recursal/Fanatic-Fandom huggingface dataset:
Settlement

Settlements grow and shrink in population. A self-reinforcing relationship exists between city size and its facilities, which are often dependent on the rights a city has. Facilities like a cathedral, castle, abbey, or sheriff’s residence tend to increase a city’s size. So do such rights as those of market towns.

## Cluster, Hamlet, Village, Town

These are all agricultural settlements of no detailed interest to a king. A cluster has 10-50 people, a hamlet 50-125, a village 125-375, and a town 375-625. The largest, a town, has specialized craftsmen of local importance and a local market, but no more. Every seigniorial demesne includes some of these.

## Market Town

A town that has royal market privileges, usually with 625-750 people. Its market is a depot for collecting local goods to sell, and also importing from nearby cities.

## Small City

A small city has from 750-1,500 people, fortified with walls, towers, and gateworks, markets with faraway goods, many local markets, often a bishop, and an abbey. Most cities are inside ancient Roman walls, neat squares which are set near strategic places. (The residents wouldn’t believe it if someone told them their “city” was in the corner of a Roman army camp.)

## Large City (Civitas)

Around 5,000 people populate a large city, each of which has its own castle. They have walls with guards, a large market with foreign goods, many smaller markets, many craftsmen, a bishop and cathedral, several abbeys, and usually some unique and interesting (often just quirky) product.

## Great City (Civitas)

Only four exist in Britain, each with a population of about 10,000: Londinium, Venta, Glevum. The last one, Eburacum, is outside of Logres in Malahaut.

## Mesne or Seignorial Settlement

Any settlement that has a lord other than the king is a mesne (“middle,” meaning “held by a vassal”) or seignorial (pertaining to manorial law) settlement. These settlements are part of a lord’s grant and subject to his rule.

These are not free towns. They are part of a lord’s domain and do not hold a market. Thus, even if they had a large population, they lack the necessary additional rights needed to make it profitable.
Pelownes

Equivalent to modern Dunstanburgh

This castle is built upon a cliff edge which provides a splendid natural defense. A huge curtain wall encloses a bailey of over ten acres. The accommodation is provided by a gatehouse with two massive "D" towers. The castle has its own port.

**Ruler:** Castellan

**Vassal of:** Garloth.
Raven samhladh

The Raven lives in the leaves of the Tree of Life, where it eats the Hazelnuts of Prescience. Raven clans are noted for their perspicacity and foresight. Like its younger brother, Crow, Raven is a family bird; children who fail the Raven's test are exiled without being given a second chance.

## Geas

* Attack those carrying or wearing the color Black
* Do not foretell for those outside your clan

## Powers

### Clan's Benefits

* +3 Love (Family)
* +5 Awareness

### Fiosaiche's Benefits

The fiosaiche gains a greater understanding of omens, +2d20 Divination, +1d20 Necromancy (Information only)
Lambin

Cymru, age 23, slave

STR 70 CON 60 SIZ 65 DEX 80 INT 65

APP 55 POW 60 EDU 75 SAN 60 HP 12

Damage Bonus: +1D4 Build: 1 Move: 9 MP: 12

Combat

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

Spear 60% (30/12), damage 1D6+1D4

Bow 55% (27/11), damage 1D6+1D2

Dodge 30% (15/6)

Skills

Animal Handling 35%, Art/Craft (Farming) 45%, First Aid 30%, Medicine 15%, Natural World 55%, Navigate 50%, Persuade 45%, Repair/Devise 55%, Spot Hidden 55%, Status 10%, Stealth 50%, Track 50%.

Armor: None.
Parish church

One village out of two possesses a church, but there are none in the frontier marches. Most churches are built of stone and the dead are buried next to them. Note that stone itself is not used as a decorative element. Rather, mosaics and mural paintings embellish surfaces. Parish churches provide sanctuary to wanderers, fugitives, and strangers; some churches have special huts for this purpose. In theory, no armed or mounted man is allowed to enter a church.
Midmar

A stone circle and a small Christian chapel are here side by side. This is a good example of the tactics of the Celtic Christians as the worship that once went on in the stone circle has moved to the chapel. Despite this the local people still leave gifts for the faeries of the circle on the major festivals.
Lake Severn

This lake is home to Gla’aki. The forest ringing the lake is covered in a strange yellow fungal growth, a corruption caused by the presence of the Great Old One. If the fungus is ingested, the person must succeed at a Hard CON roll or immediately suffer 1D8 damage from the toxic substance and 1D8 Sanity points from visions of the devil beneath the waves; whether the fungus has any further effects is left to the GM to determine.
Londinium Civitas

In Thamesmouth County

Equivalent to modern London, in Middlesex

The great and ancient city of Londinium has considerable political power that other cities lack. Londinium has its own sheriff, and holds nearly all liberties. It is the sole staple port for many imported products, including one of the three royal Wool Staples.

Slaves are held in Londinium

Roman/Roman Christian

From Damascus, a lone sorcerer and follower of Azathoth came into the city via a Byzantine trader. Once within the walls, she established herself as someone able to commune with the spirits and see the future. She’s attracted a following among Londinium’s wealthier citizens, all of whom hope to see their fortunes grow. So far, her actions have been fairly innocuous. However, now that she has a large following that can protect her and provide the necessary sacrifices, she plans to resume her ambition of opening a gateway to Azathoth.

## People

* Baron Quintus, the Bishop of Londinium
* Sir Gwyllim, Constable of the White Tower

## Locations

* Bishop's See, baron, and elector run by Roman Black Canons (£388 income, provides four eschilles)
* Abbey of St. Arius
* Abbey of Donatus
* St. Martin's Abbey, an abbey of Roman Curtal Monks (£63, provides no eschilles)
* The White Tower, a royal demesne (owes 8 and 3 days to the King's Progress)
Plowland

The basic unit of land measurement used by peasants. It is the amount of land that one plow and team can work in a year, plus the other lands (meadow, pasture, waste) necessary to support its constant daytime use during the spring and autumn planting seasons, about 120 acres on average. Also called a “hide” when used for taxation purposes.
Penda Eagle-Eye

Saxon, age 28, lay bailiff

STR 75 CON 60 SIZ 65 DEX 25 INT 70

APP 60 POW 65 EDU 50 SAN 65 HP 12

Damage Bonus: +1D4 Build: 1 Move: 6 MP: 13

Combat

Brawl 30% (15/6), damage 1D3+1D4

Spear 50% (25/10), damage 1D6+1D4

Dodge 12% (6/2)

Skills

Accounting 55%, Charm 65%, First Aid 30%, Insight 60%, Intimidate 65%, Listen 40%, Medicine 30%, Natural World 45%, Other Language (Latin) 30%, Persuade 50%, Read and Write (Latin) 20%, Religion 30%, Spot Hidden 80%, Status 45%.

Armor: Leather (1D2-1) under an expensive tunic.
Kingdom of Strangorre

Ruler: .

Culture/Religion: Cymric/Pagan.

Vassal of: ??? of Gorre.

Army: 70 knights, 100 soldiers.

This is one of the client kingdoms of Gorre. Strangorre is unfortunate in that it borders the Picts of the Highlands and the Caledonian Forest. Traditionally the Picts were the greatest threat, but lately the hated Irish invaders have been causing all the problems. There is currently a lull in the fighting, but Strangorre is always on guard and expecting more trouble from Dalriada.

The impressive city and fortress of Alclud, which towers above the surrounding land, is a sight well worth seeing.

This kingdom is based upon the old lands of the Damnonii tribe. Strangorre is one of the vassal kingdoms of of Gorre. This has been vital to Strangorre's survival of late.

This small kingdom occupies much of the Clyde river valley. This land is rich and fertile.

## Places

* Ach na Creig
* Alclud
* Arran
* Ballymeanoch
* Bein an Tuirc
* Bothwell
* Clackmannon
* Crookston
* Druim an Duin
* Druart
* Duchal
* Dunaverty
* Dun Deardail
* Dun Leacainn
* Dun Mhuilig
* Dunmore
* Dunollie
* Dun Skeig
* Dunstaffnage
* Eilean Buidhe
* Glasgow
* Gourock Stone
* Innischonnel
* Inverary
* Kilchurn
* Kildonan
* Kilpatrick
* Knapdale Forest
* Loch Ranza
* Machrie Moor
* Rothesay
* Saddel Forest
* Skipness
* Sween
* Tarbert
* Ugdale
Merlin the Magician

### Notable

Chaste 24, Energetic 19, Generous 18, Honest 19, Spiritual 19, Love (Britain) 24, DEX 17, STR 28, CON 27, Awareness 22, Chirurgery 20, Courtesy 21, Faerie Lore 21, First Aid 24, Folklore 21, Hunting 21, Play (Harp) 19, Religion (any) 22

## Position

### Notable Treasures

magician's robes and staff

Merlin is not the “king’s man” in any sense, for he pays neither homage nor fealty to any man. The issue of a (consensual) union between an incubus and a nun, Merlin was baptized a Christian at birth by Blaise, yet he follows the mysterious “Old Ways” of the ancient druids, and stands alone as the last and greatest practitioner of their magical art. Merlin comes and goes when and where he pleases. No one is close to him, and he keeps no favorites. He moves on strange missions of his own device and purpose and radiates an unseen power that makes everyone keep a respectful distance. Whoever thinks they understand him is deluded.

Merlin is capable of performing any magic known in Britain, whether British Christian, Druidic, Roman Christian, or Gnostic; he even knows something of Egyptian magic. His belief system is reflected in his own personal faith that one might call British Pagan Christian, although such a label is uniquely applicable to him.

Merlin has a long-range vision for Britain, yet explains its details to no one. From our modern view, it appears he considered King Arthur to be what was best for Britain, complete with its glory, chivalry, and tragedy.

Merlin is actually younger than Prince Uther, but the ravages of his magical and mystical studies on the Other Side have given him the natural appearance of being an old man with long grey hair and beard. But that is just his common appearance, for he is also a powerful shapechanger able to take the form of man or woman, child or adult, peasant or noble, at will.
Lonazep County

A county of Logres, consisting of portions of the modern county of Lincolnshire

Part of the Roman bishopric of the Huntsman

One iron mine

## People

* Sir Bedwin, the sheriff
* Sir Emyr, the Baron of the Castle Behind the Waters
* Sir Galehaut the Brown, the Baron of the Castle on the Water
* Sir Goreau, the Seneschal of Logres
* Sir Rhongomyant

There are 9 hundreds in Lonazep

* On the Water
* Causennis

* The Castle on the Water, also called Castle Brown after the family that holds it (owes 0 days to the King's Progress)
* The Castle at the Slippery Ford, royal demesne (owes 3 days to the King's Progress)
* St. Peter's Castle, held by the Duke of Lindsey (owes 3 days to the King's Progress)
* The Castle at the Stoney Ford, held by the Seneschal of Logres and royal demesne (owes 3 days to the King's Progress)

### Church Sites

* Crowland, an abbey of British Russet Monks and anchorites patronized by the Baron of the Castle on the Water (£42 income, provides no eschilles)
* Eels, an abbey of British Black Monks patronized by the Duke of the Saxon Shore (£62 income, provides no eschilles)
* St. Ninnian's, an abbey of British Russet Monks patronized by the Baron of Leir's Castle (£34 income, provides no eschilles)
* Thorney Abbey
* Thorntree, an abbey of British Russet Monks and anchorites patronized by the Baron of Grantabridge (£37 income, provides no eschilles)

### Market Towns

* Gravel House, in Sandbank Hundred
* Lonazep, in Headland Hundred, the castle is the county castle, held by the sheriff (castle owes 3 days to the King's Progress
Russet Monks

No single organization oversees the Russet Monks. Each abbey is independent of the others, and some tend to the poor while others tend to the nobles. Some abbeys are even small forts which provide refuge to their followers. Every abbey is headed by an abbot, who also has a power similar to Roman bishops to ordain their leaders, called “teachers,” who lead the rituals. Abbots are appointed by a local nobleman whose ancestor started the abbey
Sibylline Oracles

In Greek by Heraclitus c. 7th century p.e.v.

Includes information about contacting Hermes (Greek manifestation of Nyarlothotep). These scrolls, comprising a total of twelve books, are a detailed description of the prophecies of the oracle at Cumae. They are disjointed and hard to understand, even for those with knowledge of the oracles.

Sanity Loss 1D8; CMI +1/CMF +4 percentiles; Occult +8 percentiles; MR 15; 30 weeks to study.

Spells: Contact Hermes (Nyarlathotep), Create Scrying Window, Nightmare, Summon/Bind Hunting Horror.
Loyalty

Feudalism, as most people imagine it, is nascent during the Dark Ages. Benefices are used in some areas, particularly in the Frankish Kingdoms, but it lacks the rigidity many people interpret feudalism as possessing. Instead, a system of personal loyalty held many warrior groups together. Beowulf, The Icelandic Sagas, The Alexiad, The Volsunga, Chansons de Geste, and other tales stress the need for loyalty among a band of men

However, loyalty works both ways. In return for the support they give a leader, the men expect to be well rewarded with the chance for battle and the spoils of war. Elements of the heroic culture still exist, especially on the fringes of society.

As feudalism developed, there rose the concept of ideal loyalty, which is often imagined when feudalism is discussed. In reality, the loyalty system is very complex with multiple people making agreements with multiple lords, creating a Byzantine network of relationships guaranteed to result in violence.

The ideal loyalty, as written by Bishop Fulbert of Chartres to Duke William V of Aquitaine, is described as being harmless, safe, honorable, useful, easy, and possible. Harmless, as a person should not harm their lord; safe, as secrets should be kept (especially those concerning secret passges and the like in a lord’s fortifications); honorable, as a person should act with justice and not besmirch another’s honor; useful, a person’s own possessions should not harm their lord; and easy and possible, in that a person should not make difficulty for their lord, not make things impossible, while the lord should act in a reciprocal manner to his vassals.

In reality, actual loyalty means that a lord’s relationship with a vassal is distinctly one-sided, as the lord can take advantage as he has absolute power over his domain, and able to demand whatever he desires. The vassal, if they are actually loyal, will comply without complaint, and can do little but comply.
Ram samhladh

Ram lives in the high pastures of the Otherworld, surrounded by his harem of sheep. He is a potent symbol of sex, and Ram clans are renowned for both their appetites and prowess. Ram is aggressive, chasing away rivals.

## Geas

* Do not refuse sex if freely offered
* Actively pursue vengeance against rivals

## Powers

### Fiosaiche's Benefits

Ram helps his fiosaiches keep away rivals by augmenting his control of their emotions; +3d20 Emotion.
Lanfranc

Frank, age 27, cellarer

STR 60 CON 80 SIZ 75 DEX 70 INT 75

APP 60 POW 50 EDU 60 SAN 50 HP 15

Damage Bonus: +1D4 Build: 1 Move: 8 MP: 10

Combat

Brawl 75% (37/15), damage 1D3+1D4

Dodge 35% (17/7)

Skills

Accounting 45%, Animal Handling 35%, Art/Craft (Brewing) 85%, Art/Craft (Potions) 45%, Insight 30%, Listen 40%, Natural World 55%, Other Language (Latin) 50%, Persuade 60%, Repair/Devise 45%, , Read and Write (Latin) 40%, Read and Write (Old English) 45%, Religion 65%, Status 45%.

Armor: None.
Salmon samhladh

Salmon lives in the seven streams which flow from the well of Sabais at the foot of the Tree of Life. When he visits the well itself, he often eats of the Hazelnuts of Wisdom. Salmon is always swimming to and from the Well, and knows that the best rewards come from not giving in to the temptation to take the easy way. Salmon clans are tenacious when confronted with adversity, never giving in.

## Geas

* Eat no fish
* Do not give up

## Powers

### Invocation

+5 Swimming, or Longevity (Roll 3d6 when rolling on the Aging Table and take any two of the three numbers)

### Fiosaiche's Benefits

Salmon fiosaiches have great insight into both the Otherworld and this one; +3 Sight, +2d20 Divination
Scucca

A creature of Saxon folklore, the scucca is a shambling, bloated corpse that sheds maggots as it walks. Its skin is mottled with bruises and coagulated blood. If found wandering the countryside, it’s considered a death-scucca. If it haunts barrows and graveyards, it’s a beorg-scucca. The unavenged, as well as victims slain by a scucca are said to rise again, although it is believed that decapitating the dead can prevent a corpse from rising as a scucca.

SCUCCA, also draugr, ghoul, revenant, wight

STR 50–55 3D6 ×5

CON 50–55 3D6 ×5

SIZ 65 (2D6+6) ×5

DEX 50–55 3D6 ×5

INT 50–55 3D6 ×5

POW 50-55 3D6 ×5

Move: 6

Hit Points: 11-12

Av. Damage Bonus: 0

Av. Build: 0

Av. Magic Points: 10

Combat

Attacks per round: 1

Fighting 50% (25/10), damage 1D6+DB

Dodge N/A

Skills

Stealth 50%.

Armor: 2-point mottled flesh. If dealt damage, maggots erupt from the wound.

Spells: none.

Sanity Loss: 0/1D6 Sanity points to see a scucca.
Kingdom of Surluse

Ruler: .

Culture/Religion: Irish/Christian.

Vassal of: .

Army: 25 knights and 100 soldiers. Plenty of inferior Irish warriors.

This tiny kingdom is full of Irish people living in their primitive tribal fashion. They even have the cheek to make cattle raids into their mighty neighbor Gorre! Small, isolated and insignificant, it would be pointless going there if it were not for Sorhaute Castle. The generosity of their hospitality is famous. Sorhaute also has the advantage of having a port from which one can obtain passage to just about anywhere.

Surluse is a tiny land dwarfed by the might of its only neighbor, Gorre. Nevertheless Surluse sticks steadfastly and proudly to its ancient Irish ways. This extends to them even having the audacity to mount regular cattle raids into Gorre itself.

Surluse is another region where feudalism are only just starting to take hold among the nobility.

This small kingdom occupies the spur of land to the west of Gorre.

## Places

* Kirkmadrine
* Lochnaw
* Sorhaute
Schiehallion

The "Faerie Hill of the Caledonians" lies at the eastern edge of bleak Rannoch Moor. Many strange beings are seen wandering this peak, particularly the shadowy form of a ghost dog. On the slopes are standing stones marking the Faerie Well. Schiehallion is one of the main faerie strongholds in Caledonia. The faeries who live here can, it is said, grant wishes and cure diseases.
Osprey samhladh

Osprey, also known as the Sea Eagle, lives in a pine tree overlooking the sea in the Otherworld. Osprey is a proud bird, and the Osprey clans are known to rival the Golden Eagle clans in their pride.

## Geas

* Eat fish at least three times a week
* Never stoop to insults or crude behavior

## Powers

### Clan's Benefits

* +3 Honor
* +1 Movement Rate or DEX or STR
Shrike Moor

The mountainous wetlands of the north are home to numerous moors but none is more sinister than Shrike Moor.

It is on this moor that a Pictish king made an unholy alliance with dark creatures to defeat a Roman army. Although this king is long dead by now (killed by Roman treachery), the worms of the earth and what remains of the Romans can still be found in the moor.

Several small villages dot Shrike Moor, many along the coast of Shrike Mere, the nearest body of water. They make their living hunting, fishing, and trading with communities outside the moor, but for the most part they avoid outsiders. A foul beast, much more powerful than the natives, or the worms of the earth, is said to live in the depths of Shrike Mere. Knights brave enough to enter the murky waters may find themselves face to face with an ancient evil.

Caverns also abound, home to the worms of the earth: degenerate serpent people, more like massive slugs than the civilized serpent people found elsewhere. An uneasy truce exists between the human denizens of the moor and the worms. The local folk propitiate the worms with animal and human sacrifices, leaving the bodies crucified at the entrance to the worms’ caverns. As long as the worms are well fed, they leave the humans alone. The worms rarely leave their caverns, now, but anyone who ventures down into their depths will face a terrible foe.

To the west of Shrike Mere is the ruin of a Roman garrison. The worms destroyed this garrison long ago and it is just a pile of stones now; all the trappings of the Roman lifestyle either rotted away or scavenged. Yet, the stone remains are quiet. The ghosts of many of the Roman legionaries still patrol at night, returning to their garrison before the sun rises. It is said that the ghostly soldiers attack the unwary, unless they identify themselves in Latin, as friends of the Empire.
Rowena

Saxon, age 30, herder

STR 70 CON 75 SIZ 60 DEX 75 INT 70

APP 75 POW 65 EDU 60 SAN 65 HP 13

Damage Bonus: +1D4 Build: 1 Move: 9 MP: 13

Combat

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

Dodge 37% (18/7)

Skills

Animal Handling 85%, Drive Horses 35%, First Aid 45%, Insight 55%, Listen 45%, Natural World 85%, Navigate 50%, Persuade 55%, Religion 55%, Status 10%.

Armor: None.
Polyphemoi

Deep within the spider web of Roman catacombs in Constantinople is a cult to Polyphemus, the Cyclops from the voyages of Odysseus. The cult firmly believes in the greatness of Troy and holds that the ancient city will again rise to the greatness it held before the coming of the Greeks. Although many are Greeks by birth, they despise the heritage the Greeks have left behind. If asked, they refer to themselves as Trojans, emphasizing the fact that they are Trojans from before the Greek conquest of the city.

The members gain access to the catacombs through the various cisterns and forgotten entries that litter the upper city of Constantinople, meeting for the seven days surrounding the full moon. Their rituals include sacrifice of both riches and living creatures. Symbols of earthly wealth, such as coins and clothing, are defaced so as to no longer be useful, while living creatures, humans included, are horribly scarred before being killed on the altar in front of the idol’s glaring eye.

Each member must be free of any type of physical imperfection and any member who falls below exemplary physical stature, whether it be through age, battle scars, or other accident, becomes the next sacrifice to the idol hidden in the catacombs. Because of this limitation it is usually only the wealthy who join, as the poor have typically been ravaged by disease and are too unclean to be worthy of membership. The poor, however, make excellent sacrifices. Some members of the cult wear white thaubs (long garments with long sleeves, similar to robes) with a black or blue circle on the face covering.

What the members do not realize, however, is that their dedication is not to Polyphemus but to an avatar of the Crawling Chaos. The trials faced by Odysseus were machinations of Nyarlathotep, testing the great warrior; each challenge the Greek faced was brought on by the Crawling Chaos. When the Polyphemoi began worshipping Polyphemus, they were actually worshipping that mask of Nyarlathotep. Whether Nyarlathotep cares one way or another for these worshippers is unknown, but the Polyphemoi believe that their worship will bring back Polyphemus and the other Cyclops, whom the cultists refer to as Askali. The cultists firmly believe that the Askali were the original inhabitants of Rome before the arrival of the Greeks. Once the Askali return, the cultists’ hope their dedication will be remembered and when the world of the Greeks is destroyed the faithful of the Askali will ascend to positions of grandeur.
Octa

Saxon, age 26, miller

STR 70 CON 75 SIZ 65 DEX 75 INT 65

APP 55 POW 70 EDU 60 SAN 70 HP 14

Damage Bonus: +1D4 Build: 1 Move: 9 MP: 14

Combat

Brawl 65% (32/13), damage 1D3+1D4, or hammer 1D6+1D4

Dodge 37% (18/7)

Skills

Accounting 35%, Art/Craft (Miller) 75%, Drive Horses 45%, Insight 55%, Natural World 50%, Navigate 50%, Persuade 50%, Religion 45%, Repair/Devise 55%,Status 35%.

Armor: Heavy leather apron 1D2–1.
Relic

Relics come in three classes. First are corporeal parts of saints and artifacts from Christ’s passion and death, such as Christ’s crown of thorns at the cathedral of Notre Dame in Paris, chunks of the True Cross in Paris (as well as three of the four nails), Rome, Brussels, Oviedo, and the lance that pierced Christ’s side (of which the head seems to have been lost). Second are articles of clothing or household artifacts touched by saints. Third are items that have touched first or second-class relics.
Loch Ness

This large fresh water loch was formed when the cover of a sacred well was left off by a mother who heard her baby crying. The well overflowed while she was away and flooded the valley. Like many of the inland lochs it is the home of a fearsome monster. This beast is said to be as large as a castle with a long neck and a mouth, the size of a cave, that is lined with sharp teeth. It has a reputation for attacking fishing vessels.
Ordeal

Ordeals are physical challenges meant to determine the value of evidence through judicium Dei, the judgment of God. Depending on the ordeal, guilt or innocence can be proven through surviving the ordeal, healing after an ordeal, or sometimes through death.

Like oaths and witnesses, ordeals serve as a central means of determining proof in a trial. If Oswyn accuses Wulfstan of theft, either party can choose to undergo an ordeal. If Oswyn elects to undergo an ordeal and is successful, he’s proving the validity of his accusation. On the other hand, Wulftan, if he underwent an ordeal, is proving his innocence. Ordeals are surprisingly effective because the innocent typically agree to undergo one while the guilty confess, knowing that God would not perform a miracle on his or her behalf. An ordeal is always voluntary. A person can’t be compelled to undergo an ordeal. While an ordeal is usually undertaken by the person affected, a powerful or wealthy person can have another to take the ordeal on his or her behalf.

## Types of Ordeals

* Ordeal by Fire: The proband, or person who elects to undergo the ordeal, must walk a prescribed distance over hot iron or carrying a hot rod. After the ordeal, the wounds are bandaged. If, after three days, the wounds are examined by a priest and show signs of healing, the proband’s statements are accepted as fact.
* Ordeal by Hot Water: Water is heated in a pot until it is almost boiling. A stone is then dropped in the pot. The proband must submerge their hand and pull out the stone. The burns are then bandaged. A priest checks them in three days. If the burns show signs of healing, the testimony is accepted. The depth of the water is determined by how many times the person is accused of the crime. If accused once, the water is wrist deep. If accused three times, the water is elbow deep.
* Ordeal by Water: The proband has a millstone tied around his or her neck and is then tossed in water. If the proband floats, the truth of his or her statement is accepted.
* Ordeal by the Cross: Both the parties must agree to take part in this ordeal. A wooden cross is erected and the two parties stand on either side, their backs to the cross. They lift their arms parallel with the crossbeam. The one who keeps their arms up the longest is judged to have provided the most accurate testimony.
* Ordeal by Ingestion: The proband is given a piece of dry bread blessed by a priest to eat. If he or she chokes, the testimony is false.
* Ordeal by Eucharist: The proband swears to tell the truth and accepts the Eucharist (Holy Communion). If lying, the proband dies within a year.
* Ordeal by Turf: Unique to Iceland, the proband walks under a suspended piece of turf. If the turf falls, the statement is false.
Kingdom of Gorre

Ruler: Cynfarch Oer ("the Dismal") ap Meirchion.

Culture/Religion: Cymric/Pagan.

Vassal of:

Army: Large, 300 knights, 500 soldiers and many warriors.

The Southern Uplands make up much of this large kingdom. It is one of the most stable in Caledonia. Much of the population lives on the south coast, especially in cultured Galloway. The Uplands are inhabited by less civilized folk who are semi-nomadic.

Gorre itself is mostly mountainous, or covered with dense, deciduous oak forests. This rough terrain makes farming troublesome. Most of the people still live in the old tribal fashion of the four Pict tribes that once controlled the area that is now Gorre. Feudalism is making slow headway though; Galloway in southwestern Gorre has many castles and is almost as civilized as Logres.

This is the most powerful kingdom in Caledonia. It is a wild rugged land. Large areas are completely deserted. Because of the harsh landscape, feudalism has been slow to spread here. Many people still live in the old uncouth tribal manner. Southwest Gorre, the area known as Galloway, is the best place to visit. It is most civilized, with numerous castles, and is nearly as good as Logres. Also in Galloway is the famous Candida Cas, a monastery with the tomb of St. Ninnian, a popular place of pilgrimage for Christian knights.

Further north much of Gorre is wild hill and moorland. Travel on horseback is difficult once the main routes are left behind. Though wild, and slightly backward, Gorre has produced some fine knights.

Its influence extends to Strangorre and Cambenet (in Cumbria), who both pay tribute. However, much of the land is very wild and sparsely populated and the region has been slow to adapt to new customs and regimes. Gorre is only partially feudalized; most of the people stick steadfastly to the old tribal way of life. As well as being old-fashioned (some knights from Logres would say uncivilized), the people of Gorre are renowned for being hardy and warlike.

Gorre incorporates Galloway, which is the most civilized part of the kingdom.

## Places

* Annan
* Auchen
* Ayr
* Birrens
* Blair Hill
* Braidwood
* Caerlaverock
* Cairnholy
* Candida Casa
* Caulside Burn
* Cheviot Hills
* Coulter
* Craigie
* Cruggleton
* Dalmellington
* Drera Craig
* Dumfries
* Dyke
* Gaiholm
* Galloway
* Giant's Stone
* Hawick
* Hermitage
* Kenmure
* Kirkcudbright
* Liddel
* Lochmaben
* Melrose
* Mote of Mark
* Netherby
* Park Knowe
* Peebles
* Rowallan
* Roxburgh
* Selkirk
* St. Ninnian's Cave
* Torhousekie Stone Circle
* Torrylin Cairn
* Turnberry
* Twelve Apostles Stone Circle
* Wanlockhead
* West Bennan
* Whiteholm Rig
* Wigtown
Loch Shin

This large loch is the home of a golden horse that is not unfriendly. On occasion he has been known to offer a lift to a tired traveler. He always saves someone who is drowning. Sighting him is a good omen for the fisher folk of the loch as they always get a large catch when he is around. Faeries live along the banks of the loch and can be seen frolicking there at times.
Rudha na Berie

An old fort on a rocky promontory. It is surrounded on three sides by the sea and defended on the fourth by a wide stone wall. The fort guards the nearby port of Amol and is the stronghold in which the local Attecotti shelter in times of war or severe weather.

**Ruler:** Castellan

**Vassal of:** King of the Dragon.
Mons Fractus

A broken mountain, Mons Fractus, stands near the northeastern border of the Kingdom of Burgundy. At its peak, knights will find a small, unnamed village and a large lake. The villagers are a sullen, xenophobic sort, like many isolated people, but love to tell stories about the dragons that live within the mountain and of a powerful magus who once visited their town to battle a demon. Some also tell tales that the treasures of a fallen empire lay deep within the mountain, carefully guarded by dragons.

Deep within the caverns that bisect the mountain, highly evolved serpent men maintain a laboratory. They can be encountered outside their lair in the guise of wise men, however they only make their presence known when they feel it necessary. They realize that their time on Earth is limited and that they are relics of a forgotten empire. If knights are injured or in need of grave assistance while on the mountain, the serpent men may emerge cloaked as humans to lend their assistance for a price (some form of service perhaps).

The demon mentioned in the villagers’ tales is Pontius Pilate, former governor of Iudea, who lives on eternally as a vampire. In the first century e.v., Pilate was tracked to Mons Fractus by Simon of Gitta and, as the legend goes, permanently slain by the Samaritan. That story of Pilate’s second death, however, is a fabrication created by the vampire so that he can slowly expand his power base. Pilate is very careful to only draw his sustenance from travelers, particularly those who become lost in the caverns. Roughly a third of the village is currently under his control and it is this element that spread the rumors about the treasure in an attempt to lead food to their master.
Leirstown

In Lambor County

Equivalent to modern Leicester, in Leicestershire

Buried under the streets of Leirstown is a dark secret. The Romans who occupied the area previously had buried numerous curse tablets asking their gods to punish offenders. Someone has dug up those tablets and the curses have reawakened.
Oslafa Guthlafsdohtor

Saxon, age 16, herder

STR 60 CON 75 SIZ 60 DEX 80 INT 70

APP 80 POW 70 EDU 55 SAN 70 HP 13

Damage Bonus: 0 Build: 0 Move: 8 MP: 14

Combat

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

Dodge 45% (22/9)

Skills: Animal Handling 45%, Art/Craft (Potions) 15%, Climb 60%, Drive Horses 45%, First Aid 30%, Insight 30%, Natural World 45%, Status 10%, Stealth 65%, Track 35%.

Armor: None.
Kingdom of Lothian

Ruler: Tybion ap Cunedda Wledig

Culture/Religion: Cymric/Pagan.

Vassal of:

Army: Up to 150 knights and twice as many soldiers.

Lothian is a rich and important kingdom among the realms of King Lot.

As a whole, the people of Lothian get on well with the Picts, but this trust is not shared by those living north of the Antonine Wall (in the Stirling area), at least not as far as the Highland Picts are concerned.

The Manau Goddodin are the indigenous Cymric tribe of the kingdom of Lothian. Lothian is potentially one of the most powerful kingdoms in Caledonia.

This kingdom occupies some of the best farmland in Caledonia. Feudalism is losing ground to older tribal politics in some areas. It is a rich and relatively peaceful land.

## Places

* Antonine Wall
* Cairnpapple
* Carriden
* Carstairs
* Din Eidyn
* Glassmount
* Kingside Hill
* Lonlithgow
* Overhouden
* Stirling
* Traprain Law
Kingdom of Summerland

A kingdom consisting of portions of the modern counties of Somerset, Wiltshire, and Gloucestershire

## Kingdom of Summerland

### Kingdom

Summerland

The piety of an old king of Summerland caused him to grant the lands of Glastonbury to Joseph of Arimathea

Part of the Roman bishopric of Corinium

Requires four square miles for one plowland

Largest silver mine in Britain

## People

* King Cadwy
* Cameron, the Abbot of Wells
* Sir Morien, the sheriff

## Locations

There are 28 hundreds in Summerland

* Forest of Glamour
* Oxtree

### Castles

* Castle by the Great Bridge, held by the sheriff and the king

### Church Sites

* Bath, an abbey of British Russet Monks patronized by the King of Summerland (£31 income, provides no eschilles)
* Glastonbury Abbey, an abbey of British Russet Monks (£258, provides no eschilles)
* Wells, an abbey of British Russet Monks patronized by the King of Summerland (£48, provides no eschilles)

### Faerie Gateways

* Barrowvale, a crossover site for the Unseelie Court
* Lake of Diana, a crossover site often used by Ladies of the Lake
* Wildcat Camp, a crossover site open every May Eve and Midsummer

### Market Towns

* Axbridge, in Winterstream Hundred
* Bath, in Bath Hundred
* Rapidstream Bridge, in Swineshead Hundred

### Pagan Sites

* Isle of Avalon, an otherworld isle dedicated to the Mothers and patronized by the Ladies of the Lake
Madulf

Saxon, age 22, potter

STR 60 CON 75 SIZ 70 DEX 70 INT 65

APP 65 POW 50 EDU 70 SAN 50 HP 14

Damage Bonus: +1D4 Build: 1 Move: 8 MP: 10

Combat

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

Dodge 35% (17/7)

Skills

Accounting 55%, Art/Craft (Potter) 75%, Drive Horses 45%, Insight 55%, Listen 35%, Natural World 50%, Navigate 50%, Religion 55%, Persuade 55%, Status 40%.

Armor: None.
Knight

The difference between knighthood and cavalry is the terms of loyalty. Knights swear homage, which is an oath of permanent bond between a lord and follower. All other loyalties are fealties, which are temporary ~ as to the general of an army of combined counties ~ or may be voluntarily ended by either party, following traditional methods of doing so. The traditional manner is to make an announcement in the lord’s court, and then to return whatever equipment the lord provided.

## Looting

Loot is another source of income for the king. But what about the knights, who have sweated and bled to bring in the bandits or outlaws? Do they get any of the loot?

Not if they are doing their duty. After all, it is their job to bring in bandits and outlaws. They are already being “paid” for it via their upkeep, if they are household knights, or their manors. If the knights perform spectacularly, however, by, say, apprehending a notorious outlaw or wiping out a particularly pernicious nest of thieves, the king will typically reward them with a portion of the loot ~ Generosity is a lordly virtue, after all. But if he chooses not to share the spoils, the king is not being Selfish. He is merely following the Ancient Custom. Naturally, this same reasoning applies to any lord.
Loch monster

Loch monsters inhabit many lochs in the Highlands (though they never share them with other water creatures, such as the water horse). This serpentine creature has a body the size of a small boat, and its mouth is full of razor-sharp teeth. It can smash boats with a sweep of its tail, and can move slowly about on land. It often comes out of the water to lurk in small thickets, where it waylays herds coming down to the loch. On the water, the loch monster is relatively invincible, as it can attack a boat from beneath, before the knights even know it is there.
Sapientia Maglorum

In Latin and Greek, by the Persian fire-mage Ostanes, date unknown but no later than 1st century p.e.v.

Rare volume containing rituals to raise Hastur and Shub-Niggurath, and a possible formula of immortality.

Sanity loss 2D6; CMI +3/CMF +7 percentiles; MR 30; 40 weeks to study and comprehend.

Spells: Call Shub-Niggurath, Call Hastur, others at the GM’s discretion.
Royal livery

Livery is a set of clothing rendered in the king’s colors, so that the court presents a united front of color. Each winter, the king gives all of his household workers a “cloak and livery” that is suitable for their rank, and which displays the royal colors. Officers receive real gold, rare furs and bejeweled badges; bottom-rank valets get a tough and practical bi-colored outfit to wear.
Lady Marigold ferch Gwyllim ap Sulluc

Shield: *Sable, a saltire azure compony purpure.*

Sable, a saltire azure compony purpure.

The youngest of the three women to whom everyone at the royal court turns when they want to know what’s going on, Lady Marigold ferch Gwyllim is the starry-eyed, idealistic daughter the Constable of the White Tower.  Raised in the city of Londinium, she absorbed all of the longing her father had for the country life through the stories he told her.  They changed within her, however, gestating into grand stories of fairy knights, their honor, and their loves.  When she came of age last year, she asked her father to free her of the city she despised as much as he, and so was sent to High King Ambrosius Aurelius Pendragon’s court, where she could enjoy only the pleasant parts of the pastoral wilderness.  It has only strengthened her child-like, simplistic view of the world.
Profits and perqs of court

Profits are money left over after all expenses are paid. The courts of justice pay their expenses from their income, so these are subtracted from the money collected. Much of the money collected is destined for other destinations, largely the king’s treasury. Nonetheless, profits always remain and are sufficient to be coveted by landholders. Perquisites (“perqs”) are the rights, payments, and other incidentals that come with the office.

A long time ago, perhaps as far back as Brutus, the king, as the fount of all Justice, created the courts to help administer his judgments. He now sits at the apex of several distinct legal systems where lords and commoners meet in a formal setting, the court, to settle disputes and register changes to the law in order to prevent future disputes. The hundred courts are the lowest level, and the clearing houses. The hundred court registers marriages, sales of goods and property, and other consequential exchanges between commoners. It judges and punishes thieves, people who cheat selling ale, bread, or bad foodstuffs, as well as people involved in brawls that don’t draw blood. Punishments for these crimes are well known, and are mostly fines. Charges for more serious crimes are sent to the county court.

All court actions cost money. The petty fee of a penny to file a complaint pays thousands of libra to the king annually.

Hundred courts draw profits and perqs equal to one percent of their assized rent. The county courts’ profits and perqs equal five percent of the county’s assized value. Income is from a variety of sources, as follows:

* **Fees:** Monies paid by commoners to file cases in court, or to be exempted from having to appear.
* **Fines:** Standard penalty charges for breaking the law, for failing to show up at court, and other common offences.
* **Amercement:** A penalty charge imposed by court for a violation of the king’s laws.
* **Distraints:** Beasts seized as punishment for legal disobedience. They may be held as collateral to ensure a violator appears at court. Fees are paid to recover one’s distrained animals.
* **Essoins:** Payments made by nobles who do not attend court at the prescribed time.

Exemption from these court fees gets the lucky lord that same amount to keep. Thus a holding exempt from county court saves five percent of its annual cost to itself.
Old ones

Most myths of mankind mention the existence of a race of intermediary beings between men and gods. Despite the many names given to this race, most descriptions draw a disturbingly consistent image of what some scholars call, “the Old Ones.” Don’t confuse them with the Great Old Ones.

The old ones are spirit-like entities serving Yog-Sothoth . They are naturally invisible but often manifest as a halo of light that makes them shine like stars. In fact these beings can appear in all sorts of ominous ghostly shapes, from beautiful maidens to dreadful things with golden wings and bronze talons. Some accounts also allude to the unwholesome smell that accompanies them. Old ones have the gift of being able to move very quickly, and even, some say, to be everywhere at once.

The old ones are innumerable, they know neither good nor evil, and they walked the earth long before mankind. Now they wander forever, “not in the spheres we know, but between them” ~ the ultimate abyss filled by Yog-Sothoth.

Old ones may meddle in human affairs from time to time. Many tales relate how they breed with the daughters of men and spawn monstrous offspring, like werewolves, and also how they teach men forbidden knowledge. Yog-Sothoth sometimes sends the old ones to take part in battles, stirring up disorder, and seizing the souls of the slain. Old ones usually intrude into our world after sunset, under the cover of darkness, and seem to favor deserted places.

Greek and Babylonian demons, the Arabic shayatin and jinn, angels of the Old Testament, Scandinavian elves, Celtic and Germanic messengers of the Otherworld, all match the above definition of old ones. They go by various names: demons, elves (“shining ones”), jinn (“hidden ones”), angels (e.g. seraphim ~ ”burning ones,” “fallen ones,” “watchers”), woelcyrges (valkyries), bird-women, siren-birds, the Fates (fairies), furies, gorgons, harpies, drowners, etc. Old ones themselves are sometimes worshipped by humans but they usually possess only small cults, and typically only for propitiation. Old ones have secret “true names” by which they may be summoned.

OLD ONES, ancient meddlers

STR N/A N/A

CON N/A N/A

SIZ N/A N/A

DEX N/A N/A

INT 80 (4D6+2) ×5

POW 80 (4D6+2) ×5

Move: 12 flying

Hit Points: N/A

Av. Damage Bonus: N/A

Av. Build: N/A

Av. Magic Points: 16

Combat

Attacks per round: 1 (spirit combat or curse)

Curse: opposed POW roll, if successful the victim loses 1D10 POW permanently.

Armor: none, physical weapons cannot harm an old one, although magical weapons may do so.

Spells: each knows at least 1D10 spells, always including Soul Singing and Fury.

Sanity Loss: 1/1D10 Sanity points to witness the insanely beautiful, dazzling radiance of an old one, or to hear its ghastly ululation. Insanity usually takes the form of paralysis and catatonia.
Oswyn

Saxon, age 34, thegn of Totburh

Oswyn has served two kings for 20 years as a loyal soldier. He is a level-headed man who values advice from his hearthweru and anyone else who can prove their worth. Oswyn delights in leading his hearthweru on hunts into the nearby forest. His wife, Athilda, died last year after falling from a horse. His eldest son, Wlencing, serves in the hearthweru, while another son, Alfred, is a farmer in the settlement.

Oswyn was a wealthy ceorl who amassed enough wealth to build a walled encampment with a kitchen and a bell, which qualified him to become a thegn. Now he works with the reeves of Totburh to ensure taxes are collected and the king’s will is carried out.

STR 80 CON 80 SIZ 70 DEX 70 INT 80

APP 65 POW 75 EDU 70 SAN 75 HP 15

Damage Bonus: +1D4 Build: 1 Move: 8 MP: 15

Combat

Brawl 50% (25/10), damage 1D3+1D4

Sword 45% (22/9), damage 1D8+1D4

Spear 75%, (37/15), damage 1D6+1D4 (+1D2 if thrown)

Dodge 35% (17/7)

Skills

Animal Handling 35%, Art/Craft (Orate) 50%, Insight 70%, Listen 45%, Natural World 50%, Own Kingdom 60%, Persuade 55%, Read and Write (Old English) 35%, Religion 65%, Ride 45%, Status 56%.

Armor: Chainmail and helm (1D8).
Secrecy

Because survival depends on community and community depends on communication, secrecy is a bad thing in the Dark Ages. To commit a crime in secret carries a worse punishment than committing the crime openly. Openly committing a crime does not mean declaring your intentions beforehand, as many crimes are crimes of opportunity, it means admitting to the crime afterward ~ even if you are not suspected. To commit acts in secret, even if it is just taking food to a privy to eat, can be punished by fines or even exile.
Samhladh

Samhladhs [SAU-LA] are powerful spirits which have ancient relationships with a clan. The samhladh is a supernatural ally which watches over the clan. Clans recognize themselves as descendants of their samhladh, and so speak of themselves as "Children of the Stag" or "Children of the Seal". The samhladh is venerated and rejuvenated by the clan. Some samhladhs have disappeared. The wisent (European bison), are all gone, because their samhladh is gone. Others have disappeared because their clans were massacred or stopped venerating them.

## Known Samhladhs

* Badger
* Bear
* Blackbird
* Boar
* Bull
* Crow
* Dog
* Golden Eagle
* Goose
* Hawk
* Hare
* Horse
* Osprey
* Otter
* Ram
* Raven
* Reindeer
* Salmon
* Seal
* Sow
* Stag
* Wild Cat
* Wolf