recursal/Fanatic-Fandom huggingface dataset:
Eildon Hill

This massive hillfort (the largest in Caledonia) was once the capitol of the Selgovae tribe. Around 80 e.v. the fort was requisitioned by the Romans as a signal station which they called Trimontium. It guarded the main northern route of Dere Street which they were building. Since the Romans left, Eildon Hill has only rarely been reoccupied. Most of the stone has been taken away for other building work and only the huge ramparts now remain. Below the hill it is said that a Faerie Court can be found. Also the locals believe that Mabon and his warriors lie sleeping in a cave within the Hill waiting for the call to come to the country's aid. There is so much gold in the hills that sheep grazing there develop yellow teeth.
Kingdom of Bedegraine

An independent kingdom, consisting of portions of the modern counties of Nottinghamshire and Derbyshire

Resources: Two iron mines, silver mines ten lead mines at Oakmeet

## Inhabitants

* Sir Sulien, the sheriff and baron of the Field of Doves

## Locations

There are 10 hundreds in the Kingdom of Bedegraine.

* Clipstone
* Oakmeet

### Castles

* Bedegraine Castle, royal castle
* Castle of the Field of Doves, baronial

### Market Towns

* Bedegraine, in Brookplace Hundred
* Deer, in Little Church Hundred

### Pagan Sites

* Sacred Grove of Spring, patronized by the king of Bedegraine

### Royal Forests

* Clipstone Forest (£50 income)
	+ Clipstone Lodge, a hunting lodge and royal demesne
High King Arthur ap Uther ap Constantin ap Maximianus Pendragon

## King Arthur’s Faerie Lineage

Children of faeries appear most often in the German story of Parzival, where they serve as squires to knights and pages to human queens. However, some are certainly of higher nobility: In the story, King Arthur has faerie blood! His great grand-father, Mazadan, was seduced by his greatgrandmother, Terdelaschoye, who was a faerie from the faerie kingdom of Mount Feimurgan.
Esus

In *Pharsalia*, Lucan spoke of “Hesus’ horrid shrines,” a description well deserved. God of the Esuvii, the Atesuii, and countless other tribes throughout Gaul, Britannia, and Germania Magna, Esus demanded bloodshed in his name.

His priests hung sacrificial victims from trees in sacred groves and carved ritualistic symbols into their flesh. As blood ran down their bodies and pooled on the ground below, the priests read portents in the patterns it formed. If Esus was particularly pleased with the offering, he would grant them glimpses of the future; visions as clear as if they stood on a hill and watched the events unfold.

Centuries after Lucan, “Beag ma Aisus” still haunts the forests of Northern Europe as a disorganized cult. Individual tribes who worship Esus have little contact with ~ or even knowledge of ~ each other. Some questions remain about how the cult spreads, even among the adherents themselves; a new cult will simply appear in a previously uninitiated region, despite having no contact with any other, performing the same ritualistic sacrifices. The common folk of the surrounding areas know little about Beag ma Aisus other than whispers of a barbaric god and rituals too horrible to mention.
Godred Earnwulfsunu and Grimwold Earnwulfsunu

Saxon, ages 10 and 12, rambunctious boys

STR 45 CON 55 SIZ 35 DEX 75 INT 60

APP 60 POW 70 EDU 40 SAN 70 HP 9

Damage Bonus: –1 Build: –1 Move: 9 MP: 14

Combat

Brawl 30% (15/6), damage 1D3–1

Dull Spear 35% (17/7), damage 1D2–1

Dodge 40% (20/8)

Skills

Climb 45%, Fast Talk 40%, Jump 45% Natural World 25%, Stealth 45%.

Armor: None.
King Vortimer ap Vortigern ap Vitalis ap Vitalinus ap Gloui

### Notable

SIZ 13, DEX 14, STR 15, CON 16, APP 13, Battle 23, Spear 22, Sword 18, Awareness 20, Courtesy 16, Diplomacy 16, Orate 16, Recognize 18, Energetic 18, Proud 18, Valorous 20, Hate (Irish) 15, Hate (Saxons) 15, Honor 17, Love (Britain and his Subjects) 19, Love (family) 16

### Birth

417 e.v.

The first-born of Vortigern by his wife Severa. Whatever he would have become, his rise to power is tied forever to his father’s ruthlessness in becoming High King.

Vortimer becomes the King of the Silures (later Escavalon) in 443, when Vortigern relinquishes his Cambrian kingdoms to his sons, in order to concentrate on being the King of Logres. However, unlike his father, Vortimer never forgets his mother and his countrymen, the Cymri.

Vortimer is groomed to become his father’s successor and the general of his armies. However, the foreign mercenary Hengest usurps the latter, and the birth of Cerdic foreshadows that the succession would not be a given, either.

He is made King of Logres by the grateful Cymri when he defeats the Saxons in 461. In his last battle, he forces the Saxons to flee from the island, but is mortally wounded. His dying words, asking to be buried by the shoreside looking across the sea to forestall the Saxons from landing again, are heard only by a few loyal subjects, who do not take it as a prophecy. He is buried in a church instead, and the Saxons return.

Part of Vortimer is his love of his family and kinsmen. Proud, yet calculating of mind, he is willing to fight diplomatically and on the field for the views he holds dear. This leads him to rebel against his father not once, but twice, sacrificing filial love for the good of his people.
Dunvegan

A dun on the Isle of Skye inhabited by the Iardomnan. They are protected by a Faerie flag given to them by the wife of a previous chieftain. It saves the clan whenever they are in dire peril, but will only work three times. It has been used twice to save the people from the Attecotti when they have nearly overwhelmed the dun.

**Ruler:** Castellan.

**Vassal of:** No one.
Fiosaiche

Fiosaiches (fisichu, "Man of Knowledge") are the wise men, soothsayers and spiritworkers. They worship nature as a whole, not specific deities. The heathen practices predate paganism by miilennia, let alone recent Christianity. Fiosaiche tradition Is based on the clan-magician relationship. Each fiosaiche is responsible for his own people, and maintains his own contacts among the spirits of nature. A fiosaiche works most with the samhladh (sau-Ia, "ghost" or "simile") of the dan.

Fiosaiches work closely with their clan, giving magical aids and leading rites to invoke spirits to benefit them.

They can be found in the North, and possibly among hill tribes in Cambria or Cruithni of Ireland

## Requirements

Fiosaiches are chosen by the spirits and may come from any part of society. Most fiosaiches experience the beginnings of magical powers in their childhood. and are taken as apprentices by the clan's fiosaiche. Sometimes, a life-shattering event may open a person to the path of the fiosaiche later in life. These late fiosaiches may experience a series of spiritual journeys, or may have one lasting experience.

Apprentices stay with their master until their samhladh indicates that the apprentice is ready to declare himself as a fiosaiche. There are no tests for a fiosaiche, beyond those imposed by the samhladh of the apprentice. When the samhladh feels the fiosaiche is ready, it will tattoo him with a pattern that allows the fiosaiche to instantly contact their samhladh.

## Duties

Fiosaiches act as the intermediaries between the spirits of the Other Side and their clan. They lead seasonal ceremonies to Invoke the spirits for their clan's benefit, and guide warriors to the Other Side to meet their samhladh spirit. Fiosaiches may perform augury, heal, or manipulate the weather for the clan.
Greatford

In Caerwent County

Equivalent to modern Thetford, in Norfolk

Castle is a royal demesne

Owes 4 days to the King's Progress

One of the old gods that was worshipped at the grove in Thetford Forest is still resident, wallowing under the turf. Every so often, the god excretes protoplasmic goo that takes the shape of a boy and girl with green skin. These children speak an unknown language and use magic to lure children and adults to the grove where their god can feast. Strangely, some of the victims emerge from the grotto seemingly unscathed. These people go on to great acts of leadership and usually violence, but their friends and family state that the victim was never the same after spending time in the forest. Some of the people of Thetford believe the children can be killed with baptism.
Decantae

The ruling clan of Escoce. Their territory is along the western coast of the Moray Firth, in the area of the Cromarty Firth.

The name has a base either in the Celtic root \**deko-*, meaning "good" or "the best" or \**dekan-* meaning "ten". There are similarly named peoples in Cambria (the Deceangli) and in Liguria (the Deciates), as well as a Gaulish personal name Decantilla.

## Holdings

### Escoce

* Avoch, a hillfort and fishing village
* Bruicheach, the home of a chieftain and royal advisor with ties to the Caledonii
* Cabrich, a small hillfort and home to a jousting knight
* Cromarty, a hillfort and fishing village
* Drumnadrochit, a hillfort used as a base for raiding
* Dun Chliabhain, a hillfort protecting against raiders
* Duntelchaig, a fort of moor and loch
* Inverfarigaig, a river fort used as a base for raiding
* Inverness, the capitol of Escoce
* Knocknagael, a hillfort and center of knighthood
* Loch Ness, a lake with a monster
* Spynie, captured from Caithness a couple generations ago
* Tighnaleac, a fort and farming village
* Tomnahurich Hill, the Hill of the Faeries where Cruidne lives and the rulers of Escoce are crowned
Gaiholm

This massive hillfort serves as the capitol of Gorre. Perched high in the hills it is well nigh impregnable. Court is held in the large keep which has been built on a raised mound in one corner of the settlement. There is a large market, but mainly for livestock which betrays the tribal nature of the surrounding region.

**Ruler:** Gorre.

**Vassal of:**
Delwyn

Delwyn is a serpent man in disguise, studying humans to enable him to create effective toxins and weapons for the day when the great serpent race will rise and take back the planet. When he feeds he does so outside the settlement, claiming a need to gather more medicinal herbs. Both Aelfiest and Lambin are under Delwyn’s control through the use of domination serum.

Delwyn, (age 38, leech); (Tsastha, age 4501, serpent man)

STR 60 CON 55 SIZ 55 DEX 70 INT 85

APP 55 POW 80 EDU 70 SAN 76 (00) HP 11

Damage Bonus: 0 Build: 0 Move: 9 MP: 16

Combat

Attacks per round: 1 (either as human or in serpent form)

Brawl 65% (32/13), damage 1D3, or knife 1D4

Bite 60% (30/12), 1D8 + poison (Extreme CON roll or suffer 1D8 damage)

Dodge 35% (17/7)

Skills

Art/Craft (Potions) 60%, Art/Craft (Potter) 25%, First Aid 75%, Insight 55%, Listen 35%, Medicine 50%, Natural World 60%, Navigate 50%, Persuade 45%, Religion 55%, Science (Biology) 50%, Science (Chemistry) 40%, Status 50%, Track 45%.

Armor: None (1-point scales).

Spells: Cause/Cure Blindness, Call Tsathoggua, Cloud Memory, Compel, Fear.

Sanity Loss: 0/1D6 Sanity points to see Delwyn in serpent form.
Helgo

near Stockholm

Set on an island in Lake Malaran, Helgo has grown from an agricultural village to a trade and manufacturing center. Iron, furs, skins and antlers come from north to be traded in Hedeby, Frisia, and (some say) far eastern lands (one local merchant owns a bronze statue of a smiling cross-legged man from a land beyond Byzantium). Some craftsmen work iron, bronze, gold or antler into ornaments. Others create cheap bronze jewelry cast from clay molds. A few wealthy merchants come dangerously close to forgetting their social rank by having grand barrowmounds built for themselves.
Hierón Aigypton

In Greek, author unknown (Ieron of Egypt?), c. 200 e.v.

Scrolls describing the fearsome rites of the dark folk; there is also mention of the Pharaoh Nephren-Ka and of prodigious ruins, “where the sun rises.”

Sanity loss 1D3; CMI +0/CMF +2 percentiles; MR 6; 6 weeks to study and comprehend.

Spells: at the Keeper’s discretion.
Forfar

This small town is the center of trade and culture for Strathmore. Situated beside a small loch, the town has an older fort. To the north of the town, in thick woodland, is a hollow which is the home of faerie creatures who guard the town. The Picts here are Christians.

**Ruler:** the Circinn clan.

**Vassal of:** Benoic
Eadda

Saxon, age 21, parish priest of Totburh

On a pilgrimage to Rome he was assaulted by Lilith. The spiritual attack scarred him, driving him deeper into his faith. What he doesn’t realize is that Lilith regularly takes possession of his body to cause damage in the burh.

STR 65 CON 60 SIZ 50 DEX 75 INT 75

APP 80 POW 80 EDU 70 SAN 73 HP 11

Damage Bonus: 0 Build: 0 Move: 9 MP: 16

Combat

Brawl 55% (27/11), damage 1D3, or knife 1D4

Dodge 40% (20/8)

Skills

Art/Craft (Orate) 50%, Cthulhu Mythos 5%, Fast Talk 55%, First Aid 25%, Insight 40%, Language (Latin) 35%, Listen 30%, Natural World 42%, Persuade 50%, Read and Write (Latin) 25%, Read and Write (Old English) 35%, Religion 65%, Status 60%.

Spells: Gray Binding

Armor: None.
Goose samhladh

Goose lives in the ponds in the Otherworld, migrating between ponds frequently. When she migrates to the Well of Segais at the foot of the World Tree, she has the opportunity to eat the Hazelnuts of Wisdom that fall into the well, thus gaining much wisdom. Goose has sharp hearing, and can hear a blade of grass grow or a snowflake fall. Goose clans have several homes, and migrate between them and the pastures in the hills.

## Geas

Never live in one place for more than one year

## Powers

### Clan's Benefits

* +1 CON
* +5 Awareness

### Fiosaiche's Benefits

The fiosaiche may travel more easily in the real world: + 3d20 Travel
Duncansby

A sturdily built broch on a narrow promontory. There is a small village near it that has a harbor. Being so close to the Orkneys there is quite a bit of trade. The people are less afraid of the northern isles than many of their fellow Picts.

**Ruler:** the clan chieftain of the Cornovii clan.

**Vassal of:** Caithness.
Dun Scathach

In legend this deserted dun is the home of Scathach the Amazon and her two sons. It was she who taught the Irish hero Cuchalainn his warrior-craft. To reach here he had to cross the Plain of III Luck, where his feet stuck fast, while sharp grasses sprang up and cut them. He then passed through the Perilous Glen, full of devouring wild beasts. Finally he came to the Bridge of the Cliff, which rose on end, till it stood straight up like a ship's mast, as soon as anyone put a foot on it. Three times Cuchalainn tried to cross it and thrice he failed. Then anger came into his heart and a magic halo shone round his head and he did his famous feat of the "hero's salmon leap" and landed in one jump, on the middle of the bridge and then slid down it as it rose on end. Whether such a journey need be made by all who seek Scathach is unknown. The locals shun the site for fear of the warrior woman.
Dwarfie Stone

A sandstone block hollowed out to make a cave for a fierce giant and his wife. The pair terrorize surrounding people and have caused the lands for many miles around to be bereft of human habitation. Many brave warriors have died trying to defeat the pair. The local rulers would handsomely reward anyone who could kill them. The giant's wife is surprisingly stealthy and she can creep up behind unwary knights!
Frankpledge

“Free pledge.” All free commoners must pledge to belong to a tithe ~ a group of 5-15 men (commonly kin) who are collectively responsible for each other . It also signs them up for the militia, to be jurors (a temporary unpaid job at county and hundred courts), and other onerous tasks. Men must pay to be registered, and fees and fines are collected from everyone who missed it, or who paid to be counted but was absent.
Eyre

Eyre (rhymes with “air”) comes from the word meaning “to journey,” and the king’s eyre is his itinerant court. The king travels from place to place throughout the kingdom. Many of his stops are at his own castles and residences, where his goods have been collected to feed him and his court. Other stops are at his tenants-in-chiefs’ castles to check on how they are keeping his castle (and to eat up the extra food). Everywhere he goes he holds royal court, making judgments for the local courtiers, receiving ambassadors, communicating with all the regional lords, and delegating the thousand small things to his staff.

The eyre totals about 450 people on any given day. The king is always present. His chief councilors number 8-12, with that many secondary department officers, and that many again of local barons present. All of these have small staffs. Thus, about 30 high-ranking people (with their attendant entourages) are the core of the eyre. The body of royal servants who support the court number about 200, give or take 10-20 on any given day. These are divided into departments, each being a practical work unit with members devoted to its duty. The king’s knights number at least fifty at all times, and a hundred footmen as well. Not counted are the numerous visitors, petitioners, hawkers, gawkers, and squawkers whose number is another hundred or more.

The cost to feed this crowd is about £2 per day. (An equal amount is necessary to support them in their appropriate lifestyles, but that is paid by the king from other resources.)

If a prince is present, he is accompanied by his personal retinue of 20-25.
Hawk samhladh

Hawk lives in the middle branches of the World Tree, and often can be found soaring through the Otherworld on motionless wings. Hawk has keen eyesight and a long memory. He knows where the ancestors of the clan can be found, and will often act as a guide to them. Hawk clans are fierce fighters, and excel at hit and run raids.

## Powers

### Clan's Benefits

* +3 Temperate
* +5 Awareness

### Fiosaiche's Benefits

The Hawk can guide the fiosaiche to the spirits of the clan or to a point on the Spiral of time; +2d20 Necromancy (Information only) and +1d20 Spiral Walking
Gaius Mons

Gaius's ghost appears as a Roman patrician. The numerous knife wounds on his body continually ooze blood and his partially severed head lolls to one side. He can be put to rest through a number of means: by digging up his remains and scattering them in Rome; getting revenge on the descendants of those who slew him; or reducing his POW to zero.

Gaius Mons, age 950, unquiet spirit

STR – CON – SIZ – DEX – INT 90

APP – POW 110 EDU – SAN – HP –

Damage Bonus: – Build: – Move: 18 MP: 22

Combat

Attacks per round: 1 (spirit combat)

Spirit combat: opposed POW roll; if Gaius wins, the target loses 1D10 magic points and a Sanity roll (1/1D4 loss), otherwise the ghost loses 1D10 magic points. This combat continues each combat round until the target is unconscious (0 magic points), or either side has fled. If Gaius loses the first round of spirit combat, the target may demand a boon\*. Gaius will do his best to flee before reaching 0 magic points. If Gaius reduces a character to 0 magic points, he possesses the unfortunate, usually causing the victim to commit suicide or harm another person. Even if Gaius possesses a character, he remains tied to the site of his haunting and cannot leave.

\*Gaius will answer one question the victor poses to him before disappearing.

Armor: Gaius can only be injured by spirit combat.

Spells: Alter Weather, Curse (many variations), Poison Blood, Power Drain, Soul Singing, and Winds of Desolation.

Sanity Loss: 1D3/1D8 to see Gaius Mons.
Giant's Stone

Three standing stones mark the site where Cynhafal the Giant Slayer killed his final victim. The Cymric warrior was famous for his hatred of giants and he sought them throughout the land. On Duncangill Head he met his match and as he slew the fierce Cangill Giant, it dealt him his death blow. His followers erected the stones to mark his burial site. Legend says that he is not dead but sleeping, awaiting the day when he is needed to defend his kin.
Excalibur, the Sword of Victory

The legendary sword named Excalibur was forged by inhuman minions from a otherwise unknown metal in the age before humans lived in Britain.

It gives +5 to the wielder’s Sword skill and -5 to his opponent’s Sword skill. It does +1d6 damage and converts a sword-armed enemy’s fumble from a dropped weapon to a broken weapon. All of the wielder’s vassals must make a Homage (Lord) roll with a +10 modifier.
Kingdom of Benoic

Ruler: .

Culture/Religion: Pict/Christian.

Vassal of: King Drest II Gurthinmoch of Escoce.

Army: About 30 knights, 300 soldiers and numerous warriors.

The population of this kingdom is centered on the east coast of Caledonia, especially around Strathearn and Strathmore. It is relatively rich and stable and well protected against raids from the Highlands. The Picts of Benoic were converted to Christianity by St. Ninnian several generations ago.

Benoic is the most civilized Pictish land. Even so it is nowhere near the standards of Logres. Fortunately the Duke has a number of knights who are familiar enough with the courts of Logres to offer visiting knights acceptable fare. Dundee, Perth, and Kinclaven are the most hospitable. In the rest of the kingdom the people are poor and unfamiliar with the civilized ways of Logres.

The most populous parts of Benoic are in the Earn and Tay valleys. Many small villages and towns thrive along the banks of these great rivers, which provide a convenient means of travel, if a knight is willing to chance traveling in a flimsy looking skin boat. The coast is also well populated and reasonably civilized, but as one moves into the Highlands the dwellings become sparser, more barbaric and less friendly.

The people of Benoic were converted to Christianity many years ago by St. Ninnian. Christianity is still widely practiced. However, it is said that many of the Picts still resort to their old, dark magic when the missionaries' backs are turned!

The fact that Benoic's rulers are the only Christian leaders in the region have meant that at times relations between Benoic and its neighbors have been strained. Despite this Benoic is a rich and stable kingdom, if one dominated and overshadowed by Escoce.

The kingdom of Benoic is made up of many clans, including the Fife, the Fortrenn, the Circinn and the Tathol. Christianity was brought to the Picts of Benoic (and in particular those of the Circinn clan) in about 400, by St. Ninnian. The Circinn clan have traditionally been the most devout Christians. This is less true today than it used to be but it is still a source of great pride for the Circinn people.

Benoic is most densely populated in the south around the Tay valley from the coast to the borders of the Caledonian Forest.

## Clans

* Circinn (Horse samhladh, at its zenith on Samhain)
* Cu Sith (Tindalos samhladh)
* Fib (Goose samhladh, at its zenith on winter solstice)
* Fortrenn (Bear samhladh, at its zenith on Lughnasadh)
* Vevicones (Wolf samhladh, at its zenith on winter solstice)

## Places

* Arbroath
* Aylith
* Balfarig
* Benarty
* Cairnton
* Castle Craig
* Caterthun
* Clatchard Craig
* Craighill
* Cullerlie
* Culross
* Cupar
* Denoon Law
* Denork
* Dow
* Dumglow
* Dummiefarline
* Dundee
* Dun Durn
* Dunfallandy
* Dun Mor
* Dunnig
* Dunsinnane
* Dysart
* Earn River
* Eassie
* East Wemyss
* Evelick
* Finavon
* Forfar
* Forgandenny
* Glamis
* Greencraig
* Holywell
* Inchtuthil
* Inshoch
* Knockargetty
* Laws Hill
* Leven
* Machany
* Moncriefe
* Perth
* Rohallion
* Shrike Moor
* Turin Hill
Glevum County

A country of Logres, consisting of portions of the modern county of Gloucestershire

Consists of much of the Severn and Avon Valleys

Part of the diocese of the Roman bishopric of Corinium

Produces salt. Two iron mines

## People

* Brother Anwyl, Abbot of St. Martin's Abbey, Curtal Monk
* Brother Baucilias, the royal physician
* Baron Decius, bishop of Corinium
* Sir Eldol, Duke of Glevum
* Sir Tiberius, the sheriff of Glevum, serves both Glevum and Clarence counties
* Brother Vitellius, Abbot of Glevum Abbey, White Monk

## Locations

There are 14 hundreds in Glevum County

* St. Martin's Abbey
* Severn Valley
	+ Eseweald Forest

### Castles

* Goodrich Castle, held by the Duke of Glevum
* Wolfhill Castle, held by the Duke of the Vale

### Civitates

* Glevum, in Daggerford Hundred, castle is the county castle

### Pagan Sites

* Mariner's Monastery, a temple to Nudd patronized by the Lord of Mariner's Island for £6
Nuckelavee

It comes ashore at dusk, trampling crops, destroying nets, and killing people walking out late at night. Some people claim to have seen a man on horseback ride out of the sea, others have found the remains of the creature's victims, twisted like a wet rag.

In form, it looks like a man riding a horse as it rises from the waves, but the torso of the man is melded with the back of the horse and he has no legs. The legs of the horse are flippers. The creature does not run well on land, and cannot jump at all. The man's head flops from side to side, as if the neck was broken. The horse head has a wide mouth, from which comes steam, and a single red eye. The most horrid feature of the creature is that it has no skin: the flesh and blood vessels are exposed to the air. Black blood pumps through veins, red muscles slide across each other, gleaming as if they were wet
Herewynn Oswynsdohtor

Saxon, age 18, the Thegn Oswyn's daughter

STR 60 CON 55 SIZ 60 DEX 75 INT 85

APP 60 POW 75 EDU 60 SAN 75 HP 11

Damage Bonus: 0 Build: 0 Move: 8 MP: 15

Combat

Brawl 55% (27/11), damage 1D3 or knife 1D4

Dodge 40% (20/8)

Skills

Art/Craft (Orate) 50%, Art/Craft (Serve Drinks) 45%, Art/Craft (Weaving) 55%, First Aid 45%, Insight 55%, Listen 45%, Natural World 60%, Own Kingdom 40%, Persuade 45%, Religion 55%, Status 40%.

Armor: None.
Dorsette County

A county of Logres, consisting of portions of the modern counties of Hampshire and Dorsetshire

## Dorsette County

### Kingdom

Logres

Slaves are held in Dorsette

Produces salt

## People

* Sir Gyddno, the sheriff
* Sir Kynon, Baron of Meadowstream
* Baron Mesalla, Bishop of Durnovaria
* Sir Tegwared, Baron of Weir Meadow

## Locations

There are 33 hundreds in Dorsette

* Charterhouse

### Castles

* Bow and Arrow Castle, held by the Duke of the Marche
* Castle of the Pass, a royal demesne

### Church Sites

* Black Abbot's Abbey, run by the Roman Black Monks (£42 income, provides no eschilles)
* Longridge Abbey, run by the Roman White Monks (£35 income, provides no eschilles)

### Civitates

* Durnovaria, in Durnovaria Hundred, county castle

### Market Towns

* Meadowstream, in Wartown Hundred
* Spearshaft, in Sixpenny Hundred
* Twin Rivers, in Edgegate Hundred
* Weir Meadow, in Chalkhill Hundred

### Pagan Sites

* Stone Abbey of the Giant, a pagan abbey dedicated to fertility, patronized by the Lord of Cairn Manor for £4)

### Royal Forests

* Gilded Wood (also in Jagent; £50 income)
	+ King's Stag Lodge
* Kingswood (£50 income)
	+ Kingswood Lodge, a royal demesne
Rock

## Track Listing

"**Rock**" is the last track off of Peachies debut extended play, Death to Them All.

## Lyrics

**[Pre-Chorus]**

What can I do for you to notice me?

My rock throwing and boom-boxing according to you "aren't necessary"

How long do you plan on avoiding me?

I'll chuck another rock on your window sill

*Instrumental*

**[Chorus]**

(Done, done, done)

Well I'll rock and roll

(Done, done, done)

I'm on a fucking roll

(Done, done, done)

And I'm done with trying to push you off the window sill

I'm done with eating sleeping pills

I'm done with you

I'm done with you

I'm done with you

(Rock, rock, rock, rock, rock, rock, rock, ROCK!)

**[Verse]**

Crashing into your window

The glass shatters violently

Kill a spider, little black widow

Rock away quietly

We're all at peace now

It's all so peacful

Don't disturb us anymore

We want to rock alone
Inverness

This city is the capitol of Escoce and lies on the west bank of the River Ness. By Logres standards it is small and poor, but it is the largest settlement that most Picts ever see. The city is dominated by the ancient hillfort Craig Phadraig, home of the king and queen and their court. From this to the banks of the river stands a large walled settlement in which many craftsmen and merchants ply their trades. This city has a permanent marketplace. It is at its busiest on the fortnightly market days when Picts from the surrounding lands come to trade and sell. Clan gatherings also fill the city to bursting, as the people gather to celebrate at the nearby Tomnahurich Hill
Machrie Moor

A bleak moor where the giant Finn Grawl lives. A double ring of stone circles, called Finn's Cauldron Seat, is where he cooks his meals in a cauldron. He ties his dog, Bran, to a stone in the outer circle. No one dares attack him and he does not trouble the locals unduly, apart from stealing cattle occasionally.
Pittodrie

A small fort atop a rocky hill. It has an external ditch, rampart and wall on three sides. To the east it overlooks a cliff face. The fort commands the road from Inverness to Aberdeen. Nearby is a symbol stone which marks the boundary between the Fife and the Taezali Picts.

**Ruler:** the Fife clan.

**Vassal of:** Escoce.
Ralf

Ralf is one of the few commoners fortunate enough to be recognized and known by the king. They speak together often about dogs, beasts of the hunt, and the virtues of various hunting sites. He is the man on the ground when the king goes hunting. At court he oversees the breeding and care of the hounds. On a hunt he commands several houndsmen each with numerous dogs, the beaters, the breakers, and the carters. He chooses the clearings where the ladies will wait, sipping drinks and waiting for their husbands, sons, and boyfriends to arrive with their prey. When the nobles have retired to the hall to tell their tales, he is still out in the field making sure the last of the meat is loaded and brought to court.
Lady Ceinwyn ferch Gorfydded

### Notable

Gentlewoman Bonus; Chaste 19, Forgiving 17, Honest 18, Temperate 17; Hate (Saxons) 17, Hospitality 18, Honor 19, Love (Family) 16; CON 21, APP 17

## Family

### Father's Class

Poor man-at-arms (made a lady to honor her father's economic contribution to a lord, which beggared him but bought her status)

## Position

### Notable Treasures

**Juno’s Needle:** Makes old clothing as good as new, thus saves money. Grants £2 per year. Sometimes it hides itself. Each Winter Phase roll 1d20: 01-02, it disappears for the year, but is found the next winter with a successful Awareness by the owner.

Wife of Sir Uhtred mac Doughall mac Angus mac Conall, styled le Beau and mother of Uhtred mac Uhtred mac Doughall mac Angus mac Conall (479 e.v.) and Angus mac Uhtred mac Doughall mac Angus mac Conall (480 e.v.)

## Character Sheet

Chaste 19/1 Lustful

Energetic 8/12 Lazy

Forgiving 17/3 Vengeful

Generous 9/11 Selfish

Honest 18/2 Deceitful

Just 9/11 Arbitrary

Merciful 13/7 Cruel

Modest 10/10 Proud

Pious 12/8 Worldly

Prudent 8/12 Reckless

Temperate 17/3 Indulgent

Trusting 9/11 Suspicious

Valorous 10/10 Cowardly

Hate (Saxons) 17, Hospitality 18, Honor 19, Loyalty (Lord) 13, Love (Family) 16

SIZ 11, STR 12, DEX 11, CON 21, APP 17

Damage 4d6, Healing Rate 3, Movement Rate 2, Total Hit Points 32, Unconscious 8

Awareness 6

Boating 0

Chirurgery 8

Compose 1

Courtesy 6

Dancing 6

Faerie Lore 9

Falconry 4

Fashion 5

First Aid 15

Flirting 5

Folklore 2

Gaming 3

Heraldry 1

Hunting 2

Intrigue 5

Orate 2

Play (harp) 10

Read (Latin) 1

Recognize 5

Religion (Roman Christianity) 5

Romance 0

Singing 6

Swimming 1

Tourney 0

Battle 1

Siege 5

Horsemanship 0

Sword 0

Lance 0

Spear 0

Great Spear 0

Dagger 5

Distaff 10
Devil

The Devil is considered by many people of the Dark Ages to be the single greatest threat facing mankind. He is a corruptor, an influencer, and granter of foul wants. The Devil is a force to be reckoned with, and the Church considers itself the first line of defense.

The Canon Episcopi, an early document of ecclesiastical law, states that “Bishops and their officials must labor with all their strength to uproot thoroughly from their parishes the pernicious art of sorcery and malefice invented by the Devil, and if they find a man or woman follower of this wickedness to eject them foully disgraced from their parishes.” Excommunication from a parish can be a death sentence. The person, cast out from their community must wander and subsist on their own.

The Testament of Solomon is a 1st to 3rd century magical text attributed to King Solomon and one of the most popular grimoires of the Dark Ages. In this passage, Beelzeboul, prince of demons, explains what his role is in the demon hierarchy:

> I Solomon said unto him: “Beelzeboul, what is thy employment?” And he answered me: “I destroy kings. I ally myself with foreign tyrants. And my own demons I set on to men, in order that the latter may believe in them and be lost. And the chosen servants of God, priests and faithful men, I excite unto desires for wicked sins, and evil heresies, and lawless deeds; and they obey me, and I bear them on to destruction. And I inspire men with envy, and murder, and for wars, and other evil things. And I will destroy the world.
>
>
Lady Ellen ferch Gwylon

A young maid of thirteen (b. 467), Lady Ellen is not yet of marriageable age, still growing into her looks (APP 13). She seems to eschew finery, unlike many other young girls, and abstains from excess at the feast (notable Trait: Temperate). Lady Ellen is the only surviving child and heir of the Baron of Wynchbank, making her the heiress of extensive lands in Salisbury and various manors in Logres.

Blonde hair brown eyes, with a sizable mole on her neck and dirty nails. Dresses plainly for her station, wearing black with accents of blue against white and gold jewelry of simple design.

Maternal line is known for being good with animals, and she enjoys falconry.

Light hearted.

Upon meeting Sir Jasper ap Hewgon in the early spring of 480 e.v., she referred to him as a daisy. Jasper hid behind Sir Uhtred le Beau.
Feast days

The three oldest and most important Christian fêtes are Christmas, Epiphany, and Easter. Lent (40 days of fasting) and the holy week before Easter are very important too.

Easter (Christ’s resurrection on the Sunday following the first full moon after the vernal equinox). Sheriffs make full payment and accounting to the exchequer.

## September

### 29

Michaelmas. Sheriffs make full payment and accounting to the exchequer.
Rydychan County

A county of Logres consisting of parts of Oxford, Buckshire, and Wiltshire

Part of the Roman bishopric of Silchester

Unusual in being inhabited by two tribes ~ the Catuvellauni and the Atrebates

## People

* Sir Elwyn, the sheriff
* Sir Gwythyr, the Baron of Oxenford Castle

## Locations

There are 37 hundreds in Rydychan

* Streamtown

### Castles

* Castle on the Birch Hill, held by the Duke of Lindsey and the Bishop of Londinium
* Middlestone Castle, held by the Bishop of Durnovaria (owes 2 days to the King's Progress)

### Church Sites

* Abraham's Abbey, an abbey of Roman Black Monks (£35 income, provides no eschilles)
* Deertown-on-Thames, an abbey of British Black Monks patronized by the Baron of Oxenford (£37 income, provides no eschilles)

### Market Towns

* Oxenford, in Heathertown Hundred, the castle is exempt (owes 4 days to the King's Progress)
* Rydychan, in Crossbar Ford Hundred, the castle is the county castle, held by the sheriff (castle owes 3 days to the King's Progress)
* Stag's Meadow, in Roughmound Hundred

### Royal Forests

* Bernwood Forest (£50 income)
	+ Hill Lodge
* Rydychan Woodlands (£100 income)
	+ Rydychan Lodge, royal demesne (owes 2 days to the King's Progress)
Medwin

Medwin isn’t an idiot. He was driven insane when his father, Unfurth, used the unsuspecting boy for one of Beag Ma Aisus’ divinations. The boy was supposed to bleed out to complete the ritual, but Unfurth felt a twinge of conscience and cut the boy down. After the wounds healed poorly, he sent Medwin to the monastery. Medwin’s lunacy manifests itself on the nights of the new moon. During those times, his mind is open to the Mythos and he raves for hours. Whether or not he passes along useful information is up to the GM.

Medwin, age 11, idiot

STR 45 CON 65 SIZ 40 DEX 60 INT 30

APP 55 POW 90 EDU 35 SAN 90 HP 10

Damage Bonus: 0 Build: 0 Move: 9 MP: 18

Combat

Brawl 30% (15/6), damage 1D3

Throw Rocks 65% (32/13), damage 1D2

Dodge 40% (20/8)

Skills

Climb 70%, Insight 65%, Navigate 45%, Religion 45%, Status 10%, Stealth 70%, Throw 65%.

Armor: None.
Madamh

This clan is best known for the fierce war-dogs that accompany the warriors. This is a large clan, with eighty warriors, though only five have any armor. The clan has access to a reddish-brown dye, and gray wool from their goats. These two colors make up the majority of the clan's garments. The clan values bright red and green cloth, and the chief has an entire cloak of brilliant scarlet, which he wears on important occasions.

The clan's samhladh is the Dog, and each man is accompanied by at least one dog when out hunting or raiding. These dogs are large, and able to run down and kill deer and wolves. Some dogs are able to recognize the names of individuals, and can be commanded to go to a certain person. The clan's samhladh will sometimes reward a man by giving his dog near-human intelligence.

The chief of the clan is Wredech Fior, a man in his forties, who is renowned for his wisdom and justice. He does not lead his clan in battle, due to a wound to the leg received when Peithan ap Uist of the Fitheac clan raided his stead. He has been feuding on and off with the Fitheacs since then. Wredech has appointed his nephew, Derelei, as his tanist and war-leader. Derelei has led raids for many years, never coming home empty-handed.

Sighle, a female fiosaiche, sees to the clan's spiritual needs. Sighle is new to her office; her predecessor having mysteriously vanished. Sighle is still unsure of her political power, and submits to the demands of Wredech. She keeps the relics of the clan. She has a crystal hand that is said to have been part of a statue and which can come alive to summon faerie creatures. There is also a cloak of subtle manufacture and brilliant colors, that a faerie king gave to the chief of the clan three generations ago. This cloak can make the wearer appear to be wise, fearsome or comic, at the wearer's whim. In addition, Sighle has fashioned a whistle from the thigh bone of a hound, which, when blown, will summon all the dogs in a two-mile radius. The sound of the whistle is inaudible to all but the youngest humans.
Kingdom of Escoce

Ruler: King Galam II Gurthinmoch of the Decantae.

Culture/Religion: Pict/Heathen.

Vassal of: No one.

Army: Around 75 knights, 300 soldiers and countless warriors.

A large but, by Logres standards, poor kingdom made up of five Pictish clans. Its population is centered in the lands at the mouth of the Great Glen and in the Don and Ythan river valleys on the east coast. The kingdom is well protected by many warriors, who raid the nearby land of Caithness. Escoce is a large but sparsely populated land. The Picts that inhabit it are wild savages who cannot be trusted.

Inverness, the only city in Escoce, is small but relatively civilized. Knights from Logres receive at least a cordial welcome there. They say that the king's wife has a magical stone which wisely answers any question asked of it! Beyond the city the land is wild and dangerous to travel. The people are poor and unprincipled and a knight with all his trappings may prove too tempting a prize for them.

Escoce is a large land composed of many clans. The Queen can trace her bloodline directly back to Cruidne, the first Pict. Most of the people are still wild heathens living a harsh existence close to nature, where survival is the foremost concern.

The kingdom holds shaky alliances with several clans of the neighboring Highland Picts. Despite this, raiding of Escoce by the Highland clans is still a common occurrence. Escoce constantly wars with the Picts of Caithness and Orkney. Escoce dominates Benoic in a number of ways, most of them quite unofficial.

Most of the population of Escoce lives in the Great Glen and along the northeast coast.

## Clans

* Ce (Boar samhladh, at its zenith on Samhain)
* Decantae (Bull samhladh, at its zenith on summer solstice)
* Fife (Badger samhladh, at its zenith on winter solstice)
* Lugi (Raven samhladh, at its zenith on winter solstice)
* Taezali (Blackbird samhladh, at its zenith on Imbolc)

## Places

* Aberdeen
* Avielochon
* Avoch
* Banff
* Barmekin
* Barmkyn
* Barra Hill
* Ben Macdhui
* Ben Wyvis
* Brandsbutt
* Bruicheach
* Burghead
* Cabrich
* Cairn Mona Gowan
* Cairnmore
* Clava Cairns
* Cromarty
* Culloden
* Dingwall
* Doun of Relugas
* Drumnadrochit
* Dun Chliabhain
* Dundarg
* Dunnideer
* Duntelchaig
* Dyce
* Ellan
* Inverfarigaig
* Inverlugie
* Inverness
* Knocknagael
* Knock of Alves
* Laggan
* Loch Ness
* Loch Pityoulish
* Lomond
* Midmar
* Mither Tap
* Montrose
* Muchalls
* Muir of Ord
* Munlochy
* Nairn
* Nigg Bay
* Pittodrie
* Rathray
* Slains
* Spynie
* Strathbogie
* Taponoth
* Tighnaleac
* Tomnahurich Hill
* Urquhart

## Rulers

* **311-341 e.v.:** King Vipoig
* **341-345 e.v.:** King Canutulachama
* **345-347 e.v.:** King Uradech
* **347-387 e.v.:** King Gatnait II Duberr
* **387-412 e.v.:** King Talorc mac Achiuir
* **412-452 e.v.:** King Drest I mac Erp
* **452-456 e.v.:** King Talorc I ap Aniel
* **456-480 e.v.:** King Nechtan I Morbet mac Erp
* **480 e.v.-present:** King Drest II Gurthinmoch
Otter samhladh

Otter lives in the Seven Rivers which flow from the Well of Sabais, but unlike Salmon or Goose, he has never eaten from the Hazels of Wisdom. Instead, he spends his time in playing. He is renowned for his lack of sexual appetite, and Otter clans are considered prudes by other Picts.

## Geas

* Do not pass up an opportunity to have fun
* Do not engage in promiscuous sex

## Powers

### Clan's Benefits

* Chaste +3
* Swimming +10

### Fiosaiche's Benefits

The Otter fiosaiche is able to give others the sense of joy that Otter enjoys: +3d20 Emotion (Joy)
Pastores

The Pastores are but the most recent incarnation of a pre-Roman (and indeed pre-Celtic) fertility cult. In prehistoric times they had commerce with the subterranean civilizations of K’n-Yan from whom they gained several kinds of initial breeding stock and shared in the worship of Shub-Niggurath, Yig, and Tsathoggua. They adopted these gods as their own, retaining their worship long after K’n-Yan had faded into myth. Over the millennia, many differing peoples invaded their fertile patch of Gaul but the cult survived, intermarrying with each invading group. In times of strength they bred their herds openly; in times of weakness, they hid them beneath the earth and pretended to succumb to the incursions of their enemies.

The Roman conquest brought them under a stronger rule than any that they had previously experienced and, after the appalled Romans exterminated much of their breeding stock and purged their leadership, they were once again forced to hide their true practices. Yet they found a niche of sorts within the Empire, for the Magna Mater and kindred goddess religions were well established throughout the Roman world. Once memory of their more blasphemous practices had faded, their priests and matrons joined the Roman religious establishment and their nobility intermarried with the Roman aristocracy.

The collapse of Roman authority in the 3rd century permitted the revival of open breeding on the cult’s slave-worked plantations for several decades; however, the restored Empire of Diocletian brought this to a halt. Constantine and his successors eventually forced the cult members to feign conversion to Christianity. They developed a cryptic Latin terminology to hide their activities and took the name Pastores (shepherds) to mask their true nature. The 5th century turmoil made the cult nearly free from supervision and they grew bold. The recent rise of the Salian Franks under Childeric, son of the Quinotaur, worries them.
Pictish Highlands

Ruler: Many minor chieftains.

Culture/Religion: Pict/Heathen.

Vassal of: No one.

Army: Uncountable wild warriors.

These rugged, inhospitable mountains are the home of uncountable numbers of wild, savage, nomadic Picts. The clans of the Highlands are fierce warriors. They show no trace of the civilizing influence to be found in Benoic or, to a lesser extent, Escoce. Rarely a month goes by without them mounting a raid on neighboring lands, and when they are not fighting outside the Highlands they are warring amongst themselves.

A horse is a liability in the Highlands, and wise knights avoid the region. Any knight who dares to go there must not only be constantly on his guard against attack, but must also be ready to sleep rough and gather his own food, as the Picts do not offer hospitality to foreigners.

The Highlands are a region of rugged, inaccessible and inhospitable hills and mountains. They are home to many clans of wandering, fierce Picts. Only the names of a few clans are known to outsiders, the remainder stay undiscovered and unknown. The Picts of the Highlands raid the surrounding kingdoms, driven not only by anger, but also by necessity: life is harsh in the hills, and the livestock and supplies taken in these raids are often crucial to the survival of the hill people.

Knights wisely avoid these places, where a horse is more of a hindrance than a help. However, a few trails exist into the Highlands and exemplary knights might brave the horrors of the region to spread their ideals and seek adventure.

## Clans

* Cat (Wild Cat samhladh, at its zenith on summer solstice)
* Catonacae (Salmon samhladh, at its zenith on winter solstice)
* Caledonii (Hawk samhladh, at its zenith on Beltaine)
* Creones (Badger samhladh, at its zenith on winter solstice)
* Epidii (Ram samhladh, at its zenith on spring equinox)
* Fotla (Stag samhladh, at its zenith on Samhain)
* Fidach (Osprey samhladh, at its zenith on autumn equinox)
* Maeatae (Bear samhladh, at its zenith on Lughnasadh)
* Vacomagi (Reindeer samhladh, at its zenith on winter solstice)

## Places

* Auchteraw
* Bareyra
* Ben Lawers
* Ben Nevis
* Clach Ossian
* Dun Canna
* Dun Lagaidh
* Dun Mac Tual
* Gobhar
* Loch Mullordoch
* Loch Tay
* Namore Forest
* Onich
* Princess Stone
* Rannoch Moor
* Rhiroy
* Stoer
Nyarlathotep

## Perceptions of Nyarlathotep

* Nyarlathotep is the heresies. Not a being to be found, but an idea to be imagined. One that infests a pious man’s mind and drives him to create his own future ~ one that will shatter communities.
* Nyarlathotep is the Angelic Host. Horrible to behold, but a messenger of the Apocalypse to come. If properly approached, the host can provide visions of what is to come.
Magnum Innominandum

The Nameless Mist (also known as the Magnum Innominandum) was created by Azathoth to fill the interstices between the spheres that compose the universe, and to spawn Yog-Sothoth.

The Nameless Mist is served by the gugs and worshipped by the dveorg, and may intrude into the material world when certain conditions are met. These emanations of otherworldly mist are preceded by icy winds. Living beings engulfed by the Nameless Mist lose all senses except touch (modify skill rolls appropriately). Cognitive skills function normally. The outlandish experience costs 0/1D4 Sanity points.

The Nameless Mist sometimes carries with it unwholesome creatures, lost within its icy and misty tendrils. When moving through the Nameless Mist the unwary may come across all manner of horrors at the GM’s discretion, such as: dimensional shamblers, gugs, old ones, and dveorg.

NAMELESS MIST, milk of the void

STR N/A

CON N/A

SIZ infinite

DEX N/A

INT 0

POW 120

Move: 24

Hit Points: N/A

Damage Bonus: N/A

Build: infinite

Magic Points: 24

Combat

Attacks per round: none, but possible attacks by “what lies within” (see corresponding creature entries).

Armor: N/A.

Spells: N/A.

Sanity Loss: 0/1D4 Sanity points to be engulfed by the

Nameless Mist.