recursal/Fanatic-Fandom huggingface dataset:
Heraldry

Heraldry is a new concept. It has not yet been established that a knight has only one set of arms, nor that all knights bear arms to identify themselves, nor that knights must have arms different from all others.

The warlords have their own arms at this time. They generally instruct their followers as to what to bear on their shields. Opinions vary, with some lords’ arms duplicated among their followers. For instance, note that the three members of the Brun family have exactly the same coat of arms.

It pleases Aurelius Ambrosius that his men have taken to calling themselves “the Dragon’s Men,” and to support that concept he has ordered them to bear a dragon of some sort as well as the yellow and green colors of his house. They are all careful to not make something too close to the king’s arms, of course; no one save the king and his heir may bear two dragons on their shield.

At the same time, the king honors some of his household by letting them bear their own arms, especially when they are particularly clever. This honor is especially granted to his household officers. Thus Sir Gracian, the watch captain, has an owl to show his alertness both day and night. Also of note is that King Aurelius Ambrosius demands that anyone dismissed from his household remove both his colors and the dragon, and, if they are mere knights of the household, bear no arms at all, like the majority of fighting men in Britain.

## Symbolism of Charges

* The armored arm symbolizes leadership.
* Bells are believed to disperse storms and pestilence, drive away devils, and extinguish fires. He who bears a bell on his shield proclaims himself to be a force against chaos and evil.
* A caduceus is the herald’s traditional staff of office.
* In heraldry, the cup is a receptacle of spiritual forces.
* The dragon proclaims he who bears it as valiant and powerful.
* The eagle symbolizes power and sovereignty.
* The Roman fasces, is a bundle of wooden rods bound round the helve of a hatchet. The bundle of rods bound together symbolizes strength that is lacking in the single rod. The axe symbolizes authority and leadership.
* Horses in heraldry represent readiness for all employments for king and country.
* The owl denotes one who is vigilant, prudent and of sharp wit.
* In heraldry, the spur represents readiness for war or a significant encounter.
* In heraldry, the swallow is a symbol of abundant harvest and happiness.
* The thistle symbolizes independence, strength, protection and healing.
* A tower in heraldry represents grandeur and society.
* In heraldry, the wolf symbolizes rewards for persevering in long sieges and/or hard industry. The wolf is crafty, greedy, and ravenous,
* As a heraldic device, the yew tree symbolizes faith and resurrection.

## Symbolism of Ordinaries

* The pale denotes military prowess and might. This symbology can be reinforced by the use of the “bretessed,” (crenellated on opposite sides) line.

## Symbolism of Tinctures, Metals, and Furs

* In heraldry, green symbolizes regeneration, charity, and hope.
* In heraldry, white (argent, silver) symbolizes purity, honor, and virtue.
Exemption

## Secular exemption

King Aurelius Ambrosius has riddled the geld and aids with exemptions that allow someone to avoid paying. They eat into taxes. Exemptions are granted to favorites, or sometimes sold to noblemen or cities for a large sum. Some barons pay nothing, some pay reduced rates. Exemptions may be permanent or occasional. However the lord benefits, so do his vassal knights benefit, if he is entirely honest. Some lords get the exemption, then illegally collect the fees from their vassals and farmers and keep them.

## Roman Christian exemption

Privilege granted by the pope to a monastery that more or less freed it from the control of the bishop.
Goblin

In the ancient world, scholars believed that goblins are the “Goff’nn Hupadgh Shub-Niggurath,” favored worshippers of the Black Goat of the Forest that have been ritualistically devoured by the goddess and then disgorged transformed. Although that knowledge is lost, the creatures are still around. Goblins (from the Greek kobalos, “rogue”) are considered short creatures, but they can grow and take on the nature of an animal or even of a breeze. They have fluctuating forms, shiny black skin, clawed hands, and are given various names depending on the region in which they are found. Goblins usually live in haunted forests and ruins.

They sometimes appear in large groups. They steal children, cook poisoned food that they try to sell to unwary humans, raid hapless travelers, and are prone to unspeakable depravity. Such creatures are the source of many myths and folklore.

The creatures have some semblance to satyrs, with goatish features, hooved feet, and small horns. Some appear more horribly mutated and are monstrous to behold. The goff ’nn hupadgh have many different names: dusii (demons), sylvani (forest spirits), schrats (shouters), fauns, satyrs, pilosi (hairy ones), incubi, and so on.

The goblins know group rituals called “Scarlet Circles” that tear the fabric of space like a form of temporary Gate, allowing them to travel between distant places. They have been known to encourage the hounds of Tindalos through in order to wreak havoc.

GOBLINS, among the thousand young

STR 50-55 3D6 ×5

CON 80-85 (3D6+6) ×5

SIZ 65 (2D6+6) ×5

DEX 50-55 3D6 ×5

INT 50-55 3D6 ×5

POW 80-85 (3D6+6) ×5

Move: 8

Hit Points: 14-15

Damage Bonus: 0

Av. Build: 0

Av. Magic Points: 16

Combat

Attacks per round: 1 (usually by weapon, those with horns or claw may gore)

Fighting 40% (20/8), damage 1D3 to 1D6, or by weapon

Dodge 25% (12/5)

Skills

Climb 70%, Stealth 80%, Track 80%.

Armor: none (some are able to naturally heal 1D3 to 1D6 HP per round until dead).

Spells: most goblins know a few spells, including Become Spectral, Body Warping, Call Shub-Niggurath, and Create Gate (“Scarlet Circles”), more as the Keeper desires.

Sanity Loss: 0/1D6 Sanity points to see most goblins. An especially vile specimen might cost more.
Drust

The lands of Clan Drust border the lands of Clan Ce Ap Gilgedi. The chief of Clan Drust is Ciniath ap Domech, a hale man in his early 50's. There are about 55 families in the clan, for a population of about 250 adults. The clan has a herd of about 150 head of cattle, 100 sheep, and 100 goats. The clan slaughters about one fourth of these animals each year, to provide meat and to reduce the amount of feed needed over the winter. Each household has several chickens and geese, and a deerhound or two. The clan hunts deer in the forest, and fishes in the streams to supplement their meager crops of barley and oats.

The women of the clan weave the cloth for the clan, dying it with local dyes (as all Pictish clans do). The colors available to the clan are a particular greenish-blue and dark brown verging on black. Some madder is available for a reddish-brown color, but they use this mostly for trim or decoration. The clan trades for other colors, but these three colors dominate in their clothing. The tattoos of the Clan Drust warriors follow these color schemes, which make for fine camouflage in the heather and woods.

The clan is renowned for the potency of its heather beer, and for its woodwork. They are indifferent farmers or herders, and often raid their neighbor's herds. The chief of the clan can call upon about 75 Pictish warriors, of which 10 are in leather or cuirboilli armor. The clan primarily uses great spears, though the men are all skilled with the use of the sling and javelin.

Spirits friendly to the clan include the spirits of Ben Fada (Long Mountain), Stag, and Oak. The clan fiosaiche is in charge of the magical relics of the clan. One such relic is a wolf skull that, when carried in battle, causes the clan's opponents to check Valorous at -5. Another is an ancient stone hammer that grants +5 to the Industry (Woodworking) skill of the clansmen. He has many more minor talismans.

## Significant Clan Members

### Ciniath ap Domech, Chief of the Clan

Ciniath is in his mid fifties, and has long white hair tied in two braids. He inherited the leadership of the clan when he was thirty-two. He is famous for a series of duels he fought in his twenties, as he repaid insults to his clan. His Religious Bonus is + 1 to his Move score.

### Crautreic ap Ciniath, Tanist of the Clan

Crautreic is a haughty man in his mid-thirties. He has a great capacity for drink, and is a belligerent drunk. He is a brave warrior, if a bit over-enthusiastic. His face is in a perpetual smirk, as if he knows more and is better than anyone else.

### Talorc ap Onnist, Clan Champion

Talorc is the son of the previous clan champion; the family runs to tall and strong men. Talorc spends every waking moment practicing his weapons, running, or exercising. His social skills are abysmal, but the clan forgives him his manners for his prowess.

### Indeg ferch Onnist

Sister of Talorc, Indeg has her eyes on a knightly match, a husband who can add much to her clan. She is well-known for the venom of her tongue.

### Crautreic ap Ciniath ap Domech

Son of the clan chief. Arrogant and abusive to women.
Guthlaf

Saxon, age 31, herder

STR 60 CON 75 SIZ 70 DEX 70 INT 65

APP 65 POW 60 EDU 70 SAN 60 HP 14

Damage Bonus: +1D4 Build: 1 Move: 8 MP: 12

Combat

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

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

Dodge 35% (17/7)

Skills

Animal Handling 75%, Intimidate 25%, Drive Horses 45%, Listen 35%, Natural World 85%, Navigate 50%, Religion 55%, Spot Hidden 65%, Status 10%, Stealth 60%, Throw 45%, Track 55%.

Armor: None.
Exe River Abbey

This abbey has its abbot chosen by its patron the King of Cornwall, the heir to the rights established by the ancient King of the Dumnonii. The former cathedral and minister buildings have been rented to cattle salesmen for the last two decades. The abbot is an expert at practicing humility, patience, and resignation.
Dramatis Personae

## Player Knights

* Sir Briant ap Gerin, styled of the Open Hand
* Sir Daerid ap Dobraine ap Semadrid ap Aemondrid, called the Benevolent
* Revna Friggasdottir of Skane, a.k.a. Sir Jasper ap Hewgon
* Sir Uhtred mac Doughall mac Unust mac Cadal, called le Beau

## Important NPCs

* Sir Alein
* Lady Brangwine
* Sir Brune
* Sir Drainpipe, styled of the Undercastle
* Lady Eleri ferch Ysgarran
* Sir Errant ap Gerin, called the Curious
* Sir Galan
* Sir Hagrid, Rubei filius, called the Half-Giant
* Sir Jareth, called the Goblin Knight
* Sir Pant
* Sir Parker
* Sir Rufon
* Sir Sansum ap Ælwyn Wuerense, called the Stormcloud
* Sir Strahd
* Sir Ysgarran
Dog samhladh

The spirit of Dog lives in a comfortable house in the Otherworld, where he is fed the choicest meats by giants, who serve his every need. Dog clans are renowned for their honesty, and for the depth of their friendship once they have made a pact with another clan.

## Geas

* Never abuse a friendship
* Never betray your family

## Powers

### Clan's Benefits

* +3 Loyalty (Clan/Lord)
* +5 Hunting or +5 Awareness

### Fiosaiche's Benefits

Increased awareness of the Otherworld; the fiosaiche may use Sight without concentrating (as if the Skill was over 20).
Dunnig

This is the largest of several hillforts on the north face of the Ochil Hills. It controls Strathallan, the pass connecting the Forth and Earn valleys. It has a lively market and is always full of gossip and rumor, as might be expected of a town on a trade route.

**Ruler:** the Fortrenn clan.

**Vassal of:** Benoic
Darkness

It’s dark out at night. The ambient light that keeps most regions of the modern industrialized world in a perpetual haze, even at the dead of night, does not exist. The darkness pervades even the largest of cities. Constantinople, the greatest city in Europe, only lights some of its main streets by torchlight. The remainders are left to fall into darkness. Because of this, people don’t like traveling at night. Once darkness falls, people light fires, lanterns, and candles and stay inside. Many view setting out at night as a fool’s errand. Beasts, thieves, and rumors of monsters are enough to keep even the bravest soul safely inside. Not to mention the very real risk of getting lost, especially in rural areas.
Fitheac

The clan of the Raven, this family is related to the Ce ap Gilgedi through a distant relative. The reputation of the clan Fitheac is one of murderers and thieves. The clan is renowned for a battle two generations ago when they resolved an ongoing feud by slaughtering their enemies in the middle of the night after having been invited in to the village. The warriors of clan Fitheac are regarded as true Picts: wily fighters, masters of ambush and raids.

The clan has large herds, mostly of animals captured in raids. Because of the extra animals, the clan eats meat much more often than their neighbors. The Fiteachs are fighting in a number of feuds already, most with the victims of their raids. Like the Drust, the Fitheacs wear clothes in green, dark brown and yellow, but they also have a vibrant blue dye. Besides the clan's reputation at raids, they are also known for their leatherwork, which is heavily tooled and decorated.

The samhladh of the clan is the Raven, noted for its acquisitiveness. Bargot, the clan fiosaiche, can call on the spirits of Oak, Heather and the North Wind. The clan has a few relics; one is a drinking goblet made from the skull of the chief of the clan they eliminated. Anyone drinking from the goblet has his Valorous raised by +5 for up to an hour. Another relic is a hollow stone which enhances the flavor of food placed in it.

Peithan ap Uist, the chief, only recently inherited the leadership of the clan, but has proved just as capable as his predecessor. Peithan can muster about sixty men, all of whom wear leather armor. The clansmen use great spears and javelins, though five men carry swords or axes as well. Peithan himself has a fine shirt of chainmail, which he personally took from a knight.
Glastonbury Abbey

In Summerland County

Equivalent to modern Glastonbury, in Somerset

Glastonbury was established by Joseph of Arimathea, and has undergone changes from being a site for hermits to being the greatest abbey in Britain. Alone among the British church establishments, this one is self-governing, owing no debt to any patron. Glastonbury appoints its own abbot and enjoys rare liberties thanks to its ancient sacred status. It has acquired many properties from lords since its founding.
Fernduna

A tiny Cymric village near Totburh where everything is dilapidated and overgrown with unusually thick and dense plant life. The residents have an earthy smell about them and a vaguely leporine appearance. Anyone who eats the food runs the risk of devolving into a strange being not unlike the residents. The residents worship a plant-like being that grows in the cellar of the village’s only (and abandoned) church.
Exham Priory

About three miles from the town of Causennis stands a substantial stone construct, known as Exham Priory. The priory’s history reaches far into antediluvian times when a cult, worshipping an unknown deity, practiced human sacrifice and was wont to keep their human and sub-human sacrifices locked in subterranean stone pens.

When the Romans arrived on British shores, the Legio II Augusta set up camp at the site that would become the town of Causennis, and thus the followers of Cybele first encountered the incumbent cult. The Roman worshipers assimilated many beliefs and practices of the existing cult, building a large temple to Cybele over the entrance to the cult’s subterranean cavern. Over the centuries, as Roman power waned, the temple was slowly transformed into its current form.

By now, Exham Priory is home to a powerful monastic order that espouses British Christianity, yet still practices the orgiastic rites of those who came before. A massive garden surrounds the priory, which few locals dare to enter. Those brave few who do enter, are never seen again.

Inside the priory, inscriptions to the Phrygian goddess Cybele and her Roman analogue, Magna Mater, are carved into the walls. A secret entrance under the altar gives the monks access to the underground vaults. The floor of the grotto is littered with bones, both recent and centuries old. The monks go about their daily business, tending to the garden, transcribing and translating ancient works, and praying. On the nights of the full moon, however, the monks pass beyond the wooden door and into the subterranean complex, pull a captive from his cell and sacrifice him to Shub-Niggurath.

The priory is entirely self-sufficient, growing enough vegetables, dairy, and livestock to sustain itself on a day-to-day basis. The only time they deal with outsiders is when they need to capture a sacrifice or when slavers are traveling through, looking to sell captives. Even the fearsome Saxons are loathe to set foot in the gardens; the thought of sacking the priory is far from their minds, even though they have seen the valuables the monks use to pay for the slaves.

The current abbot is Ranulf de la Poer, an aged Saxon, better with the sacrificial knife than he is with vespers. When knights meet the abbot and his monks, they will find them reserved and hesitant to talk. Should a knight engage one in a religious debate, it may quickly become apparent that the monk only has a superficial knowledge of traditional Christianity.
Dun

A fortified dwelling common to the west coast of Caledonia. They consist of a circular or oval stone wall, up to 20 feet thick, pierced by an opening across which a door is fitted, and often containing passages or galleries. The top of the wall is reached by steps built either in the wall or on its inner face. The enclosed area, up to 70 feet in diameter, contains the timber framed houses, pens and sheds common to all villages. Duns are usually built on flat ground but also on promontories or hill tops.
Horig

Horig lies below an ancient forest, called the Eseweald, along the Severn River. It fell to Earth millennia ago and took root; the forest and the very earth upon which the trees of the Eseweald stand is an extension of Horig. The ancient monstrosity can move the trees, rocks, and streams within the Eseweald at will, creating a baffling maze that slowly leads victims to a grove containing a mushroom ring and a bubbling spring ~ Horig’s clearing at the forest’s center. Horig is buried several hundred feet below the central mushroom ring. If someone were to ever dig Horig up, all they would find is a strange stone, no larger than a man’s head, which continually oozes black pus.

## Cult

Horig is propitiated by a handful of families called the People that live within the greater forest that surrounds the Eseweald. The cultists lure unsuspecting travelers to their doom.

## The Ring

Horig uses a toadstool ring to lure victims, like some carnivorous plants lure insects. Every breeze that wafts across the mushrooms’ caps spreads a warm and earthy, inviting scent. The fungi appear normal from a distance, but up close, anyone who looks upon their strange coloration and inhales their odor must make a POW roll: if successful, nothing happens; if failed, the victim is driven into a frenzied dance around the mushroom ring. While dancing, the knight must make a Hard CON roll: if successful, he or she snaps out of the dance; if failed, the victim collapses unconscious within the ring and also becomes a carrier for Horig’s virulent plague (cumulative 5% chance per 5 minutes spent in the ring). There is also a 5% chance that anyone who falls asleep in the mushroom ring, whether through Horig’s machinations or not, will awaken in Limbo, the Dreamlands, or somewhere much, much worse at the GM’s discretion.

## The Spring

Although Horig is buried beneath the mushroom ring, the essence of its being permeates every drop of water that gurgles up from the fissure in the ground. The water looks, smells, and tastes clean, but anyone who drinks it must make a Hard CON roll: if successful, nothing happens; if failed, the victim become a carrier for Horig’s virulent plague. While the carrier is immune, everyone he or she comes in contact with must make a CON check or contract disease.

## Perceptions of Horig

* Horig is visited upon men for their impure ways. Repent and you will be cleansed.
* Horig is the cleansing fire of righteousness. After Horig has swept the world only the true believers will remain.

HORIG, the unclean

STR N/A

CON 120

SIZ 5

DEX N/A

INT 100

POW 200

Move: 0

Hit Points: 12

Damage Bonus N/A

Build –2

Magic Points: 40

Combat

Attacks per round: 1

Black Pus 100%, damage 1D10, plus the investigator contracts 1D4 diseases

Dodge N/A

Armor: 6-point rock.

Spells: Any spell the Keeper desires.

Sanity Loss: 1D6/1D8 Sanity points to see Horig.
Damascus weapons

Each Damascus weapon is the result of weeks of superior craftsmanship and knowledge. The iron of the core, imported from India, is almost pure, while the edges contain some carbon (but not too much to enable welding). To harden the edges further, nitrogen is worked into the steel via bird excrement.

Damascus weapons are lighter than their ordinary counterparts, yet resist flexing three times better, and they are strong enough to cut through metal armor. Unsurprisingly, Damascus weapons are rare and more expensive than regular ones. The knowledge to craft these fine weapons is known to only a few master smiths in the Orient. Very few of the weapons are found in the Occident. For a European knight to acquire such a weapon requires a long journey and the expenditure of a lot of money or barter goods.

Damascus weapons are a symbol of great pride to those warriors able to carry them into battle. Swords, axes, spears, and knives can all be made as Damascus weapons. A Damascus weapon confers +2 damage and ignores 1 point of armor. Regardless of what kind of weapon it is, a Damascus weapon won't break on a tie or a fumble. A Damascus weapon is not a magic weapon.
Cynred

Saxon, age 29, blacksmith in Totburh

Cynred and his family worship Grimcytel, abbot of St. Swithun’s Monastery and an embodiment of Tawil at ‘Umr.

STR 75 CON 70 SIZ 75 DEX 55 INT 55

APP 60 POW 45 EDU 45 SAN 45 HP 14

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

Combat

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

Hammer 75% (37/15), damage 1D6+1D4

Dodge 27% (13/5)

Skills

Animal Handling 30%, Art/Craft (Blacksmith) 75%, Art/Craft (Metalwork) 65%, Natural World 50%, Persuade 45%, Repair/Devise 45%, Spot Hidden 45%, Throw 55%.

Armor: None.
Jurmin

Saxon, age 14, novitiate

STR 60 CON 65 SIZ 60 DEX 75 INT 60

APP 45 POW 75 EDU 60 SAN 75 HP 12

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

Combat

Brawl 25% (12/5), damage 1D3

Dodge 37% (17/6)

Skills

Art/Craft (Illumination) 55%, Art/Craft (Parchment Making) 55%, Library Use 55%, Other Language (Greek) 55%, Other Language (Latin) 60%, , Read and Write (Greek) 55%, Read and Write (Latin) 60%, Read and Write (Old English) 65%, Religion 60%, Status 35%.

Armor: None.
Kingdom of Caithness

Ruler: .

Culture/Religion: Pict/Heathen.

Vassal of: ?? of the Orkneys.

Army: Up to 25 knights, endless warriors and creatures of Faerie.

Caithness is the kingdom on the most northerly tip of Britain. To reach it a knight would be wise to travel by boat, as the overland route through Benoic and Escoce is both long and hazardous. This alone puts most people off. The Picts are particularly savage, scratching out a desperate existence on bleak and hostile moors.

Although the king has knighted some of his warriors, they are still savages. In their favor, the people of Caithness are brave warriors, as has been shown by their relentless raiding of the much stronger kingdom of Escoce.

It comprises rich agricultural lands, wild rolling moors and bleak highlands. The region is sparsely populated with only a handful of hillforts, but many brochs. The clans of Caithness are constantly involved in petty border wars with Escoce.

## Clans

* Cait (Wild Cat samhladh, at its zenith on Samhain)
* Cornovii (Hare samhladh, at its zenith on spring equinox)
* Smertae (Dog samhladh, at its zenith on spring equinox)

## Places

* Achavanich
* Ben Dorrie
* Ben Loyal
* Broubster
* Bruan
* Camster
* Cape Wrath
* Cinn Trolla
* Cnoc na Ratha
* Cole
* Dirlot
* Dornoch
* Dounreay
* Duncansby
* Dundornadilla
* Dun na Maigh
* Dunrobin
* Dun Vidan
* Dwarfie Stone
* Freiceadain
* Garrywhin
* Halkirk
* Hill of Rangag
* Holborn Head
* Keiss
* Kilphedir
* Loch of Yarrows
* Loch Shin
* Mey
* Ousdale
* Sgarbach
* Thurso
* Westerdale
* Wick
Glevum

Civitas in Glevum County

Equivalent to modern Gloucester, in Gloucestershire

Ruled by the senate of Glevum, Glevum is one of the three largest cities in Logres, with a population of about 10,000 souls.

Owes 9 days to the King's Progress

Slaves are held in Glevum

Roman/Roman Christian

Gloucester

Founded in 97 e.v. by the Romans, Glevum served as the seat of the legendary king Vortigern.

The wooden castle often doubles as a royal residence when the king travels through the region, and the civitas is also home to a mint.

## Locations

* Glevum Castle, held by the Abbot of Glevum Abbey
Earnwulf

Saxon, age 34, manorial priest for Thegn Oswyn of Totburh

STR 70 CON 60 SIZ 65 DEX 55 INT 65

APP 80 POW 65 EDU 65 SAN 65 HP 12

Damage Bonus: +1D4 Build: 1 Move: 8 MP: 13

Combat

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

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

Dodge 30% (15/6)

Skills

Accounting 35%, Art/Craft (Orate) 20%, Insight 55%, Intimidate 45%, Listen 35%, Natural World 30%, Other Language (Latin) 40%, Own Kingdom 60%, Persuade 55%, Read and Write (Latin) 35%, Read and Write (Old English) 25%, Religion 75%, Science (Arithmetic) 45%, Status 65%.

Armor: None.
Hengest Wictgilssunu, grandson of Witta Wectasunu, great-great-grandson of Woden

### Notable

SIZ 17, DEX 14, STR 16, CON 16, APP 10, Battle 19, Great Axe 22, Sword 16, Awareness 16, Intrigue 16, Recognize 16, Arbitrary 15, Deceitful 18, Energetic 18, Proud 18, Worldly 16, Valorous 20, Love (Family) 19, Loyalty (Saxons) 16

### Birth

410 e.v.

Without Hengest, there would not have been a reason for the civil war with Vortigern.

Hengest becomes more than just another Jutish warrior, when he kills King Finn of Frisia and burns down the king’s stronghold, Finnsburgh, avenging his former lord, Hnaef, slain by Finn. For this action, he gains notoriety and attracts more followers. When Vortigern’s emissaries arrive, promising land for mercenaries, Hengest seizes the chance.

Landing at the island of Thanet with their followers, Hengest and his brother, Horsa, pledge their support to Vortigern against the Picts. The Saxons help to rout the Picts at Linden Pool and are given Thanet as foederati. Hengest sees the wealth of Britain and starts dreaming a great dream: This new land could be theirs.

Summoning his daughter, Rowena, he enlists her aid in weaving a web of lust and passion around Vortigern. When Vortigern becomes willing to throw away everything for her, Hengest allows the marriage, in exchange for some of the best land in Britain. As Vortigern’s father- in-law, he becomes the High King’s chief advisor. His advice: Summon more Saxons to fight your enemies for you. More Saxons arrive, and Vortigern seizes land from his Briton subjects to give to the Saxons: Hengest’s son, Octa, becomes the King of Nohaut and Horsa’s son, Eosa, the King of Deira. Hengest dreams of Rowena’s and Vortigern’s son, Cerdic, his grandson, becoming the next High King of all Britain when Vortigern succumbs to old age.

Alas, things are not perfect in the world of Hengest. Vortimer, the first-born of Vortigern, rebels against his father and drives the Saxons back to Thanet. The rebellion is crushed when Vortigern arrives with an army loyal to him, but Horsa lies dead. Hengest is given the whole of Kent, but Vortigern pardons Vortimer, his son.

A few years later, Vortimer raises another rebellion, even larger, and defeats the Saxons again in three battles. Only Vortimer’s death (some say poisoned by his stepmother, Rowena) prevents the Britons from driving the Saxons to the sea. Rowena comes to her father’s aid once more and convinces Vortigern to allow Hengest to return to a peace conference. The perfidious Saxons break the truce and slaughter the unarmed Briton nobility at the meeting. Saxon armies plunder the land at will afterwards.

But, before Hengest can cement his hold, Aurelius returns and destroys both Vortigern and Hengest.
King Mor

### Notable

SIZ 13, DEX 9, STR 14, CON 18, APP 9, Battle 16, Spear 20, Sword 16, Awareness 16, Courtesy 12, Hunting 18, Recognize 17, Arbitrary 16, Proud 16, Valorous 16, Vengeful 16, Love (Cumbrians) 16, Love (Family) 16

### Birth

400

Mor is the King of the Brigantes, the strongest tribe

Mor is the King of the Brigantes, the strongest tribe in Britain . As such, he thinks he is clearly the best man for High Kingship when King Constantin is murdered in 441. However, his rival, Vortigern outmaneuvers him by getting the puppet, Constans, crowned as the High King. When Constans dies in 443, it is clear to Mor that Vortigern is angling for High Kingship himself, and Mor will not stand idly by. He invades Logres, allying with the Picts to destroy Vortigern and seize the High Kingship for himself, but Vortigern beats him back with the help of Saxon mercenaries. In 448, Mor has to swallow his pride and submit to Vortigern, who divides the Brigantes into smaller kingdoms. Mor is left only with Malahaut, barely half of his former kingdom, yet still the second largest in Britain. Mor continues to plot against Vortigern, until he is slain in 463 at the Night of Long Knives.
Derman

Saxon, age 39, farmer

STR 70 CON 65 SIZ 70 DEX 75 INT 65

APP 65 POW 75 EDU 70 SAN 75(00)\* HP 13

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

Combat

Brawl 60% (30/12), damage 1D3+1D4, or knife 1D4+1D4

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

Dodge 40% (20/8)

Skills

Animal Handling 50%, Art/Craft (Farming) 55%, Art/Craft (Potions) 35%, Cthulhu Mythos 10%, Drive Horses 35%, First Aid 30%, Listen 55%, Natural World 60%, Navigate 45%, Occult 45%, Stealth 45%, Status 30%, Track 50%.

Armor: None.

Spells: Blight Crop, Body Warping, Curse (many variations), Ill Luck.
Din Eidyn

Equivalent to modern Edinburgh

This small town has grown up in the shadows of the famous Castle of Maidens. This castle stands in a strong position on Castle Rock, a large rock outcrop which provides an excellent natural motte. The castle has for many years been a famous college for the training of druidic priestesses. This richly appointed medium castle bears witness to the many gifts former students have showered on its ruler. Nearby on Nodens Seat are the remains of a hillfort of impressive size. Also in the area is Calton Hill which is said to be a site of the Faerie Court.
Kaupang

Larvik

The name of this place means "market place". Never fortified, and having no permanent settlement, Kaupang comprises a semi-permanent port and an open field where market fairs are held each summer. The market draws on trade from both the North and East Seas. Pottery from Denmark and glass from the Rhineland all find their way to Kaupang. Trade with the far north brings iron, hides, antlers, soapstone for cooking pots, and material for whetstones. Local workshops supply wood-carving, weaving, and metal work
Idiocy and lunacy

In the Dark Ages, there were two categories of the mentally ill: the "idiot" and the "lunatic". All of the rigidly defined ailments of the modern world were unknown to the Dark Ages, even though people might have suffered from them. An idiot was born that way. A lunatic on the other hand becomes one during his or her life. Causes vary, and the lunatic might only suffer from lunacy for short periods of times, hence the reference to “luna,” the moon.

The popular modern day conception of Dark Ages mental health is that when a person fell ill, the surrounding populace immediately shouted “sinner,” “witchcraft,” or “possessed by demons!” That’s far from the truth. Yes, some elements of society did believe that some mentally ill people were possessed, punished by God, or the victim of the evil eye. However, the works of Galen and other academics were known in cities and common sense reigned in both urban and rural communities. If a man had been drinking heavily and then acted odd, the alcohol was the most likely cause. If a woman started speaking strangely, she would be asked questions to determine what happened. She might have fallen and hit her head or recently lost a child. For those without an obvious environmental cause, humoral imbalance, as discussed by Galen, was often cited.

It’s important to remember that attitudes toward mental health, like many facets of life, are inseparable from religious belief and doctrine. Even if alcohol is to blame for a man’s temporary lunacy, the road to recovery includes less drinking and better spiritual care. If a physician recommends wine to combat an overabundance of phlegm, he also encourages the patient to seek confession.

There is no further breakdown into a specific affliction (such as agoraphobia, paranoia, or schizophrenia). Those specific designators are unknown in the Dark Ages. The people in the community know about his or her illness and might attempt a cure, but more likely they will just provide what support they can for the person and their family. Common Dark Age manifestations of lunacy include: visions, speaking in tongues, seizures, catatonia, and wanderlust.

## Lingua Franca

The following words are used to describe idiots and lunatics

 idiota
 monaðseocnes
 lunatique
Horse samhladh

Horse is a weak spirit in the Pictish Highlands, though he is powerful in Ireland. Horse has few clans, due in large part because the Highlands are not good ground for them. Horse clans can be found in the lowlands of Escoce, Benoic and Lothian. Horse can act as a guide in the Otherworld, and can carry the fiosaiche and his companions easily

## Geas

* Never cut your hair, instead let it flow like a mane
* Never shirk a day's work
* Do not avoid battle

## Powers

### Clan's Benefits

* +1 CON
* +5 Horsemanship
Halfdene

Saxon, age "55", parish priest of Totburh

Halfdene is much older than he appears. A sorcerer who has prolonged his life indefinitely through sacrifice, he was at the battle mentioned in the Praesidia Finium where he killed the nightgaunt mentioned in the text. He hides the scroll and the nightgaunt’s hide in a secret room behind the altar. He manages to prolong his life through draining the POW from those around him. He needs to drain 12 POW a year to prolong his life. He normally pilgrimages to Rome to drain other pilgrims along the route.

STR 75 CON 80 SIZ 75 DEX 65 INT 60

APP 50 POW 92 EDU 70 SAN 80 (0)\*HP 15

Damage Bonus: +1D4 Build: 1 Move: 6 MP: 18

Combat

Brawl 45% (22/9), damage 1D3+1D4, or knife 1D4+1D4

Axe 50% (25/10), damage 1D6+1D4 (1D2 if thrown)

Dodge 35% (17/7)

Skills

Art/Craft (Orate) 30%, Art/Craft (Candle Dipping) 55%, First Aid 30%, Insight 75%, Intimidate 70%, Listen 55%, Natural World 60%, Occult 35%, Other Language (Latin) 20%, Own Kingdom 40%, Persuade 45%, Potions 45%, Read and Write (Latin) 10%, Religion 55%, Status 50%.

Spells: Compel Flesh, Dread Curse of Azathoth, Enchant Knife, Power Drain, Wrack, others as the GM desires.

Armor: None.
Hostages

A common practice in the Dark Ages is the taking of hostages, both in and out of combat. When someone’s word must be secured, they offer hostages, usually family members, especially children. If a warrior beats another in combat, he can take the loser hostage to compel the opponent’s family to pay a ransom. Hostages are also used as a way to foster understanding between two groups, under the theory that if children from rival groups grow up under the enemy’s tutelage an understanding could be reached in future generations. A hostage might live with his new master for years. He might grow up with the hostage taker’s children and be educated in the household. Although rarely mistreated, the hostage is considered to be the hostage taker’s property. If the debt is never settled or agreement closed, the hostage can be sold into slavery.
King Nechtan I Morbet mac Erp

Nechtan I was possessed of a number of epithets: Morbet and Celchamoth and the Latin Magnus (the Great).

Nechtan, living in a life of exile when his brother Drest expelled him to Ireland, begged Saint Brigid to beseech God for him. And she prayed for him, and said: "If thou reach thy country, the Lord will have pity on thee. Thou shalt possess in peace the kingdom of Escoce." And so, indeed, did it happen.

Saint Boite once raised Nechtan from the dead in Kirkbuddo, in Strathmore.
Dragon

“Dragon” from the Greek drakon (“large serpent”) could be the Dark Ages name for “star-spawn of Cthulhu.” In Dark Ages symbolism, dragons are the enemies of man and terror inspiring manifestations of the Serpent ~ the archetype of all evil, alias Leviathan.

Dragons are said to reside in underground or underwater megalithic chambers, there to guard the secret of immortality. This representation disturbingly resembles living-dead Cthulhu and his minions, entombed in the stone vaults of R’lyeh. The description of dragons confirms this match: their huge bodies are clawed and winged, some appear to be poison-blowing or exhibit numerous serpent heads.

Manifestations of “worms” (dholes, flying polyps, and hunting horrors), shantaks, and lloigors have contributed to the myths of the dragon and the sea serpent. The names given to many dragons suggest that they are considered to be devourers of corpses. A dragon that lives underwater is called a nicor. Whether or not dragons are analogous to Mythos entities, have a weak spot over their heart, or horde gold is up to the discretion of the GM.

DRAGON, as inspired by Beowulf

STR 350 20D6 ×5

CON 175 10D6 ×5

SIZ 350 20D6 ×5

DEX 70 4D6 ×5

INT 50-55 3D6 ×5

POW 100 (4D6+6) ×5

Move: 7 (10 flying)

Hit Points: 52†

Av. Damage Bonus: +8D6

Av. Build: 9

Av. Magic Points: 20

†At 0 HP it will thrash for 1D10 rounds, during which there is a 50% (attack) chance per round to strike a random investigator with its tail for 1D6+½ DB damage.

Combat

Attacks per round: 1 or 3 (claw and tail, or 1 bite, or 1 breathe flame)

Fighting 65% (32/13), damage: bite 3D6+DB+poison\*; claw 1D6+DB; tail 1D6+½ DB

Breathe Flame 75% (37/15), 4D6+special\*\*

Dodge 40% (20/8)

\*Poison: 4D10 damage—make a CON roll; an Extreme success will halve the poison damage.

\*\*Dragons frequently fight by flying overhead and blasting fire down upon their targets. A dragon must expend 1D6 magic points to belch forth flame, which covers an area 3 meters/yards in diameter with a range equal to the dragon’s POW in meters/yards. Armor will protect against this damage, although the target may be set on fire.

Skills

Dodge 35%, Fly 100%, Listen 65%, Spot Hidden 60%, Track 45%.

Armor: 12-point scales.

Spells: none.

Sanity Loss: 1/1D10 Sanity points to see a full size dragon
Golden Eagle samhladh

Eagle lives in the top-most branches of the world tree, but can see its deepest roots. The Eagle clans are the proudest of all Pictish clans.

## Geas

* Never lie
* Never give in to oppression
* eat fish at least once a week

## Powers

### Clan's Benefits

* +1 STR
* +5 Awareness

### Fiosaiche's Benefits

The Eagle guides the fiosaiche in the Upper World; +3d20 Life Force when dealing with spirits of the Upper World, or when using Spiral Walking for travel.
Hantonne County

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

Part of the diocese of the Roman bishopric of Noviomagus

## People

* Sir Bassianus, Baron of Noviomagus
* Sir Cynbel, the sheriff
* Sir Gwenwynwyn, Baron of the Island that was Raised, Lord of Yarmouth Fort
* Sir Lleufer, Baron of the Roman Isle
* Brother Syrion, royal treasurer
* Sir Yvo of Lower Hightown, royal standard bearer

## Locations

There are 35 hundreds in Hantonne County

* Harborkeep, held by the Duke of the Saxon Shore
* Kingshunt, a royal officer, held by the Justiciar
* Lower Hightown Estate
* Oxfarm
* Roman Isle

### Castles

* Camulos's Castle, held by the Duke of Cornwall
* The Island that was Raised
* Yarmouth Castle

### Church Sites

* Abbey of the Isle, abbey of British Black Monks patronized by the Baron of the Island that was Raised (£47 income, provides no eschilles)
* Wetwood, abbey of Roman White Monks (£47 income, provides no eschilles)

### Faerie Gateways

* Berryhill, crossover site to the Seelie Court
* Devil's Jumps, crossover site where faeries willingly trade
* Long Stone (on the Island that was Raised), crossover site with two standing stnes where regular seasonal rites are held

### Market Towns

* Camulos's Town, in Archervale Hundred
* Hantonne, in Mainbridge Hundred, castle is the county castle, held by the Sheriff of Hantonne
* Magouns, in Beanfield Hundred, the castle is held by the Duke of Lindsey
* The White City, in Fallowmere Hundred
Huntland County

A county of Logres, consisting of portions of the modern counties of Cambridgeshire and Huntingdonshire

Part of the Roman bishopric of the Huntsman

## People

* Sir Cadellin, the Sheriff of Huntland
* Baron Gaius, the absentee Bishop of Huntsman
* Baron Quintus, the baron of Grantabridge

## Locations

There are 23 hundreds in Huntland

* Eels
* Horns

### Castles

* Castle of the Huntsman, the county castle, held by the sheriff

### Church Sites

* Thorns, an abbey of British Russet Monks, patronized by the Baron of the Castle Behind the Waters (£32 income, provides no eschilles)

### Market Towns

* Grantabridge, in Grantabridge Hundred
* Huntsman Hill, in Huntsman Hundred
Hue and cry

“Hue and cry” is the noise that all commoners must make whenever they witness a crime. They begin shouting if they see someone stealing cattle or breaking into a house, and even upon finding a corpse. Everyone else who hears the hue and cry must drop whatever they are doing and immediately join in. When the crowd is large enough, they must track down and subdue the criminal upon finding him, until the constable can arrive. Naturally, if the constable hears this he will lead the mob and arrest, or “attach,” the wrong-doer.
Forth River

This river valley is rich and fertile. It was originally heavily wooded and although great tracts of forest still exist, much of the land has been cleared for agriculture. The small city of Stirling is the trade and cultural center of the valley. Much of the valley is well patrolled, as it is often raided by Picts from the Highlands.
Dun na Nighean

This large dun is the most important on the Isle of Colonsay. A town of considerable size has sprung up around it and its port has a small, but thriving marketplace. It is a stopping off point for many traders and the dockside area is often heaving with them and their crews.

**Ruler:** CastelIan.

**Vassal of:** No one.
Hare samhladh

Hare lives in tunnels which lead to all parts of the Otherworld. Hare is shy, and tries to stay away from trouble, diving into his tunnels to escape predators. Hare clans live in homes dug into the ground, often with only the thatched roof showing above ground. While Hare tries to stay out of fights, he is a ferocious fighter if attacked.

## Powers

### Clan's Benefits

* +1 DEX
* +5 Awareness

### Fiosaiche's Benefits

The Hare can give the fiosaiche great mobility in the Otherworld; +3d20 Spiral Walking
Durnovaria

In Dorsette County

Based on the modern Dorchester, in Dorsetshire

Seat of the elector Roman bishopric of Durnovaria

Ruled by the senate of Durnovaria

Slaves are held in Durnovaria

Roman/Roman Christian

## Locations

* Abbey of the Roman Black Monks (£62 income, provides no eschilles), run by Septimus
* Bishop's see (baron and elector), run by the Roman Regular Canons (£256 income, provides 3 eschilles)
* Durnovaria Castle, the county castle of Dorsette County, held by the sheriff of Dorsette
Highplace Harbor

In Caercolun County

Equivalent to modern Ipswich, in Suffolk

Local lore reports that a large, black dog with glowing eyes stalks the lands around Highplace Harbor. Anyone who gazes upon it dies within a week. Known to the Saxons as the dog of Woden, it is a servitor of Yog-Sothoth that was summoned to this world and which quickly killed the man who called it up.
Gotii

The gotii are degenerate humans; Shub-Niggurath worshippers who live in a small village centered on an artifact known as the moon-lens. They’re short, averaging 4’-5’ tall, reek of goat, and have vaguely goat-like visages. Heavily influenced by the Romans, the gotii speak a mélange of Latin, Cymric, and Saxon. They’re very insular and if met on the road do their best to keep moving without being disturbed.

Gotii rituals are horrible to behold. In one of their many dark rites, they lash a victim to a table beneath the moon lens and dance around with wild abandon. Once the primus, or tribal leader, gives the word, the gotii fall upon the victim as a chaotic horde, ripping and tearing the victim with their teeth and hands, offering pieces to their god.

If the gotii attack, usually in self-defense or to subdue a sacrificial victim, they do so with their fists and clubs. They also use spears, but never to subdue a victim, as that would spoil the fun for later.

GOTII, enthusiastic cultists

STR 50-55 3D6 ×5

CON 50-55 3D6 ×5

SIZ 65 (2D6+6) ×5

DEX 50-55 3D6 ×5

INT 80-85 (3D6+6) ×5

POW 35\* 2D6 ×5

APP 15-20 1D6 ×5

\*One in ten Gotii have 3D6 ×5 POW and serve as primus to their tribe.

Move: 8

Hit Points: 11-12

Av. Damage Bonus: 0

Av. Build: 0

Av. Magic Points: 7

Combat

Attacks per round: 1

Fighting 50% (25/10), damage 1D4, or by weapon

Dodge 25% (12/5)

Skills

Climb 50%, Stealth 60%, Track 40%.

Armor: 2-point leather armor.

Spells: those with an INT of 70 or higher know 1D4 spells.

Sanity Loss: 0/1D3 Sanity points to see the Gotii.
Curtal Monks

Clerical order of the Roman Church

Curtal means “short,” and they got their name from their founder who once tore his rich cloak in half to help a poor man. Their tradition continues this emphasis of assisting the needs of the many poor, providing food, shelter, clothing, and hospital care. Monasteries are found only in Londinium, Glevum, and Silchester.
Freiceadain

This large hillfort is the capitol of Caithness. It is the largest settlement in the land. It has outgrown the original walls. Knights from Logres will find that the king and queen are generous and hospitable. The fort has a well provisioned marketplace.

**Ruler:** King and Queen of Caithness.

**Vassals of:** Orkney.
Dumglow

A large and well defended hillfort that commands views over the Firth of Forth. Visitors from Logres are often surprised by how civilized the Picts here are. There is rivalry between the people of Dumglow and those of the neighboring fort of Dummiefarline.

**Ruler:** the Fortrenn clan.

**Vassal of:** Benoic.
Hierarchy of Glory

**40,275:** Vortigern (in 457)

**27,750:** Uther ap Constantin

## Extraordinary

**22,853:** Yvo

**16,510:** Arnoullant the Fair

**19,067:** Eldol the Old

**14,262:** Aurelius Ambrosius (in 466)

**13,192:** Vortimer (in 461)

**11,914:** Gorlois

**11,284:** Caradoc the Thirteenth

## Famous

**10,211:** Segurant the Brown

**9224:** Ulfius

**8778:** Edaris

**8590:** Brastias

**8556:** Mor (in 443)

**8439:** Bellias

**8284:** Galehaut the Brown

**8248:** Eliezier the Strong

## Renowned

**7884:** Gwyllim of the White Tower

**7832:** Hengest (in 450)

**7632:** Sadinal**;** Gaudifier

**6708:** Corneus the Hammer of the Church

**6347:** Geraint

**5867:** Brychan

**5849:** Meliodas of Lyonesse

**5740:** Mataban the White

**5648:** Argan ap Maelgad

**5259:** Goreau

**4531:** Do de Carduel

**4300:** Felix

**4120:** Verdius

**4044:** Roderick

## Notable

**3928:** Llywarch

**3338:** Heliandor de la Montagne

**3300:** Taran

**3228:** Madoc ap Uther ap Constantin

**3222:** Diocenar

## Respected

**2947:** Gracian

**2665:** Canuc de Caerec

**2468:** Moneval, Minodos, Minodalis

**2341:** Carac

**2321:** Melion

**2100:** Conall (at death)

**1940:** Geoffrey

**1800:** Henry

## Unproven

**1459:** Canet of Occire

**1449:** Wynflaeth

**1304:** Dyanne

## Clergy

**0:** Brother Canagus, Abbot John, Brother Hugh, Brother Baucilias, Brother Syrion, Merlin