're off looking for red, in comes green. Red is the color of lust. But green is what lust leaves behind, in heart, in womb. Green is what is left when ardor fades, when passion dies, when we die too. When you go, your footprints will fill with grass. Moss shall cover your tombstone, and as the sun rises, green shall spread over all, in all its shades and hues. This verdigris will overtake your swords, and your coins, and your battlements, and try as you might, all you hold dear will succumb to it. Your skin. Your bones. Your virtue.
>
>
> The Lord: And what do you hope to gain from facing all of this hue?
>
>
> Gawain: Honor.
>
>
> The Lord: Are you asking me?
>
>
> Gawain: No. Honor. That is why a knight does what he does.
>
>
> The Lord: And this is what you want most in life?
>
>
> Gawain: To be a knight?
>
>
> The Lord: No, honor. You are not very good with questions.
>
>
> Gawain: It is part of the life I want.
>
>
> The Lord: And this is all it takes for that part to be had? You'll do this one thing, you return home, a changed man, an honorable man? Just like that?
>
>
> Gawain: Yes.
>
>
>
> The Lord: Oh, I wish I could see the new you. But perhaps we will miss our old friend, and our fun, and our games.
>
> The Green Knight (film)

Rules errata

## Important articles

Sir Prince Uther ap Constantin, the heir apparentAppendix NHeraldrySalisbury CountyTimelineExcalibur, the Sword of Victory

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Spawn of the Abyss

Spawn of the Abyss inhabit seas and oceans. While similar to shoggoths, the spawn are highly evolved and intelligent, appearing as a bluish slime with various and shifting features. They create limbs and sensory organs as needed, usually with rudimentary mouths. Spawn are capable of speech and can learn languages.

## Hypnotic Song

A spawn can sing alien songs that influence those who hear them. A target failing an opposed POW roll with the spawn is overcome and falls under the creature’s spell, obeying its every command. The victim can attempt to break the spell each round thereafter by rolling equal to or under their POW.

SPAWN OF THE ABYSS, sirens of the deep

STR 175 10D6 ×5

CON 120-125 7D6 ×5

SIZ 245 14D6 ×5

DEX 15-20 1D6 ×5

INT 85 (2D6+10) ×5

POW 85-90 5D6 ×5

Move: 10 rolling

Hit Points: 36-37

Av. Damage Bonus: +4D6

Av. Build: 5

Av. Magic Points: 17

Combat

Attacks per round: 1 crush (rolling over target) or 3 pseudopods (range equal to one-fifth SIZ in yards)

Fighting 70% (35/14), damage as DB (crush); ½ DB (pseudopod)

Dodge 10% (5/2)

Armor: none, but immune to normal weapons. Spells, fire, and chemicals can harm them. Regenerates 1D3 hit points per round until dead.

Spells: chance equal to INT on 1D100 to know 1D6 spells.

Sanity Loss: 1D6/1D20 Sanity points to see a spawn of the Abyss.
Sir Carac

### Blazon

Or, on a base vert a dragon’s head of the first langued gules, in pale two dragonheads of the second

### Notable

Cruel 18, Homage (Uther) 20, Dagger, Spear Expertise, Sword (all at 21)

## Position

### Class

household knight

Sir Heliandor, Sir Canuc, and Sir Carac: these three killers are Uther’s favorite thugs. They are big, mean upon command, experienced, and brutally cruel. They sit right in front of him at feasts, and fight beside him on the battlefield. They only kill upon command, and seem to just appear out of nowhere to settle fights, get rid of unruly visitors, silence drunks, or bring someone to the prince.
Tariff penance

Ancient judicial custom of the Germans, adopted by the Church, in which sins and crimes are inventoried with appropriate punishments, such as days of fasting (bread and water), prayers or pilgrimages. Hardly applied in practice. Secular justice is arbitrary or simply lacking, or rooted in personal vengeance and vendettas. God is the ultimate judge of course, and life is cheap indeed!
Pnakotica

In Greek, author, trans. and date unknown.

Disparate collection of pre-human stories, myths, and legends contained on papyrus.

Sanity loss 1D20; CMI +5/CMF +12 percentiles; MR 51; 60 weeks to study and comprehend.

Spells: Contact Winged One (Contact Elder Thing), Contact Walker in the Waste (Contact Gnoph-keh).
The Island

A small, circular island in the Severn River about 200 feet in diameter. The island rises to a small hill in the center, which is surmounted by a dilapidated Roman temple. Cult icons have long since been torn down, but careful observers note a single shadow that flits around. Visitors to the island suffer severe headaches and fatigue, losing 1D10 POW per hour on the island. Lost POW returns immediately after leaving the island.
Ἀδελφοποιία

Literally "becoming brothers", it means becoming a joint socioeconomic unit, recognized by and important to both society and the economy, with material and juridical consequences. The two parties form a new household unit of mutual responsibility, whether or not the emotional or sexual context of the union persists or is satisfying.
Wight

Wights haunt the barrows, ancient forests, and secluded regions of many northern lands. Their attributes are reminiscent of those of the Old ones. Wights are hunting spirits associated to the Death God who is known under many names, including Gwynn ap Nudd, Cernnunos, or Tawil at’Umr. They are usually found in the regions where the veil is thin between worlds. Wights intrude into the world of the living in places of darkness. Wights are dispelled by direct light.

Humans easily mistake wights for ghosts (Northmen call them “vaettirs”). Some wights do bear secret names, with which they can be summoned.

WIGHTS, creeping horrors, also striges, dokkalfar (dark elves), mara (nightmare)

STR 140-145 (3D6+18) ×5

CON 105 6D6 ×5

SIZ 50-55 3D6 ×5

DEX 70 4D6 ×5

INT 85-90 5D6 ×5

POW 105 6D6 ×5

Move: 8/30 (flying)

Hit Points: 15-16

Av. Damage Bonus: +1D6

Av. Build: 2

Av. Magic Points: 21

Combat

Attacks per round: 1 (claws or grab)

Fighting 65% (32/13), damage 1D6+DB

Grab (mnvr.) used to drag their victim into the air and away for the kill (requires opposed STR roll to break loose).

Armor: none, but only cutting weapons (e.g. swords) can harm a wight’s semi-liquid substance and impaling attacks only inflict regular damage.

Spells: Death’s Breath , Winds of Desolation.

Sanity loss: 1/1D10 Sanity points to see a wight.
Squires of the court

If you go to where the court is and say you want to see the king, everyone who knows anything will send you to these men. Their job is to sort out newcomers and send them where they ought to be. They are perfectly polite to all knights and lords, snobbish to all squires, and impose a one-penny surcharge on all commoners who ask for help. They send knights to the knight of the court who is on duty, but personally escort greater lords.
Sir Minodos

### Blazon

Per pale or and vert, two dragon heads langued gules addorsed all counter-charged

### Notable

Prudent 16, Homage (Uther) 16, Courtesy 18, Recognize 20

## Position

### Class

household knight

Identical in appearance and abilities to his twin Sir Minodalis, Sir Minodos is a faithful follower of Prince Uther. The two twins are very alike in behavior, as well.: they are learned, know courtesy inside and out, and team up when attempting to quiet unruly guests at a feast. Once they get someone’s attention, they speak concisely to provoke his passions.
Sir Caradoc the Thirteenth

Or, in chief vert a Roman numeral 13 of the first

Sir Caradoc is huge, strong, fanatically loyal to Prince Uther, and jealous of his position as one of the most famous of Uther’s household knights. Since he is prone to fits of rage when crossed, and his opinions are nearly impossible to change, he is hostile towards many knights at court, and towards any newcomer who might endanger his position.
Traprain Law

In the days before feudalism the Votadini tribe occupied the lands which now make up Lothian and Garloth. Traprain Law was the main stronghold and home of the Votadini chieftain. The tribe became so large that it split into the two tribes which exist today ~ the Votadini in Garloth and the Manau Goddodin in Lothian. After this split, and with the introduction of feudalism, Traprain Law lost much of its importance. The hillfort is still in use today and its history lends great prestige value to its owner.

Traprain Law is a vastly impressive sight. It crowns a hill which rises steeply to a height of five hundred feet above the surrounding plain. The massive ramparts enclose an area of thirty acres, within which is a thriving town.

**Ruler:**

**Vassal of:** .
Sir Sadinal

Gules, a caduceus argent

The dapifer is responsible for the ordering of the king’s domestic household. He leads and coordinates all the department heads so that meals are grand, on-time, and plentiful. Clean beds, who sleeps where, proper wall hangings, and laundry are all the dapifer’s domain. A pair of deputy dapifers work in tandem, one tending to royal affairs at the current location, while the other is at the next stop in the King’s Progress, preparing the way.

Sadinal is the primary proponent of a new idea: knights should bear special arms of their own. The king made up the title of Court Herald to amuse Sadinal and to support his quirky desire.

Sadinal developed an extreme hatred for the poet Sir Duach who composed a poem of praise about his own heroism at the Battle of Wynchbank, despite the fact that he had actually held back out of combat even after Sir Sadinal led the charge that allowed Aurelius Ambrosius to escape. Duach’s jaunty ditty is more popular than the drab verses about Sadinal.

Sir Sadinal is tall and stocky with brown eyes. His black hair and full beard echo his usual dark mood that only seems to brighten when he is discussing heraldry. Sir Sadinal carries a hornbeam staff with two long white ribbons wound around it.
Sir Goreau

Argent

Sir Goreau oversees the royal demesne, spending most of his time outside the eyre, making the rounds of stewards and bailiffs and overseeing the royal holdings. He travels with two clerks, one called “Scribbler” and the other “Counting Man,” who always has his abacus within reach. He is short and tough, with blond hair, hazel eyes, and always keeps his face clean- shaven. He is a fast talker and full of energy, always on the move.

Sir Goreau’s true talents are in logistics. Many of Aurelius’s successes on the battlefield would not have been possible without Sir Goreau finding the food and carts necessary to feed the soldiers and their horses, and transport the army’s supplies.
Vallhagar

The 24 buildings shelter a halfdozen Cimbri families who have united for farming duties. Though they plant rye and vegetables, stock is more important to them; they raise cattle, sheep and horses. In the village stands a 10-foot-high stone slab commemorating warriors lost at sea. A chiseled and painted picture on one face depicts three swirling discs above an oared ship and a draconic sea monster. Only a few miles away lies one of many large skibsaetnings (boat-grave) on Gotland. This one has fifty-odd stones along either side and a larger upright on each end (Ambient Life Force 5d20).
Sir Arnoullant, called the Fair

Argent, a tower proper in base barry wavy of five, Argent and azure

Sir Arnoullant is a boon companion of Segurant the Brown. He is large man with blonde hair, blue eyes, and a neatly trimmed beard that frames a famously handsome visage. Surprisingly for a man that has made a career of fighting, his face is unmarred by scars earning him the moniker “the fair.” Ladies swoon when he enters the room, and men give him all the deference his reputation demands.

A relentless glory seeker, Arnoullant often travels far and wide slaying giants and other monsters
Sir Do de Carduel

Or, a thistle proper

Sir Do de Carduel is an old friend of Aurelius Ambrosius, going back to their childhood in Armorica. His duty is to go upon a circuit of various forests with his small court, hearing cases and setting fines and other punishment for wrongdoers. He is absolute and unflinching with the rules, enforcing every infraction to its maximum penalty, judging anything questionable to the king’s favor, enriching the king and himself as he does. He wrings pennies even out of old women. The commoners call him “King Despot” and “The Pillager.” Fortunately, he is lazy and erratic about inspecting, and often just leaves the regard to his assistants. Aurelius Ambrosius has awarded him several manors throughout the kingdom.

He is a tall man with blond hair and beard. He is stonefaced; his blue eyes always locked in an inscrutable glare. He is an aloof and touchy man at court, aware of his high status and careful to protect it. He owns several holdings in the forests.
Sir Dobraine

Father of Sir Daerid the Benevolent

Sir Dobraine was named as heir his father-in-law, Sir Landrin, after the Battle of the Thames Valley in 473 e.v. One of Sir Landrin's sons, Sir Imare ap Landrin, was already did, while another (Sir Melar ap Landrin) had died in the battle attempting unsuccessfully to deal with the treason of his brother and his third son, Sir Dalan ap Landrin. Sir Dalan was thus passed over in favor of Sir Dobraine, thus joining the two houses.
Sir Canuc de Caerec

### Blazon

Or, on a fess vert a dragon’s head of the first langued gules, between two dragonheads of the second

### Notable

Cruel 18, Homage (Uther) 20, Dagger, Spear Expertise, Sword (all at 21)

## Position

### Class

household knight

Sir Heliandor, Sir Canuc, and Sir Carac: these three killers are Uther’s favorite thugs. They are big, mean upon command, experienced, and brutally cruel. They sit right in front of him at feasts, and fight beside him on the battlefield. They only kill upon command, and seem to just appear out of nowhere to settle fights, get rid of unruly visitors, silence drunks, or bring someone to the prince.
White City Abbey

In the White City, in Hantonne County

Abbey and elector

Owes 6 days to the King's Progress

Run by the Indigo Monks of the British Church and patronized by the Baron of the Roman Isle

£51 income, provides no eschilles

This is the largest body of Indigo Monks. They train in the sciences and political diplomacy. Many nobles of the British faith have such advisors, so their number is greater than the income indicates.
Tablets of Destiny

Written in a dead language, author, trans. and date unknown.

The Tablets of Destiny were, in Mesopotamian myth, said to belong to the Babylonian serpent Tiamat, although conflicting sections suggest Nabu. The tablets are allegedly older than Earth and contain formidable power. Two near inaccessible copies are said to exist on Earth. It is rumored that the tablets, sometimes known as the Elder Keys, constitute the single most important source for many later texts.

Sanity loss 1D20; CMI +6/CMF +14 percentiles; MR 60; 75 weeks to study and comprehend.

Spells: Call/Dismiss Azathoth, Call/Dismiss Cthugha, Call/Dismiss Hastur, Call/Dismiss Nyogtha, Call/Dismiss Shub-Niggurath, Call/Dismiss Yog-Sothoth, Contact Ghoul, Contact Sand-Dweller, Contact Deity (Nyarlathotep), Dominate, Dread Curse of Azathoth, Dust of Suleiman, Elder Sign, Powder of Ibn-Ghazi, Resurrection, Shrivelling, Summon/Bind Byakhee, Summon/Bind Fire Vampire, Summon/Bind Servitor of the Outer Gods, Voorish Sign, plus any others at the GM’s discretion.
Tomnahurich Hill

This is a thickly wooded hill whose shape resembles an inverted boat. It is "the Hill of the Faeries" and is where the Faerie Queen holds her court. Rulers of Escoce, with their followers, come here to celebrate the main heathen festivals. Cruidne, the first Pict, lives at the court with many clan warriors. Every time rulers attend they tell Cruidne the news of the lands. Should Pictland ever be in dire need Cruidne has promised to leave the Faerie Realm and fight for the people. The King and Queen of Escoce are crowned on this hill.
Sir Diocenar

Murrey, a cask argent

Diocenar is in charge of the buttery, or butts of wine. He orders thousands of gallons per year making sure that the several qualities for knights, lords, and the king are available at every royal site. He also oversees the other food functions like the larderer, pantler, and kitchener. Sir Diocenar is a veteran warrior whose wounds no longer allow him to the field of battle. He is a stern taskmaster; his underlings are all afraid of his sharp blows to the head when they err. He holds a couple of manors in Clarence, but is always at court.
Turec Dermansunu

Saxon, age 22, farmer

STR 80 CON 75 SIZ 80 DEX 70 INT 65

APP 65 POW 70 EDU 60 SAN 70 (00)\*HP 15

Damage Bonus: +1D4 Build: 1 Move: 8 MP: 14

Combat

Brawl 80% (40/16), damage 1D3+1D4, or knife 1D6+1D4

Spear 45% (22/9), damage 1D6+1D4 (1D2 if thrown)

Bow 40% (20/8), damage 1D6+1D2

Dodge 35% (17/7)

Skills

Art/Craft (Farming) 50%, Climb 55%, Cthulhu Mythos 15%, Insight 45%, Intimidate 50%, Listen 35%, Natural World 55%, Navigate 70%, Occult 35%, Repair/Devise 55%, Status 45%, Stealth 55%, Track 55%.

Armor\*: 2-point (natural) magical armor.

Magical abilities (act as spells): Become Spectral, Command Animal, Shrivelling.
Wisent

The European wood bison, the wisent, is a large, shaggy herd animal, known to Saxons as “weosend,” and the Germans as "wisunt." During the Dark Ages it ranges from the south of Britain to the Ligurian Appenines, and from the Pyrenees to the Caucuses, although they are very rare in Gaul, having been hunted to near extinction. Wisent are even found in the southern reaches of Sweden and Norway.

Herds of females, calves, and young males tend to reach 15-20 members, whereas older males will travel solitary or sometimes with another male. The herds are not territorial and will frequently come together to form larger herds for short periods of time.

Their fur and horns are prized trophies and the hunt can form the basis for a thrilling adventure. While running away is their usual course of action, however, if forced into a fight, the males use their horns to try to gore the attacker and any wisent can easily run over a man-sized target.

Wisent

STR 140-145 (3D6+18) ×5

CON 80-85 (3D6+6) ×5

SIZ 130 (4D6+12) ×5

DEX 50–55 3D6 ×5

POW 50–55 3D6 ×5

Move: 12

Hit Points: 21

Av. Damage Bonus: +2D6

Av. Build: 3

Combat

Attacks per round: 1 (gore, trample)

Fighting 45% (22/9), damage 1D6+DB

Trample 30% (15/6), damage 2D6+DB

Armor: 1-point muscle and hide.
Sir Duke Corneus, called the Hammer of the Church

Or, an eagle displayed vert

## Family

### Holdings

Duke of Lindsey, Count and Sheriff of Linden, Baron of Linden Pool; Magouns, St. Peter’s Castle, Birch Hill

## Position

### Holdings

Duke of Lindsey, Count and Sheriff of Linden, Baron of Linden Pool; Magouns, St. Peter’s Castle, Birch Hill

Duke of Lindsey and Count of Linden Pool, Baron of Linden Pool, Magouns, St. Peter’s, and Birch Hill, and Sheriff of Linden.

Lindsey is an ambitious warlord with additional valuable holdings in the foreign land of Malahaut, proud of his courage and prowess, unafraid of anything alive except King Aurelius Ambrosius. His bard calls him “Hammer of the Church,” a title conferred by the northern British Christian church.
St. Ninnian's Cave

This cave was used by St. Ninnian as a retreat, away from the demands of Candida Casa monastery. It is now a site visited by those pilgrims who come to see his grave at Candida Casa.

St. Ninian's cave is small and humble, but full of the breath of god. Any pilgrim who fasts for an entire day and then makes a critical success on his Religion skill receives a vision
Worklist

1. ~~Book of Uther~~
2. ~~Beyond the Wall~~
3. ~~Book of Sires~~
4. ~~Cthulhu Dark Ages~~
5. Same-Sex Unions in Pre-Modern Europe
6. Saxons
7. Land of Giants
8. Lion of the North: The Loch Leglean Tribunal
9. Book of Knights and Ladies
10. Excrement in the Late Middle Ages: Sacred Filth and Chaucer's Fecopoetics
11. Perilous Forest
12. Dark Ages: British Isles
13. Savage Mountains
14. Book of the Warlord
15. that medieval hunting book I own
16. GURPS Celtic Myth
17. Blood and Lust
18. Pagan Shore
19. Book of the Estate
20. Mythic Britain
Sir Segurant, called the Brown, styled of the Dragon

Argent, a tower proper in base barry wavy of five, Argent and azure

### Notable

APP 16, Energetic 20, Lustful 16, Valorous 20, Hunting 17, Spear Expertise 23, Sword 23

## Family

### Relatives

Hector the Brown (grandfather), Galehaut the Brown

## Position

### Class

household knight of Castle Brun and famous hero

Grandson of Sir Hector the Brown and member of the famous “Brun” family, Segurant showed unusual prowess with weapons at a very young age. He is so proud of his family that he has even colored his armor brown. He is sometimes called “The Knight of the Dragon” because of his pursuit of a monster that spends half of its time ravaging various lands, and the other half evading Sir Segurant. He is tall, strong, handsome, and he knows it. He uses his piercing dark eyes and luxurious hair to his advantage while flirting with the ladies. He is friends with Sir Arnoullant the Fair.
Thyrs

The thyrs is a man-like troll, covered in lank hair with black eyes and tusks that jut from its mouth. Larger than a man, it walks stooped-over, its hands nearly reaching the ground. Its claws are sharp enough to shred both leather and metal armor.

Despite its ungainly appearance, the thyrs is fast, capable of killing a man before he knows what he’s facing. Thyrs prefer human flesh but will raid livestock when necessary. During the day the monster hides in caves or underwater.

THYRS, also troll, ent, ghoul

STR 100-105 (3D6+10) ×5

CON 65 (3D6+6) ×5

SIZ 100-105 (3D6+10) ×5

DEX 100-105 (3D6+10) ×5

INT 50–55 3D6 ×5

POW 50-55 3D6 ×5

Move: 10

Hit Points: 16-17

Av. Damage Bonus: +1D6

Av. Build: 2

Av. Magic Points: 10

Combat

Attacks per round: 1 (claws, fists, kicks)

Fighting 70% (35/14), damage 1D6+DB, attack ignores armor.

Dodge 50% (25/10)

Skills

Climb 70%, Spot Hidden 45%, Stealth 60%, Swim 50%.

Armor: 4-point sinew.

Spells: none.

Sanity Loss: 0/1D3 Sanity points to see a thyrs.
Svein

Dane, age 35, leader of the hearthweru of Totburh

Prior to settling in Totburh, Svein raided up and down the coast. In a raid on an Irish monastery, Svein killed the abbot and stole the finger bone of St. Martin of Tours, the monastery’s relic. Unbeknownst to Svein, the relic is actually false, lacking virtus but possessing daemones. When Svein wears the relic bare-chested, an Old One takes possession of his body, driving him mad with rage; the rage lasts for 1D6 hours, after which he collapses. During his rage, he is under the effects of a Fury spell.

STR 85 CON 85 SIZ 80 DEX 60 INT 60

APP 75 POW 50 EDU 60 SAN 50 HP 16

Damage Bonus: +1D6 Build: 2 Move: 8 MP: 10

Combat

Brawl 60% (30/12), damage 1D3+1D6

Axe 65% (32/13), damage 1D6+1D6 (+1D3 if thrown)

Spear 45% (22/8), damage 1D6+1D6 (+1D3 if thrown)

Dodge 40% (20/8)

Skills

Art/Craft (Orate) 30%, Climb 20%, Insight 45%, Intimidate 80%, Jump 40%, Navigate 25%, Natural World 45%, Other Language (Old English) 40%, Own Language (Norse) 75%, Persuade 60%, Religion 55%, Ride Horse 25%, Status 55%, Track 30%.

Armor: Chainmail and helm (1D8).
Treasure

Denier chests, jewelry, silver and onyx vases, crucifixes, chalices, and other liturgical objects in solid gold, holy relics in precious reliquaries, wooden statues of saints sheeted in gold, ivory sculptures, miniatures, magnificent sacerdotal clothes, all in purple and gold, precious silken cloth, etc.
Sow samhladh

The spirit of the Sow lives with the Boar in the depths of the Otherworld forest. Unlike her mate, she forages beneath the World Tree for the Acorns of Inspiration. Sow clans are known for their poetic abilities, and for the strength of their bodies

## Powers

### Invocation

+1 STR or +3 Compose or +3 Play (instrument)

### Clan's Benefits

* +1 STR
* +5 Compose

### Fiosaiche's Benefits

Fiosaiches of the Sow are granted inspiration; +3d20 Divination
Werewolf

Werewolves are humans possessed by a bestial spirit. Such cursed creatures have been around for a very long time; both Virgil and Saint Augustine mentioned them within their works.

The Northmen consider wolf-men (berserks) to be elite warriors of Odin awaiting the final battle against the forces of Chaos on the Last Evening. Berserk warriors dye their skin black, wear wolf skins into battle or fight naked, and are in the habit of pillaging and murdering at will. There is a nation of wolf-men ~ the hundigas (“those-of-the-dog”) ruled by an enigmatic giant sorcerer named Marculfus, “the raging wolf known in the whole world,” messenger of an ambiguous god whose kingdom is beyond the reach of humans and animals (Yog-Sothoth?)

WEREWOLF, dog soldiers (wolf form), also versipellis (turnskins), hundigas, berserks

STR 105 6D6 ×5

CON 65 (2D6+6) ×5

SIZ 50-55 3D6 ×5

DEX 65 (2D6+6) ×5

INT 5 -

POW 65 (120)\* (2D6+6) ×5

\*The possessing spirit’s POW 55 is added to the human’s POW, thus forming a common pool of magic points.

Move: 10

Hit Points: 11-12

Av. Damage Bonus: +1D4

Av. Build: 1

Av. Magic Points: 13 (24)

Combat

Attacks per round: 2 (bite, claw, maul)

Fighting 70% (35/14), damage 1D8+DB (in wolf-form).

Dodge 40% (20/8)

Skills

Stealth 60%, Track (Smell) 90%.

Armor: 1-point hide.

Spell-like Abilities: Fury (page 163), Body Warping (variant, 12 MP, one night duration).

Sanity Loss: 0/1D3 Sanity points to see a werewolf.
Stag samhladh

The Stag is a proud spirit. He surrounds himself with a harem of Hinds in his lush pasture of the Otherworld. The Stag is also jealous, and will drive away all other males from his hinds. Stag clan men guard their women carefully, though they do not keep harems.

## Powers

### Invocation

+1 Movement Rate or +5 Awareness or Fertility (as Bull)

### Clan's Benefits

* +3 Love (Family)
* +1 Movement Rate
* +5 Awareness

### Fiosaiche's Benefits

The Stag acts as a guide in the Otherworld; +3d20 Spiral Walking
Wild Cat samhladh

Cat lives on the crags of the Otherworld. He is suspicious and wild, and is difficult for non-Cat clan fiosaiches to contact him. Cat is a fierce fighter, and all other animal spirits make a point of staying away from him. Cat clans are extremely suspicious of strangers, even other Cat clans. As a result, they tend to marry within the greater clan, rather than seek mates from outside.

## Geas

Owe no allegiance to a non-Cat clan ruler

## Powers

### Invocation

(Weapon) Attack, or Hunting, or Damage +1d6

### Clan's Benefits

* +3 Suspicious (Strangers)
* +5 Hunting

### Fiosaiche's Benefits

The Fiosaiche is granted the ability to hide in plain sight; +3d20 Glamour (Disguise)
Tribruit County

A county of Logres, consisting of portions of the modern counties of Northamptonshire, Buckinghamshire, and Berkshire

Part of the Roman bishopric of Corinium

## People

* Sir Aelhaearn, the sheriff
* Sir Collen, the Baron of Sentinel Ridge
* Sir Cynfan, the Baron of Castle Dykes
* Sir Elystan, the Baron of the Dangerous Ford
* Sir Meneu, the Baron of Rooksroost
* Sir Pwyll, the Baron of Goat Town

## Locations

There are 32 hundreds in Tribruit

* Goat Town
* Stag's Meadow
* Stonewall, held by the Duke of the Marche

### Castles

* Castle Dykes
* Rooksroost Castle (owes 0 days to the King's Progress)
* Castle on Sentinel Ridge (owes 0 days to the King's Progress)
* Stoneheight Castle, held by the Duke of Glevum

### Church Sites

* Crookstream, an abbey of Roman Black Monks (£19 income, provides no eschilles)
* St. Peter's, an abbey of Roman Black Monks (£39 income, provides no eschilles)

### Market Towns

* Dangerous Ford, in Buckhill Hundred (owes 0 days to the King's Progress)
* Tribruit, in Moothill Hundred, castle is the county castle, held by the sheriff (castle owes 3 days to the King's Progress)

### Pagan Sites

* Longvale, a community of practicing Pagans, magically guarded from foes, patronized by the Lord of Long Compton Manor

### Royal Forests

* Oakbridge (£150 income)
	+ King's Cliffe Lodge, a hunting lodge and royal demesne (owes 6 days to the King's Progress)
The Annals of the Monks of John Chrysostom

In Greek, by divers hands, c.400 e.v. to present.

This tome covers everything from the monks’ eating and sleeping habits to detailed accounts of Shub-Niggurath worship in Phrygia. It pulls no punches and names the names of powerful men and women who have worshipped the dark goddess throughout the centuries. Unfortunately, damage has rendered portions unreadable, as have the actions of monks who had personal vendettas against the author of a given section. The legibility ranges from excellent to very poor and some sections seem to wander into complete nonsense.

Sanity Loss 1D8; CMI +3/CMF +7 percentiles; MR 30; 49 weeks to study and comprehend.

Spells: at the GM’s discretion
Sir Bellias

Vert, a bell or

### Notable

Valorous (Uther) +5, Homage (Aurelius Ambrosius) 27, Awareness 20, Spear 22, Sword 21

## Position

### Class

royal household knight and Captain of the King's Guard

Bellias is from Armorica and was raised alongside Aurelius Ambrosius and Uther. During the Saxon campaigns under Ambrosius Aurelius, his prowess with sword and spear made him famous throughout Britain. He is the Captain of the King’s Guard, the king's personal bodyguard, a member of the king's privy council, and undoubtedly the most loyal knight in Logres.