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		<summary type="html">&lt;p&gt;Deity-pJbzGxqYO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shenadun is a manor northeast of the town of Burzyn in&lt;br /&gt;
the kingdom of Chybisa. The settlement lies in the fertile&lt;br /&gt;
Ulmerien Valley. It is one of the largest manors in the&lt;br /&gt;
kingdom, numbers thirty-three households to date and is&lt;br /&gt;
growing steadily. Being a frontier settlement adjacent to the&lt;br /&gt;
territory of the dangerous Pagaelin barbarians, it is heavily&lt;br /&gt;
fortified and everyday life is largely concerned with security&lt;br /&gt;
measures. &lt;br /&gt;
HISTORY&lt;br /&gt;
The first humans in the region were Jarin settlers who&lt;br /&gt;
arrived around 1200  BT. They cleared large portions of the&lt;br /&gt;
thick forests to practice agriculture on the rich fertile ground&lt;br /&gt;
of the Ulmerien valley. These early inhabitants fought&lt;br /&gt;
alongside the Sindarin King, Daelda, in the Atani wars&lt;br /&gt;
against Lythian invaders. Due to its position north of the&lt;br /&gt;
Ulmerien river, the settlement escaped the ravages of the&lt;br /&gt;
first years of conflict. &lt;br /&gt;
This changed in 683 BT when the barbarians crossed the&lt;br /&gt;
Ulmerien and occupied the area between the river and the&lt;br /&gt;
Anadel Mountains. The savage hordes plundered and&lt;br /&gt;
pillaged the settlements in the region, driving out or killing all&lt;br /&gt;
Jarin who had remained, before they were defeated by the&lt;br /&gt;
army of King Daelda in the Battle of Sorrows several leagues&lt;br /&gt;
further north. &lt;br /&gt;
The scattered and disorganized barbarians moved south,&lt;br /&gt;
burning anything in their path as they left. When the Sindarin&lt;br /&gt;
renounced their sovereignty over Hârn after the death of king&lt;br /&gt;
Daelda, the Ulmerien valley was lost. The resistance of the&lt;br /&gt;
remaining Jarin proved futile and they were overrun and&lt;br /&gt;
assimilated by the  Lythians who settled in the Ulmerien&lt;br /&gt;
valley. &lt;br /&gt;
Shenadun was part of several petty kingdoms which rose&lt;br /&gt;
and fell during the next several centuries. It quickly&lt;br /&gt;
succumbed to the Melderyni knight Shobald, who arrived in&lt;br /&gt;
160 TR.&lt;br /&gt;
Shenadun was then located far away from the frontier&lt;br /&gt;
and enjoyed a period of relative peace and stability in the&lt;br /&gt;
early years of Shobald&#039;s reign. The manor was largely&lt;br /&gt;
unfortified until 176  TR when a wooden tower was erected&lt;br /&gt;
in response to growing unrest among the barbarian tribes.&lt;br /&gt;
&lt;br /&gt;
After several years of good weather, an increased&lt;br /&gt;
barbarian population went on the rampage when a return to&lt;br /&gt;
more normal weather led to food shortages even as an&lt;br /&gt;
expanded Gargun population pushed them from their&lt;br /&gt;
traditional hunting areas.&lt;br /&gt;
Chybisa, with its rich soil and full granaries was the&lt;br /&gt;
natural target of the hungry tribes. Only its position near the&lt;br /&gt;
center of the kingdom allowed Shenadun to escape the&lt;br /&gt;
worst havoc of the Pagaelin. Chybisa lost nearly two thirds of&lt;br /&gt;
its territory. Shenadun, once close to the center of the&lt;br /&gt;
kingdom, now became a frontier settlement. Fortunately, the&lt;br /&gt;
next centuries were relatively peaceful. To avoid provoking&lt;br /&gt;
the tribes, the kings of Chybisa refrained from attempting to&lt;br /&gt;
regain the lost territory so the new frontier stayed calm.&lt;br /&gt;
The next crisis arose when Chybisa became involved in&lt;br /&gt;
the Treasure War in 675 TR. The lord of Shenadun perished&lt;br /&gt;
in the first major battle, when the Chybisan forces north of&lt;br /&gt;
the Ulmerien were routed by the Kaldoric army. The&lt;br /&gt;
Chybisan King Balesir withstood a siege in Burzyn for three&lt;br /&gt;
years before surrendering and being exiled to Melderyn.&lt;br /&gt;
During the occupation, the manor came under the&lt;br /&gt;
control of a Kaldoric mercenary knight, Raelf Gwantir, who&lt;br /&gt;
began the first stone fortification in Shenadun. The stone&lt;br /&gt;
tower was nearly completed when King Balesir returned from&lt;br /&gt;
Melderyn with an army and defeated the Kaldorians in the&lt;br /&gt;
Battle of Geda.&lt;br /&gt;
Barian Ceselryd was made the new lord of Shenadun&lt;br /&gt;
after Balesir&#039;s victory in 687. He rebuilt the village and the&lt;br /&gt;
manor and completed the tower in 692. When the havoc of&lt;br /&gt;
the war was finally overcome, he tried to expand his holdings&lt;br /&gt;
further east, founding a satellite village in 714. This proved&lt;br /&gt;
to be a fatal decision as it provoked conflict with the local&lt;br /&gt;
tribes. Barian was killed by the Pagaelin in 716, and&lt;br /&gt;
succeeded by his son Lardis, who now governs the fief. Sir&lt;br /&gt;
Lardis improved the fortification by building a wooden&lt;br /&gt;
palisade and a moat.&lt;br /&gt;
GOVERNMENT &amp;amp; LAW&lt;br /&gt;
Sir Lardis rules with a firm but reasonable hand. He&lt;br /&gt;
holds a monthly court and hallmoot. He occasionally takes&lt;br /&gt;
advice from his mother, and usually consults the priests on&lt;br /&gt;
religious matters, but ultimately follows his own judgment.&lt;br /&gt;
Justice is harsh but mostly fair and tends to favor&lt;br /&gt;
vi lagers over outsiders. Laws are vigorously enforced.&lt;br /&gt;
Punishments for residents mostly consist of fines or extra&lt;br /&gt;
work days. Corporal punishment, carried out by Sir Lardis&#039;&lt;br /&gt;
man-at-arms, is relatively rare and generally reserved for&lt;br /&gt;
outsiders. Sir Lardis is exceptionally wary of anything that&lt;br /&gt;
threatens his villagers or questions his authority. Trespassing&lt;br /&gt;
on the fief is unwise, especially for armed travelers. Any&lt;br /&gt;
stranger is likely to be stopped and questioned by the&lt;br /&gt;
frequent mounted patrols. Pagaelin raiders&lt;br /&gt;
or brigands can expect to be hunted&lt;br /&gt;
down and butchered mercilessly.&lt;br /&gt;
Since the great majority of tenants are&lt;br /&gt;
serfs the lord is the only authority over&lt;br /&gt;
most of the population. While the few&lt;br /&gt;
freemen could theoretically ca l upon the king&lt;br /&gt;
for justice, no one has disputed Sir Lardis’ judgment so far,&lt;br /&gt;
and no one seems to be keen to be the first one to try. &lt;br /&gt;
ECONOMICS&lt;br /&gt;
The Ulmerien valley is one of the most fertile regions on&lt;br /&gt;
Hârn. The villagers grow wheat, barley, rye and oats in the&lt;br /&gt;
fields and all sorts of vegetables and a number of herbs in&lt;br /&gt;
the gardens. The large orchard yields apples and cherries.&lt;br /&gt;
Large herds of livestock are kept, including cows, sheep and&lt;br /&gt;
swine. Bees are kept for the honey. Wheat, oats and surplus&lt;br /&gt;
animals are sold on the market in Burzyn and generate&lt;br /&gt;
considerable income.&lt;br /&gt;
Shenadun is clearly a vi lage on the rise. The fief is large&lt;br /&gt;
and could easily support a village of double the current size.&lt;br /&gt;
Sir Lardis actively and effectively supports local business, but&lt;br /&gt;
the greatest problem to date is a general shortage of labor. &lt;br /&gt;
The Miners&#039; Guild&lt;br /&gt;
Shenadun is an important link between the miners in the&lt;br /&gt;
Anadel Hills and the trading center in Burzyn. The Shena&lt;br /&gt;
Creek is usable for river barges only between Shenadun and&lt;br /&gt;
Burzyn, so the metal is brought  from the mines to&lt;br /&gt;
Shenadun with mules and then shipped by barge or boat to&lt;br /&gt;
Burzyn. The village inn serves as a hostel, offering special&lt;br /&gt;
prices for guildsmen.&lt;br /&gt;
The Trappers&#039; Association&lt;br /&gt;
The eastern wilderness offers rich possibilities for&lt;br /&gt;
trapping and hunting but is dangerous due to the presence&lt;br /&gt;
of the Pagaelin and the Gargun tribes of the Chindra. The&lt;br /&gt;
local trappers have banded together for better cooperation&lt;br /&gt;
and security. They pay an annual license, half of which goes&lt;br /&gt;
to the king, in addition to the obligation to sell all pelts to the&lt;br /&gt;
lord. The trappers also keep an eye on barbarian activities&lt;br /&gt;
and serve as scouts in the militia. In return the lord provides&lt;br /&gt;
basic security for their families and military support in times&lt;br /&gt;
of need. &lt;br /&gt;
The trappers have built several fortified lodges in the&lt;br /&gt;
Anadel Hills which they use as sleeping places and to&lt;br /&gt;
prepare their pelts before they transport them back to&lt;br /&gt;
Shenadun.&lt;br /&gt;
Several younger trappers, who don&#039;t have families, use&lt;br /&gt;
Shenadun manly as a place to cash in their pelts and buy&lt;br /&gt;
supplies. The innkeeper provides a reserved dormitory for&lt;br /&gt;
them in which each trapper has his own sleeping place and trunk.&lt;br /&gt;
&lt;br /&gt;
LOCAL EVENTS&lt;br /&gt;
Al holy days of Peoni and Larani are properly celebrated&lt;br /&gt;
in Shenadun. Additionally, there are three local feasts that&lt;br /&gt;
are unique to Shenadun, though several other settlements in&lt;br /&gt;
northern Chybisa hold their own variations of these&lt;br /&gt;
festivities. The village festivals are among the few occasions&lt;br /&gt;
poorer peasants get the chance to eat meat. &lt;br /&gt;
The Shenafest&lt;br /&gt;
This festival is held in the spring, usua ly around the 1st of&lt;br /&gt;
Peonu, to celebrate the end of winter. It includes dancing,&lt;br /&gt;
romancing and many well-meant attempts to create or recite&lt;br /&gt;
poetry and a feast.&lt;br /&gt;
The Roundshield Tourney &lt;br /&gt;
Once every year on the 1st of Larane the village militia&lt;br /&gt;
and yeomen demonstrate their ability in local drills and&lt;br /&gt;
competitions. This includes a general alarm rehearsal,&lt;br /&gt;
formation training and contests with lance and spear for the&lt;br /&gt;
horsemen and stick-fighting, wrestling, spear throwing and&lt;br /&gt;
archery for the yeomen and members of the militia. Winners&lt;br /&gt;
of each contest receive prizes from the lord and the day is&lt;br /&gt;
ended with a common feast. &lt;br /&gt;
The Pig Chase&lt;br /&gt;
This festival is held in the fall, when surplus pigs and&lt;br /&gt;
livestock are driven to the market of Burzyn to be sold. The&lt;br /&gt;
village children are allowed to select a young pig that is&lt;br /&gt;
greased in fat and then driven through the village, usually&lt;br /&gt;
with much clamor, until it is caught and finally ends in the&lt;br /&gt;
hands of the manor cook, who then slaughters it and&lt;br /&gt;
prepares it for the evening feast.&lt;br /&gt;
MILITARY&lt;br /&gt;
Being a frontier settlement on a potentially hostile border,&lt;br /&gt;
Shenadun has a large garrison, formed by the members of&lt;br /&gt;
clan Ceselryd and the yeoman clans Garwen and Ertgen.&lt;br /&gt;
The lord himself and his cousin Sir Torald are equipped as&lt;br /&gt;
heavy horsemen. Backed up by Sir Lardis&#039; squire, a mounted&lt;br /&gt;
man-at-arms and a mounted yeoman, this small cavalry&lt;br /&gt;
force is very well suited to patrol the even fields and&lt;br /&gt;
meadows that comprise most of the fief. Three yeomen light&lt;br /&gt;
footmen, one medium foot and one yeoman archer make up&lt;br /&gt;
the remainder of the professional soldiers in the settlement.&lt;br /&gt;
The militia musters 36 unarmored footmen and roughly&lt;br /&gt;
two dozen archers, several of whom are women. Training&lt;br /&gt;
days for the militia are on the Laranian holy days, the 5th and&lt;br /&gt;
on the 15th every month.&lt;br /&gt;
None of the serfs is allowed to own any weapons. The&lt;br /&gt;
arms and equipment are kept in the lord&#039;s armory and&lt;br /&gt;
handed out only on training days or with special permission.&lt;br /&gt;
Sir Lardis&#039; view on feudal law is that no privilege comes&lt;br /&gt;
without a duty and vice versa. Consequently, he expects all&lt;br /&gt;
freemen, who wish to retain their right to bear arms, to&lt;br /&gt;
actively participate in the defense of the fief. Staying out of&lt;br /&gt;
trouble is the only privilege that serfs have, so they can&lt;br /&gt;
expect to be spared from dangerous duty unless the village&lt;br /&gt;
itself is attacked. The freemen, on the other hand, may be&lt;br /&gt;
called upon at need. &lt;br /&gt;
The Archers&lt;br /&gt;
Shenadun has a large force of reasonably trained&lt;br /&gt;
archers, due to the activities of Elfred of Velarsin [map index&lt;br /&gt;
18]. In the event of an attack on the manor, these men and&lt;br /&gt;
women will man the battlements of the tower and the&lt;br /&gt;
gatehouse while the militia mans the palisade.&lt;br /&gt;
RELIGION&lt;br /&gt;
The religious climate is typical for Chybisa. The nobles&lt;br /&gt;
and soldiers worship Larani, represented by the lord&#039;s&lt;br /&gt;
chaplain. The lord visits the main temple in Burzyn only&lt;br /&gt;
during the feast of Saint Ambrathas, on the 17th of Larane.&lt;br /&gt;
Normal services are generally held at the shrine in the&lt;br /&gt;
manor. &lt;br /&gt;
The village chapel is dedicated to Peoni and maintained&lt;br /&gt;
by an Ebasethe (priest) from the Irreproachable Order. Most&lt;br /&gt;
peasants worship the Lady of Labor and the services are&lt;br /&gt;
generally we l attended.&lt;br /&gt;
Several of the craftsmen worship Ilvir and meet regularly&lt;br /&gt;
in the house of the woodcrafter [map key 6]. Sarajin is&lt;br /&gt;
worshiped only by the blacksmith, who travels to Geda every&lt;br /&gt;
year to celebrate the Ilbengaad Festival and the Bjarri&#039;s Feast&lt;br /&gt;
there.&lt;br /&gt;
The worship of Agrik, Naveh or Morgath is proscribed&lt;br /&gt;
and punishable by death.  Other churches are tolerated but&lt;br /&gt;
frowned upon.&lt;br /&gt;
&lt;br /&gt;
The Pagaelin&lt;br /&gt;
While the current king, Verlid VII, has followed a policy of&lt;br /&gt;
both appeasement and intimidation towards the Pagaelin&lt;br /&gt;
tribes, the position of the Ceselryds is quite clear: if Chybisa&lt;br /&gt;
is to survive, the Pagaelin have to go.&lt;br /&gt;
Individual barbarians who come to trade are allowed&lt;br /&gt;
within the settlement, although they are never left unguarded&lt;br /&gt;
(a reasonable precaution, given the unpredictable and&lt;br /&gt;
treacherous nature of the tribes). Armed groups of two or&lt;br /&gt;
more tribesmen are considered  raiders and will be attacked&lt;br /&gt;
without warning.&lt;br /&gt;
Given the fact that the only thing the Pagaelin recognize&lt;br /&gt;
is display of superior strength, this treatment has not failed&lt;br /&gt;
to achieve the desired effect. The last incursion occurred in&lt;br /&gt;
717, when a half a dozen drug-frenzied tribal warriors&lt;br /&gt;
attempted to rape a young serf woman. The girl managed to&lt;br /&gt;
get away and to raise the alarm. The barbarians were caught&lt;br /&gt;
in the open fields and slaughtered by the lord and his men.&lt;br /&gt;
Their bodies were hanged from the trees along the manor&lt;br /&gt;
border to rot. The Pagaelin obviously got the message and&lt;br /&gt;
have not attempted any further raids since then. Needless to&lt;br /&gt;
say, the Ceselryds have made few friends among the tribes,&lt;br /&gt;
but friendship is an alien concept to Pagaelin society&lt;br /&gt;
anyway.&lt;br /&gt;
The situation is drawing towards an acute crisis in 720&lt;br /&gt;
again due to the fact that the Oweor Ollinn tribe has moved&lt;br /&gt;
its camp dangerously close to Shenadun.&lt;br /&gt;
Clan Gwantir&lt;br /&gt;
The Kaldoric clan Gwantir have not forgotten their claim&lt;br /&gt;
to Shenadun and are determined to destroy the Ceselryds.&lt;br /&gt;
Brenoir, the current head of clan Gwantir, has sworn either&lt;br /&gt;
to regain Shenadun or to raze it to the ground. This is not&lt;br /&gt;
necessarily an empty threat due to the fact that several&lt;br /&gt;
members of the Gwantirs are mercenary knights, leading an&lt;br /&gt;
ill-famed mercenary company called The Scarlet Gauntlet.&lt;br /&gt;
Uthred Ceselryd, the brother of Barian,  was killed in a tavern&lt;br /&gt;
brawl with Gwantir clansmen in 697 TR while he was&lt;br /&gt;
traveling to Tashal to buy horses. The Ceselryds did not&lt;br /&gt;
retaliate for fear of sparking another war with Kaldor and&lt;br /&gt;
have avoided traveling to Kaldor ever since&lt;br /&gt;
Uthred&#039;s death was a painful reminder that Kaldor and&lt;br /&gt;
Chybisa are, technically, still at war. While bad health and a&lt;br /&gt;
lack of interest have prevented Kaldoric monarchs from&lt;br /&gt;
pressing their cause in Chybisa, Kaldoric courts are unlikely&lt;br /&gt;
to give justice to any Chybisan nobleman. So the Gwantirs&lt;br /&gt;
could raid Shenadun whenever they wished and then retreat&lt;br /&gt;
safely to Kaldor. &lt;br /&gt;
The Trading Post&lt;br /&gt;
Adventurous traders have maintained a trading post in&lt;br /&gt;
the eastern wilderness since before the treasure war. Since&lt;br /&gt;
Sir Lardis regards this as a foothold of civilization in the&lt;br /&gt;
wilderness region, he has supported the outpost and&lt;br /&gt;
permitted trade to flow through Shenadun. He would act&lt;br /&gt;
quite differently if he knew that in truth the outpost is run by&lt;br /&gt;
Navehan augurs. See details in the section about the augur&lt;br /&gt;
lodge.&lt;br /&gt;
A&lt;br /&gt;
Manor House: The residence of Sir Lardis Ceselryd.&lt;br /&gt;
Plans and details are given in the manor section.&lt;br /&gt;
Lord&#039;s Barn: This large barn is used to keep&lt;br /&gt;
the lord&#039;s personal livestock. It has an upper&lt;br /&gt;
floor where hay and straw are stored for&lt;br /&gt;
winter fodder. During the summer months it is&lt;br /&gt;
also used as a sleeping place for laborers hired&lt;br /&gt;
by Sir Lardis to work the harvest.&lt;br /&gt;
Ditch: This ditch is an ambitious&lt;br /&gt;
defense project of Sir Lardis,&lt;br /&gt;
who heard about the defenses&lt;br /&gt;
of the Thardic Fort Taztos from&lt;br /&gt;
Elfred of Velarsin. The ditch is&lt;br /&gt;
planned to surround the whole&lt;br /&gt;
settlement, eventually rejoining&lt;br /&gt;
the river, allowing access to the&lt;br /&gt;
vi lage only through the ford or&lt;br /&gt;
over bridges. The earth dug&lt;br /&gt;
from the ditch is used to form a&lt;br /&gt;
crude rampart. The progress is&lt;br /&gt;
hampered severely by the general&lt;br /&gt;
shortage of labor. Sir Lardis is very&lt;br /&gt;
fond of the idea and tries to acquire&lt;br /&gt;
the necessary workforce by any&lt;br /&gt;
means. Wrongdoers who commit&lt;br /&gt;
minor offenses usually find&lt;br /&gt;
themselves digging here for many&lt;br /&gt;
hours.&lt;br /&gt;
2&lt;br /&gt;
CHAPEL: A small chapel dedicated to the worship of&lt;br /&gt;
Peoni. The vilage priest is Ebasethe (temple priest)&lt;br /&gt;
Meqon of Oppias. He is the good soul of the village,&lt;br /&gt;
being quite the ideal of a Peonian cleric – humble,&lt;br /&gt;
good natured and kind. Meqon is also a skilled&lt;br /&gt;
physician and treats anyone for free. Aside from&lt;br /&gt;
the chapel, he cares for the Peonian cemetery&lt;br /&gt;
that lies half a mile north of the settlement [off&lt;br /&gt;
map]. Whenever his spiritual duties allow, he&lt;br /&gt;
works in the fields with the rest of the vi lagers. He&lt;br /&gt;
is widely liked by the vi lagers and their lord alike&lt;br /&gt;
and is also on very good terms with the Laranian&lt;br /&gt;
chaplain. &lt;br /&gt;
His greatest fear is a war with the Pagaelin&lt;br /&gt;
tribes. Having heard many rumors about the&lt;br /&gt;
Solora Crusade and knowing the nature of&lt;br /&gt;
the Pagaelin he shudders to think how&lt;br /&gt;
such a war is likely to be fought.&lt;br /&gt;
Meqon&#039;s clan name is due to the&lt;br /&gt;
fact that he was left anonymously on&lt;br /&gt;
the doorstep of Bromeleon Abbey as&lt;br /&gt;
a baby. He grew up in the abbey and&lt;br /&gt;
became an acolyte, eventually&lt;br /&gt;
being ordained a Reslava (temple&lt;br /&gt;
priest) in 714. He took the clan&lt;br /&gt;
name of the Pelnala (high priest)&lt;br /&gt;
whom he regarded as his spiritual&lt;br /&gt;
father. &lt;br /&gt;
Meqon has never known his real&lt;br /&gt;
The only regular worker at the&lt;br /&gt;
moment is Estmund of Doiber, a&lt;br /&gt;
country rogue who got caught&lt;br /&gt;
poaching in the lord&#039;s forest. Sir&lt;br /&gt;
Lardis threatened to hang him, but&lt;br /&gt;
he offered to accept work on the ditch as restitution instead.&lt;br /&gt;
Estmund can be seen digging fervently during all working&lt;br /&gt;
days, since the lord hinted that any sloppiness, let alone any&lt;br /&gt;
attempt to escape, might be taken as proof that Estmund&lt;br /&gt;
has changed his mind about the punishment.&lt;br /&gt;
While there is no doubt that Sir Lardis is serious about&lt;br /&gt;
his threat, he is privately amused about the situation and will&lt;br /&gt;
likely offer Estmund some acres of unfree land once the&lt;br /&gt;
ditch is finished. &lt;br /&gt;
TRAPPER (Aethelred of Meining)&lt;br /&gt;
Size: 3 Acres: 4&lt;br /&gt;
Aethelred is the spokesman of the local trappers. He&lt;br /&gt;
spends much of his time in the eastern wilderness, trapping&lt;br /&gt;
and hunting animals for fur and meat. His status is that of a&lt;br /&gt;
vi lage craftsman. He and the other trappers are obliged to&lt;br /&gt;
pay a “license” in the form of one pelt in five and have to sell&lt;br /&gt;
a l their pelts to the lord.&lt;br /&gt;
parents. Since nothing is known about&lt;br /&gt;
them, he has considered it pointless to&lt;br /&gt;
try to find them, since he does not&lt;br /&gt;
know where to start. During the&lt;br /&gt;
recent months he has begun to wonder&lt;br /&gt;
whether he should try nevertheless.&lt;br /&gt;
Meqon is a down-to-earth&lt;br /&gt;
character with little ambition for&lt;br /&gt;
adventures. He has, however, the humble bravery typical for&lt;br /&gt;
Peonians and will go through almost any ordeal to save the&lt;br /&gt;
people in his parish. He likes to be called “father” by the&lt;br /&gt;
villagers and his attitude to them is quite fatherly indeed.&lt;br /&gt;
Meqon quietly and patiently fights a constant battle against&lt;br /&gt;
bad harvests, disease and the hardships of peasant life to&lt;br /&gt;
keep his flock healthy and happy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MILLER (Caedmon of Helring)&lt;br /&gt;
Size: 2 Quality: *** Price: average&lt;br /&gt;
Caedmon makes and sells good quality hard baked&lt;br /&gt;
bread, oat cakes and biscuits. Caedmon’s hard bread lasts&lt;br /&gt;
up to two months if kept dry. He sells a good deal of his&lt;br /&gt;
products to the trappers and miners.&lt;br /&gt;
4&lt;br /&gt;
THE CHESTNUT STALLION (Hergen of Lorn)&lt;br /&gt;
Size: 3 Quality: *** Price: average&lt;br /&gt;
Hergen opened this venture in 717. Plans and details&lt;br /&gt;
on the inn are given on the following pages. The small&lt;br /&gt;
building next to the inn is the brewery.&lt;br /&gt;
BLACKSMITH (Tjorge of Waarkens)&lt;br /&gt;
Size: 3 Quality: *** Price: average&lt;br /&gt;
Tjorge is a tall blond man of 36 years who hails from&lt;br /&gt;
Orbaal. He came to Chybisa as a companion of Kjal&lt;br /&gt;
Forsetha in 708. After Kjal became the baron of Geda in&lt;br /&gt;
713, Tjorge worked as his bonded metalsmith. He arrived in&lt;br /&gt;
Shenadun in 715, after he had to leave Geda due to a&lt;br /&gt;
quarrel about a woman with Kjal&#039;s bodyguard, Gaal Raldsyn.&lt;br /&gt;
Tjorge lost the brawl but won&lt;br /&gt;
the woman in question, Elene&lt;br /&gt;
of Losk, who married him in&lt;br /&gt;
716. The couple still visit Geda&lt;br /&gt;
on Sarajinian holy days, but try&lt;br /&gt;
to avoid any confrontation with&lt;br /&gt;
Gaal.&lt;br /&gt;
In addition to his abilities as&lt;br /&gt;
a blacksmith, Tjorge has&lt;br /&gt;
some skill in making and&lt;br /&gt;
repairing weapons. He&lt;br /&gt;
occasionally repairs&lt;br /&gt;
weapons for the garrison&lt;br /&gt;
and the militia and makes&lt;br /&gt;
arrowheads for the&lt;br /&gt;
archers. He pays an annual&lt;br /&gt;
fee to the weaponcrafter&#039;s&lt;br /&gt;
guild for compensation. &lt;br /&gt;
Tjorge owns several&lt;br /&gt;
weapons himself&lt;br /&gt;
from his viking days.&lt;br /&gt;
Since he is a freeman&lt;br /&gt;
and an active&lt;br /&gt;
member of the&lt;br /&gt;
militia, the lord&lt;br /&gt;
tolerates this.&lt;br /&gt;
Tjorge of Waarkens, Blacksmith&lt;br /&gt;
STR&lt;br /&gt;
19 SPD 10 INT 11 Initiative&lt;br /&gt;
END 14 EYE 07 AUR 10 Dodge&lt;br /&gt;
DEX 12 HRG 10 WIL 15 Mobility&lt;br /&gt;
AGL&lt;br /&gt;
11 SMT 07 MOR 13 Fatigue Rate&lt;br /&gt;
3&lt;br /&gt;
Weapons: Spear 65/7p; Roundshield 60/2b; Handaxe&lt;br /&gt;
51/6e; Keltan 50/3p; Unarmed 58&lt;br /&gt;
Skills: Metalcraft 77: Mineralogy 46; Weaponcraft 45&lt;br /&gt;
Armor:  Light (see appendix)&lt;br /&gt;
6&lt;br /&gt;
WOODCRAFTER (Werning of Gremlen)&lt;br /&gt;
Size: 4 Quality: *** Price: average&lt;br /&gt;
Werning is a pious worshipper of Ilvir, believing the&lt;br /&gt;
craven lord to be the protector of craftsmen. He considers&lt;br /&gt;
himself to be a lay priest and conducts religious meetings on&lt;br /&gt;
holy days for the few villagers who are willing to attend.&lt;br /&gt;
Travelers who express any affection&lt;br /&gt;
for Ilvir may get discounts&lt;br /&gt;
in Werning&#039;s shop and&lt;br /&gt;
are invited to attend his&lt;br /&gt;
religious services. &lt;br /&gt;
He plans to undertake&lt;br /&gt;
a pilgrimage to Araka&lt;br /&gt;
Kalai and is looking for&lt;br /&gt;
companions. He hopes&lt;br /&gt;
to find enough to&lt;br /&gt;
form a group large&lt;br /&gt;
enough to brave&lt;br /&gt;
the perils of&lt;br /&gt;
the trail.&lt;br /&gt;
Werning of Gremlen, Woodcrafter&lt;br /&gt;
STR 13 SPD 11 INT 10 Initiative&lt;br /&gt;
END 11 EYE 11 AUR 11 Dodge&lt;br /&gt;
DEX 14 HRG 12 WIL 11 Mobility&lt;br /&gt;
AGL 12 SMT 12 MOR 13 Fatigue Rate&lt;br /&gt;
Weapons:  Handaxe 40/6e; Knife 46/3p; Unarmed 40&lt;br /&gt;
Skills: Carpentry 74; Woodcarving 64; Script (Khruni) 48;&lt;br /&gt;
Second Language (Old Jarinese) 23&lt;br /&gt;
Armor:  Unarmored (see appendix)&lt;br /&gt;
Ritual (Ilvir): 46                   &lt;br /&gt;
Piety: 37&lt;br /&gt;
Rituals: Regeneration&lt;br /&gt;
7&lt;br /&gt;
COTTAR (Henni of Doerges)&lt;br /&gt;
Acres: 4  Size: 4 &lt;br /&gt;
55&lt;br /&gt;
60&lt;br /&gt;
55&lt;br /&gt;
1&lt;br /&gt;
Henni is a simple man of 35. He is not too bright and&lt;br /&gt;
tends to keep to himself and his family. He and his wife have&lt;br /&gt;
four children. His land does not provide enough to support&lt;br /&gt;
the family, but the constant demand for workers allows him&lt;br /&gt;
to make a living by working other peoples&#039; land. Henni&#039;s wife&lt;br /&gt;
used to be the village alewife before the establishment of the&lt;br /&gt;
inn. The enforcement of the inn&#039;s monopoly on brewing has&lt;br /&gt;
been quite a blow to the couple, but since the law is on the&lt;br /&gt;
side of the innkeeper, there is nothing they can do about it.&lt;br /&gt;
72&lt;br /&gt;
55&lt;br /&gt;
50&lt;br /&gt;
VILLEIN/REEVE (Gernet of Doerges)&lt;br /&gt;
Acres: 35  Size: 4 &lt;br /&gt;
8&lt;br /&gt;
Gernet is the village Reeve. He is a responsible tenant&lt;br /&gt;
officer, but sometimes has the feeling that the villagers don’t&lt;br /&gt;
support him properly. This is mainly due to the great&lt;br /&gt;
popularity and skill of Fnorrek of Ganze [15]. While tradition&lt;br /&gt;
is on Gernet&#039;s side (he holds more unfree land than Fnorrek)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
SHENADUN 8&lt;br /&gt;
he privately assumes that many villagers would think Fnorrek&lt;br /&gt;
to be the better man for the job. Although Fnorrek has never&lt;br /&gt;
shown any inclination to become the reeve, Gernet feels&lt;br /&gt;
constantly under pressure to justify his position. He tends to&lt;br /&gt;
be nervous and irritable in Fnorrek&#039;s presence and quickly&lt;br /&gt;
becomes defensive. His relations with the woodward are also&lt;br /&gt;
strained, due to the fact that clan Ertgen has collectively&lt;br /&gt;
voted against Gernet at his election. Only the determination&lt;br /&gt;
of the other clans to keep the influence of the Ertgens in&lt;br /&gt;
check allowed Gernet to be elected in favor of Putur of&lt;br /&gt;
Ertgen [31]; Putur became the woodward instead. Since&lt;br /&gt;
their offices demand cooperation from time to time, this has&lt;br /&gt;
led to irritations on both sides. &lt;br /&gt;
9&lt;br /&gt;
HALF-VILLEIN (Birwen of Fertels)&lt;br /&gt;
Acres: 7 Size: 5&lt;br /&gt;
Birwen is a widower of 52. He caught a fever last fall&lt;br /&gt;
and has been in bad health ever since. His two eldest sons&lt;br /&gt;
do most of the work and care for their father and the&lt;br /&gt;
younger children. The eldest daughter, Lisea, is 15 years old&lt;br /&gt;
and both naive and curious. She pays too much attention to&lt;br /&gt;
older men, preferably those married to other woman, and&lt;br /&gt;
will likely get herself into trouble before long.&lt;br /&gt;
10&lt;br /&gt;
VILLEIN/BEADLE (Kalan of Meng)&lt;br /&gt;
Acres: 32 Size: 5&lt;br /&gt;
Kalan, the vi lage beadle, is a loudmouth who&lt;br /&gt;
brags and boasts all the time. He seems to be completely&lt;br /&gt;
unaware of his unpopularity that his arrogance and his job&lt;br /&gt;
bring him. His wife, Willa, is pregnant with her first child.&lt;br /&gt;
This is currently Kalan’s favorite topic to boast about. Other&lt;br /&gt;
family members living in his household are his mother, sister&lt;br /&gt;
and a halfwit brother named Dim.&lt;br /&gt;
11&lt;br /&gt;
COTTAR (Lewin of Doerges)&lt;br /&gt;
Acres: 4 Size 3&lt;br /&gt;
Lewin is a young man of 22 who is very unhappy&lt;br /&gt;
with his social standing. Born into serfdom, he resents all&lt;br /&gt;
nobles. He is quite careless and tends to speak his mind&lt;br /&gt;
freely when drunk. This might earn him a flogging if the lord&lt;br /&gt;
should hear about it. Lewin makes his living as a farmhand&lt;br /&gt;
and by fishing in the Shena Creek.  He has petitioned Sir&lt;br /&gt;
Lardis more than once for some additional acres but has&lt;br /&gt;
been turned down due to his attitude. &lt;br /&gt;
12&lt;br /&gt;
HIDEWORKER (Urle of Irvenis) &lt;br /&gt;
Size: 4 Quality: *** Price: average&lt;br /&gt;
Urle was hired by Sir Barian as bonded&lt;br /&gt;
hideworker in 712. Urle used to be pretty frustrated with his&lt;br /&gt;
situation, since he had much more work than he had&lt;br /&gt;
expected. Sir Lardis altered their contract in 718, giving him&lt;br /&gt;
a franchise under the obligation to buy all pelts from him.&lt;br /&gt;
This has been a benefit to both due to the fact that Urle&#039;s&lt;br /&gt;
enthusiasm has increased greatly since he gets a share of&lt;br /&gt;
the profits.&lt;br /&gt;
13&lt;br /&gt;
YEOMAN  (Sheas of Garwen)&lt;br /&gt;
Acres: 15 Size: 3&lt;br /&gt;
Sheas, 38, is the head of the yeomen clan&lt;br /&gt;
Garwen. His father and uncle were companions of Barian&lt;br /&gt;
Ceselryd and were rewarded with their holdings for their&lt;br /&gt;
service during the war with Kaldor. Sheas is a cautious man&lt;br /&gt;
and tries to calm his cousin&lt;br /&gt;
Meltin&#039;s [23] desire for a war&lt;br /&gt;
with &lt;br /&gt;
the &lt;br /&gt;
Pagaelin,&lt;br /&gt;
assuming that his family&lt;br /&gt;
has more to lose than to&lt;br /&gt;
win in such a conflict.&lt;br /&gt;
Nevertheless, he is a&lt;br /&gt;
good spearman and&lt;br /&gt;
will do his duty if his&lt;br /&gt;
lord calls upon him.&lt;br /&gt;
Sheas of Garwen, Yeoman Light Foot&lt;br /&gt;
STR 12 SPD 11 INT 10 Initiative&lt;br /&gt;
END 11 EYE 11 AUR 11 Dodge&lt;br /&gt;
DEX 12 HRG 12 WIL 13 Mobility&lt;br /&gt;
AGL 11 SMT 12 MOR 13 Fatigue Rate&lt;br /&gt;
72&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
4&lt;br /&gt;
Weapons:  Spear 78/7p; Roundshield 63/2b; Mace 72/5b;&lt;br /&gt;
Dagger 58/4p; Unarmed 40/0b&lt;br /&gt;
Skills: Awareness 56; Heraldry 31; Physician 23&lt;br /&gt;
Armor:  Light (see appendix)&lt;br /&gt;
HALF-VILLEIN (Hedir of Fertede)&lt;br /&gt;
Acres: 15 Size: 2 &lt;br /&gt;
14&lt;br /&gt;
Hedir is an escaped slave from Tharda. He is a&lt;br /&gt;
friend of Elfred of Velarsin [18], whom he came to know on a&lt;br /&gt;
joint caravan venture. The two arrived in Shenadun together.&lt;br /&gt;
Hedir is not a very good farmer and is constantly having&lt;br /&gt;
trouble meeting his feudal obligations. Being a former&lt;br /&gt;
domestic slave, he has experience in managing a household&lt;br /&gt;
and has petitioned the lord to give him more organizational&lt;br /&gt;
tasks.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
SHENADUN 9&lt;br /&gt;
15&lt;br /&gt;
VILLEIN/HERDER (Fnorrek of Ganze)&lt;br /&gt;
Acres: 34 Size: 5&lt;br /&gt;
Fnorrek is a wealthy peasant due to his great&lt;br /&gt;
ski l both as a farmer and with animals. His wife, Fella, is&lt;br /&gt;
pregnant with her fourth child. Fnorrek has an outgoing&lt;br /&gt;
personality and is widely liked. Many would like him to take&lt;br /&gt;
the office of the reeve, but Fnorrek is very happy with his&lt;br /&gt;
work as a herder. &lt;br /&gt;
He tries to get along well with the other tenant officers,&lt;br /&gt;
but his relationship with the boisterous Kalan of Meng [10]&lt;br /&gt;
and the quarrelsome Gernet of Doerges [8] tends to be cool&lt;br /&gt;
nevertheless. He is on good terms with the Ertgen clan and a&lt;br /&gt;
close friend of the Woodward [31]&lt;br /&gt;
16&lt;br /&gt;
HALF-VILLEIN (Piter of Ertgen)&lt;br /&gt;
Acres: 17 Size: 4&lt;br /&gt;
Piter has an enormous fear of weapons and&lt;br /&gt;
combat noises due to a disturbing experience. As a child,&lt;br /&gt;
Piter and his family were attacked by a gang of Pagaelin&lt;br /&gt;
while working in the village&#039;s fields. Piter&#039;s father lost an arm&lt;br /&gt;
to a tribal axe while defending his children. Even having to&lt;br /&gt;
touch a weapon makes him sweat and shudder. Piter has&lt;br /&gt;
begged to be excused from militia training on frequent&lt;br /&gt;
occasions, sometimes sending his sixteen year old son to&lt;br /&gt;
replace him. Sir Lardis has tolerated this on condition that&lt;br /&gt;
Piter spends the practice time digging at the ditch on&lt;br /&gt;
training days.&lt;br /&gt;
17&lt;br /&gt;
VILLEIN (Joshua of Kandelg)&lt;br /&gt;
Acres: 28 Size: 8&lt;br /&gt;
Being a successful farmer, Joshua has no&lt;br /&gt;
problem feeding his large family. His wife is pregnant with&lt;br /&gt;
her seventh child.&lt;br /&gt;
18&lt;br /&gt;
YEOMAN (Elfred of Velarsin)&lt;br /&gt;
Acres: 27 Size: 3&lt;br /&gt;
Elfred hails from Moleryn in the Thardic&lt;br /&gt;
Republic. Being a former legionnaire, Elfred mustered out&lt;br /&gt;
after eight years of service as an archer in the Ramala legion.&lt;br /&gt;
He spent several years as a mercenary, hiring as caravan&lt;br /&gt;
guard on the salt route and other expeditions. Being tired of&lt;br /&gt;
the life on the road, he convinced Sir Lardis to take him into&lt;br /&gt;
his service when the two met in Burzyn in 718 TR. While Sir&lt;br /&gt;
Lardis would have preferred a longbowman for the job,&lt;br /&gt;
Elfred’s experience in fighting barbarians just as in drilling&lt;br /&gt;
inexperienced recruits gave him an advantage. He has a&lt;br /&gt;
dozen men of the militia under his command, whom he has&lt;br /&gt;
trained to become archers. With the lord&#039;s permission, he&lt;br /&gt;
has allowed several of the women to participate in the&lt;br /&gt;
training, with the result that the village could muster about&lt;br /&gt;
two dozen reasonably skilled archers. &lt;br /&gt;
Elfred, in the self-sufficient tradition of the legion, also&lt;br /&gt;
has skills as a fletcher and bowyer. The adjacent building&lt;br /&gt;
next to his house is a workshop where he makes bows and&lt;br /&gt;
arrows.&lt;br /&gt;
Elfred of Velarsin, Yeoman Archer&lt;br /&gt;
STR 12 SPD 11 INT 12 Initiative&lt;br /&gt;
END 11 EYE 15 AUR 13 Dodge&lt;br /&gt;
DEX 16 HRG 12 WIL 11 Mobility&lt;br /&gt;
AGL 11 SMT 13 MOR 13 Fatigue Rate&lt;br /&gt;
72&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Shortbow 89/6p; Roundshield 50/2b; Dagger&lt;br /&gt;
50/4p; Unarmed 40/0b&lt;br /&gt;
Skills: Fletching 54; Physician 34; Heraldry 41&lt;br /&gt;
Armor:  Light (see appendix)&lt;br /&gt;
19&lt;br /&gt;
HALF-VILLEIN (Niak of Ertgen)&lt;br /&gt;
Acres: 12 Size: 4&lt;br /&gt;
Niak is the brother of the woodward [31] and the&lt;br /&gt;
cousin of Haran [21] and Nuro [28]. He is thoroughly&lt;br /&gt;
impressed by Nuro’s change into a freeman and has started&lt;br /&gt;
to dream of freedom himself. He has greatly increased his&lt;br /&gt;
participation in the militia training, hoping to be offered a&lt;br /&gt;
position among the yeomen if any “vacancies” occur. His&lt;br /&gt;
wife is currently working on a quilt gambeson for him made&lt;br /&gt;
from homespun cloth and straw.&lt;br /&gt;
20&lt;br /&gt;
COTTAR (Beorn of Fertels)&lt;br /&gt;
Acres: 4 Size: 1&lt;br /&gt;
Beorn is a recent arrival in the village. He worked&lt;br /&gt;
as a free farmhand for a season before being offered some&lt;br /&gt;
tenant acres by the lord. Sir Lardis has promised to increase&lt;br /&gt;
his status to half-villein if he wants to marry. Beorn is&lt;br /&gt;
currently looking for a suitable match.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
SHENADUN 10&lt;br /&gt;
21&lt;br /&gt;
VILLEIN (Haran of Ertgen)&lt;br /&gt;
Acres: 31 Size: 4&lt;br /&gt;
Haran is the younger brother of Nuro [28] and&lt;br /&gt;
has inherited their father&#039;s land in his stead when Nuro&lt;br /&gt;
became a yeoman. Haran is an active member of the militia,&lt;br /&gt;
but otherwise prefers to live a quiet life.&lt;br /&gt;
22&lt;br /&gt;
HALF-VILLEIN (Klort of Kandelg)&lt;br /&gt;
Acres: 13 Size: 5&lt;br /&gt;
Klort is a notorious gossiper. He and his wife&lt;br /&gt;
seem to spend most of their spare time spreading or picking&lt;br /&gt;
up rumors. A saying goes that nothing can happen between&lt;br /&gt;
Meldun and Burzyn that the Kandelgs don&#039;t know. Klort is a&lt;br /&gt;
regular visitor of the inn, especially if visitors from outside&lt;br /&gt;
the vi lage are present. He can be a useful source of&lt;br /&gt;
information if one has the patience to listen to him.&lt;br /&gt;
23&lt;br /&gt;
YEOMAN (Meltin of Garwen)&lt;br /&gt;
Acres: 13 Size: 2&lt;br /&gt;
Meltin, 23, is the younger cousin of Sheas [13].&lt;br /&gt;
A restless and aggressive man, he has a profound hatred for&lt;br /&gt;
the Pagaelin and hopes that open war is waged against them&lt;br /&gt;
soon.  &lt;br /&gt;
Meltin of Garwen, Yeoman Light Foot&lt;br /&gt;
STR 13 SPD 11 INT 10 Initiative&lt;br /&gt;
END 12 EYE 11 AUR 11 Dodge&lt;br /&gt;
DEX 10 HRG 12 WIL 13 Mobility&lt;br /&gt;
AGL 14 SMT 12 MOR 13 Fatigue Rate&lt;br /&gt;
78&lt;br /&gt;
70&lt;br /&gt;
55&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Spear 67/6p; Roundshield 58/2b; Shortsword&lt;br /&gt;
64/4p; Unarmed 51&lt;br /&gt;
Skills: Tracking 54; Awareness 67&lt;br /&gt;
Armor:  Light (see appendix)&lt;br /&gt;
24&lt;br /&gt;
TRAPPER (Nial of Bankeld)&lt;br /&gt;
Acres: 7 Size: 5&lt;br /&gt;
Nial is an aging woodsman of 53. He is&lt;br /&gt;
beginning to become  less willing to risk his neck in the&lt;br /&gt;
wilderness and has petitioned Sir Lardis to give him some&lt;br /&gt;
more freehold acres. The lord has offered him 10 serf acres,&lt;br /&gt;
but Nial does not wish to give up his freedom so lightly. He&lt;br /&gt;
hopes to convince Sir Lardis to give him enough freehold&lt;br /&gt;
acres to retain his status.&lt;br /&gt;
25&lt;br /&gt;
TRAPPER (Bardek of Thelgan)&lt;br /&gt;
Acres: 4 Size: 6&lt;br /&gt;
Bardek, 23, has taken over the household from&lt;br /&gt;
his father, who did not return from a hunting trip to the&lt;br /&gt;
northern Anadels in 718. After a year his father was declared&lt;br /&gt;
dead and Bardek became clanhead. Bardek believes that his&lt;br /&gt;
father was killed by Pagaelin and has developed a burning&lt;br /&gt;
desire for revenge. It is rumored that he has killed several&lt;br /&gt;
tribesmen in the wilderness.&lt;br /&gt;
26&lt;br /&gt;
TRAPPER (Jenas of Hansen)&lt;br /&gt;
Acres: 4 Size: 5&lt;br /&gt;
Jenas, 26, arrived in Shenadun in 716 as a free&lt;br /&gt;
trapper. He took this residence when he fe l in love with a&lt;br /&gt;
village girl. The two married in 717 and have three children.&lt;br /&gt;
In truth, Jenas is an agent from the Navehan temple in&lt;br /&gt;
Bejist, who was sent to Shenadun when the expansionist&lt;br /&gt;
tendencies of the Ceselryds became apparent. For details on&lt;br /&gt;
Navehan&#039;s activities see the section on the Augur Lodge.&lt;br /&gt;
27&lt;br /&gt;
COTTAR/HERBALIST (Lise of Garwen)&lt;br /&gt;
Acres: 3 Size: 4&lt;br /&gt;
Lise is a widow of 37, who lost her husband to a&lt;br /&gt;
fever in the winter of 717 and now lives here alone with her&lt;br /&gt;
three  daughters. She is the sister of Sheas [13]. A  skilled&lt;br /&gt;
midwife and herbalist, she got her training from her&lt;br /&gt;
grandmother. Most women come to her when they need&lt;br /&gt;
treatment for ailments which they don’t wish to reveal to the&lt;br /&gt;
village priest. Lise also knows about several illegal recipes,&lt;br /&gt;
among them sleeping droughts, poisons and potions to&lt;br /&gt;
achieve an abortion. She is very reluctant to reveal, let alone&lt;br /&gt;
use, any such knowledge, as she is well aware of how quickly&lt;br /&gt;
this might earn her an accusation of witchcraft.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
SHENADUN 11&lt;br /&gt;
28&lt;br /&gt;
YEOMAN (Nuro of Ertgen)&lt;br /&gt;
Acres: 22 Size: 5&lt;br /&gt;
Nuro, often called “Nu-hru” by his friends, is a&lt;br /&gt;
huge bear of a man of 7’2’’ with heavy frame and enormous&lt;br /&gt;
strength. Being the son of a villein, Nuro was promoted to&lt;br /&gt;
freemen status by Sir Lardis in 719 after he defeated all of&lt;br /&gt;
the lord’s yeomen in a mock battle during the&lt;br /&gt;
Roundshield Tourney. Nuro is a natural in staff and&lt;br /&gt;
spear fighting, mostly wielding a heavy glaive in&lt;br /&gt;
combat. He is fanatically loyal to Sir Lardis.&lt;br /&gt;
Nuro of Ertgen, Yeoman Medium Foot&lt;br /&gt;
STR 21 AGL 11 INT 10 Initiative&lt;br /&gt;
END 17 EYE 11 AUR 11 Dodge&lt;br /&gt;
DEX 13 HRG 12 WIL 14 Mobility&lt;br /&gt;
AGL 11 SMT 10 MOR 13 Fatigue Rate&lt;br /&gt;
72&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
4&lt;br /&gt;
Weapons:  Glaive* 92/9e; Roundshield 78/2b; Mace 82/6b;&lt;br /&gt;
Unarmed 73&lt;br /&gt;
Skills: Awareness 56&lt;br /&gt;
Armor:  Medium (see appendix)&lt;br /&gt;
Glaive (WGT: 10; WQ: 12; IMP:+25%)&lt;br /&gt;
29&lt;br /&gt;
HALF-VILLEIN (Mechel of Jonel)&lt;br /&gt;
Acres: 20 Size: 5&lt;br /&gt;
Mechel traveled the lands as a bard for many&lt;br /&gt;
years, before a wasting disease robbed him of his once&lt;br /&gt;
beautiful voice. All it is now is an unpleasant croaking, barely&lt;br /&gt;
audible enough for normal conversation. He still owns and&lt;br /&gt;
plays several musical instruments. His wife, Selina, has&lt;br /&gt;
learned to sing quite well over the years and together the two&lt;br /&gt;
give occasional performances at the inn or at village&lt;br /&gt;
festivals.&lt;br /&gt;
VILLEIN (Tarston of Meller)&lt;br /&gt;
Acres: 27 Size: 5 &lt;br /&gt;
30&lt;br /&gt;
For three generations the Meller&#039;s were yeoman&lt;br /&gt;
farmers of Shenadun. In 676 TR, the Treasure War and&lt;br /&gt;
annexation by Kaldor left them bereft of their status. After&lt;br /&gt;
they had lost several clan members in the fighting and&lt;br /&gt;
Shenadun was taken by Kaldor, the Mellers accepted&lt;br /&gt;
serfdom to be allowed to retain their lands. &lt;br /&gt;
While some of his kinsmen are determined to win back&lt;br /&gt;
their freedom, Tarston is not unhappy with his fate. He has&lt;br /&gt;
witnessed the example of Nuro of Ertgen [28] with interest,&lt;br /&gt;
but is not too keen on fighting himself. He is perfectly happy&lt;br /&gt;
to live a quiet farmer’s life.&lt;br /&gt;
His wife, Lwilleth, is one of the female archers. Tarston is&lt;br /&gt;
not too happy about her engagement in the militia, fearing&lt;br /&gt;
that they both might be drawn into a possible conflict&lt;br /&gt;
between the manorlord and the Pagaelin. Lwilleth has not&lt;br /&gt;
heeded his advice, arguing that she would rather be&lt;br /&gt;
prepared if such a conflict should arise. &lt;br /&gt;
31&lt;br /&gt;
VILLEIN/WOODWARD (Putur of Ertgen)&lt;br /&gt;
Acres: 33 Size: 4&lt;br /&gt;
Putur is the head of clan Ertgen and the village&lt;br /&gt;
Woodward. While his duties would theoretically include&lt;br /&gt;
guarding the woods against poachers, this duty is placed&lt;br /&gt;
upon Shenadun&#039;s yeomen due to the dangerous proximity of&lt;br /&gt;
the Pagaelin tribes.&lt;br /&gt;
He works closely with the woodcrafter [6] to provide&lt;br /&gt;
timber for maintenance of the palisade and to supply&lt;br /&gt;
building wood. He also controls the collecting of firewood by&lt;br /&gt;
villagers, making sure that only dead wood is taken. &lt;br /&gt;
Shenadun has a relatively few timber resources, as most&lt;br /&gt;
of the fief is pasture. Consequently, some of the lumber for&lt;br /&gt;
building and firewood has to be taken from the eastern&lt;br /&gt;
wilderness to avoid exhausting the fief&#039;s forests.    &lt;br /&gt;
Putur organizes the felling of trees and their transport.&lt;br /&gt;
Fortunately, the Shena Creek is deep enough to allow tree&lt;br /&gt;
trunks to be rafted to the village. Otherwise the transport&lt;br /&gt;
through the wilderness would be hazardous if not&lt;br /&gt;
impossible.&lt;br /&gt;
32&lt;br /&gt;
YEOMAN (Freng of Ceselryd)&lt;br /&gt;
Acres: 65 Size: 4&lt;br /&gt;
Freng, 24,  is one of the lord’s horsemen and is&lt;br /&gt;
distantly related to Sir Lardis. Freng&#039;s father was lord&lt;br /&gt;
Barian&#039;s cousin, and his family got their holdings as a reward&lt;br /&gt;
for helping to take Shenadun during the Treasure War.&lt;br /&gt;
Freng owns a warhorse that he supports from his large&lt;br /&gt;
acreage. He is very proud of his position and considers&lt;br /&gt;
himself to be something like a petty knight.&lt;br /&gt;
His wife, Leandre, fears for his safety while he is on patrol&lt;br /&gt;
and has begun to work on a ringmail shirt for him, sewing&lt;br /&gt;
smal iron bezants on a leather shirt in the evenings. Sir&lt;br /&gt;
Lardis has supported this initiative generously by paying for&lt;br /&gt;
the metal, which is supplied and worked by the blacksmith.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
SHENADUN 12&lt;br /&gt;
Freng of Ceselryd (Yeoman Light Cavalry)&lt;br /&gt;
STR 13 SPD 11 INT 10 Initiative&lt;br /&gt;
END 12 EYE 10 AUR 11 Dodge&lt;br /&gt;
DEX 14 HRG 12 WIL 11 Mobility&lt;br /&gt;
AGL 11 SMT 12 MOR 13 Fatigue rate&lt;br /&gt;
66&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Lance 74/8p; Roundshield 67/2b; Shortsword&lt;br /&gt;
66/4e; Unarmed 42&lt;br /&gt;
Skills: Awareness 67; Riding 76; Horsecraft 58&lt;br /&gt;
Armor:  Light (see appendix)&lt;br /&gt;
VILLEIN (Peul of Meller)&lt;br /&gt;
Acres: 23 Size: 4&lt;br /&gt;
33&lt;br /&gt;
Peul, 45, is the cousin of Tarston [30]. Unlike his&lt;br /&gt;
cousin, Peul resents the decline of his clan. He is very&lt;br /&gt;
jealous of the Ceselryds, particularly due to the fact that the&lt;br /&gt;
war brought a great rise in status and power to the&lt;br /&gt;
Ceselryds, while it was the downfall of the Mellers.&lt;br /&gt;
34&lt;br /&gt;
HALF-VILLEIN (Cleon of Meller)&lt;br /&gt;
Acres: 15 Size: 5&lt;br /&gt;
Cleon, 37, is a widower and the brother of Peul&lt;br /&gt;
[33]. His wife died in childbirth in 717 TR. His father died in&lt;br /&gt;
the Treasure War and Cleon saw enough of the fighting not&lt;br /&gt;
to regret his serf status. Much to his dismay, his oldest son&lt;br /&gt;
Jarald, 13, is determined to win back freeman status. Jarald&lt;br /&gt;
frequently trains with his uncle.&lt;br /&gt;
35&lt;br /&gt;
HALF-VILLEIN (Jodin of Melbes)&lt;br /&gt;
Acres: 13 Size: 4&lt;br /&gt;
Jodin is 35 and a recent arrival in Shenadun.&lt;br /&gt;
Being a former Villein from Torret Manor in Kaldor, Jodin&lt;br /&gt;
fled with his family to Shenadun in 719 after killing one of&lt;br /&gt;
the bailiff&#039;s men-at-arms, who attempted to rape his eldest&lt;br /&gt;
daughter. Jodin found refuge in Shenadun due to the feud&lt;br /&gt;
between the Ceselryds and the bailiff of Torret, Brenoir of&lt;br /&gt;
Gwantir. He still fears the Gwantir&#039;s revenge and has&lt;br /&gt;
accepted serfdom right away to make sure that his family is&lt;br /&gt;
under Sir Lardis&#039; protection.&lt;br /&gt;
36&lt;br /&gt;
THE OLD HILLGRAVE&lt;br /&gt;
This ancient hill grave is a legacy from the  &lt;br /&gt;
Jarin settlers who lived in the area prior to the&lt;br /&gt;
Atani wars. The nearby stream changed its path over the&lt;br /&gt;
centuries and started to undermine the structure. A&lt;br /&gt;
recent heavy rainfall has caused a partial collapse&lt;br /&gt;
of its chambers. A search by the villagers,&lt;br /&gt;
supervised by Sir Lardis and the yeomen, has&lt;br /&gt;
revealed several interesting findings. The mortal&lt;br /&gt;
remains have been reburied on the village&lt;br /&gt;
cemetery (off map in the northern woods).&lt;br /&gt;
For more details look into the adventure&lt;br /&gt;
section of this module.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 THE CHESTNUT STALLION  1&lt;br /&gt;
THE CHESTNUT STALLION [4]&lt;br /&gt;
The Stallion is a solid middle class establishment that caters&lt;br /&gt;
mostly to local villagers and the trappers and miners who&lt;br /&gt;
stay overnight. The innkeeper, Hergen of Lorn, is a good&lt;br /&gt;
natured man in his early forties who runs his inn with his wife&lt;br /&gt;
and two daughters. He is a half-brother of Sir Lardis, being&lt;br /&gt;
one of many bastards of the notoriously womanizing lord&lt;br /&gt;
Barian. While never acknowledged, Hergen managed to&lt;br /&gt;
convince Sir Lardis of their relation and got his support to&lt;br /&gt;
open his establishment in 717 TR. The inn has the problem&lt;br /&gt;
of not being directly located on the Genin trail. Since passing&lt;br /&gt;
travellers are rare, Hergen has to be creative to keep his&lt;br /&gt;
business running. He brews an excellent cider and mead,&lt;br /&gt;
both of which are sold in the surrounding villages, in&lt;br /&gt;
addition to a strong ale for the locals. He tries hard to&lt;br /&gt;
establish and keep the monopoly on brewing in the village&lt;br /&gt;
against the local alewives. Since the manor cannot afford a&lt;br /&gt;
bonded cellarer, Hergen practically fulfills this function too.&lt;br /&gt;
Hergen is on very good terms with the lord and keeps an ear&lt;br /&gt;
on the village talk for him. The adjacent stables are rarely&lt;br /&gt;
used. The lord&#039;s bonded master ostler, Carl of Dall, is&lt;br /&gt;
allowed to run the inn&#039;s stable since this requires only&lt;br /&gt;
occasional extra work. &lt;br /&gt;
Since both the trappers and miners use Shenadun as&lt;br /&gt;
base for their business operations, the inn functions as a&lt;br /&gt;
hostel for both groups. The inn also provides quarters for&lt;br /&gt;
manor guests at need, since the manor has no guest house. &lt;br /&gt;
Additionally, Hergen serves as the chief butcher and&lt;br /&gt;
salter/pickler of the whole village for the surplus of the large&lt;br /&gt;
summer herd, part of it he sells in Burzyn. For this he works &lt;br /&gt;
closely with the herder Fnorrek of Ganze.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
Services and Prices:&lt;br /&gt;
Room and board:&lt;br /&gt;
Place in the stable (for horses only)                       2d/night&lt;br /&gt;
Bed in the guild dormitory (members only)            1f/night&lt;br /&gt;
Bed in the dormitory                                             1d/night&lt;br /&gt;
Single Room                                                         6d/night&lt;br /&gt;
Meals:&lt;br /&gt;
Soup (usually cabbage , pea or bean)                             1f&lt;br /&gt;
Cheese &amp;amp; bread                                                           ½ d&lt;br /&gt;
Meat (pork or beef)                                                        5d&lt;br /&gt;
Roasted duck or chicken                                               9d&lt;br /&gt;
Goose &amp;amp; fruit sauce                                                     18d&lt;br /&gt;
Drinks:&lt;br /&gt;
Mead                                                                   ½ d /pint&lt;br /&gt;
Small Ale                                                                1f /pint&lt;br /&gt;
Strong Ale                                                               2f/pint&lt;br /&gt;
“Stallion&#039;s Foam”(strong beer)                                 2f/pint&lt;br /&gt;
Wine                                                                     3d /pint&lt;br /&gt;
Cider                                                                     1f / pint&lt;br /&gt;
 THE CHESTNUT STALLION 2&lt;br /&gt;
GROUND FLOOR&lt;br /&gt;
1. Common room: The main room is a cozy place with&lt;br /&gt;
clean benches and tables, a warm fire and the smell of&lt;br /&gt;
food from the open kitchen. The room tends to get&lt;br /&gt;
crowded towards the evening when most villagers gather&lt;br /&gt;
here for recreation. While not all villagers can afford to&lt;br /&gt;
buy a drink every evening, the poorer locals also come&lt;br /&gt;
here to socialize. Strangers will find an eager audience if&lt;br /&gt;
they have news from the outside world or can tell a good&lt;br /&gt;
story. A wooden stair leads up to the guest rooms and&lt;br /&gt;
the private quarters for Hergen and his family.&lt;br /&gt;
2. Kitchen: Hergen prepares all food for his guests here.&lt;br /&gt;
The kitchen is open to the common room so that&lt;br /&gt;
customers can see the cooking and wet their appetites&lt;br /&gt;
by the smell and the sizzle. &lt;br /&gt;
3. Storage chamber: All provisions for the kitchen are&lt;br /&gt;
stored here. Hergen&#039;s gray tomcat, Miffles, usually sleeps&lt;br /&gt;
on a bundle of haversacks here.  &lt;br /&gt;
4. Stable: These stables are rarely used, as few guests have&lt;br /&gt;
horses. They are mainly an expression of the rather&lt;br /&gt;
optimistic view that Shenadun might once become a&lt;br /&gt;
central village rather than a frontier settlement. &lt;br /&gt;
SECOND FLOOR&lt;br /&gt;
1. Corridor: This has a trapdoor in the ceiling from where&lt;br /&gt;
the attic (not shown) can be reached. It is occasionally&lt;br /&gt;
used to station a guard if important guests reside in the&lt;br /&gt;
adjacent room.&lt;br /&gt;
2. Trapper&#039;s dormitory: This room is reserved for&lt;br /&gt;
members of the trappers&#039; association who use it as a&lt;br /&gt;
hostel. Hergen charges them only hostel prices. Many&lt;br /&gt;
trappers refer to The Stallion as their home.&lt;br /&gt;
3. Main dormitory: The dormitory is far better than most of&lt;br /&gt;
its kind tend to be. &lt;br /&gt;
4. Bedroom: Hergen and his wife, Vinedia, and daughter,&lt;br /&gt;
Biselda, use this room as their private quarters. The&lt;br /&gt;
small chamber is used to lock up weapons that guests&lt;br /&gt;
bring to the inn, as foreigners are not allowed to carry&lt;br /&gt;
weapons in the village. Guests may also have other&lt;br /&gt;
things locked up here by request.&lt;br /&gt;
5. Guestroom: This room is reserved for guests of the lord&lt;br /&gt;
but may be rented to customers if no manor guests are&lt;br /&gt;
present. &lt;br /&gt;
6. Single room: Quarters for the ostler, Carl of Dall. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 MANOR HOUSE  1&lt;br /&gt;
MANOR HOUSE [A]&lt;br /&gt;
The village fortification is a two storied stone tower. It is&lt;br /&gt;
surrounded by a wooden palisade and a  moat with a&lt;br /&gt;
drawbridge. The construction of the palisade has greatly&lt;br /&gt;
lessened the peasant&#039;s fear of an attack. While it would not&lt;br /&gt;
withstand a siege for long, the manor fortification is a tough&lt;br /&gt;
nut to crack for any gang of brigands or Pagaelin raiders.&lt;br /&gt;
GROUND FLOOR&lt;br /&gt;
The ground near the Shena Creek is rocky and provides a&lt;br /&gt;
firm foundation. Another advantage is the abundance of&lt;br /&gt;
water which greatly lessens the danger from fire and thirst.  &lt;br /&gt;
CELLAR: The cellar is actually on the ground level,&lt;br /&gt;
but since the entrance is on the first floor, it is used&lt;br /&gt;
like a cellar. The stored food is enough to keep the&lt;br /&gt;
villagers alive for a month. A cistern provides another water&lt;br /&gt;
reserve. The secret compartment under the stairway was&lt;br /&gt;
built by the Gwantir clan and is unknown to the Ceselryds.&lt;br /&gt;
The wall has to be broken to reach the hidden chest.  It&lt;br /&gt;
contains much of the treasure that the Gwantirs obtained by&lt;br /&gt;
plundering during the war.&lt;br /&gt;
COURTYARD: The courtyard tends to be a busy&lt;br /&gt;
place during the day. The ostler and his grooms work&lt;br /&gt;
with the horses. Patrols arrive and depart two or three&lt;br /&gt;
times a day. Most combat training also takes place here. The&lt;br /&gt;
well provides most of the drinking water. It is closely&lt;br /&gt;
watched, to prevent outsiders from poisoning it. &lt;br /&gt;
The lavatory is only used by clan members. Household&lt;br /&gt;
servants use a dunghill outside of the palisade. &lt;br /&gt;
The stable has a narrow and low hayloft (not shown) that&lt;br /&gt;
is used as sleeping place by the grooms. Most other servants&lt;br /&gt;
sleep in the lord&#039;s barn outside of the compound [B]. &lt;br /&gt;
GREAT HALL: The great hall does not really deserve&lt;br /&gt;
its name - as it is far from great. The dark and smoky&lt;br /&gt;
hall serves as kitchen, eating hall and sleeping place.&lt;br /&gt;
Meals are prepared here and cooked on the large fireplace.&lt;br /&gt;
Sir Lardis plans to demolish the building and replace it with&lt;br /&gt;
a more suitable structure.&lt;br /&gt;
GATEHOUSE: The gatehouse is a wooden structure&lt;br /&gt;
with a drawbridge and heavy oak doors. Any intruder&lt;br /&gt;
inside the gatehouse can be attacked via a murder&lt;br /&gt;
hole in the ceiling. A wooden ladder leads to the upper floor.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
2&lt;br /&gt;
1&lt;br /&gt;
2&lt;br /&gt;
3&lt;br /&gt;
4&lt;br /&gt;
MANOR HOUSE 2&lt;br /&gt;
FIRST FLOOR&lt;br /&gt;
The outer palisade is fourteen feet high,&lt;br /&gt;
giving defenders a reasonable protection&lt;br /&gt;
on the battlements. The gatehouse has a&lt;br /&gt;
winch on this level to raise the&lt;br /&gt;
drawbridge at night or under attack. Two&lt;br /&gt;
arrowslits and the murder hole in the&lt;br /&gt;
floor can be used to defend the&lt;br /&gt;
gatehouse. The roofs are made of&lt;br /&gt;
wooden shingles. They are covered with&lt;br /&gt;
sand, if an attack is expected, to reduce&lt;br /&gt;
the danger from fire. &lt;br /&gt;
5&lt;br /&gt;
TOWER FIRST FLOOR: A stone&lt;br /&gt;
stairway leads to the only entrance&lt;br /&gt;
of the tower which is protected by&lt;br /&gt;
a stout oaken door.  The man-at-arms,&lt;br /&gt;
Stelhard, sleeps on this level, guarding&lt;br /&gt;
the door. The other bed is for the manor&lt;br /&gt;
chaplain. The manor&#039;s armory contains 9&lt;br /&gt;
lances, 13 javelins, 36 roundshields and&lt;br /&gt;
34 spears, 28 shortbows and quivers and&lt;br /&gt;
approximately 600 arrows. The men-at&lt;br /&gt;
arms and nobles do not leave their&lt;br /&gt;
weapons in the armory but keep them in&lt;br /&gt;
flat chests under their beds to make sure&lt;br /&gt;
that they can arm themselves quickly&lt;br /&gt;
should an alarm be raised during the&lt;br /&gt;
night.&lt;br /&gt;
The lavatory is only used during the&lt;br /&gt;
night, to avoid opening the tower&#039;s door&lt;br /&gt;
after dark. &lt;br /&gt;
6&lt;br /&gt;
GREAT HALL GALLERY: &lt;br /&gt;
The upper floor of the great hall has one bed for the&lt;br /&gt;
cook and another for the chamberlain. This is not a&lt;br /&gt;
bad place to sleep in winter, as the kitchen fire keeps the&lt;br /&gt;
place warm.&lt;br /&gt;
7&lt;br /&gt;
SECOND FLOOR&lt;br /&gt;
The second floor is a cold and drafty place. Most of&lt;br /&gt;
the arrow slits are stuffed with daub and wattle to&lt;br /&gt;
prevent the worst draft. The largest room available contains&lt;br /&gt;
private quarters for Sir Lardis. The chest contains most of&lt;br /&gt;
the manor&#039;s cash. The second room is occupied by Lardis&#039;&lt;br /&gt;
mother, Lady Mildred. Crammed into the remaining room&lt;br /&gt;
are four beds. Two are used by Sir Lardis&#039; cousins Torald&lt;br /&gt;
and Hrothgeir. Torald is a knight bachelor in his own right.&lt;br /&gt;
Hrothgeir is the clan&#039;s herald.  The other two beds are used&lt;br /&gt;
by Adalbrath, the lord&#039;s squire and a page named Folcbert.&lt;br /&gt;
8&lt;br /&gt;
BATTLEMENT&lt;br /&gt;
The battlement is offers a superb view on the&lt;br /&gt;
surrounding area and is always manned by a sentry,&lt;br /&gt;
often a younger son of one of the yeomen. This is not a&lt;br /&gt;
popular duty, but the fear of a possible barbarian attack and&lt;br /&gt;
Stelhard&#039;s vigorous discipline makes sure that it is rarely&lt;br /&gt;
neglected. Anyone caught sleeping on this post can expect a&lt;br /&gt;
severe flogging. A large bell allows raising the alarm quickly&lt;br /&gt;
if attackers approach.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN CESELRYD 1&lt;br /&gt;
CLAN CESELRYD&lt;br /&gt;
The name Ceselryd is a mixture of old Jarinese and&lt;br /&gt;
Lythian dialects and can be roughly be translated as “he who&lt;br /&gt;
rides”. The origins of the clan are obscure. It is likely that&lt;br /&gt;
some of their early ancestors were among the Lythian horse&lt;br /&gt;
tribes who came to Hârn during the Atani Wars. &lt;br /&gt;
The known history of the clan dates back into the 5th&lt;br /&gt;
century TR. Ceselryd clansmen have been yeoman farmers&lt;br /&gt;
in several settlements in the Harden area of mainland&lt;br /&gt;
Melderyn for several generations.&lt;br /&gt;
When King Balesir of Chybisa gathered an army in his&lt;br /&gt;
Melderyni exile, to win back his kingdom from Kaldor,&lt;br /&gt;
several members of clan Ceselryd joined him as&lt;br /&gt;
mercenaries. The clanhead at that time was Barian Ceselryd.&lt;br /&gt;
He led a sizable force of clansmen and retainers and was&lt;br /&gt;
one of the most important non-noble warlords of Balesir.&lt;br /&gt;
The most prized possessions of the clan were three trained&lt;br /&gt;
war-horses. Barian and his brothers, Uthred and Alagos,&lt;br /&gt;
rode as light horsemen into the battle of Geda in 687.&lt;br /&gt;
While the battle was won, the spoils of war were meager&lt;br /&gt;
and the Ceselryds lost all three horses and several clansmen&lt;br /&gt;
in the final charge.&lt;br /&gt;
Having won the battle, but facing the prospect of long&lt;br /&gt;
sieges at Geda and Burzyn, Balesir promised rich rewards&lt;br /&gt;
and booty to his mercenaries. To the Ceselryds he said: “The&lt;br /&gt;
towers and turrets of Chybisa shall pay the price for your&lt;br /&gt;
horses and the weregild for your kinsmen.”&lt;br /&gt;
While it was obvious to both the king and the Ceselryds,&lt;br /&gt;
that this promise was deliberately ambiguous, it still planted&lt;br /&gt;
the hope in the clansmen for something more than movable&lt;br /&gt;
booty.&lt;br /&gt;
However, when Balesir&#039;s army advanced and manors&lt;br /&gt;
were taken, it became apparent that land and titles were&lt;br /&gt;
rewards reserved for the noble followers of the king,&lt;br /&gt;
especially those who had held land from him before. Other&lt;br /&gt;
landholders simply changed sides, thereby retaining their&lt;br /&gt;
lands and further lessening the prospect of rewards for&lt;br /&gt;
Balesir&#039;s mercenaries. &lt;br /&gt;
Barian was unwilling to be shunted aside with a bag of&lt;br /&gt;
pennies and perhaps a few more yeoman acres. &lt;br /&gt;
While on a foraging expedition, Barian and his men&lt;br /&gt;
crossed the Ulmerien river and found Shenadun only lightly&lt;br /&gt;
defended and its fortification incomplete. Barian seized the&lt;br /&gt;
opportunity and attacked.          &lt;br /&gt;
While most of his men would have been content to&lt;br /&gt;
pi lage the vi lage and get back over the Ulmerien, Barian&lt;br /&gt;
had more ambitious plans. He forbade any plundering and&lt;br /&gt;
instead took possession of the manor, sending a message to&lt;br /&gt;
the king that the village of Shenadun had been taken.&lt;br /&gt;
Balesir received the message while negotiating with the&lt;br /&gt;
garrison of Burzyn - among them the Kaldoric lord of&lt;br /&gt;
Shenadun, Raelf Gwantir. Using the information to best&lt;br /&gt;
effect, he was able to undermine the morale of the besieged.&lt;br /&gt;
Eventually, the Kaldorians surrendered Burzyn and withdrew,&lt;br /&gt;
beaten and dispirited. &lt;br /&gt;
Barian Ceselryd wasted no time in establishing himself as&lt;br /&gt;
lord of Shenadun. Sending the peasants back to work,&lt;br /&gt;
Sable on a chevron dovetailed gule,&lt;br /&gt;
between three horses rampant or, a tower&lt;br /&gt;
or&lt;br /&gt;
Motto: No mercy for the wicked&lt;br /&gt;
Registry: Tower of the unicorn, 690 TR&lt;br /&gt;
Holdings: Shenadun manor&lt;br /&gt;
Major Tenants: None&lt;br /&gt;
arranging feudal obligations and reopening the manorial&lt;br /&gt;
court and hall moot, he tried to return the settlement to&lt;br /&gt;
normal. He also sent food and supplies to Burzyn, but&lt;br /&gt;
otherwise kept a low profile in the weeks following the truce. &lt;br /&gt;
King Balesir was under much pressure to consolidate his&lt;br /&gt;
realm while old and new followers constantly schemed and&lt;br /&gt;
haggled for power at his court. Knowing that the only way to&lt;br /&gt;
take away Shenadun from the Ceselryds was by force of&lt;br /&gt;
arms and also knowing that this breach of his promise might&lt;br /&gt;
undermine his own position with his vassals, Balesir&lt;br /&gt;
eventua ly chose the path of least resistance and knighted&lt;br /&gt;
Barian, confirming him as lord of Shenadun. &lt;br /&gt;
Since this bestowed noble status only to Barian and his&lt;br /&gt;
offspring he  made a pact with his brothers to take their sons&lt;br /&gt;
as squires. Lesser clansmen were given land as yeomen.&lt;br /&gt;
Barian married the third daughter of the Melderyni lord of&lt;br /&gt;
Gebundy, who is a vassal of the earl of Harden,  Lady&lt;br /&gt;
Mildred Caderyn in 691. Mildred gave birth to three sons,&lt;br /&gt;
Cheorl (689), Lardis (694) and Hrothgeir (698). Her only&lt;br /&gt;
daughter, Analeth, was born in 702 TR and is married to the&lt;br /&gt;
bailiff of Dunlorik in the barony of Aereben.&lt;br /&gt;
Uthred was killed in a tavern brawl by Gwantir clansmen&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN CESELRYD 2&lt;br /&gt;
while the was traveling in Kaldor in 697 TR. The feud&lt;br /&gt;
between the two clans was not pressed by either side since&lt;br /&gt;
then, but has never been officially ended and could flare up&lt;br /&gt;
again anytime. &lt;br /&gt;
Alagos died of a fever in the winter of 706 TR. His son&lt;br /&gt;
Birhtric is eighteen and the squire of the lord of Brigmer.&lt;br /&gt;
In 716 Barian and Cheorl were ambushed and killed by&lt;br /&gt;
Pagaelin and Lardis inherited the fief. Lardis made a few&lt;br /&gt;
attacks on Pagaelin camps and hunting parties to avenge his&lt;br /&gt;
father and brother. The local Pagaelin had enough after a&lt;br /&gt;
few bloody skirmishes and withdrew into other hunting&lt;br /&gt;
grounds, moving their camps out of the vicinity of&lt;br /&gt;
Shenadun.&lt;br /&gt;
The Ceselryds have always been on excellent terms with&lt;br /&gt;
their  liege, usually responding quickly and in force to any of&lt;br /&gt;
the baron&#039;s calls. &lt;br /&gt;
Sir Lardis is unmarried and therefore has no legitimate&lt;br /&gt;
children. In the event of his death, his line would end and the&lt;br /&gt;
fief would theoretically fall back to the baron. However, the&lt;br /&gt;
Ceselryds believe that there is an understanding that Torald&lt;br /&gt;
Ceselryd is presently the heir to the manor.&lt;br /&gt;
The Ceselryds play an important but dangerous role in&lt;br /&gt;
the relationship of Chybisa to its barbarian neighbors. The&lt;br /&gt;
Baron of Caermel is eager to expand his lands into Pagaelin&lt;br /&gt;
territory, which risks conflict and even open war. At the same&lt;br /&gt;
time King Verlid VII ha sought to appease the tribes by&lt;br /&gt;
disputing the claims of Kaldor to the Pagaelin lands in the&lt;br /&gt;
north. &lt;br /&gt;
Both the baron and the lord of Shenadun know that the&lt;br /&gt;
king would not thank them for a war with the tribes - not&lt;br /&gt;
unless it can be won quickly. The eastward expansion of the&lt;br /&gt;
fief is pursued without official knowledge or consent of either&lt;br /&gt;
the baron or the king. Both know, of course, what is going&lt;br /&gt;
on, but prefer to wait to see the results before making any&lt;br /&gt;
official statement.&lt;br /&gt;
Fiefholder Sir Lardis Ceselryd, 26,  is the second son of&lt;br /&gt;
Barian and lord of Shenadun. He  saw little of Shenadun in&lt;br /&gt;
his youth, becoming a page at Brigmer manor at the age of&lt;br /&gt;
10 and later Lord Mellestin&#039;s squire. He did not expect to&lt;br /&gt;
inherit the family estates, so he joined the crusade of the&lt;br /&gt;
order of the Lady of Paladins against the Solori immediately&lt;br /&gt;
after being knighted in 715. After nine months of bloody&lt;br /&gt;
skirmishing, he received the message that both his father&lt;br /&gt;
and his elder brother Cheorl had died in what looked like a&lt;br /&gt;
Pagaelin ambush and that he was now the heir to the fief.&lt;br /&gt;
Lardis has never forgiven the killing and is determined to&lt;br /&gt;
take revenge.&lt;br /&gt;
Sir Lardis has a largely paternalistic view on his serfs. He&lt;br /&gt;
tolerates no opposition, but considers himself responsible for&lt;br /&gt;
the well-being of his subjects. He believes in the idea of a&lt;br /&gt;
feudal society - a chosen class of fighting men ruling and&lt;br /&gt;
protecting the weak. However, given the history of his family,&lt;br /&gt;
he sees social standing not as fixed but being tied to&lt;br /&gt;
personal valor. &lt;br /&gt;
Sir Lardis is a good soldier, that is to say intelligent,&lt;br /&gt;
strong willed and utterly ruthless. He has learned his lesson&lt;br /&gt;
about war in the Solora Crusade and is ready to put his&lt;br /&gt;
experience into use, should an open conflict with the tribes&lt;br /&gt;
occur. Sir Lardis believes that the weakest point of any man&lt;br /&gt;
of war is the place where he stores his grain and where his&lt;br /&gt;
wife and children live. Consequently, he is attempting to&lt;br /&gt;
improve the defenses of the vilage and to hire men with&lt;br /&gt;
wilderness skills to scout Pagaelin sites. He believes that a&lt;br /&gt;
war with the tribes is inevitable and that the time is almost&lt;br /&gt;
ripe now, as long as the kingdom of Kaldor in the north is&lt;br /&gt;
occupied with its internal affairs. If the Pagaelin make the&lt;br /&gt;
mistake in giving him an excuse, he is ready to wage a&lt;br /&gt;
terrible war against them that will, in fact, be a genocide&lt;br /&gt;
right after the model of    the Solora Crusade. The Pagaelin&lt;br /&gt;
seem to have sensed the danger and have been quiet so far.&lt;br /&gt;
Sir Lardis has been content to wait and to work on the&lt;br /&gt;
defenses of Shenadun, believing that time is on his side.&lt;br /&gt;
Nevertheless, he is constantly expanding his domain - a&lt;br /&gt;
provocation that the Pagaelin will have to respond to sooner&lt;br /&gt;
or later. &lt;br /&gt;
Sir Lardis Ceselryd, Knight&lt;br /&gt;
STR 17 SPD 11 INT 14 Initiative&lt;br /&gt;
END 14 EYE 11 AUR 11 Dodge&lt;br /&gt;
DEX 13 HRG 12 WIL 16 Mobility&lt;br /&gt;
AGL 12 SMT 12 MOR 12 Fatigue Rate&lt;br /&gt;
85&lt;br /&gt;
60&lt;br /&gt;
55&lt;br /&gt;
6&lt;br /&gt;
Weapons:  Lance 93/8p; *Bastardsword 97/8e; Kite Shield&lt;br /&gt;
92/2b; Mace 87/5b; Unarmed 54&lt;br /&gt;
Skills: Awareness 69; Riding 98; Intrigue 56; Heraldry 67&lt;br /&gt;
Armor:  Heavy (see appendix)&lt;br /&gt;
*Bastardsword (WGT: 6; WQ: 15; IMP+25%)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN CESELRYD 3&lt;br /&gt;
Knight Bachelor Sir Torald Ceselryd, 28, is Lardis&#039; cousin,&lt;br /&gt;
being the son of Barian&#039;s brother Uthred. Barian had&lt;br /&gt;
promised Uthred to take his first son as squire, to allow&lt;br /&gt;
Uthred&#039;s side of the clan to benefit from the victory. Torald&lt;br /&gt;
was knighted in 713 TR. &lt;br /&gt;
Torald hopes that the satellite village that Lardis plans to&lt;br /&gt;
build will one day become his own manor.&lt;br /&gt;
Torald Ceselryd, Knight Bachelor&lt;br /&gt;
STR 15 SPD 14 INT 12 Initiative&lt;br /&gt;
Sir Lardis&#039; Squire. Sir Lardis promised Adalbrath&#039;s father to&lt;br /&gt;
get some discipline reared into him. While Adalbrath was&lt;br /&gt;
very pleased to have changed his father&#039;s mind at first, few&lt;br /&gt;
hours have passed since then during which he does not wish&lt;br /&gt;
himself back to the quiet life and relative ease of the&lt;br /&gt;
cloisters. The two knights and the sergeant at arms take it in&lt;br /&gt;
turns to beat him black and blue during combat training or&lt;br /&gt;
to have him exercise with the horses. Most other waking&lt;br /&gt;
hours of his days are filed with dangerous patrol duty or&lt;br /&gt;
hard work in the stables. The ostler delights in giving him the&lt;br /&gt;
nastiest of the war-horses to care for. Any negligence on his&lt;br /&gt;
duties is punished with an immediate extra round of combat&lt;br /&gt;
training or by several hours of digging at the moat.&lt;br /&gt;
Needless &lt;br /&gt;
to&lt;br /&gt;
spends a few&lt;br /&gt;
chaplain&lt;br /&gt;
cherish his&lt;br /&gt;
chaplain&lt;br /&gt;
best &lt;br /&gt;
to&lt;br /&gt;
say, Adalbrath is very miserable. He&lt;br /&gt;
hours each week learning from the&lt;br /&gt;
and the herald. Adalbrath has begun to&lt;br /&gt;
lessons as both the herald and the&lt;br /&gt;
are sympathetic and are doing their&lt;br /&gt;
ease his lot. &lt;br /&gt;
83&lt;br /&gt;
END 13 EYE 10 AUR 12 Dodge&lt;br /&gt;
DEX 16 HRG 10 WIL 14 Mobility&lt;br /&gt;
AGL 11 SMT 13 MOR 13 Fatigue Rate&lt;br /&gt;
55&lt;br /&gt;
70&lt;br /&gt;
6&lt;br /&gt;
Weapons:  Lance 84/8p; Broadsword* 91/6e; Kite Shield&lt;br /&gt;
88/2b; Javelin 87/6p; Unarmed 44&lt;br /&gt;
Skills: Awareness 67; Riding 79; Intrigue 45;  Heraldry 37&lt;br /&gt;
Armor:  Heavy (see appendix)&lt;br /&gt;
*Broadsword (WGT: 3.25; WQ: 14; IMP+25%)&lt;br /&gt;
Squire Adalbrath Mellestin, 17,  is the third son of the lord&lt;br /&gt;
of Brigmer.  His father wanted Adalbrath to become a priest&lt;br /&gt;
but the boy never had any inclination to choose that path.&lt;br /&gt;
He joined the priesthood of Larani and the order of the&lt;br /&gt;
Spear of the Shattered Sorrow as his father commanded but&lt;br /&gt;
proved to be a disobedient and rather unenthusiastic acolyte.&lt;br /&gt;
He shunned the discipline, played crude jokes on his&lt;br /&gt;
superiors and generally  showed a rebellious attitude. His&lt;br /&gt;
father intervened and made him leave the order to become&lt;br /&gt;
Adalbrath Mellestin, Squire&lt;br /&gt;
STR 12 SPD 10 INT 12 Initiative&lt;br /&gt;
END 11 EYE 11 AUR 13 Dodge&lt;br /&gt;
DEX 12 HRG 13 WIL 12 Mobility&lt;br /&gt;
AGL 13 SMT 12 MOR 14 Fatigue Rate&lt;br /&gt;
72&lt;br /&gt;
65&lt;br /&gt;
50&lt;br /&gt;
4&lt;br /&gt;
Weapons:  Spear 57/7p; Broadsword 51/5e; Roundshield&lt;br /&gt;
48/2b; Mace 57/5b; Unarmed 34&lt;br /&gt;
Skills: Awareness 42; Riding 48; Intrigue 36; Heraldry 17&lt;br /&gt;
Armor:  Light (see appendix)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN CESELRYD 4&lt;br /&gt;
Lady Mildred &lt;br /&gt;
Sir Lardis&#039; mother is a shrewd politician, who tries to use&lt;br /&gt;
her family ties to Melderyn to her clan&#039;s best advantage.&lt;br /&gt;
While her sons busily increase the clan&#039;s holdings and&lt;br /&gt;
influence in Chybisa, Lady Mildred tries to establish contacts&lt;br /&gt;
to the nobility in northern Melderyn. This is a dangerous&lt;br /&gt;
game since the position of the the Melderyni crown towards&lt;br /&gt;
Chybisa is by no means clear and King Verlid VII is very wary&lt;br /&gt;
of any Melderyni influence. Since the earldom of Harden&lt;br /&gt;
would be important as a basis for any military operation&lt;br /&gt;
towards Chybisa, Mildred would quickly learn about any&lt;br /&gt;
preparations for such a venture. While this might become a&lt;br /&gt;
useful source of information for Verlid VII or allow him to use&lt;br /&gt;
Mildred as a secret emissary if need be, it might also enable&lt;br /&gt;
Mildred to enact private negotiations, which would be&lt;br /&gt;
considered treason. So far, Lady Mildred has made the right&lt;br /&gt;
steps, by faithfully reporting anything she learns about&lt;br /&gt;
developments in Harden. King Verlid VII, however, is vigilant&lt;br /&gt;
and will make sure that her activities are closely watched.&lt;br /&gt;
light cavalry, so that she can join the patrols, which she&lt;br /&gt;
frequently does.&lt;br /&gt;
Mirabel is very worried about the lord&#039;s war plans. Being&lt;br /&gt;
well aware of the atrocities committed in the Solora Crusade,&lt;br /&gt;
she fears what might happen when Sir Lardis starts his own,&lt;br /&gt;
private crusade against the Pagaelin. Nevertheless, she&lt;br /&gt;
hopes to influence the lord to make sure that the knightly&lt;br /&gt;
code is followed. &lt;br /&gt;
Mirabel Wyntersel, Priestess of Larani&lt;br /&gt;
STR 11 SPD 11 INT 15 Initiative&lt;br /&gt;
END 12 EYE 12 AUR 16 Dodge&lt;br /&gt;
DEX 13 HRG 12 WIL 15 Mobility&lt;br /&gt;
AGL 13 SMT 13 MOR 15 Fatigue Rate&lt;br /&gt;
65&lt;br /&gt;
65&lt;br /&gt;
55&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Broadsword 61/5e; Knight Shield 66/2b; Lance&lt;br /&gt;
57/5b; Mace 59/5b; Dagger 53/4p; Unarmed 35&lt;br /&gt;
Skills: Awareness 56; Riding 53; Intrigue 66; Heraldry 37&lt;br /&gt;
Ritual (Larani) 67           &lt;br /&gt;
 Piety: 89&lt;br /&gt;
Rituals: BLESSING; COURAGE; WEAPON CHARM&lt;br /&gt;
Armor:  LIGHT (see appendix)&lt;br /&gt;
Chaplain Mirabel Wyntersel&lt;br /&gt;
The manor&#039;s chaplain is a young priestess of the&lt;br /&gt;
Laranian order of the Spear of the Shattered Sorrow. Mirabel&lt;br /&gt;
is the second daughter of  the lord of Ilaon. She escaped any&lt;br /&gt;
attempt of her father to marry her off for political alliances&lt;br /&gt;
when she entered the church of Larani at the age of 12.&lt;br /&gt;
Mirabel is very unpopular with her father, who took her&lt;br /&gt;
entering the church as a personal offense. While not exactly&lt;br /&gt;
an outcast, her father has made it plain to her that she is no&lt;br /&gt;
longer welcome at home. Mirable was ordained as Matakea&lt;br /&gt;
(temple priest) at the age of 22.  Being rather an&lt;br /&gt;
adventurous outdoor type, she got bored of temple life and&lt;br /&gt;
cheerfully volunteered when Sir Lardis petitioned the Serolan&lt;br /&gt;
(high priest) of Ulmstane abbey to assign a chaplain to&lt;br /&gt;
Shenadun.&lt;br /&gt;
Sir Lardis is fond of his chaplain and has equipped her as&lt;br /&gt;
GM Note:&lt;br /&gt;
If the GM is using the information about the secret Laranian&lt;br /&gt;
order of the Aelfridians (presented in issues 3 and 4 of the&lt;br /&gt;
Var-Hyvrak magazine), Mirabel will be a member of that&lt;br /&gt;
order. She will then have the psionic skills Mental Bolt 43,&lt;br /&gt;
Prescience 34 and Psychometry 23.&lt;br /&gt;
Herald Hrothgeir Ceselryd is the youngest of the Ceselryd&lt;br /&gt;
brothers. His rather fragile physique made him unsuited to&lt;br /&gt;
become a knight and his devotion to Larani was not enough&lt;br /&gt;
to recommend him for a religious career. He entered the&lt;br /&gt;
Tower of the Unicorn college of heralds and graduated in&lt;br /&gt;
718. While his long-term plans include nothing less than to&lt;br /&gt;
become chief herald of Chybisa, he has concentrated on&lt;br /&gt;
smal-scale political activities so far. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN CESELRYD 5&lt;br /&gt;
He maintains close contacts with the lords of the&lt;br /&gt;
surrounding manors, carefully building up a network of&lt;br /&gt;
cooperation. He believes that the war against the Pagaelin&lt;br /&gt;
can only be won if the border manors stand together. So far,&lt;br /&gt;
his efforts have proved to be quite successful. If the Pagaelin&lt;br /&gt;
should attack any of the eastern villages, a combined&lt;br /&gt;
retaliation is likely.&lt;br /&gt;
Hrothgeir is often absent, visiting other manors and&lt;br /&gt;
baronies, carrying messages back and forth and gathering&lt;br /&gt;
and spreading news about the current tribal activities. &lt;br /&gt;
Hrothgeir Ceselryd, Herald&lt;br /&gt;
STR 09 SPD 15 INT 14 Initiative&lt;br /&gt;
END 07 EYE 12 AUR 11 Dodge&lt;br /&gt;
DEX 11 HRG 13 WIL 16 Mobility&lt;br /&gt;
AGL 11 SMT 15 MOR 13 Fatigue Rate&lt;br /&gt;
70&lt;br /&gt;
55&lt;br /&gt;
75&lt;br /&gt;
good horseman, Branbart prefers to fight on foot. His&lt;br /&gt;
favorite weapon is a huge poleaxe that he wields to&lt;br /&gt;
devastating effect. &lt;br /&gt;
While he fights with the ferocity of a berserker, Branbart&lt;br /&gt;
is a good natured fellow otherwise and is very popular with&lt;br /&gt;
the villagers. &lt;br /&gt;
Branbart Ceselryd, Knight Bachelor&lt;br /&gt;
STR 19 SPD 13 INT 16 Initiative&lt;br /&gt;
END 14 EYE 10 AUR 08 Dodge&lt;br /&gt;
DEX 13 HRG 11 WIL 14 Mobility&lt;br /&gt;
AGL 15 SMT 14 MOR 16 Fatigue Rate&lt;br /&gt;
3&lt;br /&gt;
Weapons: Shortsword 41/4e; Knight Shield 38/2b; Dagger&lt;br /&gt;
47/4p; Unarmed 30&lt;br /&gt;
Skills: Awareness 58; Riding 46; Intrigue 79; Heraldry  87;&lt;br /&gt;
LAKISE (Script) 98; TRIERZI (Language) 52; Drawing 47;&lt;br /&gt;
Armor:  UNARMORED (see appendix)&lt;br /&gt;
79&lt;br /&gt;
75&lt;br /&gt;
65&lt;br /&gt;
7&lt;br /&gt;
Weapons: Poleaxe 78/11e; Kiteshield 79/2b; Broadsword&lt;br /&gt;
76/6e; Lance 72/8p; Dagger 67/4p; Unarmed 56&lt;br /&gt;
Skills: Awareness 48; Riding 56; Intrigue 49; Heraldry  47; &lt;br /&gt;
Armor:  HEAVY (see appendix)&lt;br /&gt;
Knight Bachelor Sir Branbart Ceselryd, 21, is the second&lt;br /&gt;
son of Uthred. He used to be the squire to the Baron of&lt;br /&gt;
Caermel   and has just returned into the household after&lt;br /&gt;
being knighted in the Fa l of 719. While he is a reasonably&lt;br /&gt;
Squire Halduin Benwyn, is a tall, lanky youth of 14. He is&lt;br /&gt;
the second son of the lord of Aecelryn and squire to Torald&lt;br /&gt;
Ceselryd. Halduin is shy and spends most of his scarce free&lt;br /&gt;
time alone. Unlike his fellow squire, Adalbrath, he is quite&lt;br /&gt;
popular with the nobles due to the fact that he killed a&lt;br /&gt;
Pagaelin in a skirmish during his first patrol. The incident&lt;br /&gt;
has given him a solid reputation in the village but has&lt;br /&gt;
haunted him ever since. Halduin is very religious and spends&lt;br /&gt;
as much time as possible with the chaplain.&lt;br /&gt;
Halduin Benwyn, Squire&lt;br /&gt;
STR 09 SPD 15 INT 14 Initiative&lt;br /&gt;
END 12 EYE 16 AUR 11 Dodge&lt;br /&gt;
DEX 15 HRG 13 WIL 12 Mobility&lt;br /&gt;
AGL 12 SMT 15 MOR 15 Fatigue Rate&lt;br /&gt;
56&lt;br /&gt;
60&lt;br /&gt;
75&lt;br /&gt;
3&lt;br /&gt;
Weapons: Spear 47/7p; Shortsword 46/4e; Roundshield&lt;br /&gt;
48/2b; Dagger 43/4p; Unarmed 35&lt;br /&gt;
Skills: Awareness 58; Riding 48; Intrigue 49; Heraldry  17; &lt;br /&gt;
Armor:  LIGHT (see appendix)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN CESELRYD 6&lt;br /&gt;
Page  Folcbert Kasing is 11 and the fourth son of the bailiff&lt;br /&gt;
of Meldun. He hopes to become Sir Lardis&#039; squire when&lt;br /&gt;
Adalbrath of Mellestin is knighted. Sir Lardis has made it&lt;br /&gt;
plain to him that this will depend entirely on his performance&lt;br /&gt;
during his time as a page. Folcbert got the message and is&lt;br /&gt;
doing his best to recommend himself for a squirehood.&lt;br /&gt;
Man-At-Arms Stelhard Ceselryd is a bastard son of Alagos&lt;br /&gt;
Ceselryd. He is the lord&#039;s cousin and serves him as man-at&lt;br /&gt;
arms. Being a fighting man since his early youth, he is a&lt;br /&gt;
grim veteran soldier of 42. Villagers&lt;br /&gt;
call him “Locky” (in his absence)&lt;br /&gt;
due to his habit to carry a&lt;br /&gt;
bundle of keys with him on&lt;br /&gt;
most occasions. He is&lt;br /&gt;
responsible for organizing&lt;br /&gt;
the guard and patrolling&lt;br /&gt;
duty and for the militia&lt;br /&gt;
training. He takes his&lt;br /&gt;
task very seriously and is&lt;br /&gt;
known to drill the militia&lt;br /&gt;
mercilessly for hours if&lt;br /&gt;
he is not convinced&lt;br /&gt;
by their performance&lt;br /&gt;
during training&lt;br /&gt;
days.&lt;br /&gt;
In addition to&lt;br /&gt;
that duty, he&lt;br /&gt;
is also the&lt;br /&gt;
lord&#039;s jailer,&lt;br /&gt;
torturer and&lt;br /&gt;
hangman. &lt;br /&gt;
Stelhard Ceselryd, Man-at-arms&lt;br /&gt;
STR 15 SPD 11 INT 10 Initiative&lt;br /&gt;
END 13 EYE 11 AUR 11 Dodge&lt;br /&gt;
DEX 12 HRG 12 WIL 13 Mobility&lt;br /&gt;
AGL 13 SMT 08 MOR 12 Fatigue Rate&lt;br /&gt;
Weapons: *Broadsword 84/6e; Roundshield 77/2b; &lt;br /&gt;
Lance 78 /8p;  Dagger 65/4p; Unarmed 56&lt;br /&gt;
Skills: Riding 78; Heraldry 34; Intrigue 45; Physician 27&lt;br /&gt;
Armor:  HEAVY (see appendix)&lt;br /&gt;
*Broadsword (WGT: 3.25; WQ: 13; IMP:+25%)&lt;br /&gt;
78&lt;br /&gt;
65&lt;br /&gt;
55&lt;br /&gt;
6&lt;br /&gt;
Chamberlain Hadran of Ganze is the younger brother of&lt;br /&gt;
Peul [15]. He is a competent administrator, but has recently&lt;br /&gt;
become quite uneasy due to the attempts of  Hedri of&lt;br /&gt;
Fertedes [14] to get a position among the household&lt;br /&gt;
servants. Hadran is only too aware of the fact that the manor&lt;br /&gt;
offers far less luxuries than most fiefs south of the Ulmerien.&lt;br /&gt;
While this is mostly due to the fact that the lord has little&lt;br /&gt;
interest in anything except military and economic issues and&lt;br /&gt;
not Hadran&#039;s fault, he still fears the yet unknown skills of his&lt;br /&gt;
competitor.  &lt;br /&gt;
Cook Addo of Kandelg is responsible for the preparation,&lt;br /&gt;
cooking and storing of food, Addo&#039;s rank among the&lt;br /&gt;
servants is second after the chamberlain. He is addressed&lt;br /&gt;
“Master Addo” and coordinates everything that has to do&lt;br /&gt;
with the food supplies within the manor. Addo thoroughly&lt;br /&gt;
enjoys his position and has been known to drive the lesser&lt;br /&gt;
servants pretty hard. &lt;br /&gt;
Gardener and Beekeeper Leofric of Ganze tends the lord&#039;s&lt;br /&gt;
bees and the large orchard. A quiet man of 54, he spends&lt;br /&gt;
most of his time alone. His honey is one of the necessary&lt;br /&gt;
ingredients for mead that the innkeeper brews. &lt;br /&gt;
Grooms Wernek of Meller and Olwart of Thelgan are two&lt;br /&gt;
young serfs. Both handsome lads, they will work at the&lt;br /&gt;
manor for a few years, before the lord decides to give them&lt;br /&gt;
some land on their own. If they show aptitude and behave&lt;br /&gt;
well, Sir Lardis is likely to make the half-villeins or even&lt;br /&gt;
villeins when they have found a suitable bride. &lt;br /&gt;
Laborers Beorn of Kiring and Morca of Barsen are&lt;br /&gt;
seasonal farmhands who have come to work in Shenadun&lt;br /&gt;
over the summer. Given the constant labor shortage, Sir&lt;br /&gt;
Lardis would like to keep them in the village and has offered&lt;br /&gt;
them freemen acres. Neither of the two is particularly&lt;br /&gt;
interested as both are adventurous spirits and plan to go to&lt;br /&gt;
Thay in the fall to become sailors.&lt;br /&gt;
Washerwoman Hilda of Bankeld is an attractive woman of&lt;br /&gt;
35. She is unmarried and rumored to have various love&lt;br /&gt;
affairs with several villagers among them the lord&#039;s men-at&lt;br /&gt;
arms. &lt;br /&gt;
Chambermaid Mehtild of Ertgen is sixteen and the eldest&lt;br /&gt;
daughter of Putur [31]. Her father wants to find her a&lt;br /&gt;
husband as soon as possible, but so far she has turned&lt;br /&gt;
down all proposals. Mehtild hero-worships the chaplain and&lt;br /&gt;
secretly dreams about becoming a priestess of Larani&lt;br /&gt;
herself. &lt;br /&gt;
Chambermaid Ota of Jonel is 43 and has been a&lt;br /&gt;
Chambermaid ever since her twelfth birthday. She never&lt;br /&gt;
showed any inclination to marry and seems to be quite&lt;br /&gt;
content to serve in the manor.&lt;br /&gt;
Pantrymaid Imma of Meng is the fourteen year old sister of&lt;br /&gt;
the beadle, Kalan [10]. She has hopelessly fallen in love with&lt;br /&gt;
the laborer Beorn. She has flirted with him and hopes that&lt;br /&gt;
he takes her with him when he leaves. &lt;br /&gt;
Ostler Carl of Dall is the only household craftsman. His&lt;br /&gt;
rank is equal to the cook. He cares for the lord&#039;s five war&lt;br /&gt;
horses and three palfreys. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN GWANTIR 1&lt;br /&gt;
The Kaldoric arch-enemies of the Ceselryds are the&lt;br /&gt;
members of the noble clan Gwantir and their retainers. The&lt;br /&gt;
feud between the two families began with the capture of&lt;br /&gt;
Shenadun by the Ceselryds and has continued to the present&lt;br /&gt;
day. &lt;br /&gt;
The origins of Clan Gwantir can be traced back to the&lt;br /&gt;
early military clans in the Kingdom of Pagostra who fought&lt;br /&gt;
in the migration wars and in numerous wars and feuds&lt;br /&gt;
thereafter. &lt;br /&gt;
The first noble in the line of the clan was Badran,  a&lt;br /&gt;
yeoman who was nighted in 523 by Dysarion, Baron of&lt;br /&gt;
Jedes, for saving his life during a skirmish with Pagaelin&lt;br /&gt;
tribesmen. While he never held any land, Badran managed&lt;br /&gt;
to pass his status to his sons by paying regional knights to&lt;br /&gt;
take them as squires from the riches he had made from&lt;br /&gt;
plunder during his many campaigns. His descendants&lt;br /&gt;
followed in his footsteps.  Most Gwantir clansmen spend&lt;br /&gt;
their lives in the saddle and on ramparts, fighting for various&lt;br /&gt;
lords. Many of them died young, others were crippled, but&lt;br /&gt;
they always succeeded in passing on their status to their&lt;br /&gt;
offspring.&lt;br /&gt;
Raelf Gwantir was the first and only clanhead of the&lt;br /&gt;
Gwantirs who ever held land in his own right. When King&lt;br /&gt;
Torastra led his army into the victorious Treasure War&lt;br /&gt;
against King Balesir of Chybisa in 675 TR, the Gwantirs were&lt;br /&gt;
among the large mercenary force that Torastra hired to&lt;br /&gt;
reinforce his feudal levy. Raelf and his clansmen captured&lt;br /&gt;
Shenadun during the siege of Burzyn and were rewarded&lt;br /&gt;
with the fief after the victory in 678.&lt;br /&gt;
Raelf put much effort into the rebuilding of the village&lt;br /&gt;
and making the fief prosperous again. He also started to&lt;br /&gt;
build a stone fortification, but lost his fief before it could be&lt;br /&gt;
finished when King Balesir returned from his exile in&lt;br /&gt;
Melderyn with an army. Raelf was not present when the&lt;br /&gt;
vi lage was taken as he was among the delegation&lt;br /&gt;
negotiating with Balesir at that time. It is said that Raelf just&lt;br /&gt;
had claimed that Balesir&#039;s army would never manage to&lt;br /&gt;
cross the Ulmerien when the Chybisan King received a&lt;br /&gt;
message whispered into his ear, smiled, and then said: “It&lt;br /&gt;
seems that we just have”. The defiance of the Kaldorians&lt;br /&gt;
crumbled as the remaining land-holding nobles panicked,&lt;br /&gt;
and they eventually agreed on Balesir&#039;s peace terms. &lt;br /&gt;
Deeply humiliated, Raelf went back to Kaldor  with his&lt;br /&gt;
remaining clansmen. King Torastra tried to soften Raelf&#039;s&lt;br /&gt;
losses by making him the bailiff of the Valganara Hundred.&lt;br /&gt;
Raelf pressed the feud with the Ceselryds until his death in&lt;br /&gt;
709. His eldest son, Trenaux, became the new bailiff of the&lt;br /&gt;
hundred in 710, after long and exhausting queries with the&lt;br /&gt;
sheriff of Hutop. Trenaux was less keen on bashing heads&lt;br /&gt;
with the Ceselryds and concentrated on local affairs instead.&lt;br /&gt;
This paid off when he secured the post of bailiff of Girhim&lt;br /&gt;
manor to his cousin, Malachin. Trenaux died in 718 from an&lt;br /&gt;
infected wound and was succeeded by his brother Brenoir as&lt;br /&gt;
clanhead. Brenoir struggled for more than a year to be&lt;br /&gt;
appointed as new bailiff of the Valganara hundred. Brenoir&lt;br /&gt;
claimed to be the new bailiff of Valganara hundred in the&lt;br /&gt;
winter of 719, shortly after the sheriff Merik Elendsa died.&lt;br /&gt;
Brenoir possesses documents which prove that the sheriff&lt;br /&gt;
Sable a fleur-de-lis argent on a canton or a&lt;br /&gt;
gauntlet gules embrued gules.&lt;br /&gt;
Motto: The swift prevail&lt;br /&gt;
Registry: Tower of the Unicorn, 679 TR&lt;br /&gt;
Holdings: none&lt;br /&gt;
Major Tenants: none&lt;br /&gt;
appointed him during his last visit to Torret a few days&lt;br /&gt;
before his death. Nevertheless, this came as a surprise to&lt;br /&gt;
many in the region, as it was widely known that Brenoir and&lt;br /&gt;
the sheriff were at odds. No one has openly disputed&lt;br /&gt;
Brenoir&#039;s status so far and the bailiff of Aldoral, Sir Kodar&lt;br /&gt;
Maradyne, who handles the duties of the sheriff as long as&lt;br /&gt;
the post is vacant, has been wise enough not to meddle in&lt;br /&gt;
this affair. &lt;br /&gt;
It &lt;br /&gt;
is common knowledge that the Gwantirs are&lt;br /&gt;
campaigning for the office of sheriff also. While there is&lt;br /&gt;
smal chance that King Miginath would give the post to the&lt;br /&gt;
Gwantirs, Maldan Harabor is a known ally of the clan. The&lt;br /&gt;
clan has been employed by Maldan Harabor on various&lt;br /&gt;
occasions and supports his claim for the Kaldoric throne.&lt;br /&gt;
Clearly, the Gwantirs expect to attain the office of the Sheriff&lt;br /&gt;
of Oselshire in return. Maldan Harabor has signaled his&lt;br /&gt;
agreement, as this would both secure his claim to Hutop&lt;br /&gt;
and give him a powerful instrument to secure the loyalty of&lt;br /&gt;
the other sheriffs. The Gwantirs have done Maldan&#039;s dirty&lt;br /&gt;
work in the past and are ready for more. If the King should&lt;br /&gt;
die before appointing a new sheriff, it is likely that the&lt;br /&gt;
Gwantirs would try to seize Hutop keep in hope that Maldan&lt;br /&gt;
legalizes their claim to the post of sheriff. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN GWANTIR 2&lt;br /&gt;
Aside from securing and expanding his power base,&lt;br /&gt;
Brenoir is eager to open a new chapter in the feud with the&lt;br /&gt;
Ceselryds. After almost a decade of relative peace during&lt;br /&gt;
Trenaux&#039;s clanheadship, his enmity towards the Chybisan&lt;br /&gt;
enemy has not lessened. He swore on his father&#039;s deathbed&lt;br /&gt;
to reclaim Shenadun and to eradicate the Ceselryds. &lt;br /&gt;
The Gwantirs have considerable influence in parts of&lt;br /&gt;
Oselshire, despite the fact that they hold no land on their&lt;br /&gt;
own. Their control over the ruthless mercenary gang of the&lt;br /&gt;
Scarlet Gauntlet has done its share to build up their&lt;br /&gt;
reputation. The Gwantirs maintain a firm grip on Valganara&lt;br /&gt;
hundred and every enemy of the clan should be very careful&lt;br /&gt;
not to enter their territory.&lt;br /&gt;
Important Clansmen&lt;br /&gt;
Clan Gwantir is quite large and has several junior&lt;br /&gt;
branches and countless distant relatives and bastards in&lt;br /&gt;
both noble and common clans. It can be assumed that they&lt;br /&gt;
have members in most influential groups in Oselshire, most&lt;br /&gt;
of them concentrated in the Valganara hundred. Only a few&lt;br /&gt;
of the most prominent members can be summarized here.&lt;br /&gt;
The GM should feel free to insert additional Gwantir&lt;br /&gt;
clansmen whenever it seems appropriate.&lt;br /&gt;
Brenoir Gwantir is the current clanhead and bailiff of the&lt;br /&gt;
Valganara Hundred. He is a hard and bitter man of 43 with a&lt;br /&gt;
sense for merciless power. &lt;br /&gt;
Brenoir was born in Shenadun and was a page when the&lt;br /&gt;
village was attacked by the Ceselryds in 687. The effects of&lt;br /&gt;
the attack were traumatic for Brenoir and have haunted him&lt;br /&gt;
in his nightmares to the present day. He suffers from&lt;br /&gt;
insomnia, being unable to sleep without a lit candle beside&lt;br /&gt;
his bed. His hatred for Chybisa and Melderyn is considerable&lt;br /&gt;
and he hungers for revenge on the Ceselryds. When he met&lt;br /&gt;
Uthred Ceselryd, while the latter was traveling through the&lt;br /&gt;
Valganara hundred, he and his brothers cornered and killed&lt;br /&gt;
him in a vicious brawl. While this incident has given him a&lt;br /&gt;
taste of revenge, he is not nearly satisfied. He feels bound to&lt;br /&gt;
the blood oath he gave to his father and is determined to&lt;br /&gt;
fight out the feud with the Ceselryds to the bitter end.&lt;br /&gt;
Brenoir is very aware of his clan&#039;s weaknesses, especially&lt;br /&gt;
the fact that the Gwantirs hold no hereditary land or titles.&lt;br /&gt;
He is also aware of the fact that he himself is the  most&lt;br /&gt;
desirable target for the clan&#039;s enemies. Killing him would&lt;br /&gt;
threaten the clan&#039;s powerbase as the succession to the post&lt;br /&gt;
of the bailiff of the hundred has always been problematic in&lt;br /&gt;
the past. Brenoir keeps two loyal clansmen (MF) as&lt;br /&gt;
bodyguards and always wears his armor when travelling&lt;br /&gt;
outside of Valganara hundred.&lt;br /&gt;
Brenoir Gwantir, Bailiff of Valganara Hundred&lt;br /&gt;
STR 13 SPD 09 INT 15 Initiative&lt;br /&gt;
END 12 EYE 10 AUR 12 Dodge&lt;br /&gt;
DEX 13 HRG 12 WIL 17 Mobility&lt;br /&gt;
92&lt;br /&gt;
50&lt;br /&gt;
45&lt;br /&gt;
AGL 10 SMT 11 MOR 10 Fatigue Rate 07&lt;br /&gt;
Weapons:  Lance 62/8p; Broadsword 84/5e;   Knightshield&lt;br /&gt;
80/2b; Mace 77/5b; Unarmed 45&lt;br /&gt;
Skills: Awareness 67; Heraldry 74; Intrigue 86&lt;br /&gt;
Scripts: Lakise 89&lt;br /&gt;
Armor:  HEAVY (see appendix)&lt;br /&gt;
Gilleme Gwantir is the steward of Torret manor and also&lt;br /&gt;
does most of the administrative work for . He is also the&lt;br /&gt;
clan&#039;s exchequer. While he appears to be a rather&lt;br /&gt;
unspectacular figure in the clan, much of the Gwantir&#039;s&lt;br /&gt;
power is due to his clever management of their finances. &lt;br /&gt;
Gilleme Gwantir, Steward of Torret Manor&lt;br /&gt;
STR 12 SPD 10 INT 13 Initiative&lt;br /&gt;
END 13 EYE 08 AUR 11 Dodge&lt;br /&gt;
DEX 11 HRG 11 WIL 14 Mobility&lt;br /&gt;
92&lt;br /&gt;
50&lt;br /&gt;
45&lt;br /&gt;
AGL 11 SMT 11 MOR 11 Fatigue Rate 07&lt;br /&gt;
Weapons:  Lance 67/8p; Broadsword 71/5e;   Knightshield&lt;br /&gt;
72/2b; Mace 79/5b; Unarmed 48&lt;br /&gt;
Skills: Heraldry 65; Intrigue 77; Mathematics 78&lt;br /&gt;
Scripts: Lakise 90&lt;br /&gt;
Armor:  MEDIUM (see appendix)&lt;br /&gt;
Tancred Gwantir, 41, is the cousin of Brenoir and Serolan&lt;br /&gt;
(abbot) of Fancet Abbey. He has considerable influence&lt;br /&gt;
within the church and is on reasonably good terms with the&lt;br /&gt;
Reblena (Commander) of the Nebulan chapterhouse of the&lt;br /&gt;
sponsored fighting order, Lady of Paladins. He is a shrewd&lt;br /&gt;
intriguer and a cunning courtier. While his devotion to Larani&lt;br /&gt;
is sincere, he tends to regard his own interests as the will of&lt;br /&gt;
the goddess. The power of his clan secured him his position&lt;br /&gt;
which he ruthlessly exploits to further his clan&#039;s aims. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN GWANTIR 3&lt;br /&gt;
Tancred Gwantir, Priest of Larani&lt;br /&gt;
STR 12 SPD 14 INT 13 Initiative&lt;br /&gt;
END 15 EYE 12 AUR 11 Dodge&lt;br /&gt;
DEX 13 HRG 13 WIL 14 Mobility&lt;br /&gt;
70&lt;br /&gt;
AGL 16 SMT 17 MOR 09 Fatigue Rate 02&lt;br /&gt;
Weapons:  Broadsword 72/5e;   &lt;br /&gt;
75&lt;br /&gt;
80&lt;br /&gt;
Knight Shield 67/2b;&lt;br /&gt;
Mace 64/5b; Unarmed 43&lt;br /&gt;
Skills: Awareness 67; Heraldry 34; Intrigue 56&lt;br /&gt;
Ritual (Larani): 67 Piety: 54&lt;br /&gt;
Rituals: Blessing; Courage; Weapon Charm&lt;br /&gt;
Armor:  UNARMORED (see appendix)&lt;br /&gt;
Aleaume Gwantir, 29, is the family herald and a cousin of&lt;br /&gt;
Brenoir. Unlike most of his kinsmen, he is opposed to the&lt;br /&gt;
feud, believing it to be folly and a waste of lives and energy.&lt;br /&gt;
While he is loyal to his clansmen, he has established&lt;br /&gt;
diplomatic contacts to the Ceselryds via the College of&lt;br /&gt;
Heralds. He is the only clan member who can safely travel&lt;br /&gt;
into Chybisa as his status gives him some sort of immunity.&lt;br /&gt;
Having met Hrothgeir Ceselryd several times, he hopes that&lt;br /&gt;
maintaining this contact will eventually enable him to initiate&lt;br /&gt;
negotiations between the two clans to abandon the feud. He&lt;br /&gt;
is aware though, that the hostilities are more likely to&lt;br /&gt;
increase as long as Brenoir is the clanhead.&lt;br /&gt;
Aleaume Gwantir, Herald&lt;br /&gt;
STR 11 SPD 13 INT 16 Initiative&lt;br /&gt;
END 10 EYE 16 AUR 12 Dodge&lt;br /&gt;
DEX 12 HRG 13 WIL 15 Mobility&lt;br /&gt;
65&lt;br /&gt;
AGL 13 SMT 12 MOR 13 Fatigue Rate 02&lt;br /&gt;
Weapons:  Broadsword 54/6e;   &lt;br /&gt;
70&lt;br /&gt;
65&lt;br /&gt;
Knight Shield 51/2b;&lt;br /&gt;
Dagger 51/4p; Unarmed 39&lt;br /&gt;
Skills: Awareness 72; Heraldry 82; Intrigue 79&lt;br /&gt;
Armor:  UNARMORED (see appendix)&lt;br /&gt;
Malachin Gwantir, 39, is the bailiff of Girhim and cousin of&lt;br /&gt;
Brenoir. He is the main counselor of  the clanhead and the&lt;br /&gt;
most mysterious figure in the clan. Malachin is an astrologer&lt;br /&gt;
and alchemist and a member of the Guild of Arcane Lore.&lt;br /&gt;
Many consider him also to be a wizard. While he never&lt;br /&gt;
shows any of his talents to the public, he enjoys the fact that&lt;br /&gt;
his alleged sorcerous ski ls are widely feared. Only the power&lt;br /&gt;
of his position and the fact that both the royal and the&lt;br /&gt;
religious courts in the hundred are dominated by his&lt;br /&gt;
clansmen protect him against accusations for witchcraft.&lt;br /&gt;
Malachin occupies the tower of Girhim manor that he has&lt;br /&gt;
turned into an alchemical laboratory and observatory. &lt;br /&gt;
Malachin Gwantir, Bailiff of Girhim Manor &lt;br /&gt;
STR 13 SPD 08 INT 15 Initiative&lt;br /&gt;
END 11 EYE 10 AUR 17 Dodge&lt;br /&gt;
DEX 12 HRG 10 WIL 16 Mobility&lt;br /&gt;
55&lt;br /&gt;
45&lt;br /&gt;
40&lt;br /&gt;
AGL 09 SMT 13 MOR 05 Fatigue Rate 01&lt;br /&gt;
Weapons: Broadsword 56/5e; Dagger 36/4p; Unarmed 31&lt;br /&gt;
Skills: Astrology 93; Tarot 78; Herblore 67; Alchemy 73;&lt;br /&gt;
Psychometry 58; Medium 67; Hex 78; Heraldry 67; &lt;br /&gt;
Scripts: Lakise 97; Khruni 88; Runic 89&lt;br /&gt;
Armor:  UNARMORED (see appendix)&lt;br /&gt;
Moran Gwantir, 29, is the commander of the mercenary&lt;br /&gt;
company of the Scarlet Gauntlet and leads most military&lt;br /&gt;
operations for his clan. It is mainly due to his fearsome&lt;br /&gt;
reputation as a swordsman that he can keep the many&lt;br /&gt;
violent thugs among  the mercenaries in check. &lt;br /&gt;
Moran Gwantir, Knight Bachelor&lt;br /&gt;
STR 16 SPD 13 INT 11 Initiative&lt;br /&gt;
END 15 EYE 10 AUR 12 Dodge&lt;br /&gt;
DEX 13 HRG 13 WIL 14 Mobility&lt;br /&gt;
92&lt;br /&gt;
60&lt;br /&gt;
65&lt;br /&gt;
AGL 12 SMT 11 MOR 06 Fatigue Rate 07&lt;br /&gt;
Weapons:  Lance 96/8p; Broadsword 102/6e;   Kiteshield&lt;br /&gt;
97/2b; Mace 87/5b; Unarmed 51&lt;br /&gt;
Skills: Awareness 67; Heraldry 34; Intrigue 56&lt;br /&gt;
Armor:  HEAVY (see appendix)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN GWANTIR 4&lt;br /&gt;
The Scarlet Gauntlet&lt;br /&gt;
This band of mercenaries was&lt;br /&gt;
founded prior to clan Gwantir&#039;s&lt;br /&gt;
ascension to noble status and has&lt;br /&gt;
always been the main basis for the&lt;br /&gt;
clan&#039;s power. This was reflected by&lt;br /&gt;
including the company&#039;s badge into&lt;br /&gt;
the coat of arms when it was&lt;br /&gt;
registered &lt;br /&gt;
after &lt;br /&gt;
the &lt;br /&gt;
victorious&lt;br /&gt;
campaign in the treasure war in 679. Their loyalty lies&lt;br /&gt;
entirely with clan Gwantir. Several of their numbers are&lt;br /&gt;
members of junior branches of the clan or acknowledged&lt;br /&gt;
bastards and their officers are always knighted clansmen.&lt;br /&gt;
Al members are skilled fighters with a lot of combat&lt;br /&gt;
experience. They have a reputation for excessive brutality&lt;br /&gt;
and are little better than brigands if not kept in check. While&lt;br /&gt;
they have been employed to guard caravans on occasion,&lt;br /&gt;
they are mostly hired by employers who wish to cause havoc&lt;br /&gt;
and destruction somewhere, which clearly is the company’s&lt;br /&gt;
area of expertise. They have been very successful in rooting&lt;br /&gt;
out minor revolts and hunting down brigands, Gargun or&lt;br /&gt;
barbarians. &lt;br /&gt;
town guards have the stomach to restrain the excesses of&lt;br /&gt;
this band. When drunk, they are quick to respond to any&lt;br /&gt;
form of provocation by beating up or even killing those who&lt;br /&gt;
annoy them.&lt;br /&gt;
Medium Footmen (3)&lt;br /&gt;
STR 13 SPD 11 INT 09 Initiative&lt;br /&gt;
END 14 EYE 10 AUR 10 Dodge&lt;br /&gt;
DEX 12 HRG 10 WIL 13 Mobility&lt;br /&gt;
77&lt;br /&gt;
55&lt;br /&gt;
AGL 11 SMT 09 MOR 07 Fatigue Rate 05&lt;br /&gt;
Weapons: Falchion 75/6e; Battleaxe 55/9e; Roundshield&lt;br /&gt;
70/2b; Unarmed 50&lt;br /&gt;
Skills: Awareness 50; Riding 45; &lt;br /&gt;
Armor: MEDIUM (see appendix)&lt;br /&gt;
Light Footmen (11)&lt;br /&gt;
STR 12 SPD 11 INT 09 Initiative&lt;br /&gt;
END 13 EYE 10 AUR 10 Dodge&lt;br /&gt;
DEX 12 HRG 10 WIL 12 Mobility&lt;br /&gt;
Note: If appropriate, the GM may decide to spread the&lt;br /&gt;
rumor that the Scarlet Gauntlet was once hired by Sir&lt;br /&gt;
Kathel of Dezaller, the lord of Loban, for a raid against&lt;br /&gt;
Taelda tribesmen. Players, who have played the adventure&lt;br /&gt;
“A hundred Bushels of Rye” might get a fairly good&lt;br /&gt;
impression of the company’s usual behavior. &lt;br /&gt;
The current strength of the company is 19 men. Most of&lt;br /&gt;
them are battle hardened veterans aged twenty to thirty-five&lt;br /&gt;
years. With scarred faces, tattoos and occasional missing&lt;br /&gt;
ears, eyes and fingers, they are a fearsome sight. They are&lt;br /&gt;
men who make their living by killing and plundering. While&lt;br /&gt;
not doing the one or the other, they tend to spend their time&lt;br /&gt;
drinking, brawling and bullying everyone in their path. Few&lt;br /&gt;
Crossbowmen (5)&lt;br /&gt;
55&lt;br /&gt;
66&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
AGL 11 SMT 09 MOR 07 Fatigue Rate 03&lt;br /&gt;
Weapons: Spear 75/7p; Roundshield 70/2b; &lt;br /&gt;
Shortsword 65/4e; Unarmed 50&lt;br /&gt;
Skills: Awareness 50;  &lt;br /&gt;
Armor: LIGHT (see appendix)&lt;br /&gt;
STR 12 SPD 10 INT 09 Initiative&lt;br /&gt;
END 13 EYE 12 AUR 10 Dodge&lt;br /&gt;
DEX 13 HRG 10 WIL 12 Mobility&lt;br /&gt;
66&lt;br /&gt;
55&lt;br /&gt;
50&lt;br /&gt;
AGL 11 SMT 09 MOR 07 Fatigue Rate 05&lt;br /&gt;
Weapons:  Falchion 65/6e; Roundshield 60/2b; Crossbow&lt;br /&gt;
70/7p;  Unarmed 50&lt;br /&gt;
Skills: Awareness 60; Riding 45; &lt;br /&gt;
Armor: MEDIUM (see appendix)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 ANADEL WILDERNESS ENCOUNTERS 1&lt;br /&gt;
As much of the action is likely to take place in the&lt;br /&gt;
wilderness east of Shenadun, the following pages&lt;br /&gt;
provide some material for the GM to flesh out suitable&lt;br /&gt;
events and encounters. &lt;br /&gt;
TRAVELLING &lt;br /&gt;
Depending on the terrain, the weather and the&lt;br /&gt;
availability of mounts, characters can cover different&lt;br /&gt;
distances when they travel through the wilderness. &lt;br /&gt;
Terrain Map Key Walk Ride&lt;br /&gt;
Trail&lt;br /&gt;
   (flat)&lt;br /&gt;
5 9&lt;br /&gt;
Trail&lt;br /&gt;
 (hilly)&lt;br /&gt;
4 7&lt;br /&gt;
Trail&lt;br /&gt;
(mountainous)&lt;br /&gt;
3 5&lt;br /&gt;
Pasture 4 6&lt;br /&gt;
 Hills&lt;br /&gt;
(light vegetation)&lt;br /&gt;
3 5&lt;br /&gt;
Hills &lt;br /&gt;
(mixed forest)&lt;br /&gt;
2 2&lt;br /&gt;
Mountainous (mixed&lt;br /&gt;
forest)&lt;br /&gt;
1 1&lt;br /&gt;
All distances are given in leagues per watch (which is&lt;br /&gt;
roughly the same as kilometers per hour).&lt;br /&gt;
Paths: &lt;br /&gt;
The small paths (indicated as thin red lines on the&lt;br /&gt;
map) are barely more than trampled tracks, but using&lt;br /&gt;
them prevents getting lost. If characters are not using&lt;br /&gt;
the path, roll a survival check of the party member with&lt;br /&gt;
the highest skill each watch. Failure means that the&lt;br /&gt;
characters got lost.&lt;br /&gt;
Rivers &amp;amp; Creeks: &lt;br /&gt;
Crossing bodies of water is a major traveling&lt;br /&gt;
problem. There are no bridges anywhere in the&lt;br /&gt;
wilderness. If paths cross small rivers or creeks, this&lt;br /&gt;
indicates a ford. Crossing a river without a ford can be&lt;br /&gt;
hazardous. Roll a survival check for characters trying to&lt;br /&gt;
find a place to cross a creek. A success means that it&lt;br /&gt;
is generally possible to cross the creek without getting&lt;br /&gt;
too wet, though the GM may still decide to ask for a&lt;br /&gt;
suitable method to do so. Otherwise, the characters&lt;br /&gt;
get soaked and risk getting ill. The GM might consider&lt;br /&gt;
to roll against END x 5 to see if the character suffers a&lt;br /&gt;
H5 ailment in the process (see table on the next page).&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 ANADEL WILDERNESS ENCOUNTERS 2&lt;br /&gt;
ENCOUNTERS &amp;amp; HAZARDS&lt;br /&gt;
Moving through the dangerous wilderness east of&lt;br /&gt;
Shenadun will likely lead to a prolonged exposure to all&lt;br /&gt;
kinds of menaces. The following table gives some&lt;br /&gt;
suggestions. The GM should roll once per watch (a&lt;br /&gt;
watch is 4 hours long) on the day-table as long as the&lt;br /&gt;
PCs move and once per night. Traveling through&lt;br /&gt;
wilderness terrain during the night should be avoided.&lt;br /&gt;
If the PCs insist on roaming the underbrush after dark,&lt;br /&gt;
the GM should feel free to pick one reasonable&lt;br /&gt;
encounter per hour.&lt;br /&gt;
ENCOUNTERS (1d100)&lt;br /&gt;
Day Night Encounter&lt;br /&gt;
01-05-Old campsite (1d6 days old)&lt;br /&gt;
06-10-Smells (rotting carcass, fireplace)&lt;br /&gt;
11-14 01-30 Sounds (wolves, drums, crickets)&lt;br /&gt;
15-25-Tracks (animal, human or Gargun)&lt;br /&gt;
26-27 31 Equipment Loss/Failure&lt;br /&gt;
28 32 Sickness (Influenza: H5)&lt;br /&gt;
29 33-35 Food Poisoning (H5)&lt;br /&gt;
30-40 36-50 Bad Weather (Rain or Hail)&lt;br /&gt;
41-45 51-60 Bad Weather (Fog/Mist)&lt;br /&gt;
46-55-Road Hazard (Bog/Swamp)&lt;br /&gt;
56-60-Plant Hazard (brambles)&lt;br /&gt;
61-70 61-70 Insects (Ticks/Flies/Midges/Ants)&lt;br /&gt;
71 71 Stag/Deer/Hind&lt;br /&gt;
72 72 Wild/Stray Cattle&lt;br /&gt;
73 73 Boar (1-6)&lt;br /&gt;
74 74 Snake (harmless)&lt;br /&gt;
75 75 Snake (poisonous: Bite 70 (1p) H3)&lt;br /&gt;
76 76 Bear &lt;br /&gt;
77-78 77-81 Wild Dog/Wolf etc. (1-10)&lt;br /&gt;
79-80 82 Eagle/Hawk/Falcon/Owl&lt;br /&gt;
81-84 83-84 Pagaelin Tribesmen (1-10)&lt;br /&gt;
85-87-Hunters/Trappers (1-6)&lt;br /&gt;
88-94-Soldiers/ local patrol (1-10)&lt;br /&gt;
95-00 85-00 Gargun Hyeka  (10-30)&lt;br /&gt;
Sickness &amp;amp; Disease are a constant risk in a society with&lt;br /&gt;
poor hygienics and medicine that largely relies on&lt;br /&gt;
superstition. Traveling and exposure to heat and cold may&lt;br /&gt;
result in a number of maladies. The GM should pick a&lt;br /&gt;
suitable ailment or simply roll a d100. &lt;br /&gt;
Roll against 5x END for each character to see if they&lt;br /&gt;
catch the sickness. If they do, treat the sickness like a&lt;br /&gt;
normal infection. If the disease worsens after a failed&lt;br /&gt;
Infection Roll we suggest to apply a physical penalty of -10&lt;br /&gt;
for each reduction of the Healing Rate (-20 at HR3; -30 at&lt;br /&gt;
HR2 etc.) in addition to those mentioned in the table below.&lt;br /&gt;
Food Poisoning is a likely problem if fresh rations are&lt;br /&gt;
unavailable. Allow characters a roll against Cooking skill or&lt;br /&gt;
SMELL x 3 to detect the spoiled food in time.&lt;br /&gt;
Sickness % Symptoms Penalties&lt;br /&gt;
Sunstroke 01-25 Headache,&lt;br /&gt;
vomiting,&lt;br /&gt;
dizziness&lt;br /&gt;
halve all skills&lt;br /&gt;
Head Cold* 26-55 Sneezing and&lt;br /&gt;
coughing; fever&lt;br /&gt;
halve awareness&lt;br /&gt;
and stealth; double&lt;br /&gt;
Fatigue Rate&lt;br /&gt;
Food&lt;br /&gt;
Poisoning&lt;br /&gt;
56-99 sweating,&lt;br /&gt;
stomach ache,&lt;br /&gt;
vomiting&lt;br /&gt;
none&lt;br /&gt;
Influenza 00 Sneezing and&lt;br /&gt;
coughing;&lt;br /&gt;
extreme fever&lt;br /&gt;
halve all skills; triple&lt;br /&gt;
fatigue&lt;br /&gt;
*Head Colds are very contagious and unpleasant, but rarely&lt;br /&gt;
fatal. We suggest to decrease the Healing Rate only after two&lt;br /&gt;
failed healing rolls.&lt;br /&gt;
Bad Weather can have decisive effects on traveling and&lt;br /&gt;
other activities. While this demands GM&#039;s discretion, a few&lt;br /&gt;
general modifications apply.&lt;br /&gt;
Weather&lt;br /&gt;
Condition&lt;br /&gt;
Effects&lt;br /&gt;
Rain/Hail Halve Awareness and Tracking;&lt;br /&gt;
characters risk getting soaked&lt;br /&gt;
Fog/Mist +20 to Stealth; -20 to Awareness and&lt;br /&gt;
ranged weapons&lt;br /&gt;
Hot Weather Double Fatigue Rate&lt;br /&gt;
Road and Plant Hazards can be avoided by sticking to the&lt;br /&gt;
trails but will otherwise slow down traveling and lead to&lt;br /&gt;
accidents if characters are not careful. Swamps near the&lt;br /&gt;
Anadel Hills tend to be small and can be avoided if the&lt;br /&gt;
characters are willing to walk around them. Otherwise they&lt;br /&gt;
can be treated like creeks.&lt;br /&gt;
Insects can make life on the road extremely unpleasant.&lt;br /&gt;
While they are unlikely to effect physical skills, they may&lt;br /&gt;
penalize skills that demand concentration. A -10 penalty for&lt;br /&gt;
Awareness, Tracking etc. can be justified at GM&#039;s discretion. &lt;br /&gt;
Animals like Stag, Deer, Boar or cattle might be a&lt;br /&gt;
welcome food source, but characters should be warned that&lt;br /&gt;
hunting is a privilege for the nobles and punishments for&lt;br /&gt;
poaching are severe.&lt;br /&gt;
Wolves, Dogs and Bears are unlikely to attack a group&lt;br /&gt;
unless very hungry or affected by rabies (10% chance).&lt;br /&gt;
Poisonous Snakes tend to avoid humans but might attack&lt;br /&gt;
if disturbed or accidentally trodden upon. Most Hârnic&lt;br /&gt;
snakes are small and easy to kill or avoid once they are&lt;br /&gt;
spotted. Allow a character an Awareness check to spot the&lt;br /&gt;
snake in time. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
PELENOTH MINING CAMP 1&lt;br /&gt;
MINING CAMP “Pelenoth”&lt;br /&gt;
Location L7&lt;br /&gt;
Inhabitants: 5 to 50 (depending on the season)&lt;br /&gt;
The miner&#039;s camp in the Pelenoth Valley is a central&lt;br /&gt;
supply station between six different iron mines, operated by&lt;br /&gt;
the miners guild. The camp is manned all year round, even&lt;br /&gt;
though the mines have to be closed during the winter and&lt;br /&gt;
reopened in the spring. &lt;br /&gt;
The mines are all within one to three hours&#039; walk of the&lt;br /&gt;
camp. The miners usually sleep in tents or crude huts close&lt;br /&gt;
to the mines and return to the main camp every three to six&lt;br /&gt;
days, bringing the ore to the smelters, replacing damaged&lt;br /&gt;
tools and enjoying what little comforts the camp may offer&lt;br /&gt;
before returning to their work on the next day. &lt;br /&gt;
There is no work on Peonian holy days and most miners&lt;br /&gt;
come back to the camp to celebrate. &lt;br /&gt;
Once or twice every month the raw iron is brought to&lt;br /&gt;
Shenadun with a mule train. Depending on the number of&lt;br /&gt;
animals needed, four to six miners accompany the train.&lt;br /&gt;
These places are always in high demand, because the&lt;br /&gt;
miners can spend a night at the inn. Sleeping in a good bed&lt;br /&gt;
with good food and drink is a nice change and the local&lt;br /&gt;
guildmaster, Horeld of Bansen,  frequently rewards good&lt;br /&gt;
work with a place in the train.&lt;br /&gt;
Mercenaries&lt;br /&gt;
The camp employs a number of mercenaries as guards.&lt;br /&gt;
Depending on the season and the imminence of danger,&lt;br /&gt;
their number varies between half a dozen up to twenty (one&lt;br /&gt;
company). It is their responsibility to protect the camp and&lt;br /&gt;
to patrol the area around the mines. Some of them also&lt;br /&gt;
accompany the monthly mule train to Shenadun, as the path&lt;br /&gt;
is particularly dangerous. The men are well paid and enjoy&lt;br /&gt;
the benefits of guild members as long as they are in the&lt;br /&gt;
guild&#039;s employ. Any harm coming to one of the miners under&lt;br /&gt;
their protection can lead to their replacement, so they take&lt;br /&gt;
their job very seriously. &lt;br /&gt;
Master Miner Horeld of Bansen &lt;br /&gt;
Horeld is 53 and has spent most of his life in the mining&lt;br /&gt;
business in dangerous frontier regions. He is on very good&lt;br /&gt;
terms with the lord of Shenadun. The recent sightings of&lt;br /&gt;
Gargun tracks in the area have worried the guildmaster,&lt;br /&gt;
because the mines are vulnerable to Gargun raiders, even&lt;br /&gt;
though the main camp seems secure. He has petitioned the&lt;br /&gt;
guild to finance some more guards and a scout or two, but&lt;br /&gt;
his request has not been fulfilled yet. Sir Lardis has promised&lt;br /&gt;
to start his own investigation on Gargun activities in the&lt;br /&gt;
region and to wipe out any permanent Gargun settlements&lt;br /&gt;
that might exist.&lt;br /&gt;
Horeld of Bansen, Master Miner&lt;br /&gt;
STR 12 SPD 08 INT 14 Initiative&lt;br /&gt;
END 13 EYE 07 AUR 11 Dodge&lt;br /&gt;
DEX 14 HRG 09 WIL 15 Mobility&lt;br /&gt;
AGL 10 SMT 10 MOR 12 Fatigue Rate&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
2&lt;br /&gt;
Weapons:   Shortsword 67/4e; Dagger 48/4p; Unarmed 53&lt;br /&gt;
Armor:  UNARMORED (see appendix)&lt;br /&gt;
The Miners&lt;br /&gt;
Most of the mercenaries have been in the guild&#039;s employ&lt;br /&gt;
for several years and they consider themselves to be far&lt;br /&gt;
superior to any “seasonal rabble” that is hired to bolster their&lt;br /&gt;
ranks on occasion.&lt;br /&gt;
The commander of the mercenaries is Valdek of Halder,&lt;br /&gt;
a 36 year old veteran warrior. The current strength of his&lt;br /&gt;
company is eleven men.&lt;br /&gt;
Mercenaries&lt;br /&gt;
STR 13 SPD 11 INT 11 Initiative&lt;br /&gt;
END 12 EYE 10 AUR 10 Dodge&lt;br /&gt;
DEX 11 HRG 10 WIL 12 Mobility&lt;br /&gt;
AGL 11 SMT 11 MOR 10 Fatigue Rate&lt;br /&gt;
68&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
3&lt;br /&gt;
Weapons:   Spear 70 /7p; Roundshield 65/2b; Dagger&lt;br /&gt;
55/4p; Unarmed 60&lt;br /&gt;
Armor:  LIGHT(see appendix)&lt;br /&gt;
Working in the Pelenoth mines is backbreaking and&lt;br /&gt;
dangerous work. To add to the dangers, the area is far from&lt;br /&gt;
safe with rampaging Gargun and the unpredictable Pagaelin&lt;br /&gt;
tribes nearby. The miners in Pelenoth are a tough lot.&lt;br /&gt;
Several of them have fled into the guilds&#039; protection for&lt;br /&gt;
different reasons. Among them are escaped serfs, indebted&lt;br /&gt;
gamblers and a few criminals. The guild does not normally&lt;br /&gt;
hand over those individuals to the authorities unless they are&lt;br /&gt;
accused of felonies. However, the guildmasters take care not&lt;br /&gt;
to accept members wanted by one of the local lords to avoid&lt;br /&gt;
complications.&lt;br /&gt;
Miners&lt;br /&gt;
STR 13 SPD 11 INT 11 Initiative&lt;br /&gt;
END 13 EYE 10 AUR 11 Dodge&lt;br /&gt;
DEX 11 HRG 10 WIL 12 Mobility&lt;br /&gt;
AGL 11 SMT 11 MOR 10 Fatigue Rate&lt;br /&gt;
Weapons:   Club 50/3b; Knife 40/3p; Unarmed 55&lt;br /&gt;
Armor:  UNARMORED (see appendix)&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
2&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 &lt;br /&gt;
 PELENOTH MINING CAMP 2&lt;br /&gt;
LOCAL MAP NOTES&lt;br /&gt;
1. Main building: This is the main office of  Horeld of&lt;br /&gt;
Bansen and also the storage building and tool shed.&lt;br /&gt;
2. Storeroom: This is the main storage building for raw&lt;br /&gt;
materials for the smelters like clay, charcoal and raw iron.&lt;br /&gt;
3. Smelters: The smelters used in Pelenoth are primitive&lt;br /&gt;
clay constructions that have to be demolished and rebuilt&lt;br /&gt;
after each use. There are two potters in the employ of the&lt;br /&gt;
guild who work under the supervision of the smelter master,&lt;br /&gt;
Badrel of Rur. The clay is taken from claypits along the&lt;br /&gt;
banks of the Pelenoth creek.&lt;br /&gt;
4. Palisade and Gate: The camp is surrounded with a&lt;br /&gt;
stoutly built, ten foot palisade with ramparts and twelve foot&lt;br /&gt;
wooden towers on all four corners. The gate is made from&lt;br /&gt;
ironbound oak and secured with heavy bars. There are&lt;br /&gt;
always two guards on duty.&lt;br /&gt;
5. Animal pen and stable: The miners keep about three&lt;br /&gt;
dozen mules, cared for by four teamsters, to transport the&lt;br /&gt;
ore from the mines to the main camp and to carry the raw&lt;br /&gt;
iron to Shenadun and supplies back to the camp.&lt;br /&gt;
6. and 7. Miners quarters: The sleeping places, kitchen and&lt;br /&gt;
mess hall for the miners. They are reasonably well built, but&lt;br /&gt;
offer only the small comforts commonly associated with&lt;br /&gt;
guild hostels. There are usually between 20 and 40 miners at&lt;br /&gt;
work in the Pelenoth mines, but only a quarter or less will be&lt;br /&gt;
present in the main camp at any given time except holidays.&lt;br /&gt;
8. Barracks: The barracks are spacious and can easily&lt;br /&gt;
house a full strength company if the situation should&lt;br /&gt;
demand more men.&lt;br /&gt;
9. Woodcrafter: This is the workshop and sleeping quarter&lt;br /&gt;
for the bonded woodcrafter, Perdel of Grenien. Perdel has&lt;br /&gt;
two apprentices to help him and would like to employ a&lt;br /&gt;
journeyman as he has plenty of work. He has not found a&lt;br /&gt;
suitable candidate yet and plans to spread the word in&lt;br /&gt;
Burzyn next time he visits the town. &lt;br /&gt;
10. Metalsmith: Notgar of Threben is the bonded&lt;br /&gt;
metalsmith of the camp. He is constantly making and&lt;br /&gt;
repairing tools, but can hardly meet the demand. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 &lt;br /&gt;
 VARTELION&#039;S HOUSE 1&lt;br /&gt;
VARTELION&#039;S HOUSE&lt;br /&gt;
The blockhouse was built by an old trapper named&lt;br /&gt;
Vartelion who vanished in 698 TR. The trappers use it to&lt;br /&gt;
gather their pelts and for protection from Gargun or Pagaelin&lt;br /&gt;
raids. The house is a stout wooden structure, surrounded by&lt;br /&gt;
a 12 foot palisade with three platforms for defense. The&lt;br /&gt;
interior of the hut is surprisingly comfortable. A three tier&lt;br /&gt;
bunk bed behind curtains serves as sleeping place. An iron&lt;br /&gt;
brazier is used for cooking and warmth. &lt;br /&gt;
The trappers are armed and quite tough. They have&lt;br /&gt;
taught the Pagaelin and Gargun to stay well out of the range&lt;br /&gt;
of their arrows. Visitors to the house are well advised to&lt;br /&gt;
approach openly and to clearly state their business to the&lt;br /&gt;
guard. &lt;br /&gt;
    &lt;br /&gt;
Anyone spotted sneaking around the compound or&lt;br /&gt;
otherwise appearing untrustworthy will be shot at without&lt;br /&gt;
warning. &lt;br /&gt;
Typical Trapper&lt;br /&gt;
STR 12 SPD 11 INT 10 Initiative 55&lt;br /&gt;
END 13 EYE 12 AUR 11 Dodge 55&lt;br /&gt;
DEX 12 HRG 12 WIL 12 Mobility 55&lt;br /&gt;
AGL 11 SMT 10 MOR 12 Fatigue Rate 2&lt;br /&gt;
Weapons: Shortbow 65/6p; Club 65/3; Dagger 45/4p;&lt;br /&gt;
Unarmed 40&lt;br /&gt;
Skills: Awareness 65; Tracking 60; Stealth 55&lt;br /&gt;
Armor:  TRAPPER (see appendix)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 &lt;br /&gt;
 VARTELION&#039;S HOUSE 2&lt;br /&gt;
The Scavenger&lt;br /&gt;
For some time the trappers using Vartelion House have&lt;br /&gt;
been bothered by an unusual disappearance of their catch&lt;br /&gt;
from the traps. While they regularly find their traps triggered,&lt;br /&gt;
the catch has quite often disappeared. The trappers&lt;br /&gt;
suspected a predatory animal or the Pagaelin to be&lt;br /&gt;
responsible for the theft of the prey.  They have laid several&lt;br /&gt;
ambushes to catch the culprit in the recent past. While they&lt;br /&gt;
have never seen let alone caught anyone, several mysterious&lt;br /&gt;
occurrences have worried them even further. On several&lt;br /&gt;
occasions the trapped animals were stolen from right under&lt;br /&gt;
their noses; sometimes some of their number were found in&lt;br /&gt;
a state of dreamy doze, just smiling stupidly with wide open&lt;br /&gt;
eyes. The tracks found nearby the traps were large and&lt;br /&gt;
vaguely human, although the trackers could not agree&lt;br /&gt;
whether they belong to feet or boots.&lt;br /&gt;
Although none of their number has been hurt by the&lt;br /&gt;
mysterious thief, the trappers are deeply worried about the&lt;br /&gt;
incident, suspecting demonic activity or evil spirits or even a&lt;br /&gt;
werewolf being on the rampage in the Anadel Hills. They&lt;br /&gt;
have asked for help in the village and may approach the&lt;br /&gt;
PCs.&lt;br /&gt;
The Truth&lt;br /&gt;
Experienced GMs will have guessed that no decent Hârn&lt;br /&gt;
adventure module can exist without an appearance of a&lt;br /&gt;
Nolah. Here it is: The scavenger stealing the animals from&lt;br /&gt;
the traps is a lazy Nolah, named Gmulch, who has&lt;br /&gt;
discovered the traps as an easy source for food. &lt;br /&gt;
The Nolah lacks the skills to build traps on its own, but is&lt;br /&gt;
intelligent enough to understand that the trappers are&lt;br /&gt;
responsible for maintaining them. Consequently, it has&lt;br /&gt;
avoided hurting them and has even gone so far as to scare&lt;br /&gt;
away or eat Pagaelin hunters and Gargun whom it rightly&lt;br /&gt;
suspected of intending to harm its food suppliers. &lt;br /&gt;
Possible Solutions&lt;br /&gt;
While the PCs may try to hunt down the Nolah, once they&lt;br /&gt;
have discovered its existence, this is not automatically the&lt;br /&gt;
best option. The Nolah is quite good at determining which&lt;br /&gt;
humans to spare, so it will not show the same reluctance to&lt;br /&gt;
kill PCs as it shows to kill trappers. Another point is that its&lt;br /&gt;
protection, though yet unknown to the trappers, might prove&lt;br /&gt;
very useful if tensions with the Pagaelin increase. &lt;br /&gt;
Kora the Madwoman [see the adventure section of this&lt;br /&gt;
module] may aid the characters with information about&lt;br /&gt;
Nolahs at GM&#039;s discretion.&lt;br /&gt;
Gmulch the Nolah&lt;br /&gt;
STR 19 SPD 17 INT 14 Initiative 70&lt;br /&gt;
END 17 EYE 11 AUR 16 Dodge 65&lt;br /&gt;
DEX 13 HRG 18 WIL 12 Mobility 85&lt;br /&gt;
AGL 13 SMT 16 MOR 05 Fatigue Rate 02&lt;br /&gt;
Weapons: Club 72/3b; Unarmed 76&lt;br /&gt;
Skills: Awareness 70; Stealth 75&lt;br /&gt;
Armor:  B8 E10 P10 F4 S30 T8 (except eyes)&lt;br /&gt;
Like all Nolahs, Gmulch has the power to charm a victim.&lt;br /&gt;
Roll 3d6 against WIL. A charmed character will stand&lt;br /&gt;
dazed or even come to the Nolah to submit himself to&lt;br /&gt;
being taken prisoner.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
PAGAELIN CAMP 1&lt;br /&gt;
PAGAELIN VILLAGE&lt;br /&gt;
Location L7&lt;br /&gt;
Population 93&lt;br /&gt;
THE OWEOR OLLIN TRIBE&lt;br /&gt;
The Olin tribe has 93 members, 28 of them warriors.&lt;br /&gt;
Like most Pagaelin tribes, the Ollins live a semi-nomadic&lt;br /&gt;
lifestyle, moving their camps approximately every ten years.&lt;br /&gt;
The moving of the camp follows a traditional routine&lt;br /&gt;
between three different places. This routine was interrupted&lt;br /&gt;
when the tribe left its present campsite in 717 TR after only&lt;br /&gt;
staying there for two years. The chief during that time,&lt;br /&gt;
Gvallin, followed the advice of the Navehan Augur, Kadon of&lt;br /&gt;
Nurisel, who had counseled him to leave the area for a while&lt;br /&gt;
after the murder of Barian Ceselryd in 716 TR.&lt;br /&gt;
While Gvallin might have saved the tribe&#039;s existence when&lt;br /&gt;
he decided to heed Kadon&#039;s counsel, he earned little&lt;br /&gt;
gratitude  for it. Many of the dominant males considered this&lt;br /&gt;
a sign of weakness and Gvallin&#039;s authority gradually&lt;br /&gt;
decreased. &lt;br /&gt;
Oweor Ollin succeeded Gvallin in 719 TR, after&lt;br /&gt;
challenging him openly for single combat and hacking him&lt;br /&gt;
into pieces with his axe. This has thoroughly impressed the&lt;br /&gt;
tribe, none of which have yet dared to question Oweor&#039;s&lt;br /&gt;
ruling or challenged his position as chief. Like many&lt;br /&gt;
members of the Olin tribe, Oweor was opposed to the&lt;br /&gt;
moving of the tribe&#039;s camp in the first place. He now has led&lt;br /&gt;
his people back to the tribe&#039;s traditional campsite close to&lt;br /&gt;
Shenadun. He is fully aware that this is likely to restart the&lt;br /&gt;
conflict with the Ceselryd clan and is ready and eager for the&lt;br /&gt;
fight. He has not started raiding the area yet, as he intends&lt;br /&gt;
to do, because he wants to gather some support from the&lt;br /&gt;
other tribes in the region first. &lt;br /&gt;
Oweor Ollin&lt;br /&gt;
Oweor is a charismatic war chief of 29. He is a&lt;br /&gt;
psychopath: While he appears charming and likable at a first&lt;br /&gt;
impression, he is a megalomaniac with absolutely no regard&lt;br /&gt;
for the needs and feelings of others.  He dominates his tribe&lt;br /&gt;
with his manipulative personality and merciless brutality,&lt;br /&gt;
changing from one to the other in an instant.  He has been&lt;br /&gt;
known to lecture the male members of his tribe  for an hour&lt;br /&gt;
about his plans of conquest, then snatch his axe and smash&lt;br /&gt;
the head of a listener before calmly returning to his topic.&lt;br /&gt;
Captives not worth a ransom and without an obvious use&lt;br /&gt;
can expect to be brought to death in the most grisly and&lt;br /&gt;
imaginative fashion.  &lt;br /&gt;
Oweor plans to expand his domination to the other&lt;br /&gt;
Pagaelin tribes in the region and then conquer the Chybisan&lt;br /&gt;
territory north of the Ulmerien. He has established contacts&lt;br /&gt;
to other tribes and plans to hold a gathering where “a&lt;br /&gt;
possible cooperation of the tribes can be discussed”. He&lt;br /&gt;
intends to get rid of the chieftains and unify the tribes under&lt;br /&gt;
his command, to gather the necessary strength to deal with&lt;br /&gt;
Shenadun and the other northern manors.&lt;br /&gt;
Oweor is not under the control of the Navehan Augur,&lt;br /&gt;
who operates the lodge near Shenadun. While Kadon had&lt;br /&gt;
established good contacts to Oweor&#039;s predecessor, the death&lt;br /&gt;
of the latter was a plain enough message that the Augur was&lt;br /&gt;
no longer welcome in the tribe. The Navehans have not&lt;br /&gt;
reacted yet and seem content to let Oweor have his way - for&lt;br /&gt;
now.&lt;br /&gt;
Oweor Ollin, Pagaelin Chief&lt;br /&gt;
STR 15 SPD 13 INT 13 Initiative&lt;br /&gt;
END 13 EYE 12 AUR 14 Dodge&lt;br /&gt;
DEX 16 HRG 17 WIL 17 Mobility&lt;br /&gt;
AGL 17 SMT 15 MOR 04 Fatigue Rate&lt;br /&gt;
92&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Battle Axe 87/9e; Dagger 91/4p; Roundshield&lt;br /&gt;
82/2b; Shortbow 81/6p;  Unarmed 78&lt;br /&gt;
Skills: Prescience 57; Awareness 92; Stealth 80&lt;br /&gt;
Armor:  TRIBAL (see appendix)&lt;br /&gt;
Pagaelin Warriors (27)&lt;br /&gt;
STR 12 SPD 13 INT 10 Initiative&lt;br /&gt;
While his long-term plans against Chybisa are in no way&lt;br /&gt;
realistic, Oweor&#039;s attempt to realize them will cause a lot of&lt;br /&gt;
havoc and bloodshed if he is not stopped in time.  &lt;br /&gt;
END 13 EYE 12 AUR 10 Dodge&lt;br /&gt;
DEX 13 HRG 13 WIL 11 Mobility&lt;br /&gt;
AGL 12 SMT 13 MOR 05 Fatigue Rate&lt;br /&gt;
85&lt;br /&gt;
65&lt;br /&gt;
92&lt;br /&gt;
85&lt;br /&gt;
65&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Spear 65/7p; Dagger 70/4p; Roundshield&lt;br /&gt;
60/2b; Handaxe 55/6e; Shortbow 55/6p;  Unarmed 50&lt;br /&gt;
Skills: Awareness 60; Stealth 70; Tracking 60&lt;br /&gt;
Armor:  TRIBAL (see appendix)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 &lt;br /&gt;
 PAGAELIN CAMP 2&lt;br /&gt;
LOCAL MAP NOTES&lt;br /&gt;
1. House of Oweor Ollin: Oweor inhabits the largest and&lt;br /&gt;
most comfortable hut in the camp. He owns several items of&lt;br /&gt;
value - inheritances from former chieftains which were&lt;br /&gt;
acquired in many years of raiding and looting.&lt;br /&gt;
a) Meditation hut: This small building fulfills the functions&lt;br /&gt;
of a temple. The tribe continues to worship the Walker of the&lt;br /&gt;
Heath even though the contact to the Augurs has lessened. &lt;br /&gt;
b)  Women&#039;s quarters: Oweor&#039;s women live in these huts.&lt;br /&gt;
He treats his claimed wives with the cruelty and lack of&lt;br /&gt;
respect that is typical for Pagaelin.&lt;br /&gt;
c) Healer:  Berengar of Lindren is a Peonian reslava who&lt;br /&gt;
was caught and enslaved by the tribe in 716 TR, while he&lt;br /&gt;
was travelling on the Genin Trail. Berengar survived by&lt;br /&gt;
offering his healing skills and has been with the tribe ever&lt;br /&gt;
since. He has never attempted to flee, as he regards his&lt;br /&gt;
capture as the will of his goddess and has accepted his&lt;br /&gt;
position. He does his best to ease the lot of the weak in the&lt;br /&gt;
tribe. He has also used his knowledge about agriculture to&lt;br /&gt;
improve the gardening, hoping to tame the tribesmen by&lt;br /&gt;
showing them the advantages of a regular harvest and&lt;br /&gt;
human kindness. &lt;br /&gt;
d) Slave quarters: The slaves and elderly live in these&lt;br /&gt;
crowded huts. They do most of the work in the village but&lt;br /&gt;
have no status and few rights and have to live on leftovers&lt;br /&gt;
from the warriors.&lt;br /&gt;
2. Dominant males: The dominant males live in these huts&lt;br /&gt;
with their claimed women.&lt;br /&gt;
3. Mixed quarters: This main compound includes the&lt;br /&gt;
quarters for less important members, including the young&lt;br /&gt;
warriors and unclaimed women.&lt;br /&gt;
4. Gate: The gate to the 10&#039; palisade is always guarded. The&lt;br /&gt;
beams stand two inches apart so that the palisade can be&lt;br /&gt;
defended from the ground level since it has no ramparts. &lt;br /&gt;
5. Gardens: Tended by the women, slaves and elderly. The&lt;br /&gt;
quality of the gardening has improved greatly due to the&lt;br /&gt;
influence of Berengar of Lindren. However, most of the food&lt;br /&gt;
grown here is reserved for the warriors.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 &lt;br /&gt;
 KREMSHAK 1&lt;br /&gt;
GARGUN LODGE “Kremshak”&lt;br /&gt;
Location: Anadel Hills [L7]&lt;br /&gt;
Population 260&lt;br /&gt;
Kremshak is a Gargun Hyeka lodge of the semi-nomadic&lt;br /&gt;
Chindra tribe. The Chindra are divided into four different&lt;br /&gt;
sub-tribes, only two which have a queen. The Kremshak&lt;br /&gt;
Chindra are the smaller of the two sub-tribes that protect a&lt;br /&gt;
queen. Being the result of a swarming in the major tribe, the&lt;br /&gt;
tribe established Kremshak in 719 TR. The population is&lt;br /&gt;
growing rapidly and the hunting ranges are continually&lt;br /&gt;
expanded. &lt;br /&gt;
The colony has spend most of what remained of the year&lt;br /&gt;
719 settling its internal disputes (by removing those who&lt;br /&gt;
argue). This changed in 720 when the first offspring of the&lt;br /&gt;
new king led to an explosion of the population. At the&lt;br /&gt;
moment, roughly one third of the population can be counted&lt;br /&gt;
as “veteran” warriors, while the remainder are mostly&lt;br /&gt;
youngsters who have not yet reached adulthood. Given the&lt;br /&gt;
high birth rates of the Hyeka, Kremshak is likely to become a&lt;br /&gt;
serious threat for all other living beings in the region if the&lt;br /&gt;
colony is left alone for another year.&lt;br /&gt;
LOCAL MAP NOTES&lt;br /&gt;
1. to 5. Gates&lt;br /&gt;
The large number of gates reflects the aggressive&lt;br /&gt;
defense concept of the complex. Each gate has a&lt;br /&gt;
guardroom attached to it where one or two dozen youngster&lt;br /&gt;
Gargun are stationed under the supervision of their veteran&lt;br /&gt;
commanders. Whenever a gate is attacked, the guards&lt;br /&gt;
defend the entrance while the alarm is raised and the&lt;br /&gt;
Gargun swarm out of the other gates to attack the intruders&lt;br /&gt;
from behind and block their escape. &lt;br /&gt;
6. Bubrak&#039;s Point&lt;br /&gt;
The Gargun have build a small lookout in one of the&lt;br /&gt;
trees here that is manned by a sentinel at all times. The&lt;br /&gt;
name derives from the first king of Kremshak who built the&lt;br /&gt;
lookout before Vrarmuk&#039;s dagger ended his reign.&lt;br /&gt;
7. Nedieth Island&lt;br /&gt;
This small island in the creek is used for fishing by&lt;br /&gt;
Kremshak&#039;s inhabitants. The Gargun are neither effective nor&lt;br /&gt;
enthusiastic fishers, but have supplemented their diet with&lt;br /&gt;
speared fish on occasion.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 &lt;br /&gt;
 KREMSHAK 2&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
KREMSHAK 3&lt;br /&gt;
INTERIOR MAP NOTES&lt;br /&gt;
1. Tunnel: To northwestern entrance and sleeping quarters.&lt;br /&gt;
2. Great Hall: This is the place where the elite of the&lt;br /&gt;
community feasts, chats and brawls. There is no kitchen&lt;br /&gt;
since the Gargun like their food to be as fresh as&lt;br /&gt;
possible, preferably still screaming while it is eaten.&lt;br /&gt;
Human captives are usually tortured for a while before&lt;br /&gt;
they become part of the meals. Misbehaving Gargun also&lt;br /&gt;
join the diet on occasion. &lt;br /&gt;
3. Guardroom and northeastern tunnel: The guardroom&lt;br /&gt;
in front of the door to the king&#039;s quarters is manned with&lt;br /&gt;
a few handpicked veteran Gargun. While they are&lt;br /&gt;
considered to be loyal to Vrarmuk, the next king is likely&lt;br /&gt;
to come from their group. The tunnel leads to several&lt;br /&gt;
sleeping quarters and the northeastern entrance.&lt;br /&gt;
4. King&#039;s Quarters: Vrarmuk&#039;s room is spartan compared&lt;br /&gt;
to other colonies, which is mainly due to the fact that the&lt;br /&gt;
lodge is still young. Vrarmuk plans to decorate his room&lt;br /&gt;
more lavishly if he can loot appropriate objects in the&lt;br /&gt;
raiding that he intends to start.&lt;br /&gt;
5. Treasure Chamber &amp;amp; Armory: Vrarmuk&#039;s treasury is&lt;br /&gt;
unimpressive, as he only has  a few valuables. He also&lt;br /&gt;
stores newly crafted weapons here and hands them out&lt;br /&gt;
as rewards for loyalty.&lt;br /&gt;
6. Queen&#039;s Room: Queen Gliddash resides in this&lt;br /&gt;
chamber. Like many Gargun Queens she is becoming&lt;br /&gt;
bloated and almost immobile from laying eggs. &lt;br /&gt;
7. Princess&#039; Chamber: The Queen&#039;s guard consists of four&lt;br /&gt;
princesses. These females are considered the most fierce&lt;br /&gt;
fighters of the tribe. &lt;br /&gt;
8. Egg Pits and Hatchery: Al the eggs are brought to one&lt;br /&gt;
of the three egg pits, filled with organic offal, until they&lt;br /&gt;
are ready to hatch. &lt;br /&gt;
9. Sleeping quarters: These quarters are used by veteran&lt;br /&gt;
Gargun.&lt;br /&gt;
10. Workshop: The tribe&#039;s smithy is not yet fully functional&lt;br /&gt;
and iron is in short supply. Nevertheless, this workshop is&lt;br /&gt;
used to produce weapons and armor.&lt;br /&gt;
11. Sleeping Chamber: Another sleeping quarter for the&lt;br /&gt;
veteran Gargun.&lt;br /&gt;
12. Southwestern Tunnel: This tunnel leads to more&lt;br /&gt;
youngster&#039;s sleeping quarters and the two southwestern&lt;br /&gt;
entrances. &lt;br /&gt;
King Vrarmuk&lt;br /&gt;
Vrarmuk is the second king of Kremshak. He became&lt;br /&gt;
king in the power struggle that arose immediately after the&lt;br /&gt;
lodge was built.  Vrarmuk&#039;s predecessor had successfully led&lt;br /&gt;
the tribe through the turmoil of the swarming and the&lt;br /&gt;
capture of a princess, but underestimated the internal&lt;br /&gt;
conflicts that came when the tribe&#039;s position seemed secure.&lt;br /&gt;
Vrarmuk is a fierce fighter, but prefers to send others into&lt;br /&gt;
danger ever since an encounter with a human yeoman gave&lt;br /&gt;
him his two scars that are the reason for his nickname. &lt;br /&gt;
Vrarmuk is not particularly bright but sly. He prepares&lt;br /&gt;
raids on the human settlements in the west and plans to&lt;br /&gt;
attack trapper&#039;s camps as we l. He knows that humans are&lt;br /&gt;
dangerous, but has not considered that his actions might&lt;br /&gt;
provoke a full scale attack on Kremshak. Otherwise he would&lt;br /&gt;
wait until his colony is stronger. &lt;br /&gt;
Vrarmuk “Crosscut”&lt;br /&gt;
STR 16 SPD 12 INT 10 Initiative&lt;br /&gt;
END 15 EYE 11 AUR 08 Dodge&lt;br /&gt;
DEX 12 HRG 13 WIL 13 Mobility&lt;br /&gt;
AGL 13 SMT 14 MOR 03 Fatigue Rate&lt;br /&gt;
60&lt;br /&gt;
65&lt;br /&gt;
60&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Mang 89/6e; Battleaxe 67/9e; Roundshield&lt;br /&gt;
78/2b; Dagger 75/4p; Unarmed 67&lt;br /&gt;
Skills: Awareness 67; Stealth 56; Survival 85&lt;br /&gt;
Armor:  GARGUN HEAVY (see appendix)&lt;br /&gt;
Gargun Age Groups&lt;br /&gt;
The Gargun in Kremshak differ according to their age&lt;br /&gt;
and stage of development. As a rule, the older the Gargun is&lt;br /&gt;
the better equipped and skilled he is. The dominant group&lt;br /&gt;
are the veterans, who are usually at least three years old. The&lt;br /&gt;
average Gargun can be assumed to be between one and&lt;br /&gt;
three years old. Gargun younger than one year are referred&lt;br /&gt;
to as youngsters, while those of less than three months age&lt;br /&gt;
are considered freshlings.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
KREMSHAK 4&lt;br /&gt;
Veteran Gargun&lt;br /&gt;
The Gargun who survived the swarming are now&lt;br /&gt;
hardened and scar covered veterans with high skills (for&lt;br /&gt;
Hyeka standards) and good equipment. They enjoy a&lt;br /&gt;
privileged position in the tribe. Twenty of them serve as&lt;br /&gt;
captains, each leading a group of roughly a dozen younger&lt;br /&gt;
Gargun. The rest form the king&#039;s guard. &lt;br /&gt;
They usually wear a plate or ring helmet in addition to a&lt;br /&gt;
mail hauberk and leather boots.&lt;br /&gt;
Gargun Hyeka Veteran Warriors (35)&lt;br /&gt;
STR 12 SPD 12 INT 10 Initiative&lt;br /&gt;
END 11 EYE 10 AUR 07 Dodge&lt;br /&gt;
DEX 12 HRG 13 WIL 12 Mobility&lt;br /&gt;
AGL 11 SMT 14 MOR 03 Fatigue Rate&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Spear 55/7p; Mankar 55/5e; Roundshield&lt;br /&gt;
50/2b; Morningstar 60/5p; Handaxe 45/6e;  Unarmed 45&lt;br /&gt;
Skills: Awareness 45; Stealth 40; Survival 55&lt;br /&gt;
Armor:  GARGUN HEAVY or MEDIUM (see appendix)&lt;br /&gt;
Average Gargun&lt;br /&gt;
The normal Gargun Hyeka warrior is older than one year,&lt;br /&gt;
which means adulthood. They usually possess the standard&lt;br /&gt;
equipment and skills of their kind.&lt;br /&gt;
Most of the average Hyeka warriors wear a leather cap&lt;br /&gt;
reinforced with iron strips, a studded leather tunic (both&lt;br /&gt;
count as ring armor) and leather calf boots.&lt;br /&gt;
There are almost no average Gargun at the beginning of&lt;br /&gt;
720 TR, but 73 of the youngsters, born in 719, will reach&lt;br /&gt;
adulthood by the end of spring. &lt;br /&gt;
Average Gargun Hyeka (14)&lt;br /&gt;
STR 11 SPD 11 INT 11 Initiative&lt;br /&gt;
END 11 EYE 13 AUR 07 Dodge&lt;br /&gt;
DEX 11 HRG 13 WIL 11 Mobility&lt;br /&gt;
55&lt;br /&gt;
AGL 11 SMT 13 MOR 03 Fatigue Rate 03&lt;br /&gt;
Weapons:  Spear 40/5p; Roundshield 40/2b; Club 40/3b;&lt;br /&gt;
Mang 40/5e;  Mankar 40/5e; Handaxe 40/6e; Unarmed 40&lt;br /&gt;
Skills: Awareness 40; Stealth 40; Survival 55&lt;br /&gt;
Armor:  GARGUN  MEDIUM or LIGHT (see appendix)&lt;br /&gt;
Gargun Youngsters&lt;br /&gt;
The Gargun youngsters of less than a year are poorly&lt;br /&gt;
equipped and not as skilled as the veterans. Their axes and&lt;br /&gt;
spears tend to have stone heads which is reflected in the&lt;br /&gt;
weapon impact and reduces the Quality by 3.&lt;br /&gt;
They usually try to make a leather or hide  tunic and cap&lt;br /&gt;
from meat animals. If they live long enough they scrape&lt;br /&gt;
metal pieces from the smithies and gradually reinforce the&lt;br /&gt;
leather to ringmail.&lt;br /&gt;
Gargun Hyeka Youngsters (123)&lt;br /&gt;
60&lt;br /&gt;
65&lt;br /&gt;
60&lt;br /&gt;
STR 10 SPD 12 INT 08 Initiative&lt;br /&gt;
END 10 EYE 10 AUR 05 Dodge&lt;br /&gt;
DEX 10 HRG 11 WIL 10 Mobility&lt;br /&gt;
60&lt;br /&gt;
65&lt;br /&gt;
60&lt;br /&gt;
AGL 11 SMT 14 MOR 03 Fatigue Rate 02&lt;br /&gt;
Weapons:  Spear 35/5p; Buckler 35/2b; Club 40/3b;&lt;br /&gt;
Hatchet 30/3e;  Unarmed 30&lt;br /&gt;
Skills: Awareness 40; Stealth 40; Survival 55&lt;br /&gt;
Armor:  GARGUN LIGHT or UNARMORED (see appendix)&lt;br /&gt;
Gargun Freshlings&lt;br /&gt;
The gargun of less than three months of age are called&lt;br /&gt;
freshlings. Their skills are low and they have little equipment.&lt;br /&gt;
While they won&#039;t participate in raids yet, they will throw&lt;br /&gt;
themselves on any intruder entering the lodge. When&lt;br /&gt;
defending their sleeping area these Gargun are especially&lt;br /&gt;
likely to go berserk. &lt;br /&gt;
It should be noted that these Gargun are no “children”&lt;br /&gt;
and that they are just as brutal and aggressive as their older&lt;br /&gt;
kin.&lt;br /&gt;
Gargun Hyeka Freshlings (87)&lt;br /&gt;
40&lt;br /&gt;
55&lt;br /&gt;
STR 07 SPD 09 INT 06 Initiative&lt;br /&gt;
END 07 EYE 10 AUR 05 Dodge&lt;br /&gt;
DEX 07 HRG 11 WIL 07 Mobility&lt;br /&gt;
60&lt;br /&gt;
65&lt;br /&gt;
60&lt;br /&gt;
AGL 08 SMT 14 MOR 03 Fatigue Rate 01&lt;br /&gt;
Weapons:  Club 25/3b; Stake 25/3p; Stone Knife 20/2e;&lt;br /&gt;
Rock 25/2b; Unarmed 30&lt;br /&gt;
Skills: Awareness 35; Stealth 40; Survival 25&lt;br /&gt;
Armor:  None&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
ADVENTURE HOOKS 1&lt;br /&gt;
This section summarizes a few side-plots that GMs may&lt;br /&gt;
use to introduce characters to Shenadun or to keep them&lt;br /&gt;
busy while they are there.&lt;br /&gt;
Runaway Bride&lt;br /&gt;
Tjorge of Waarkens&#039; wife, Elene, is captured by Gaal&lt;br /&gt;
Raldsyn, the bodyguard of the baron of Geda. It is up to the&lt;br /&gt;
GM  whether this happens out of rejected love or just to spite&lt;br /&gt;
Tjorge. Sir Lardis sends his herald to deliver an official&lt;br /&gt;
request to release the woman and hires the PCs to escort&lt;br /&gt;
him. Needless to say, Gaal Raldsyn does not want them to&lt;br /&gt;
reach his lord and most members of Geda&#039;s guard are on his&lt;br /&gt;
side. Even if the herald should reach Baron Kjal Forsetha&#039;s&lt;br /&gt;
court, it is by no way certain that the Baron will listen to the&lt;br /&gt;
complaint. Taking brides by force is no unusual practice in&lt;br /&gt;
Orbaal and since both parties are of Orbaleese origin, the&lt;br /&gt;
Baron might judge that this is a matter of vendetta law. Sir&lt;br /&gt;
Lardis is not powerful enough to challenge the Baron. While&lt;br /&gt;
he might appeal to the king, he is reluctant to do so. After all&lt;br /&gt;
it is widely known that Kjal Forsetha is an important&lt;br /&gt;
supporter of the king. King Verlid would not bother a&lt;br /&gt;
valuable ally for the sake of a mere commoner&#039;s wife. The&lt;br /&gt;
PCs will have to tread carefully. Even if they manage to set&lt;br /&gt;
Elene free, their problems are not yet over. Gaal is not a&lt;br /&gt;
forgiving man and he is one of the most ferocious fighters in&lt;br /&gt;
the kingdom.&lt;br /&gt;
Bloodhounds&lt;br /&gt;
Bounty hunters have picked up the track of Hedir of&lt;br /&gt;
Fertedes [14] and now attempt to bring him back to his&lt;br /&gt;
master in Tharda. Slavery is illegal in Chybisa, so the bounty&lt;br /&gt;
hunters simply kidnap Hedir on the fields and try to bring&lt;br /&gt;
him away quickly. Sir Lardis foams with rage as he learns of&lt;br /&gt;
this and immediately starts a manhunt on the bounty&lt;br /&gt;
hunters, offering 100d on their heads - dead or alive and a&lt;br /&gt;
further 100d if Hedir is brought back alive and unharmed.&lt;br /&gt;
When the PCs start their hunt, the kidnappers are already on&lt;br /&gt;
their way on the Genin trail towards Kaldor. While slavery is&lt;br /&gt;
i legal in their kingdom, many Kaldorians are by no way&lt;br /&gt;
inclined to help Chybisans - that is to say not until Chybisa&lt;br /&gt;
has become a Kaldoric earldom again.&lt;br /&gt;
Pagaelin Raiders&lt;br /&gt;
A group of drunken Pagaelin forget about their fear of Sir&lt;br /&gt;
Lardis and trespass into his lands on a foggy day. The&lt;br /&gt;
tribesmen are spotted by a patrol but manage to hide in the&lt;br /&gt;
mist. The alarm is raised, but a group of women is still out in&lt;br /&gt;
the woods to forage. Sir Lardis sends his horsemen to look&lt;br /&gt;
for the Pagaelin and orders/hires/asks the PCs to go into the&lt;br /&gt;
woods to search for the women. Guess whom they meet in&lt;br /&gt;
the woods.&lt;br /&gt;
Unwilling Bridegroom&lt;br /&gt;
The manor laborer Beorn has a love affair with Imma the&lt;br /&gt;
pantrymaid. After she becomes pregnant, Beorn flees from&lt;br /&gt;
Shenadun together with Morca and the two head for Thay.&lt;br /&gt;
When her pregnancy becomes difficult to conceal, Imma&lt;br /&gt;
confesses to the priest and then to her brother, who&lt;br /&gt;
complains at Sir Lardis&#039; court. Sir Lardis sends the PCs after&lt;br /&gt;
Beorn to bring him back - alive and unharmed. Beorn will&lt;br /&gt;
violently resist any attempt to bring him back and will try to&lt;br /&gt;
reach Thay and hide in the local Peoni temple until he can&lt;br /&gt;
find a ship that takes him. Morca will aid him if the PCs try to&lt;br /&gt;
bring him back by force. &lt;br /&gt;
If Beorn is successfully brought back before the manor&lt;br /&gt;
court, Sir Lardis will accuse him of rape and threaten to have&lt;br /&gt;
him stoned. The only way that Beorn can save his neck is to&lt;br /&gt;
marry Imma and become one of Sir Lardis&#039; serfs.&lt;br /&gt;
The Satellite Village&lt;br /&gt;
The plans for a satellite vi lage have long been an idea&lt;br /&gt;
that Sir Lardis has toyed with, now he is going to realize&lt;br /&gt;
them. A group of hardy freeholders are sent into the&lt;br /&gt;
wilderness to cultivate a suitable patch of land and to build&lt;br /&gt;
and fortify a new village. The PCs are hired to guard the&lt;br /&gt;
camp. The Pagaelin have no intention of giving up their&lt;br /&gt;
control  over the disputed territory and start to make trouble.&lt;br /&gt;
This may rank from minor sabotage, to raids on small&lt;br /&gt;
groups and single individuals or even a full scale attack. The&lt;br /&gt;
assignment ends once a palisade has been built and the&lt;br /&gt;
place is sufficiently secure.&lt;br /&gt;
Trapper Emergency&lt;br /&gt;
A group of trappers has been attacked by tribesmen and&lt;br /&gt;
is penned up in one of the trapper lodges. One of them&lt;br /&gt;
made it to Shenadun to fetch help. Sir Lardis sends his&lt;br /&gt;
yeomen and hires the PCs as additional muscle. &lt;br /&gt;
Pagaelin Tribal Moot&lt;br /&gt;
A tribe of Pagaelin moves into the vicinity of Shenadun,&lt;br /&gt;
as what appears as part of their usual nomadic lifestyle.&lt;br /&gt;
However, Sir Lardis is not willing to tolerate them so close to&lt;br /&gt;
his village. He sets out with his yeomen and every other&lt;br /&gt;
fighting man he can find, including the PCs, to force the&lt;br /&gt;
tribesmen to leave. As they approach the camp, the PCs&lt;br /&gt;
notice that the Pagaelin are much more numerous than one&lt;br /&gt;
would expect from a single tribe. Sir Lardis is unwilling to&lt;br /&gt;
back down. As the dangerous negotiations begin, a third&lt;br /&gt;
tribe shows up.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
ADVENTURE HOOKS 2&lt;br /&gt;
Holding the Reins&lt;br /&gt;
Carl of Dall is sent to Thay to purchase a new warhorse&lt;br /&gt;
for the lord. Sir Lardis hires the PCs as an escort for Carl,&lt;br /&gt;
and to assist him in bringing the precious beast back to&lt;br /&gt;
Shenadun. Halfway between Harden and Geda the horse&lt;br /&gt;
escapes during a night&#039;s rest and runs far off into the Hodiri&lt;br /&gt;
territory. After following the horse for several miles, the PCs&lt;br /&gt;
meet a group of Hodiri tribesmen who hold the horse&#039;s rein&lt;br /&gt;
(with the horse still attached to it) and have just begun to&lt;br /&gt;
argue who of them can claim ownership of this “masterless”&lt;br /&gt;
beast.&lt;br /&gt;
Blood Feud&lt;br /&gt;
The bloody vendetta between the Gwantirs and the&lt;br /&gt;
Ceselryds can keep player characters busy for a while if they&lt;br /&gt;
become involved. &lt;br /&gt;
The main problem on the Ceselryd&#039;s side is that Kaldor&lt;br /&gt;
has never given up its claim to Chybisa and that any&lt;br /&gt;
provocation could lead to another war - which Chybisa is&lt;br /&gt;
likely to lose. Lardis Ceselryd is well aware that his King&lt;br /&gt;
would not tolerate any action that might endanger the fragile&lt;br /&gt;
peace. Any attempt to attack the Gwantirs on their lands has&lt;br /&gt;
to be covered so that it cannot be traced back to the&lt;br /&gt;
Ceselryds. This gives the PCs an endless opportunity to get&lt;br /&gt;
hired vor various dangerous missions. This may range from&lt;br /&gt;
damaging the reputation of clan Gwantir by intrigue to&lt;br /&gt;
destabilizing their manors or even attempting to kill Brenoir&lt;br /&gt;
Gwantir.&lt;br /&gt;
Ransoms and Ravages&lt;br /&gt;
Gwantir clansmen kidnap Sir Lardis&#039; sister, Analeth, on&lt;br /&gt;
her way to a visit to Shenadun and hold her prisoner in&lt;br /&gt;
Torret Manor. Brenoir Gwantir demands a ludicrously high&lt;br /&gt;
ransom for her release and threatens to send one of her&lt;br /&gt;
fingers in a box back to Shenadun for each tenday that the&lt;br /&gt;
ransom is not paid. Sir Lardis cannot risk an attack on&lt;br /&gt;
Torret and hires the PCs to capture a prominent member of&lt;br /&gt;
clan Gwantir to be exchanged for Analeth. &lt;br /&gt;
KREMSHAK ADVENTURES&lt;br /&gt;
Their every increasing numbers, roughly 100 every three&lt;br /&gt;
months, force the Gargun to dramatically increase their&lt;br /&gt;
hunting range. Scouting parties of Kremshak have located&lt;br /&gt;
the settlements of Chybisa&#039;s north-east, and King Vrarmuk&lt;br /&gt;
plans to raid these for food and slaves. Shenadun wi l be first&lt;br /&gt;
in line when the raiding starts. Characters wishing to hire out&lt;br /&gt;
as mercenaries or already being in the service of the lord of&lt;br /&gt;
Shenadun may become involved in furious fighting until the&lt;br /&gt;
threat of Kremshak is neutralized.&lt;br /&gt;
Note that the numbers of Gargun encountered in the&lt;br /&gt;
area just as their skill and equipment will change greatly if&lt;br /&gt;
the colony is allowed to develop for too long. Not only do the&lt;br /&gt;
births of young Gargun enlarge the population, but outcasts&lt;br /&gt;
from  other bands keep joining their ranks. A group&lt;br /&gt;
venturing to Kremshak in the fa l of 720 is likely to encounter&lt;br /&gt;
about 50 veterans, 250 adults, 300 youngsters and 100&lt;br /&gt;
newly hatched freshlings. Most of Kremshak&#039;s inhabitands&lt;br /&gt;
tend to be out hunting or gathering during the night. Only&lt;br /&gt;
about a third of the noted numbers remain to guard the&lt;br /&gt;
complex.&lt;br /&gt;
Headhunt&lt;br /&gt;
Gargun raids increase dramatically in the spring of 720&lt;br /&gt;
TR, as the first wave of young Kremshak Gargun reaches&lt;br /&gt;
adulthood and new freshlings are born.  After a raid on a&lt;br /&gt;
nearby settlement, Sir Lardis offers a price on every Gargun&lt;br /&gt;
head. The price should be between 1 and 5 silver pennies&lt;br /&gt;
per head at GM&#039;s discretion. The PCs may earn some silver&lt;br /&gt;
and lordly favors while they thresh through the underbrush of&lt;br /&gt;
the Anadel Hills and build up wilderness and combat skills. If&lt;br /&gt;
they follow the trail of a raiding party for too long, they may&lt;br /&gt;
accidentally find Kremshak. &lt;br /&gt;
Iron Wars&lt;br /&gt;
As the Gargun begin to feel the shortage of iron to arm&lt;br /&gt;
the newborn horde, Vrarmuk begins to organize raids on the&lt;br /&gt;
nearby mines. While the miners are a tough lot and employ&lt;br /&gt;
several guards, additional protection is sought. If the PCs are&lt;br /&gt;
willing, they can spend the spring battering Gargun shields&lt;br /&gt;
and helmets.&lt;br /&gt;
Scout Kremshak&lt;br /&gt;
Realizing the danger of a nearby Gargun colony, Sir&lt;br /&gt;
Lardis is decides to have it scouted. Determined to find a&lt;br /&gt;
stationary target for a major military operation, he offers a&lt;br /&gt;
generous reward of 50 to 150d for a detailed report on the&lt;br /&gt;
location of the lodge. Once again, characters may earn a&lt;br /&gt;
reward and lordly favor.&lt;br /&gt;
Into the Valley of Death &lt;br /&gt;
If the PCs manage to find Kremshak (and live to tell the&lt;br /&gt;
tale), Sir Lardis will petition his liege to support a major&lt;br /&gt;
attack on the lodge. The Baron of Caermel will ask the king&lt;br /&gt;
for support and gather his levy. The size of the army&lt;br /&gt;
gathered will depend on the accuracy of the PC&#039;s report. If&lt;br /&gt;
they estimate the number of Gargun correctly and have&lt;br /&gt;
located the different entrances to the lodge, the force will be&lt;br /&gt;
about 20 knights and 40 to 60 yeomen and mercenaries.&lt;br /&gt;
The force will be significantly smaler if the PCs&lt;br /&gt;
underestimated the number of Gargun present.&lt;br /&gt;
If the PCs underestimated the number of Gargun and&lt;br /&gt;
failed to discover all the entrances, the expedition can turn&lt;br /&gt;
into a disaster, as the Gargun know the surroundings and&lt;br /&gt;
the wooded terrain is much more suited for their fighting&lt;br /&gt;
tactics than the feudal levy. &lt;br /&gt;
Whatever the PCs report was worth, they will be hired to&lt;br /&gt;
lead the way.&lt;br /&gt;
The Gargun fight ferociously to defend their lodge. Quiet&lt;br /&gt;
and empty during the day, the area around Kremshak can&lt;br /&gt;
turn into a valley of death within minutes when the Gargun&lt;br /&gt;
swarm the area, attacking anything alive with berserk fury. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
AUGUR LODGE 1 &lt;br /&gt;
THE AUGUR LODGE&lt;br /&gt;
The Augur Lodge is located east of the northern&lt;br /&gt;
settlements of Chybisa, halfway towards the Anadel Hills. It is&lt;br /&gt;
one of several secret outposts of the Navehan sect of Aedlad&lt;br /&gt;
the Imprisoned, designed to bring the local Pagaelin tribes&lt;br /&gt;
under the control of the cult. The lodge appears to be a&lt;br /&gt;
trading outpost. The augur, Kadon of Nurisel, carefully&lt;br /&gt;
maintains the disguise and has built up contacts to the&lt;br /&gt;
settlements in the region. His main objective, of course, is&lt;br /&gt;
converting the Pagaelin tribes in the region.&lt;br /&gt;
The Augur Lodge near Shenadun is one of the youngest&lt;br /&gt;
of its kind in the area. The Navehans have their headquarters&lt;br /&gt;
at Bejist and therefore focused on the western tribes at first.&lt;br /&gt;
This particular lodge was built in 703 TR and serves the&lt;br /&gt;
double purpose to create a foothold into the kingdom of&lt;br /&gt;
Chybisa and to subdue the local Pagaelin tribes. &lt;br /&gt;
The lodge has been a popular assignment for those&lt;br /&gt;
priests who preferred to work on their own and far from the&lt;br /&gt;
influence of the mother temple. Cult members with this&lt;br /&gt;
attitude tend to be mistrusted by their superiors.&lt;br /&gt;
Consequently, the person of the augur has already changed&lt;br /&gt;
several times since its creation. &lt;br /&gt;
In 716 the last augur, Valdran, decided to curb the&lt;br /&gt;
expansionist tendencies of the Ceselryds by using his&lt;br /&gt;
influence on the local tribes to have Lord Barian killed.&lt;br /&gt;
Assuming that Cheorl, his son and likely successor, would&lt;br /&gt;
be less enthusiastic to civilize the wilderness after a bloody&lt;br /&gt;
drawback, he laid an ambush, aided by local tribesmen.&lt;br /&gt;
While he succeeded in killing Barian, his plan otherwise&lt;br /&gt;
failed abysmally. Cheorl was killed as well when he&lt;br /&gt;
unexpectedly turned up and tried to help his father. While&lt;br /&gt;
Cheorl was a calm and modest man with limited ambition,&lt;br /&gt;
his younger brother and successor, Lardis, proved to be&lt;br /&gt;
fanatic crusader whose skills matched his ambition.  &lt;br /&gt;
The high priest of Bejist decided that Valdran was no&lt;br /&gt;
longer bearable and that measures had to be taken to draw&lt;br /&gt;
suspicion away from the sect and to calm the region. The&lt;br /&gt;
Navehans burned the lodge and dispatched the Pagaelin&lt;br /&gt;
Raunir (acolytes) that Valdran had recruited. Valdran himself&lt;br /&gt;
was flayed alive in Pagaelin fashion and his body was placed&lt;br /&gt;
in the ruins to make it appear that he was yet another victim&lt;br /&gt;
of Pagaelin unrest. &lt;br /&gt;
His successor, Kadon, carefully tried to calm the&lt;br /&gt;
situation. He visited Shenadun six months later, claiming to&lt;br /&gt;
be a relative of Valdran. Reestablishing the contacts with the&lt;br /&gt;
Pagaelin, he counseled the local chieftains against any&lt;br /&gt;
reprisal acts when the Ceselryds were avenging the death of&lt;br /&gt;
Barian with a series of bloody attacks on Pagaelin camps&lt;br /&gt;
and hunting parties. Following his counsel, the Pagaelin&lt;br /&gt;
Ollin tribe moved their camp out of the immediate vicinity of&lt;br /&gt;
Shenadun. This move prevented any further escalation of the&lt;br /&gt;
conflict and achieved an uneasy peace in the region. Instead&lt;br /&gt;
of opposing the expansionism of the Ceselryds, Kadon has&lt;br /&gt;
been very successful in using it for his own ends. &lt;br /&gt;
Kadon is very careful not to draw any suspicion to his&lt;br /&gt;
trouble. Anyone else is usually ambushed and murdered&lt;br /&gt;
shortly after leaving the trade post, preferably after drinking&lt;br /&gt;
some of Kadon&#039;s drugged wine. &lt;br /&gt;
Kadon has been known to aid both trappers and miners&lt;br /&gt;
in the past and both groups regard his lodge as a valuable&lt;br /&gt;
safehold in the dangerous wilderness. &lt;br /&gt;
Kadon claims to come from island of Melderyn. The&lt;br /&gt;
Ceselryds have Melderyni origins but never ventured to the&lt;br /&gt;
island. &lt;br /&gt;
Kadon of Nurisel, Priest of Naveh&lt;br /&gt;
STR 14 SPD 13 INT 14 Initiative&lt;br /&gt;
END 13 EYE 13 AUR 15 Dodge&lt;br /&gt;
DEX 15 HRG 12 WIL 16 Mobility&lt;br /&gt;
AGL 12 SMT 14 MOR 07 Fatigue Rate&lt;br /&gt;
84&lt;br /&gt;
60&lt;br /&gt;
65&lt;br /&gt;
1&lt;br /&gt;
Weapons:  Dagger 92/4p; Longknife 96/7p; Spear 68/7p&lt;br /&gt;
Blowgun* 89/0p; Unarmed 78&lt;br /&gt;
Skills: Acrobatics 58; Awareness 85; Herblore 56;  Intrigue&lt;br /&gt;
62; Stealth 81; Survival 78; Foraging 61; Legerdemain 63;&lt;br /&gt;
Lockcraft 67&lt;br /&gt;
Scripts: Neramic 89; Lakise 78&lt;br /&gt;
Languages: Besha 67; Pagaelin 78&lt;br /&gt;
Psionics: Mental Bolt 48; Clairvoyance 65&lt;br /&gt;
Ritual (Naveh): 78             &lt;br /&gt;
person or the lodge. He keeps close contacts with the local&lt;br /&gt;
trappers and miners and is generally a cheerful and friendly&lt;br /&gt;
host to anyone whose disappearance would likely cause&lt;br /&gt;
Piety: 79&lt;br /&gt;
Rituals:  CURSE; DARKNESS; PAIN&lt;br /&gt;
Armor:  Unarmored (see appendix)&lt;br /&gt;
Equipment: Several drugs and Poisons &lt;br /&gt;
* Blowgun arrows are coated with Gaethipa (Poison H1)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 AUGUR LODGE 2&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 AUGUR LODGE 3 &lt;br /&gt;
Trading Post (Kadon of Nurisel) &lt;br /&gt;
 Size: 3 Quality: *** Prices: Very High&lt;br /&gt;
The trading post serves as cover for the augur lodge.&lt;br /&gt;
Kadon has six Raunir (barbarian initiates) who help him with&lt;br /&gt;
the day to day activities and to assist him during the rituals.&lt;br /&gt;
They also serve as messengers, guards and assassins if need&lt;br /&gt;
be. Kadon mainly trades with Pagaelin and the local trappers&lt;br /&gt;
and miners. His Raunirs even occasionally trade with the&lt;br /&gt;
Chindra Gargun. Kadon raises some vegetables in the&lt;br /&gt;
adjacent garden for his own consumption and at the same&lt;br /&gt;
time uses the garden to plant several alchemical herbs to&lt;br /&gt;
produce the necessary drugs for his ceremonies.&lt;br /&gt;
Ford&lt;br /&gt;
Clearing: This place is used for the augur feasts.&lt;br /&gt;
The Walker&#039;s Hills These Jarin hill graves have been a&lt;br /&gt;
taboo to the Pagaelin for many generations as they&lt;br /&gt;
are said to be haunted by the graves&#039;  inhabitants.&lt;br /&gt;
Kadon has claimed that the Walker of the Heath is the&lt;br /&gt;
master over the restless souls and has thoroughly impressed&lt;br /&gt;
the tribes by setting up the place for the high ritual of the&lt;br /&gt;
Akan-Shri on the center hill. Only those who have passed the&lt;br /&gt;
ordeal are permitted to go near the graves. Any others who&lt;br /&gt;
have been foolish enough to do so have suffered the wrath of&lt;br /&gt;
the dead, usually carried out by Kadon&#039;s Raunirs. &lt;br /&gt;
Trading Post interior &lt;br /&gt;
1. Courtyard: The palisade wall is 10 feet high and stoutly&lt;br /&gt;
built. While this offers a reasonable defense, the real&lt;br /&gt;
protection comes from the spiritual powers of the&lt;br /&gt;
inhabitants. &lt;br /&gt;
2. Trading area: This is where Kadon stocks his trade goods&lt;br /&gt;
and makes deals. He tends to make honest bargains with&lt;br /&gt;
trappers and miners to avoid any suspicion. He also sells to&lt;br /&gt;
the Pagaelin, mostly metal tools, gargun weapons and&lt;br /&gt;
drugs. &lt;br /&gt;
3. Main Hall: Most of the social life in the “trading post”&lt;br /&gt;
takes place here. Kadon always has a pint of ale or wine&lt;br /&gt;
ready for customers and usually offers some food as well. He&lt;br /&gt;
likes to keep close contacts with the trappers and miners of&lt;br /&gt;
the region. Those who enjoy the protection of a local manor&lt;br /&gt;
lord will usually find him a cheerful and hospitable host;&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
1&lt;br /&gt;
3&lt;br /&gt;
4&lt;br /&gt;
2&lt;br /&gt;
 AUGUR LODGE 4&lt;br /&gt;
strangers will usually disappear forever a short while after&lt;br /&gt;
they leave him. &lt;br /&gt;
4. Kadon&#039;s quarters: Kadon&#039;s room is moderately&lt;br /&gt;
comfortable and gives no hint towards his real identity. A&lt;br /&gt;
trapdoor under the bed leads to the escape tunnel. Kadon&#039;s&lt;br /&gt;
black cat &amp;quot;Sirlah&amp;quot; frequently sleeps on his bed and hisses&lt;br /&gt;
loudly if any stranger enters the room.&lt;br /&gt;
5. Tannery: Kadon occasionally buys pelts and hides from&lt;br /&gt;
tribesmen which he stores here until he sells them in&lt;br /&gt;
Shenadun.   &lt;br /&gt;
Tunnel&lt;br /&gt;
1. Tunnel entrance: The trapdoor under Kadon&#039;s bed leads&lt;br /&gt;
to this escape tunnel. The chests contain the cultish items&lt;br /&gt;
that Kadon does not want to store above ground, including&lt;br /&gt;
some drugs, poisons and ritual garb and weapons.&lt;br /&gt;
2. Storehouse entrance: This second entrance connects&lt;br /&gt;
the storehouse with the living quarters. The trapdoor is&lt;br /&gt;
concealed with a large box above ground through which it&lt;br /&gt;
may be entered.&lt;br /&gt;
3. Well: The well shaft is accessible from the tunnel but&lt;br /&gt;
difficult to climb. Kadon leaves the rope from the winch&lt;br /&gt;
hanging down so that it can be used to climb if need be.&lt;br /&gt;
4. Spike trap: Kadon has constructed a simple trap here to&lt;br /&gt;
slow down any pursuer if he needs to use the tunnel as an&lt;br /&gt;
escape route. A dozen concealed wooden spikes in the floor&lt;br /&gt;
make sure that anyone stepping on the sustains a nasty&lt;br /&gt;
wound to the feet or knees (depending on whether the&lt;br /&gt;
victims walks or crawls).&lt;br /&gt;
Kadon&#039;s Knife&lt;br /&gt;
Kadon&#039;s favorite weapon is a Sindarin longknife, one of&lt;br /&gt;
the few Sindarin weapons in the cult&#039;s possession, probably&lt;br /&gt;
discovered during the ritual digging in the ruins of Bejist.&lt;br /&gt;
He carries the weapon in a hidden sheath attached to his&lt;br /&gt;
back when he plans an assassination, but otherwise it lies in&lt;br /&gt;
the chest in the tunnel.&lt;/div&gt;</summary>
		<author><name>Deity-pJbzGxqYO</name></author>
	</entry>
	<entry>
		<id>https://deity-wiki.riverworth.com/c/index.php?title=Kethira-720TR-Harn-Chybisa-Shenadun&amp;diff=181</id>
		<title>Kethira-720TR-Harn-Chybisa-Shenadun</title>
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		<updated>2026-06-02T02:48:20Z</updated>

		<summary type="html">&lt;p&gt;Deity-pJbzGxqYO: from warriors grave&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shenadun is a manor northeast of the town of Burzyn in&lt;br /&gt;
the kingdom of Chybisa. The settlement lies in the fertile&lt;br /&gt;
Ulmerien Valley. It is one of the largest manors in the&lt;br /&gt;
kingdom, numbers thirty-three households to date and is&lt;br /&gt;
growing steadily. Being a frontier settlement adjacent to the&lt;br /&gt;
territory of the dangerous Pagaelin barbarians, it is heavily&lt;br /&gt;
fortified and everyday life is largely concerned with security&lt;br /&gt;
measures. &lt;br /&gt;
HISTORY&lt;br /&gt;
The first humans in the region were Jarin settlers who&lt;br /&gt;
arrived around 1200  BT. They cleared large portions of the&lt;br /&gt;
thick forests to practice agriculture on the rich fertile ground&lt;br /&gt;
of the Ulmerien valley. These early inhabitants fought&lt;br /&gt;
alongside the Sindarin King, Daelda, in the Atani wars&lt;br /&gt;
against Lythian invaders. Due to its position north of the&lt;br /&gt;
Ulmerien river, the settlement escaped the ravages of the&lt;br /&gt;
first years of conflict. &lt;br /&gt;
This changed in 683 BT when the barbarians crossed the&lt;br /&gt;
Ulmerien and occupied the area between the river and the&lt;br /&gt;
Anadel Mountains. The savage hordes plundered and&lt;br /&gt;
pillaged the settlements in the region, driving out or killing all&lt;br /&gt;
Jarin who had remained, before they were defeated by the&lt;br /&gt;
army of King Daelda in the Battle of Sorrows several leagues&lt;br /&gt;
further north. &lt;br /&gt;
The scattered and disorganized barbarians moved south,&lt;br /&gt;
burning anything in their path as they left. When the Sindarin&lt;br /&gt;
renounced their sovereignty over Hârn after the death of king&lt;br /&gt;
Daelda, the Ulmerien valley was lost. The resistance of the&lt;br /&gt;
remaining Jarin proved futile and they were overrun and&lt;br /&gt;
assimilated by the  Lythians who settled in the Ulmerien&lt;br /&gt;
valley. &lt;br /&gt;
Shenadun was part of several petty kingdoms which rose&lt;br /&gt;
and fell during the next several centuries. It quickly&lt;br /&gt;
succumbed to the Melderyni knight Shobald, who arrived in&lt;br /&gt;
160 TR.&lt;br /&gt;
Shenadun was then located far away from the frontier&lt;br /&gt;
and enjoyed a period of relative peace and stability in the&lt;br /&gt;
early years of Shobald&#039;s reign. The manor was largely&lt;br /&gt;
unfortified until 176  TR when a wooden tower was erected&lt;br /&gt;
in response to growing unrest among the barbarian tribes.&lt;br /&gt;
&lt;br /&gt;
After several years of good weather, an increased&lt;br /&gt;
barbarian population went on the rampage when a return to&lt;br /&gt;
more normal weather led to food shortages even as an&lt;br /&gt;
expanded Gargun population pushed them from their&lt;br /&gt;
traditional hunting areas.&lt;br /&gt;
Chybisa, with its rich soil and full granaries was the&lt;br /&gt;
natural target of the hungry tribes. Only its position near the&lt;br /&gt;
center of the kingdom allowed Shenadun to escape the&lt;br /&gt;
worst havoc of the Pagaelin. Chybisa lost nearly two thirds of&lt;br /&gt;
its territory. Shenadun, once close to the center of the&lt;br /&gt;
kingdom, now became a frontier settlement. Fortunately, the&lt;br /&gt;
next centuries were relatively peaceful. To avoid provoking&lt;br /&gt;
the tribes, the kings of Chybisa refrained from attempting to&lt;br /&gt;
regain the lost territory so the new frontier stayed calm.&lt;br /&gt;
The next crisis arose when Chybisa became involved in&lt;br /&gt;
the Treasure War in 675 TR. The lord of Shenadun perished&lt;br /&gt;
in the first major battle, when the Chybisan forces north of&lt;br /&gt;
the Ulmerien were routed by the Kaldoric army. The&lt;br /&gt;
Chybisan King Balesir withstood a siege in Burzyn for three&lt;br /&gt;
years before surrendering and being exiled to Melderyn.&lt;br /&gt;
During the occupation, the manor came under the&lt;br /&gt;
control of a Kaldoric mercenary knight, Raelf Gwantir, who&lt;br /&gt;
began the first stone fortification in Shenadun. The stone&lt;br /&gt;
tower was nearly completed when King Balesir returned from&lt;br /&gt;
Melderyn with an army and defeated the Kaldorians in the&lt;br /&gt;
Battle of Geda.&lt;br /&gt;
Barian Ceselryd was made the new lord of Shenadun&lt;br /&gt;
after Balesir&#039;s victory in 687. He rebuilt the village and the&lt;br /&gt;
manor and completed the tower in 692. When the havoc of&lt;br /&gt;
the war was finally overcome, he tried to expand his holdings&lt;br /&gt;
further east, founding a satellite village in 714. This proved&lt;br /&gt;
to be a fatal decision as it provoked conflict with the local&lt;br /&gt;
tribes. Barian was killed by the Pagaelin in 716, and&lt;br /&gt;
succeeded by his son Lardis, who now governs the fief. Sir&lt;br /&gt;
Lardis improved the fortification by building a wooden&lt;br /&gt;
palisade and a moat.&lt;br /&gt;
GOVERNMENT &amp;amp; LAW&lt;br /&gt;
Sir Lardis rules with a firm but reasonable hand. He&lt;br /&gt;
holds a monthly court and hallmoot. He occasionally takes&lt;br /&gt;
advice from his mother, and usually consults the priests on&lt;br /&gt;
religious matters, but ultimately follows his own judgment.&lt;br /&gt;
Justice is harsh but mostly fair and tends to favor&lt;br /&gt;
vi lagers over outsiders. Laws are vigorously enforced.&lt;br /&gt;
Punishments for residents mostly consist of fines or extra&lt;br /&gt;
work days. Corporal punishment, carried out by Sir Lardis&#039;&lt;br /&gt;
man-at-arms, is relatively rare and generally reserved for&lt;br /&gt;
outsiders. Sir Lardis is exceptionally wary of anything that&lt;br /&gt;
threatens his villagers or questions his authority. Trespassing&lt;br /&gt;
on the fief is unwise, especially for armed travelers. Any&lt;br /&gt;
stranger is likely to be stopped and questioned by the&lt;br /&gt;
frequent mounted patrols. Pagaelin raiders&lt;br /&gt;
or brigands can expect to be hunted&lt;br /&gt;
down and butchered mercilessly.&lt;br /&gt;
Since the great majority of tenants are&lt;br /&gt;
serfs the lord is the only authority over&lt;br /&gt;
most of the population. While the few&lt;br /&gt;
freemen could theoretically ca l upon the king&lt;br /&gt;
for justice, no one has disputed Sir Lardis’ judgment so far,&lt;br /&gt;
and no one seems to be keen to be the first one to try. &lt;br /&gt;
ECONOMICS&lt;br /&gt;
The Ulmerien valley is one of the most fertile regions on&lt;br /&gt;
Hârn. The villagers grow wheat, barley, rye and oats in the&lt;br /&gt;
fields and all sorts of vegetables and a number of herbs in&lt;br /&gt;
the gardens. The large orchard yields apples and cherries.&lt;br /&gt;
Large herds of livestock are kept, including cows, sheep and&lt;br /&gt;
swine. Bees are kept for the honey. Wheat, oats and surplus&lt;br /&gt;
animals are sold on the market in Burzyn and generate&lt;br /&gt;
considerable income.&lt;br /&gt;
Shenadun is clearly a vi lage on the rise. The fief is large&lt;br /&gt;
and could easily support a village of double the current size.&lt;br /&gt;
Sir Lardis actively and effectively supports local business, but&lt;br /&gt;
the greatest problem to date is a general shortage of labor. &lt;br /&gt;
The Miners&#039; Guild&lt;br /&gt;
Shenadun is an important link between the miners in the&lt;br /&gt;
Anadel Hills and the trading center in Burzyn. The Shena&lt;br /&gt;
Creek is usable for river barges only between Shenadun and&lt;br /&gt;
Burzyn, so the metal is brought  from the mines to&lt;br /&gt;
Shenadun with mules and then shipped by barge or boat to&lt;br /&gt;
Burzyn. The village inn serves as a hostel, offering special&lt;br /&gt;
prices for guildsmen.&lt;br /&gt;
The Trappers&#039; Association&lt;br /&gt;
The eastern wilderness offers rich possibilities for&lt;br /&gt;
trapping and hunting but is dangerous due to the presence&lt;br /&gt;
of the Pagaelin and the Gargun tribes of the Chindra. The&lt;br /&gt;
local trappers have banded together for better cooperation&lt;br /&gt;
and security. They pay an annual license, half of which goes&lt;br /&gt;
to the king, in addition to the obligation to sell all pelts to the&lt;br /&gt;
lord. The trappers also keep an eye on barbarian activities&lt;br /&gt;
and serve as scouts in the militia. In return the lord provides&lt;br /&gt;
basic security for their families and military support in times&lt;br /&gt;
of need. &lt;br /&gt;
The trappers have built several fortified lodges in the&lt;br /&gt;
Anadel Hills which they use as sleeping places and to&lt;br /&gt;
prepare their pelts before they transport them back to&lt;br /&gt;
Shenadun.&lt;br /&gt;
Several younger trappers, who don&#039;t have families, use&lt;br /&gt;
Shenadun manly as a place to cash in their pelts and buy&lt;br /&gt;
supplies. The innkeeper provides a reserved dormitory for&lt;br /&gt;
them in which each trapper has his own sleeping place and trunk.&lt;br /&gt;
&lt;br /&gt;
LOCAL EVENTS&lt;br /&gt;
Al holy days of Peoni and Larani are properly celebrated&lt;br /&gt;
in Shenadun. Additionally, there are three local feasts that&lt;br /&gt;
are unique to Shenadun, though several other settlements in&lt;br /&gt;
northern Chybisa hold their own variations of these&lt;br /&gt;
festivities. The village festivals are among the few occasions&lt;br /&gt;
poorer peasants get the chance to eat meat. &lt;br /&gt;
The Shenafest&lt;br /&gt;
This festival is held in the spring, usua ly around the 1st of&lt;br /&gt;
Peonu, to celebrate the end of winter. It includes dancing,&lt;br /&gt;
romancing and many well-meant attempts to create or recite&lt;br /&gt;
poetry and a feast.&lt;br /&gt;
The Roundshield Tourney &lt;br /&gt;
Once every year on the 1st of Larane the village militia&lt;br /&gt;
and yeomen demonstrate their ability in local drills and&lt;br /&gt;
competitions. This includes a general alarm rehearsal,&lt;br /&gt;
formation training and contests with lance and spear for the&lt;br /&gt;
horsemen and stick-fighting, wrestling, spear throwing and&lt;br /&gt;
archery for the yeomen and members of the militia. Winners&lt;br /&gt;
of each contest receive prizes from the lord and the day is&lt;br /&gt;
ended with a common feast. &lt;br /&gt;
The Pig Chase&lt;br /&gt;
This festival is held in the fall, when surplus pigs and&lt;br /&gt;
livestock are driven to the market of Burzyn to be sold. The&lt;br /&gt;
village children are allowed to select a young pig that is&lt;br /&gt;
greased in fat and then driven through the village, usually&lt;br /&gt;
with much clamor, until it is caught and finally ends in the&lt;br /&gt;
hands of the manor cook, who then slaughters it and&lt;br /&gt;
prepares it for the evening feast.&lt;br /&gt;
MILITARY&lt;br /&gt;
Being a frontier settlement on a potentially hostile border,&lt;br /&gt;
Shenadun has a large garrison, formed by the members of&lt;br /&gt;
clan Ceselryd and the yeoman clans Garwen and Ertgen.&lt;br /&gt;
The lord himself and his cousin Sir Torald are equipped as&lt;br /&gt;
heavy horsemen. Backed up by Sir Lardis&#039; squire, a mounted&lt;br /&gt;
man-at-arms and a mounted yeoman, this small cavalry&lt;br /&gt;
force is very well suited to patrol the even fields and&lt;br /&gt;
meadows that comprise most of the fief. Three yeomen light&lt;br /&gt;
footmen, one medium foot and one yeoman archer make up&lt;br /&gt;
the remainder of the professional soldiers in the settlement.&lt;br /&gt;
The militia musters 36 unarmored footmen and roughly&lt;br /&gt;
two dozen archers, several of whom are women. Training&lt;br /&gt;
days for the militia are on the Laranian holy days, the 5th and&lt;br /&gt;
on the 15th every month.&lt;br /&gt;
None of the serfs is allowed to own any weapons. The&lt;br /&gt;
arms and equipment are kept in the lord&#039;s armory and&lt;br /&gt;
handed out only on training days or with special permission.&lt;br /&gt;
Sir Lardis&#039; view on feudal law is that no privilege comes&lt;br /&gt;
without a duty and vice versa. Consequently, he expects all&lt;br /&gt;
freemen, who wish to retain their right to bear arms, to&lt;br /&gt;
actively participate in the defense of the fief. Staying out of&lt;br /&gt;
trouble is the only privilege that serfs have, so they can&lt;br /&gt;
expect to be spared from dangerous duty unless the village&lt;br /&gt;
itself is attacked. The freemen, on the other hand, may be&lt;br /&gt;
called upon at need. &lt;br /&gt;
The Archers&lt;br /&gt;
Shenadun has a large force of reasonably trained&lt;br /&gt;
archers, due to the activities of Elfred of Velarsin [map index&lt;br /&gt;
18]. In the event of an attack on the manor, these men and&lt;br /&gt;
women will man the battlements of the tower and the&lt;br /&gt;
gatehouse while the militia mans the palisade.&lt;br /&gt;
RELIGION&lt;br /&gt;
The religious climate is typical for Chybisa. The nobles&lt;br /&gt;
and soldiers worship Larani, represented by the lord&#039;s&lt;br /&gt;
chaplain. The lord visits the main temple in Burzyn only&lt;br /&gt;
during the feast of Saint Ambrathas, on the 17th of Larane.&lt;br /&gt;
Normal services are generally held at the shrine in the&lt;br /&gt;
manor. &lt;br /&gt;
The village chapel is dedicated to Peoni and maintained&lt;br /&gt;
by an Ebasethe (priest) from the Irreproachable Order. Most&lt;br /&gt;
peasants worship the Lady of Labor and the services are&lt;br /&gt;
generally we l attended.&lt;br /&gt;
Several of the craftsmen worship Ilvir and meet regularly&lt;br /&gt;
in the house of the woodcrafter [map key 6]. Sarajin is&lt;br /&gt;
worshiped only by the blacksmith, who travels to Geda every&lt;br /&gt;
year to celebrate the Ilbengaad Festival and the Bjarri&#039;s Feast&lt;br /&gt;
there.&lt;br /&gt;
The worship of Agrik, Naveh or Morgath is proscribed&lt;br /&gt;
and punishable by death.  Other churches are tolerated but&lt;br /&gt;
frowned upon.&lt;br /&gt;
&lt;br /&gt;
The Pagaelin&lt;br /&gt;
While the current king, Verlid VII, has followed a policy of&lt;br /&gt;
both appeasement and intimidation towards the Pagaelin&lt;br /&gt;
tribes, the position of the Ceselryds is quite clear: if Chybisa&lt;br /&gt;
is to survive, the Pagaelin have to go.&lt;br /&gt;
Individual barbarians who come to trade are allowed&lt;br /&gt;
within the settlement, although they are never left unguarded&lt;br /&gt;
(a reasonable precaution, given the unpredictable and&lt;br /&gt;
treacherous nature of the tribes). Armed groups of two or&lt;br /&gt;
more tribesmen are considered  raiders and will be attacked&lt;br /&gt;
without warning.&lt;br /&gt;
Given the fact that the only thing the Pagaelin recognize&lt;br /&gt;
is display of superior strength, this treatment has not failed&lt;br /&gt;
to achieve the desired effect. The last incursion occurred in&lt;br /&gt;
717, when a half a dozen drug-frenzied tribal warriors&lt;br /&gt;
attempted to rape a young serf woman. The girl managed to&lt;br /&gt;
get away and to raise the alarm. The barbarians were caught&lt;br /&gt;
in the open fields and slaughtered by the lord and his men.&lt;br /&gt;
Their bodies were hanged from the trees along the manor&lt;br /&gt;
border to rot. The Pagaelin obviously got the message and&lt;br /&gt;
have not attempted any further raids since then. Needless to&lt;br /&gt;
say, the Ceselryds have made few friends among the tribes,&lt;br /&gt;
but friendship is an alien concept to Pagaelin society&lt;br /&gt;
anyway.&lt;br /&gt;
The situation is drawing towards an acute crisis in 720&lt;br /&gt;
again due to the fact that the Oweor Ollinn tribe has moved&lt;br /&gt;
its camp dangerously close to Shenadun.&lt;br /&gt;
Clan Gwantir&lt;br /&gt;
The Kaldoric clan Gwantir have not forgotten their claim&lt;br /&gt;
to Shenadun and are determined to destroy the Ceselryds.&lt;br /&gt;
Brenoir, the current head of clan Gwantir, has sworn either&lt;br /&gt;
to regain Shenadun or to raze it to the ground. This is not&lt;br /&gt;
necessarily an empty threat due to the fact that several&lt;br /&gt;
members of the Gwantirs are mercenary knights, leading an&lt;br /&gt;
ill-famed mercenary company called The Scarlet Gauntlet.&lt;br /&gt;
Uthred Ceselryd, the brother of Barian,  was killed in a tavern&lt;br /&gt;
brawl with Gwantir clansmen in 697 TR while he was&lt;br /&gt;
traveling to Tashal to buy horses. The Ceselryds did not&lt;br /&gt;
retaliate for fear of sparking another war with Kaldor and&lt;br /&gt;
have avoided traveling to Kaldor ever since&lt;br /&gt;
Uthred&#039;s death was a painful reminder that Kaldor and&lt;br /&gt;
Chybisa are, technically, still at war. While bad health and a&lt;br /&gt;
lack of interest have prevented Kaldoric monarchs from&lt;br /&gt;
pressing their cause in Chybisa, Kaldoric courts are unlikely&lt;br /&gt;
to give justice to any Chybisan nobleman. So the Gwantirs&lt;br /&gt;
could raid Shenadun whenever they wished and then retreat&lt;br /&gt;
safely to Kaldor. &lt;br /&gt;
The Trading Post&lt;br /&gt;
Adventurous traders have maintained a trading post in&lt;br /&gt;
the eastern wilderness since before the treasure war. Since&lt;br /&gt;
Sir Lardis regards this as a foothold of civilization in the&lt;br /&gt;
wilderness region, he has supported the outpost and&lt;br /&gt;
permitted trade to flow through Shenadun. He would act&lt;br /&gt;
quite differently if he knew that in truth the outpost is run by&lt;br /&gt;
Navehan augurs. See details in the section about the augur&lt;br /&gt;
lodge.&lt;br /&gt;
A&lt;br /&gt;
Manor House: The residence of Sir Lardis Ceselryd.&lt;br /&gt;
Plans and details are given in the manor section.&lt;br /&gt;
Lord&#039;s Barn: This large barn is used to keep&lt;br /&gt;
the lord&#039;s personal livestock. It has an upper&lt;br /&gt;
floor where hay and straw are stored for&lt;br /&gt;
winter fodder. During the summer months it is&lt;br /&gt;
also used as a sleeping place for laborers hired&lt;br /&gt;
by Sir Lardis to work the harvest.&lt;br /&gt;
Ditch: This ditch is an ambitious&lt;br /&gt;
defense project of Sir Lardis,&lt;br /&gt;
who heard about the defenses&lt;br /&gt;
of the Thardic Fort Taztos from&lt;br /&gt;
Elfred of Velarsin. The ditch is&lt;br /&gt;
planned to surround the whole&lt;br /&gt;
settlement, eventually rejoining&lt;br /&gt;
the river, allowing access to the&lt;br /&gt;
vi lage only through the ford or&lt;br /&gt;
over bridges. The earth dug&lt;br /&gt;
from the ditch is used to form a&lt;br /&gt;
crude rampart. The progress is&lt;br /&gt;
hampered severely by the general&lt;br /&gt;
shortage of labor. Sir Lardis is very&lt;br /&gt;
fond of the idea and tries to acquire&lt;br /&gt;
the necessary workforce by any&lt;br /&gt;
means. Wrongdoers who commit&lt;br /&gt;
minor offenses usually find&lt;br /&gt;
themselves digging here for many&lt;br /&gt;
hours.&lt;br /&gt;
2&lt;br /&gt;
CHAPEL: A small chapel dedicated to the worship of&lt;br /&gt;
Peoni. The vilage priest is Ebasethe (temple priest)&lt;br /&gt;
Meqon of Oppias. He is the good soul of the village,&lt;br /&gt;
being quite the ideal of a Peonian cleric – humble,&lt;br /&gt;
good natured and kind. Meqon is also a skilled&lt;br /&gt;
physician and treats anyone for free. Aside from&lt;br /&gt;
the chapel, he cares for the Peonian cemetery&lt;br /&gt;
that lies half a mile north of the settlement [off&lt;br /&gt;
map]. Whenever his spiritual duties allow, he&lt;br /&gt;
works in the fields with the rest of the vi lagers. He&lt;br /&gt;
is widely liked by the vi lagers and their lord alike&lt;br /&gt;
and is also on very good terms with the Laranian&lt;br /&gt;
chaplain. &lt;br /&gt;
His greatest fear is a war with the Pagaelin&lt;br /&gt;
tribes. Having heard many rumors about the&lt;br /&gt;
Solora Crusade and knowing the nature of&lt;br /&gt;
the Pagaelin he shudders to think how&lt;br /&gt;
such a war is likely to be fought.&lt;br /&gt;
Meqon&#039;s clan name is due to the&lt;br /&gt;
fact that he was left anonymously on&lt;br /&gt;
the doorstep of Bromeleon Abbey as&lt;br /&gt;
a baby. He grew up in the abbey and&lt;br /&gt;
became an acolyte, eventually&lt;br /&gt;
being ordained a Reslava (temple&lt;br /&gt;
priest) in 714. He took the clan&lt;br /&gt;
name of the Pelnala (high priest)&lt;br /&gt;
whom he regarded as his spiritual&lt;br /&gt;
father. &lt;br /&gt;
Meqon has never known his real&lt;br /&gt;
The only regular worker at the&lt;br /&gt;
moment is Estmund of Doiber, a&lt;br /&gt;
country rogue who got caught&lt;br /&gt;
poaching in the lord&#039;s forest. Sir&lt;br /&gt;
Lardis threatened to hang him, but&lt;br /&gt;
he offered to accept work on the ditch as restitution instead.&lt;br /&gt;
Estmund can be seen digging fervently during all working&lt;br /&gt;
days, since the lord hinted that any sloppiness, let alone any&lt;br /&gt;
attempt to escape, might be taken as proof that Estmund&lt;br /&gt;
has changed his mind about the punishment.&lt;br /&gt;
While there is no doubt that Sir Lardis is serious about&lt;br /&gt;
his threat, he is privately amused about the situation and will&lt;br /&gt;
likely offer Estmund some acres of unfree land once the&lt;br /&gt;
ditch is finished. &lt;br /&gt;
TRAPPER (Aethelred of Meining)&lt;br /&gt;
Size: 3 Acres: 4&lt;br /&gt;
Aethelred is the spokesman of the local trappers. He&lt;br /&gt;
spends much of his time in the eastern wilderness, trapping&lt;br /&gt;
and hunting animals for fur and meat. His status is that of a&lt;br /&gt;
vi lage craftsman. He and the other trappers are obliged to&lt;br /&gt;
pay a “license” in the form of one pelt in five and have to sell&lt;br /&gt;
a l their pelts to the lord.&lt;br /&gt;
parents. Since nothing is known about&lt;br /&gt;
them, he has considered it pointless to&lt;br /&gt;
try to find them, since he does not&lt;br /&gt;
know where to start. During the&lt;br /&gt;
recent months he has begun to wonder&lt;br /&gt;
whether he should try nevertheless.&lt;br /&gt;
Meqon is a down-to-earth&lt;br /&gt;
character with little ambition for&lt;br /&gt;
adventures. He has, however, the humble bravery typical for&lt;br /&gt;
Peonians and will go through almost any ordeal to save the&lt;br /&gt;
people in his parish. He likes to be called “father” by the&lt;br /&gt;
villagers and his attitude to them is quite fatherly indeed.&lt;br /&gt;
Meqon quietly and patiently fights a constant battle against&lt;br /&gt;
bad harvests, disease and the hardships of peasant life to&lt;br /&gt;
keep his flock healthy and happy. &lt;br /&gt;
Ebasethe Meqon of Oppias, Priest of Peoni &lt;br /&gt;
STR 14 SPD 12 INT 13 Initiative&lt;br /&gt;
END 17 EYE 11 AUR 11 Dodge&lt;br /&gt;
DEX 13 HRG 12 WIL 15 Mobility&lt;br /&gt;
AGL 10 SMT 12 MOR 16 Fatigue Rate&lt;br /&gt;
Weapons:  Staff 45 /4b; Unarmed 45&lt;br /&gt;
Skills: Physician 56; Khruni (Script) 96&lt;br /&gt;
Ritual (Peoni) 67            &lt;br /&gt;
Piety: 89&lt;br /&gt;
Rituals: BLESSING; CURE&lt;br /&gt;
Armor: Unarmored (see appendix)&lt;br /&gt;
Equipment: Surgery tools; various healing herbs &lt;br /&gt;
60&lt;br /&gt;
50&lt;br /&gt;
60&lt;br /&gt;
1&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
SHENADUN 7&lt;br /&gt;
5&lt;br /&gt;
3&lt;br /&gt;
MILLER (Caedmon of Helring)&lt;br /&gt;
Size: 2 Quality: *** Price: average&lt;br /&gt;
Caedmon makes and sells good quality hard baked&lt;br /&gt;
bread, oat cakes and biscuits. Caedmon’s hard bread lasts&lt;br /&gt;
up to two months if kept dry. He sells a good deal of his&lt;br /&gt;
products to the trappers and miners.&lt;br /&gt;
4&lt;br /&gt;
THE CHESTNUT STALLION (Hergen of Lorn)&lt;br /&gt;
Size: 3 Quality: *** Price: average&lt;br /&gt;
Hergen opened this venture in 717. Plans and details&lt;br /&gt;
on the inn are given on the following pages. The small&lt;br /&gt;
building next to the inn is the brewery.&lt;br /&gt;
BLACKSMITH (Tjorge of Waarkens)&lt;br /&gt;
Size: 3 Quality: *** Price: average&lt;br /&gt;
Tjorge is a tall blond man of 36 years who hails from&lt;br /&gt;
Orbaal. He came to Chybisa as a companion of Kjal&lt;br /&gt;
Forsetha in 708. After Kjal became the baron of Geda in&lt;br /&gt;
713, Tjorge worked as his bonded metalsmith. He arrived in&lt;br /&gt;
Shenadun in 715, after he had to leave Geda due to a&lt;br /&gt;
quarrel about a woman with Kjal&#039;s bodyguard, Gaal Raldsyn.&lt;br /&gt;
Tjorge lost the brawl but won&lt;br /&gt;
the woman in question, Elene&lt;br /&gt;
of Losk, who married him in&lt;br /&gt;
716. The couple still visit Geda&lt;br /&gt;
on Sarajinian holy days, but try&lt;br /&gt;
to avoid any confrontation with&lt;br /&gt;
Gaal.&lt;br /&gt;
In addition to his abilities as&lt;br /&gt;
a blacksmith, Tjorge has&lt;br /&gt;
some skill in making and&lt;br /&gt;
repairing weapons. He&lt;br /&gt;
occasionally repairs&lt;br /&gt;
weapons for the garrison&lt;br /&gt;
and the militia and makes&lt;br /&gt;
arrowheads for the&lt;br /&gt;
archers. He pays an annual&lt;br /&gt;
fee to the weaponcrafter&#039;s&lt;br /&gt;
guild for compensation. &lt;br /&gt;
Tjorge owns several&lt;br /&gt;
weapons himself&lt;br /&gt;
from his viking days.&lt;br /&gt;
Since he is a freeman&lt;br /&gt;
and an active&lt;br /&gt;
member of the&lt;br /&gt;
militia, the lord&lt;br /&gt;
tolerates this.&lt;br /&gt;
Tjorge of Waarkens, Blacksmith&lt;br /&gt;
STR&lt;br /&gt;
19 SPD 10 INT 11 Initiative&lt;br /&gt;
END 14 EYE 07 AUR 10 Dodge&lt;br /&gt;
DEX 12 HRG 10 WIL 15 Mobility&lt;br /&gt;
AGL&lt;br /&gt;
11 SMT 07 MOR 13 Fatigue Rate&lt;br /&gt;
3&lt;br /&gt;
Weapons: Spear 65/7p; Roundshield 60/2b; Handaxe&lt;br /&gt;
51/6e; Keltan 50/3p; Unarmed 58&lt;br /&gt;
Skills: Metalcraft 77: Mineralogy 46; Weaponcraft 45&lt;br /&gt;
Armor:  Light (see appendix)&lt;br /&gt;
6&lt;br /&gt;
WOODCRAFTER (Werning of Gremlen)&lt;br /&gt;
Size: 4 Quality: *** Price: average&lt;br /&gt;
Werning is a pious worshipper of Ilvir, believing the&lt;br /&gt;
craven lord to be the protector of craftsmen. He considers&lt;br /&gt;
himself to be a lay priest and conducts religious meetings on&lt;br /&gt;
holy days for the few villagers who are willing to attend.&lt;br /&gt;
Travelers who express any affection&lt;br /&gt;
for Ilvir may get discounts&lt;br /&gt;
in Werning&#039;s shop and&lt;br /&gt;
are invited to attend his&lt;br /&gt;
religious services. &lt;br /&gt;
He plans to undertake&lt;br /&gt;
a pilgrimage to Araka&lt;br /&gt;
Kalai and is looking for&lt;br /&gt;
companions. He hopes&lt;br /&gt;
to find enough to&lt;br /&gt;
form a group large&lt;br /&gt;
enough to brave&lt;br /&gt;
the perils of&lt;br /&gt;
the trail.&lt;br /&gt;
Werning of Gremlen, Woodcrafter&lt;br /&gt;
STR 13 SPD 11 INT 10 Initiative&lt;br /&gt;
END 11 EYE 11 AUR 11 Dodge&lt;br /&gt;
DEX 14 HRG 12 WIL 11 Mobility&lt;br /&gt;
AGL 12 SMT 12 MOR 13 Fatigue Rate&lt;br /&gt;
Weapons:  Handaxe 40/6e; Knife 46/3p; Unarmed 40&lt;br /&gt;
Skills: Carpentry 74; Woodcarving 64; Script (Khruni) 48;&lt;br /&gt;
Second Language (Old Jarinese) 23&lt;br /&gt;
Armor:  Unarmored (see appendix)&lt;br /&gt;
Ritual (Ilvir): 46                   &lt;br /&gt;
Piety: 37&lt;br /&gt;
Rituals: Regeneration&lt;br /&gt;
7&lt;br /&gt;
COTTAR (Henni of Doerges)&lt;br /&gt;
Acres: 4  Size: 4 &lt;br /&gt;
55&lt;br /&gt;
60&lt;br /&gt;
55&lt;br /&gt;
1&lt;br /&gt;
Henni is a simple man of 35. He is not too bright and&lt;br /&gt;
tends to keep to himself and his family. He and his wife have&lt;br /&gt;
four children. His land does not provide enough to support&lt;br /&gt;
the family, but the constant demand for workers allows him&lt;br /&gt;
to make a living by working other peoples&#039; land. Henni&#039;s wife&lt;br /&gt;
used to be the village alewife before the establishment of the&lt;br /&gt;
inn. The enforcement of the inn&#039;s monopoly on brewing has&lt;br /&gt;
been quite a blow to the couple, but since the law is on the&lt;br /&gt;
side of the innkeeper, there is nothing they can do about it.&lt;br /&gt;
72&lt;br /&gt;
55&lt;br /&gt;
50&lt;br /&gt;
VILLEIN/REEVE (Gernet of Doerges)&lt;br /&gt;
Acres: 35  Size: 4 &lt;br /&gt;
8&lt;br /&gt;
Gernet is the village Reeve. He is a responsible tenant&lt;br /&gt;
officer, but sometimes has the feeling that the villagers don’t&lt;br /&gt;
support him properly. This is mainly due to the great&lt;br /&gt;
popularity and skill of Fnorrek of Ganze [15]. While tradition&lt;br /&gt;
is on Gernet&#039;s side (he holds more unfree land than Fnorrek)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
SHENADUN 8&lt;br /&gt;
he privately assumes that many villagers would think Fnorrek&lt;br /&gt;
to be the better man for the job. Although Fnorrek has never&lt;br /&gt;
shown any inclination to become the reeve, Gernet feels&lt;br /&gt;
constantly under pressure to justify his position. He tends to&lt;br /&gt;
be nervous and irritable in Fnorrek&#039;s presence and quickly&lt;br /&gt;
becomes defensive. His relations with the woodward are also&lt;br /&gt;
strained, due to the fact that clan Ertgen has collectively&lt;br /&gt;
voted against Gernet at his election. Only the determination&lt;br /&gt;
of the other clans to keep the influence of the Ertgens in&lt;br /&gt;
check allowed Gernet to be elected in favor of Putur of&lt;br /&gt;
Ertgen [31]; Putur became the woodward instead. Since&lt;br /&gt;
their offices demand cooperation from time to time, this has&lt;br /&gt;
led to irritations on both sides. &lt;br /&gt;
9&lt;br /&gt;
HALF-VILLEIN (Birwen of Fertels)&lt;br /&gt;
Acres: 7 Size: 5&lt;br /&gt;
Birwen is a widower of 52. He caught a fever last fall&lt;br /&gt;
and has been in bad health ever since. His two eldest sons&lt;br /&gt;
do most of the work and care for their father and the&lt;br /&gt;
younger children. The eldest daughter, Lisea, is 15 years old&lt;br /&gt;
and both naive and curious. She pays too much attention to&lt;br /&gt;
older men, preferably those married to other woman, and&lt;br /&gt;
will likely get herself into trouble before long.&lt;br /&gt;
10&lt;br /&gt;
VILLEIN/BEADLE (Kalan of Meng)&lt;br /&gt;
Acres: 32 Size: 5&lt;br /&gt;
Kalan, the vi lage beadle, is a loudmouth who&lt;br /&gt;
brags and boasts all the time. He seems to be completely&lt;br /&gt;
unaware of his unpopularity that his arrogance and his job&lt;br /&gt;
bring him. His wife, Willa, is pregnant with her first child.&lt;br /&gt;
This is currently Kalan’s favorite topic to boast about. Other&lt;br /&gt;
family members living in his household are his mother, sister&lt;br /&gt;
and a halfwit brother named Dim.&lt;br /&gt;
11&lt;br /&gt;
COTTAR (Lewin of Doerges)&lt;br /&gt;
Acres: 4 Size 3&lt;br /&gt;
Lewin is a young man of 22 who is very unhappy&lt;br /&gt;
with his social standing. Born into serfdom, he resents all&lt;br /&gt;
nobles. He is quite careless and tends to speak his mind&lt;br /&gt;
freely when drunk. This might earn him a flogging if the lord&lt;br /&gt;
should hear about it. Lewin makes his living as a farmhand&lt;br /&gt;
and by fishing in the Shena Creek.  He has petitioned Sir&lt;br /&gt;
Lardis more than once for some additional acres but has&lt;br /&gt;
been turned down due to his attitude. &lt;br /&gt;
12&lt;br /&gt;
HIDEWORKER (Urle of Irvenis) &lt;br /&gt;
Size: 4 Quality: *** Price: average&lt;br /&gt;
Urle was hired by Sir Barian as bonded&lt;br /&gt;
hideworker in 712. Urle used to be pretty frustrated with his&lt;br /&gt;
situation, since he had much more work than he had&lt;br /&gt;
expected. Sir Lardis altered their contract in 718, giving him&lt;br /&gt;
a franchise under the obligation to buy all pelts from him.&lt;br /&gt;
This has been a benefit to both due to the fact that Urle&#039;s&lt;br /&gt;
enthusiasm has increased greatly since he gets a share of&lt;br /&gt;
the profits.&lt;br /&gt;
13&lt;br /&gt;
YEOMAN  (Sheas of Garwen)&lt;br /&gt;
Acres: 15 Size: 3&lt;br /&gt;
Sheas, 38, is the head of the yeomen clan&lt;br /&gt;
Garwen. His father and uncle were companions of Barian&lt;br /&gt;
Ceselryd and were rewarded with their holdings for their&lt;br /&gt;
service during the war with Kaldor. Sheas is a cautious man&lt;br /&gt;
and tries to calm his cousin&lt;br /&gt;
Meltin&#039;s [23] desire for a war&lt;br /&gt;
with &lt;br /&gt;
the &lt;br /&gt;
Pagaelin,&lt;br /&gt;
assuming that his family&lt;br /&gt;
has more to lose than to&lt;br /&gt;
win in such a conflict.&lt;br /&gt;
Nevertheless, he is a&lt;br /&gt;
good spearman and&lt;br /&gt;
will do his duty if his&lt;br /&gt;
lord calls upon him.&lt;br /&gt;
Sheas of Garwen, Yeoman Light Foot&lt;br /&gt;
STR 12 SPD 11 INT 10 Initiative&lt;br /&gt;
END 11 EYE 11 AUR 11 Dodge&lt;br /&gt;
DEX 12 HRG 12 WIL 13 Mobility&lt;br /&gt;
AGL 11 SMT 12 MOR 13 Fatigue Rate&lt;br /&gt;
72&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
4&lt;br /&gt;
Weapons:  Spear 78/7p; Roundshield 63/2b; Mace 72/5b;&lt;br /&gt;
Dagger 58/4p; Unarmed 40/0b&lt;br /&gt;
Skills: Awareness 56; Heraldry 31; Physician 23&lt;br /&gt;
Armor:  Light (see appendix)&lt;br /&gt;
HALF-VILLEIN (Hedir of Fertede)&lt;br /&gt;
Acres: 15 Size: 2 &lt;br /&gt;
14&lt;br /&gt;
Hedir is an escaped slave from Tharda. He is a&lt;br /&gt;
friend of Elfred of Velarsin [18], whom he came to know on a&lt;br /&gt;
joint caravan venture. The two arrived in Shenadun together.&lt;br /&gt;
Hedir is not a very good farmer and is constantly having&lt;br /&gt;
trouble meeting his feudal obligations. Being a former&lt;br /&gt;
domestic slave, he has experience in managing a household&lt;br /&gt;
and has petitioned the lord to give him more organizational&lt;br /&gt;
tasks.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
SHENADUN 9&lt;br /&gt;
15&lt;br /&gt;
VILLEIN/HERDER (Fnorrek of Ganze)&lt;br /&gt;
Acres: 34 Size: 5&lt;br /&gt;
Fnorrek is a wealthy peasant due to his great&lt;br /&gt;
ski l both as a farmer and with animals. His wife, Fella, is&lt;br /&gt;
pregnant with her fourth child. Fnorrek has an outgoing&lt;br /&gt;
personality and is widely liked. Many would like him to take&lt;br /&gt;
the office of the reeve, but Fnorrek is very happy with his&lt;br /&gt;
work as a herder. &lt;br /&gt;
He tries to get along well with the other tenant officers,&lt;br /&gt;
but his relationship with the boisterous Kalan of Meng [10]&lt;br /&gt;
and the quarrelsome Gernet of Doerges [8] tends to be cool&lt;br /&gt;
nevertheless. He is on good terms with the Ertgen clan and a&lt;br /&gt;
close friend of the Woodward [31]&lt;br /&gt;
16&lt;br /&gt;
HALF-VILLEIN (Piter of Ertgen)&lt;br /&gt;
Acres: 17 Size: 4&lt;br /&gt;
Piter has an enormous fear of weapons and&lt;br /&gt;
combat noises due to a disturbing experience. As a child,&lt;br /&gt;
Piter and his family were attacked by a gang of Pagaelin&lt;br /&gt;
while working in the village&#039;s fields. Piter&#039;s father lost an arm&lt;br /&gt;
to a tribal axe while defending his children. Even having to&lt;br /&gt;
touch a weapon makes him sweat and shudder. Piter has&lt;br /&gt;
begged to be excused from militia training on frequent&lt;br /&gt;
occasions, sometimes sending his sixteen year old son to&lt;br /&gt;
replace him. Sir Lardis has tolerated this on condition that&lt;br /&gt;
Piter spends the practice time digging at the ditch on&lt;br /&gt;
training days.&lt;br /&gt;
17&lt;br /&gt;
VILLEIN (Joshua of Kandelg)&lt;br /&gt;
Acres: 28 Size: 8&lt;br /&gt;
Being a successful farmer, Joshua has no&lt;br /&gt;
problem feeding his large family. His wife is pregnant with&lt;br /&gt;
her seventh child.&lt;br /&gt;
18&lt;br /&gt;
YEOMAN (Elfred of Velarsin)&lt;br /&gt;
Acres: 27 Size: 3&lt;br /&gt;
Elfred hails from Moleryn in the Thardic&lt;br /&gt;
Republic. Being a former legionnaire, Elfred mustered out&lt;br /&gt;
after eight years of service as an archer in the Ramala legion.&lt;br /&gt;
He spent several years as a mercenary, hiring as caravan&lt;br /&gt;
guard on the salt route and other expeditions. Being tired of&lt;br /&gt;
the life on the road, he convinced Sir Lardis to take him into&lt;br /&gt;
his service when the two met in Burzyn in 718 TR. While Sir&lt;br /&gt;
Lardis would have preferred a longbowman for the job,&lt;br /&gt;
Elfred’s experience in fighting barbarians just as in drilling&lt;br /&gt;
inexperienced recruits gave him an advantage. He has a&lt;br /&gt;
dozen men of the militia under his command, whom he has&lt;br /&gt;
trained to become archers. With the lord&#039;s permission, he&lt;br /&gt;
has allowed several of the women to participate in the&lt;br /&gt;
training, with the result that the village could muster about&lt;br /&gt;
two dozen reasonably skilled archers. &lt;br /&gt;
Elfred, in the self-sufficient tradition of the legion, also&lt;br /&gt;
has skills as a fletcher and bowyer. The adjacent building&lt;br /&gt;
next to his house is a workshop where he makes bows and&lt;br /&gt;
arrows.&lt;br /&gt;
Elfred of Velarsin, Yeoman Archer&lt;br /&gt;
STR 12 SPD 11 INT 12 Initiative&lt;br /&gt;
END 11 EYE 15 AUR 13 Dodge&lt;br /&gt;
DEX 16 HRG 12 WIL 11 Mobility&lt;br /&gt;
AGL 11 SMT 13 MOR 13 Fatigue Rate&lt;br /&gt;
72&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Shortbow 89/6p; Roundshield 50/2b; Dagger&lt;br /&gt;
50/4p; Unarmed 40/0b&lt;br /&gt;
Skills: Fletching 54; Physician 34; Heraldry 41&lt;br /&gt;
Armor:  Light (see appendix)&lt;br /&gt;
19&lt;br /&gt;
HALF-VILLEIN (Niak of Ertgen)&lt;br /&gt;
Acres: 12 Size: 4&lt;br /&gt;
Niak is the brother of the woodward [31] and the&lt;br /&gt;
cousin of Haran [21] and Nuro [28]. He is thoroughly&lt;br /&gt;
impressed by Nuro’s change into a freeman and has started&lt;br /&gt;
to dream of freedom himself. He has greatly increased his&lt;br /&gt;
participation in the militia training, hoping to be offered a&lt;br /&gt;
position among the yeomen if any “vacancies” occur. His&lt;br /&gt;
wife is currently working on a quilt gambeson for him made&lt;br /&gt;
from homespun cloth and straw.&lt;br /&gt;
20&lt;br /&gt;
COTTAR (Beorn of Fertels)&lt;br /&gt;
Acres: 4 Size: 1&lt;br /&gt;
Beorn is a recent arrival in the village. He worked&lt;br /&gt;
as a free farmhand for a season before being offered some&lt;br /&gt;
tenant acres by the lord. Sir Lardis has promised to increase&lt;br /&gt;
his status to half-villein if he wants to marry. Beorn is&lt;br /&gt;
currently looking for a suitable match.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
SHENADUN 10&lt;br /&gt;
21&lt;br /&gt;
VILLEIN (Haran of Ertgen)&lt;br /&gt;
Acres: 31 Size: 4&lt;br /&gt;
Haran is the younger brother of Nuro [28] and&lt;br /&gt;
has inherited their father&#039;s land in his stead when Nuro&lt;br /&gt;
became a yeoman. Haran is an active member of the militia,&lt;br /&gt;
but otherwise prefers to live a quiet life.&lt;br /&gt;
22&lt;br /&gt;
HALF-VILLEIN (Klort of Kandelg)&lt;br /&gt;
Acres: 13 Size: 5&lt;br /&gt;
Klort is a notorious gossiper. He and his wife&lt;br /&gt;
seem to spend most of their spare time spreading or picking&lt;br /&gt;
up rumors. A saying goes that nothing can happen between&lt;br /&gt;
Meldun and Burzyn that the Kandelgs don&#039;t know. Klort is a&lt;br /&gt;
regular visitor of the inn, especially if visitors from outside&lt;br /&gt;
the vi lage are present. He can be a useful source of&lt;br /&gt;
information if one has the patience to listen to him.&lt;br /&gt;
23&lt;br /&gt;
YEOMAN (Meltin of Garwen)&lt;br /&gt;
Acres: 13 Size: 2&lt;br /&gt;
Meltin, 23, is the younger cousin of Sheas [13].&lt;br /&gt;
A restless and aggressive man, he has a profound hatred for&lt;br /&gt;
the Pagaelin and hopes that open war is waged against them&lt;br /&gt;
soon.  &lt;br /&gt;
Meltin of Garwen, Yeoman Light Foot&lt;br /&gt;
STR 13 SPD 11 INT 10 Initiative&lt;br /&gt;
END 12 EYE 11 AUR 11 Dodge&lt;br /&gt;
DEX 10 HRG 12 WIL 13 Mobility&lt;br /&gt;
AGL 14 SMT 12 MOR 13 Fatigue Rate&lt;br /&gt;
78&lt;br /&gt;
70&lt;br /&gt;
55&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Spear 67/6p; Roundshield 58/2b; Shortsword&lt;br /&gt;
64/4p; Unarmed 51&lt;br /&gt;
Skills: Tracking 54; Awareness 67&lt;br /&gt;
Armor:  Light (see appendix)&lt;br /&gt;
24&lt;br /&gt;
TRAPPER (Nial of Bankeld)&lt;br /&gt;
Acres: 7 Size: 5&lt;br /&gt;
Nial is an aging woodsman of 53. He is&lt;br /&gt;
beginning to become  less willing to risk his neck in the&lt;br /&gt;
wilderness and has petitioned Sir Lardis to give him some&lt;br /&gt;
more freehold acres. The lord has offered him 10 serf acres,&lt;br /&gt;
but Nial does not wish to give up his freedom so lightly. He&lt;br /&gt;
hopes to convince Sir Lardis to give him enough freehold&lt;br /&gt;
acres to retain his status.&lt;br /&gt;
25&lt;br /&gt;
TRAPPER (Bardek of Thelgan)&lt;br /&gt;
Acres: 4 Size: 6&lt;br /&gt;
Bardek, 23, has taken over the household from&lt;br /&gt;
his father, who did not return from a hunting trip to the&lt;br /&gt;
northern Anadels in 718. After a year his father was declared&lt;br /&gt;
dead and Bardek became clanhead. Bardek believes that his&lt;br /&gt;
father was killed by Pagaelin and has developed a burning&lt;br /&gt;
desire for revenge. It is rumored that he has killed several&lt;br /&gt;
tribesmen in the wilderness.&lt;br /&gt;
26&lt;br /&gt;
TRAPPER (Jenas of Hansen)&lt;br /&gt;
Acres: 4 Size: 5&lt;br /&gt;
Jenas, 26, arrived in Shenadun in 716 as a free&lt;br /&gt;
trapper. He took this residence when he fe l in love with a&lt;br /&gt;
village girl. The two married in 717 and have three children.&lt;br /&gt;
In truth, Jenas is an agent from the Navehan temple in&lt;br /&gt;
Bejist, who was sent to Shenadun when the expansionist&lt;br /&gt;
tendencies of the Ceselryds became apparent. For details on&lt;br /&gt;
Navehan&#039;s activities see the section on the Augur Lodge.&lt;br /&gt;
27&lt;br /&gt;
COTTAR/HERBALIST (Lise of Garwen)&lt;br /&gt;
Acres: 3 Size: 4&lt;br /&gt;
Lise is a widow of 37, who lost her husband to a&lt;br /&gt;
fever in the winter of 717 and now lives here alone with her&lt;br /&gt;
three  daughters. She is the sister of Sheas [13]. A  skilled&lt;br /&gt;
midwife and herbalist, she got her training from her&lt;br /&gt;
grandmother. Most women come to her when they need&lt;br /&gt;
treatment for ailments which they don’t wish to reveal to the&lt;br /&gt;
village priest. Lise also knows about several illegal recipes,&lt;br /&gt;
among them sleeping droughts, poisons and potions to&lt;br /&gt;
achieve an abortion. She is very reluctant to reveal, let alone&lt;br /&gt;
use, any such knowledge, as she is well aware of how quickly&lt;br /&gt;
this might earn her an accusation of witchcraft.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
SHENADUN 11&lt;br /&gt;
28&lt;br /&gt;
YEOMAN (Nuro of Ertgen)&lt;br /&gt;
Acres: 22 Size: 5&lt;br /&gt;
Nuro, often called “Nu-hru” by his friends, is a&lt;br /&gt;
huge bear of a man of 7’2’’ with heavy frame and enormous&lt;br /&gt;
strength. Being the son of a villein, Nuro was promoted to&lt;br /&gt;
freemen status by Sir Lardis in 719 after he defeated all of&lt;br /&gt;
the lord’s yeomen in a mock battle during the&lt;br /&gt;
Roundshield Tourney. Nuro is a natural in staff and&lt;br /&gt;
spear fighting, mostly wielding a heavy glaive in&lt;br /&gt;
combat. He is fanatically loyal to Sir Lardis.&lt;br /&gt;
Nuro of Ertgen, Yeoman Medium Foot&lt;br /&gt;
STR 21 AGL 11 INT 10 Initiative&lt;br /&gt;
END 17 EYE 11 AUR 11 Dodge&lt;br /&gt;
DEX 13 HRG 12 WIL 14 Mobility&lt;br /&gt;
AGL 11 SMT 10 MOR 13 Fatigue Rate&lt;br /&gt;
72&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
4&lt;br /&gt;
Weapons:  Glaive* 92/9e; Roundshield 78/2b; Mace 82/6b;&lt;br /&gt;
Unarmed 73&lt;br /&gt;
Skills: Awareness 56&lt;br /&gt;
Armor:  Medium (see appendix)&lt;br /&gt;
Glaive (WGT: 10; WQ: 12; IMP:+25%)&lt;br /&gt;
29&lt;br /&gt;
HALF-VILLEIN (Mechel of Jonel)&lt;br /&gt;
Acres: 20 Size: 5&lt;br /&gt;
Mechel traveled the lands as a bard for many&lt;br /&gt;
years, before a wasting disease robbed him of his once&lt;br /&gt;
beautiful voice. All it is now is an unpleasant croaking, barely&lt;br /&gt;
audible enough for normal conversation. He still owns and&lt;br /&gt;
plays several musical instruments. His wife, Selina, has&lt;br /&gt;
learned to sing quite well over the years and together the two&lt;br /&gt;
give occasional performances at the inn or at village&lt;br /&gt;
festivals.&lt;br /&gt;
VILLEIN (Tarston of Meller)&lt;br /&gt;
Acres: 27 Size: 5 &lt;br /&gt;
30&lt;br /&gt;
For three generations the Meller&#039;s were yeoman&lt;br /&gt;
farmers of Shenadun. In 676 TR, the Treasure War and&lt;br /&gt;
annexation by Kaldor left them bereft of their status. After&lt;br /&gt;
they had lost several clan members in the fighting and&lt;br /&gt;
Shenadun was taken by Kaldor, the Mellers accepted&lt;br /&gt;
serfdom to be allowed to retain their lands. &lt;br /&gt;
While some of his kinsmen are determined to win back&lt;br /&gt;
their freedom, Tarston is not unhappy with his fate. He has&lt;br /&gt;
witnessed the example of Nuro of Ertgen [28] with interest,&lt;br /&gt;
but is not too keen on fighting himself. He is perfectly happy&lt;br /&gt;
to live a quiet farmer’s life.&lt;br /&gt;
His wife, Lwilleth, is one of the female archers. Tarston is&lt;br /&gt;
not too happy about her engagement in the militia, fearing&lt;br /&gt;
that they both might be drawn into a possible conflict&lt;br /&gt;
between the manorlord and the Pagaelin. Lwilleth has not&lt;br /&gt;
heeded his advice, arguing that she would rather be&lt;br /&gt;
prepared if such a conflict should arise. &lt;br /&gt;
31&lt;br /&gt;
VILLEIN/WOODWARD (Putur of Ertgen)&lt;br /&gt;
Acres: 33 Size: 4&lt;br /&gt;
Putur is the head of clan Ertgen and the village&lt;br /&gt;
Woodward. While his duties would theoretically include&lt;br /&gt;
guarding the woods against poachers, this duty is placed&lt;br /&gt;
upon Shenadun&#039;s yeomen due to the dangerous proximity of&lt;br /&gt;
the Pagaelin tribes.&lt;br /&gt;
He works closely with the woodcrafter [6] to provide&lt;br /&gt;
timber for maintenance of the palisade and to supply&lt;br /&gt;
building wood. He also controls the collecting of firewood by&lt;br /&gt;
villagers, making sure that only dead wood is taken. &lt;br /&gt;
Shenadun has a relatively few timber resources, as most&lt;br /&gt;
of the fief is pasture. Consequently, some of the lumber for&lt;br /&gt;
building and firewood has to be taken from the eastern&lt;br /&gt;
wilderness to avoid exhausting the fief&#039;s forests.    &lt;br /&gt;
Putur organizes the felling of trees and their transport.&lt;br /&gt;
Fortunately, the Shena Creek is deep enough to allow tree&lt;br /&gt;
trunks to be rafted to the village. Otherwise the transport&lt;br /&gt;
through the wilderness would be hazardous if not&lt;br /&gt;
impossible.&lt;br /&gt;
32&lt;br /&gt;
YEOMAN (Freng of Ceselryd)&lt;br /&gt;
Acres: 65 Size: 4&lt;br /&gt;
Freng, 24,  is one of the lord’s horsemen and is&lt;br /&gt;
distantly related to Sir Lardis. Freng&#039;s father was lord&lt;br /&gt;
Barian&#039;s cousin, and his family got their holdings as a reward&lt;br /&gt;
for helping to take Shenadun during the Treasure War.&lt;br /&gt;
Freng owns a warhorse that he supports from his large&lt;br /&gt;
acreage. He is very proud of his position and considers&lt;br /&gt;
himself to be something like a petty knight.&lt;br /&gt;
His wife, Leandre, fears for his safety while he is on patrol&lt;br /&gt;
and has begun to work on a ringmail shirt for him, sewing&lt;br /&gt;
smal iron bezants on a leather shirt in the evenings. Sir&lt;br /&gt;
Lardis has supported this initiative generously by paying for&lt;br /&gt;
the metal, which is supplied and worked by the blacksmith.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
SHENADUN 12&lt;br /&gt;
Freng of Ceselryd (Yeoman Light Cavalry)&lt;br /&gt;
STR 13 SPD 11 INT 10 Initiative&lt;br /&gt;
END 12 EYE 10 AUR 11 Dodge&lt;br /&gt;
DEX 14 HRG 12 WIL 11 Mobility&lt;br /&gt;
AGL 11 SMT 12 MOR 13 Fatigue rate&lt;br /&gt;
66&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Lance 74/8p; Roundshield 67/2b; Shortsword&lt;br /&gt;
66/4e; Unarmed 42&lt;br /&gt;
Skills: Awareness 67; Riding 76; Horsecraft 58&lt;br /&gt;
Armor:  Light (see appendix)&lt;br /&gt;
VILLEIN (Peul of Meller)&lt;br /&gt;
Acres: 23 Size: 4&lt;br /&gt;
33&lt;br /&gt;
Peul, 45, is the cousin of Tarston [30]. Unlike his&lt;br /&gt;
cousin, Peul resents the decline of his clan. He is very&lt;br /&gt;
jealous of the Ceselryds, particularly due to the fact that the&lt;br /&gt;
war brought a great rise in status and power to the&lt;br /&gt;
Ceselryds, while it was the downfall of the Mellers.&lt;br /&gt;
34&lt;br /&gt;
HALF-VILLEIN (Cleon of Meller)&lt;br /&gt;
Acres: 15 Size: 5&lt;br /&gt;
Cleon, 37, is a widower and the brother of Peul&lt;br /&gt;
[33]. His wife died in childbirth in 717 TR. His father died in&lt;br /&gt;
the Treasure War and Cleon saw enough of the fighting not&lt;br /&gt;
to regret his serf status. Much to his dismay, his oldest son&lt;br /&gt;
Jarald, 13, is determined to win back freeman status. Jarald&lt;br /&gt;
frequently trains with his uncle.&lt;br /&gt;
35&lt;br /&gt;
HALF-VILLEIN (Jodin of Melbes)&lt;br /&gt;
Acres: 13 Size: 4&lt;br /&gt;
Jodin is 35 and a recent arrival in Shenadun.&lt;br /&gt;
Being a former Villein from Torret Manor in Kaldor, Jodin&lt;br /&gt;
fled with his family to Shenadun in 719 after killing one of&lt;br /&gt;
the bailiff&#039;s men-at-arms, who attempted to rape his eldest&lt;br /&gt;
daughter. Jodin found refuge in Shenadun due to the feud&lt;br /&gt;
between the Ceselryds and the bailiff of Torret, Brenoir of&lt;br /&gt;
Gwantir. He still fears the Gwantir&#039;s revenge and has&lt;br /&gt;
accepted serfdom right away to make sure that his family is&lt;br /&gt;
under Sir Lardis&#039; protection.&lt;br /&gt;
36&lt;br /&gt;
THE OLD HILLGRAVE&lt;br /&gt;
This ancient hill grave is a legacy from the  &lt;br /&gt;
Jarin settlers who lived in the area prior to the&lt;br /&gt;
Atani wars. The nearby stream changed its path over the&lt;br /&gt;
centuries and started to undermine the structure. A&lt;br /&gt;
recent heavy rainfall has caused a partial collapse&lt;br /&gt;
of its chambers. A search by the villagers,&lt;br /&gt;
supervised by Sir Lardis and the yeomen, has&lt;br /&gt;
revealed several interesting findings. The mortal&lt;br /&gt;
remains have been reburied on the village&lt;br /&gt;
cemetery (off map in the northern woods).&lt;br /&gt;
For more details look into the adventure&lt;br /&gt;
section of this module.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 THE CHESTNUT STALLION  1&lt;br /&gt;
THE CHESTNUT STALLION [4]&lt;br /&gt;
The Stallion is a solid middle class establishment that caters&lt;br /&gt;
mostly to local villagers and the trappers and miners who&lt;br /&gt;
stay overnight. The innkeeper, Hergen of Lorn, is a good&lt;br /&gt;
natured man in his early forties who runs his inn with his wife&lt;br /&gt;
and two daughters. He is a half-brother of Sir Lardis, being&lt;br /&gt;
one of many bastards of the notoriously womanizing lord&lt;br /&gt;
Barian. While never acknowledged, Hergen managed to&lt;br /&gt;
convince Sir Lardis of their relation and got his support to&lt;br /&gt;
open his establishment in 717 TR. The inn has the problem&lt;br /&gt;
of not being directly located on the Genin trail. Since passing&lt;br /&gt;
travellers are rare, Hergen has to be creative to keep his&lt;br /&gt;
business running. He brews an excellent cider and mead,&lt;br /&gt;
both of which are sold in the surrounding villages, in&lt;br /&gt;
addition to a strong ale for the locals. He tries hard to&lt;br /&gt;
establish and keep the monopoly on brewing in the village&lt;br /&gt;
against the local alewives. Since the manor cannot afford a&lt;br /&gt;
bonded cellarer, Hergen practically fulfills this function too.&lt;br /&gt;
Hergen is on very good terms with the lord and keeps an ear&lt;br /&gt;
on the village talk for him. The adjacent stables are rarely&lt;br /&gt;
used. The lord&#039;s bonded master ostler, Carl of Dall, is&lt;br /&gt;
allowed to run the inn&#039;s stable since this requires only&lt;br /&gt;
occasional extra work. &lt;br /&gt;
Since both the trappers and miners use Shenadun as&lt;br /&gt;
base for their business operations, the inn functions as a&lt;br /&gt;
hostel for both groups. The inn also provides quarters for&lt;br /&gt;
manor guests at need, since the manor has no guest house. &lt;br /&gt;
Additionally, Hergen serves as the chief butcher and&lt;br /&gt;
salter/pickler of the whole village for the surplus of the large&lt;br /&gt;
summer herd, part of it he sells in Burzyn. For this he works &lt;br /&gt;
closely with the herder Fnorrek of Ganze.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
Services and Prices:&lt;br /&gt;
Room and board:&lt;br /&gt;
Place in the stable (for horses only)                       2d/night&lt;br /&gt;
Bed in the guild dormitory (members only)            1f/night&lt;br /&gt;
Bed in the dormitory                                             1d/night&lt;br /&gt;
Single Room                                                         6d/night&lt;br /&gt;
Meals:&lt;br /&gt;
Soup (usually cabbage , pea or bean)                             1f&lt;br /&gt;
Cheese &amp;amp; bread                                                           ½ d&lt;br /&gt;
Meat (pork or beef)                                                        5d&lt;br /&gt;
Roasted duck or chicken                                               9d&lt;br /&gt;
Goose &amp;amp; fruit sauce                                                     18d&lt;br /&gt;
Drinks:&lt;br /&gt;
Mead                                                                   ½ d /pint&lt;br /&gt;
Small Ale                                                                1f /pint&lt;br /&gt;
Strong Ale                                                               2f/pint&lt;br /&gt;
“Stallion&#039;s Foam”(strong beer)                                 2f/pint&lt;br /&gt;
Wine                                                                     3d /pint&lt;br /&gt;
Cider                                                                     1f / pint&lt;br /&gt;
 THE CHESTNUT STALLION 2&lt;br /&gt;
GROUND FLOOR&lt;br /&gt;
1. Common room: The main room is a cozy place with&lt;br /&gt;
clean benches and tables, a warm fire and the smell of&lt;br /&gt;
food from the open kitchen. The room tends to get&lt;br /&gt;
crowded towards the evening when most villagers gather&lt;br /&gt;
here for recreation. While not all villagers can afford to&lt;br /&gt;
buy a drink every evening, the poorer locals also come&lt;br /&gt;
here to socialize. Strangers will find an eager audience if&lt;br /&gt;
they have news from the outside world or can tell a good&lt;br /&gt;
story. A wooden stair leads up to the guest rooms and&lt;br /&gt;
the private quarters for Hergen and his family.&lt;br /&gt;
2. Kitchen: Hergen prepares all food for his guests here.&lt;br /&gt;
The kitchen is open to the common room so that&lt;br /&gt;
customers can see the cooking and wet their appetites&lt;br /&gt;
by the smell and the sizzle. &lt;br /&gt;
3. Storage chamber: All provisions for the kitchen are&lt;br /&gt;
stored here. Hergen&#039;s gray tomcat, Miffles, usually sleeps&lt;br /&gt;
on a bundle of haversacks here.  &lt;br /&gt;
4. Stable: These stables are rarely used, as few guests have&lt;br /&gt;
horses. They are mainly an expression of the rather&lt;br /&gt;
optimistic view that Shenadun might once become a&lt;br /&gt;
central village rather than a frontier settlement. &lt;br /&gt;
SECOND FLOOR&lt;br /&gt;
1. Corridor: This has a trapdoor in the ceiling from where&lt;br /&gt;
the attic (not shown) can be reached. It is occasionally&lt;br /&gt;
used to station a guard if important guests reside in the&lt;br /&gt;
adjacent room.&lt;br /&gt;
2. Trapper&#039;s dormitory: This room is reserved for&lt;br /&gt;
members of the trappers&#039; association who use it as a&lt;br /&gt;
hostel. Hergen charges them only hostel prices. Many&lt;br /&gt;
trappers refer to The Stallion as their home.&lt;br /&gt;
3. Main dormitory: The dormitory is far better than most of&lt;br /&gt;
its kind tend to be. &lt;br /&gt;
4. Bedroom: Hergen and his wife, Vinedia, and daughter,&lt;br /&gt;
Biselda, use this room as their private quarters. The&lt;br /&gt;
small chamber is used to lock up weapons that guests&lt;br /&gt;
bring to the inn, as foreigners are not allowed to carry&lt;br /&gt;
weapons in the village. Guests may also have other&lt;br /&gt;
things locked up here by request.&lt;br /&gt;
5. Guestroom: This room is reserved for guests of the lord&lt;br /&gt;
but may be rented to customers if no manor guests are&lt;br /&gt;
present. &lt;br /&gt;
6. Single room: Quarters for the ostler, Carl of Dall. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 MANOR HOUSE  1&lt;br /&gt;
MANOR HOUSE [A]&lt;br /&gt;
The village fortification is a two storied stone tower. It is&lt;br /&gt;
surrounded by a wooden palisade and a  moat with a&lt;br /&gt;
drawbridge. The construction of the palisade has greatly&lt;br /&gt;
lessened the peasant&#039;s fear of an attack. While it would not&lt;br /&gt;
withstand a siege for long, the manor fortification is a tough&lt;br /&gt;
nut to crack for any gang of brigands or Pagaelin raiders.&lt;br /&gt;
GROUND FLOOR&lt;br /&gt;
The ground near the Shena Creek is rocky and provides a&lt;br /&gt;
firm foundation. Another advantage is the abundance of&lt;br /&gt;
water which greatly lessens the danger from fire and thirst.  &lt;br /&gt;
CELLAR: The cellar is actually on the ground level,&lt;br /&gt;
but since the entrance is on the first floor, it is used&lt;br /&gt;
like a cellar. The stored food is enough to keep the&lt;br /&gt;
villagers alive for a month. A cistern provides another water&lt;br /&gt;
reserve. The secret compartment under the stairway was&lt;br /&gt;
built by the Gwantir clan and is unknown to the Ceselryds.&lt;br /&gt;
The wall has to be broken to reach the hidden chest.  It&lt;br /&gt;
contains much of the treasure that the Gwantirs obtained by&lt;br /&gt;
plundering during the war.&lt;br /&gt;
COURTYARD: The courtyard tends to be a busy&lt;br /&gt;
place during the day. The ostler and his grooms work&lt;br /&gt;
with the horses. Patrols arrive and depart two or three&lt;br /&gt;
times a day. Most combat training also takes place here. The&lt;br /&gt;
well provides most of the drinking water. It is closely&lt;br /&gt;
watched, to prevent outsiders from poisoning it. &lt;br /&gt;
The lavatory is only used by clan members. Household&lt;br /&gt;
servants use a dunghill outside of the palisade. &lt;br /&gt;
The stable has a narrow and low hayloft (not shown) that&lt;br /&gt;
is used as sleeping place by the grooms. Most other servants&lt;br /&gt;
sleep in the lord&#039;s barn outside of the compound [B]. &lt;br /&gt;
GREAT HALL: The great hall does not really deserve&lt;br /&gt;
its name - as it is far from great. The dark and smoky&lt;br /&gt;
hall serves as kitchen, eating hall and sleeping place.&lt;br /&gt;
Meals are prepared here and cooked on the large fireplace.&lt;br /&gt;
Sir Lardis plans to demolish the building and replace it with&lt;br /&gt;
a more suitable structure.&lt;br /&gt;
GATEHOUSE: The gatehouse is a wooden structure&lt;br /&gt;
with a drawbridge and heavy oak doors. Any intruder&lt;br /&gt;
inside the gatehouse can be attacked via a murder&lt;br /&gt;
hole in the ceiling. A wooden ladder leads to the upper floor.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
2&lt;br /&gt;
1&lt;br /&gt;
2&lt;br /&gt;
3&lt;br /&gt;
4&lt;br /&gt;
MANOR HOUSE 2&lt;br /&gt;
FIRST FLOOR&lt;br /&gt;
The outer palisade is fourteen feet high,&lt;br /&gt;
giving defenders a reasonable protection&lt;br /&gt;
on the battlements. The gatehouse has a&lt;br /&gt;
winch on this level to raise the&lt;br /&gt;
drawbridge at night or under attack. Two&lt;br /&gt;
arrowslits and the murder hole in the&lt;br /&gt;
floor can be used to defend the&lt;br /&gt;
gatehouse. The roofs are made of&lt;br /&gt;
wooden shingles. They are covered with&lt;br /&gt;
sand, if an attack is expected, to reduce&lt;br /&gt;
the danger from fire. &lt;br /&gt;
5&lt;br /&gt;
TOWER FIRST FLOOR: A stone&lt;br /&gt;
stairway leads to the only entrance&lt;br /&gt;
of the tower which is protected by&lt;br /&gt;
a stout oaken door.  The man-at-arms,&lt;br /&gt;
Stelhard, sleeps on this level, guarding&lt;br /&gt;
the door. The other bed is for the manor&lt;br /&gt;
chaplain. The manor&#039;s armory contains 9&lt;br /&gt;
lances, 13 javelins, 36 roundshields and&lt;br /&gt;
34 spears, 28 shortbows and quivers and&lt;br /&gt;
approximately 600 arrows. The men-at&lt;br /&gt;
arms and nobles do not leave their&lt;br /&gt;
weapons in the armory but keep them in&lt;br /&gt;
flat chests under their beds to make sure&lt;br /&gt;
that they can arm themselves quickly&lt;br /&gt;
should an alarm be raised during the&lt;br /&gt;
night.&lt;br /&gt;
The lavatory is only used during the&lt;br /&gt;
night, to avoid opening the tower&#039;s door&lt;br /&gt;
after dark. &lt;br /&gt;
6&lt;br /&gt;
GREAT HALL GALLERY: &lt;br /&gt;
The upper floor of the great hall has one bed for the&lt;br /&gt;
cook and another for the chamberlain. This is not a&lt;br /&gt;
bad place to sleep in winter, as the kitchen fire keeps the&lt;br /&gt;
place warm.&lt;br /&gt;
7&lt;br /&gt;
SECOND FLOOR&lt;br /&gt;
The second floor is a cold and drafty place. Most of&lt;br /&gt;
the arrow slits are stuffed with daub and wattle to&lt;br /&gt;
prevent the worst draft. The largest room available contains&lt;br /&gt;
private quarters for Sir Lardis. The chest contains most of&lt;br /&gt;
the manor&#039;s cash. The second room is occupied by Lardis&#039;&lt;br /&gt;
mother, Lady Mildred. Crammed into the remaining room&lt;br /&gt;
are four beds. Two are used by Sir Lardis&#039; cousins Torald&lt;br /&gt;
and Hrothgeir. Torald is a knight bachelor in his own right.&lt;br /&gt;
Hrothgeir is the clan&#039;s herald.  The other two beds are used&lt;br /&gt;
by Adalbrath, the lord&#039;s squire and a page named Folcbert.&lt;br /&gt;
8&lt;br /&gt;
BATTLEMENT&lt;br /&gt;
The battlement is offers a superb view on the&lt;br /&gt;
surrounding area and is always manned by a sentry,&lt;br /&gt;
often a younger son of one of the yeomen. This is not a&lt;br /&gt;
popular duty, but the fear of a possible barbarian attack and&lt;br /&gt;
Stelhard&#039;s vigorous discipline makes sure that it is rarely&lt;br /&gt;
neglected. Anyone caught sleeping on this post can expect a&lt;br /&gt;
severe flogging. A large bell allows raising the alarm quickly&lt;br /&gt;
if attackers approach.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN CESELRYD 1&lt;br /&gt;
CLAN CESELRYD&lt;br /&gt;
The name Ceselryd is a mixture of old Jarinese and&lt;br /&gt;
Lythian dialects and can be roughly be translated as “he who&lt;br /&gt;
rides”. The origins of the clan are obscure. It is likely that&lt;br /&gt;
some of their early ancestors were among the Lythian horse&lt;br /&gt;
tribes who came to Hârn during the Atani Wars. &lt;br /&gt;
The known history of the clan dates back into the 5th&lt;br /&gt;
century TR. Ceselryd clansmen have been yeoman farmers&lt;br /&gt;
in several settlements in the Harden area of mainland&lt;br /&gt;
Melderyn for several generations.&lt;br /&gt;
When King Balesir of Chybisa gathered an army in his&lt;br /&gt;
Melderyni exile, to win back his kingdom from Kaldor,&lt;br /&gt;
several members of clan Ceselryd joined him as&lt;br /&gt;
mercenaries. The clanhead at that time was Barian Ceselryd.&lt;br /&gt;
He led a sizable force of clansmen and retainers and was&lt;br /&gt;
one of the most important non-noble warlords of Balesir.&lt;br /&gt;
The most prized possessions of the clan were three trained&lt;br /&gt;
war-horses. Barian and his brothers, Uthred and Alagos,&lt;br /&gt;
rode as light horsemen into the battle of Geda in 687.&lt;br /&gt;
While the battle was won, the spoils of war were meager&lt;br /&gt;
and the Ceselryds lost all three horses and several clansmen&lt;br /&gt;
in the final charge.&lt;br /&gt;
Having won the battle, but facing the prospect of long&lt;br /&gt;
sieges at Geda and Burzyn, Balesir promised rich rewards&lt;br /&gt;
and booty to his mercenaries. To the Ceselryds he said: “The&lt;br /&gt;
towers and turrets of Chybisa shall pay the price for your&lt;br /&gt;
horses and the weregild for your kinsmen.”&lt;br /&gt;
While it was obvious to both the king and the Ceselryds,&lt;br /&gt;
that this promise was deliberately ambiguous, it still planted&lt;br /&gt;
the hope in the clansmen for something more than movable&lt;br /&gt;
booty.&lt;br /&gt;
However, when Balesir&#039;s army advanced and manors&lt;br /&gt;
were taken, it became apparent that land and titles were&lt;br /&gt;
rewards reserved for the noble followers of the king,&lt;br /&gt;
especially those who had held land from him before. Other&lt;br /&gt;
landholders simply changed sides, thereby retaining their&lt;br /&gt;
lands and further lessening the prospect of rewards for&lt;br /&gt;
Balesir&#039;s mercenaries. &lt;br /&gt;
Barian was unwilling to be shunted aside with a bag of&lt;br /&gt;
pennies and perhaps a few more yeoman acres. &lt;br /&gt;
While on a foraging expedition, Barian and his men&lt;br /&gt;
crossed the Ulmerien river and found Shenadun only lightly&lt;br /&gt;
defended and its fortification incomplete. Barian seized the&lt;br /&gt;
opportunity and attacked.          &lt;br /&gt;
While most of his men would have been content to&lt;br /&gt;
pi lage the vi lage and get back over the Ulmerien, Barian&lt;br /&gt;
had more ambitious plans. He forbade any plundering and&lt;br /&gt;
instead took possession of the manor, sending a message to&lt;br /&gt;
the king that the village of Shenadun had been taken.&lt;br /&gt;
Balesir received the message while negotiating with the&lt;br /&gt;
garrison of Burzyn - among them the Kaldoric lord of&lt;br /&gt;
Shenadun, Raelf Gwantir. Using the information to best&lt;br /&gt;
effect, he was able to undermine the morale of the besieged.&lt;br /&gt;
Eventually, the Kaldorians surrendered Burzyn and withdrew,&lt;br /&gt;
beaten and dispirited. &lt;br /&gt;
Barian Ceselryd wasted no time in establishing himself as&lt;br /&gt;
lord of Shenadun. Sending the peasants back to work,&lt;br /&gt;
Sable on a chevron dovetailed gule,&lt;br /&gt;
between three horses rampant or, a tower&lt;br /&gt;
or&lt;br /&gt;
Motto: No mercy for the wicked&lt;br /&gt;
Registry: Tower of the unicorn, 690 TR&lt;br /&gt;
Holdings: Shenadun manor&lt;br /&gt;
Major Tenants: None&lt;br /&gt;
arranging feudal obligations and reopening the manorial&lt;br /&gt;
court and hall moot, he tried to return the settlement to&lt;br /&gt;
normal. He also sent food and supplies to Burzyn, but&lt;br /&gt;
otherwise kept a low profile in the weeks following the truce. &lt;br /&gt;
King Balesir was under much pressure to consolidate his&lt;br /&gt;
realm while old and new followers constantly schemed and&lt;br /&gt;
haggled for power at his court. Knowing that the only way to&lt;br /&gt;
take away Shenadun from the Ceselryds was by force of&lt;br /&gt;
arms and also knowing that this breach of his promise might&lt;br /&gt;
undermine his own position with his vassals, Balesir&lt;br /&gt;
eventua ly chose the path of least resistance and knighted&lt;br /&gt;
Barian, confirming him as lord of Shenadun. &lt;br /&gt;
Since this bestowed noble status only to Barian and his&lt;br /&gt;
offspring he  made a pact with his brothers to take their sons&lt;br /&gt;
as squires. Lesser clansmen were given land as yeomen.&lt;br /&gt;
Barian married the third daughter of the Melderyni lord of&lt;br /&gt;
Gebundy, who is a vassal of the earl of Harden,  Lady&lt;br /&gt;
Mildred Caderyn in 691. Mildred gave birth to three sons,&lt;br /&gt;
Cheorl (689), Lardis (694) and Hrothgeir (698). Her only&lt;br /&gt;
daughter, Analeth, was born in 702 TR and is married to the&lt;br /&gt;
bailiff of Dunlorik in the barony of Aereben.&lt;br /&gt;
Uthred was killed in a tavern brawl by Gwantir clansmen&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN CESELRYD 2&lt;br /&gt;
while the was traveling in Kaldor in 697 TR. The feud&lt;br /&gt;
between the two clans was not pressed by either side since&lt;br /&gt;
then, but has never been officially ended and could flare up&lt;br /&gt;
again anytime. &lt;br /&gt;
Alagos died of a fever in the winter of 706 TR. His son&lt;br /&gt;
Birhtric is eighteen and the squire of the lord of Brigmer.&lt;br /&gt;
In 716 Barian and Cheorl were ambushed and killed by&lt;br /&gt;
Pagaelin and Lardis inherited the fief. Lardis made a few&lt;br /&gt;
attacks on Pagaelin camps and hunting parties to avenge his&lt;br /&gt;
father and brother. The local Pagaelin had enough after a&lt;br /&gt;
few bloody skirmishes and withdrew into other hunting&lt;br /&gt;
grounds, moving their camps out of the vicinity of&lt;br /&gt;
Shenadun.&lt;br /&gt;
The Ceselryds have always been on excellent terms with&lt;br /&gt;
their  liege, usually responding quickly and in force to any of&lt;br /&gt;
the baron&#039;s calls. &lt;br /&gt;
Sir Lardis is unmarried and therefore has no legitimate&lt;br /&gt;
children. In the event of his death, his line would end and the&lt;br /&gt;
fief would theoretically fall back to the baron. However, the&lt;br /&gt;
Ceselryds believe that there is an understanding that Torald&lt;br /&gt;
Ceselryd is presently the heir to the manor.&lt;br /&gt;
The Ceselryds play an important but dangerous role in&lt;br /&gt;
the relationship of Chybisa to its barbarian neighbors. The&lt;br /&gt;
Baron of Caermel is eager to expand his lands into Pagaelin&lt;br /&gt;
territory, which risks conflict and even open war. At the same&lt;br /&gt;
time King Verlid VII ha sought to appease the tribes by&lt;br /&gt;
disputing the claims of Kaldor to the Pagaelin lands in the&lt;br /&gt;
north. &lt;br /&gt;
Both the baron and the lord of Shenadun know that the&lt;br /&gt;
king would not thank them for a war with the tribes - not&lt;br /&gt;
unless it can be won quickly. The eastward expansion of the&lt;br /&gt;
fief is pursued without official knowledge or consent of either&lt;br /&gt;
the baron or the king. Both know, of course, what is going&lt;br /&gt;
on, but prefer to wait to see the results before making any&lt;br /&gt;
official statement.&lt;br /&gt;
Fiefholder Sir Lardis Ceselryd, 26,  is the second son of&lt;br /&gt;
Barian and lord of Shenadun. He  saw little of Shenadun in&lt;br /&gt;
his youth, becoming a page at Brigmer manor at the age of&lt;br /&gt;
10 and later Lord Mellestin&#039;s squire. He did not expect to&lt;br /&gt;
inherit the family estates, so he joined the crusade of the&lt;br /&gt;
order of the Lady of Paladins against the Solori immediately&lt;br /&gt;
after being knighted in 715. After nine months of bloody&lt;br /&gt;
skirmishing, he received the message that both his father&lt;br /&gt;
and his elder brother Cheorl had died in what looked like a&lt;br /&gt;
Pagaelin ambush and that he was now the heir to the fief.&lt;br /&gt;
Lardis has never forgiven the killing and is determined to&lt;br /&gt;
take revenge.&lt;br /&gt;
Sir Lardis has a largely paternalistic view on his serfs. He&lt;br /&gt;
tolerates no opposition, but considers himself responsible for&lt;br /&gt;
the well-being of his subjects. He believes in the idea of a&lt;br /&gt;
feudal society - a chosen class of fighting men ruling and&lt;br /&gt;
protecting the weak. However, given the history of his family,&lt;br /&gt;
he sees social standing not as fixed but being tied to&lt;br /&gt;
personal valor. &lt;br /&gt;
Sir Lardis is a good soldier, that is to say intelligent,&lt;br /&gt;
strong willed and utterly ruthless. He has learned his lesson&lt;br /&gt;
about war in the Solora Crusade and is ready to put his&lt;br /&gt;
experience into use, should an open conflict with the tribes&lt;br /&gt;
occur. Sir Lardis believes that the weakest point of any man&lt;br /&gt;
of war is the place where he stores his grain and where his&lt;br /&gt;
wife and children live. Consequently, he is attempting to&lt;br /&gt;
improve the defenses of the vilage and to hire men with&lt;br /&gt;
wilderness skills to scout Pagaelin sites. He believes that a&lt;br /&gt;
war with the tribes is inevitable and that the time is almost&lt;br /&gt;
ripe now, as long as the kingdom of Kaldor in the north is&lt;br /&gt;
occupied with its internal affairs. If the Pagaelin make the&lt;br /&gt;
mistake in giving him an excuse, he is ready to wage a&lt;br /&gt;
terrible war against them that will, in fact, be a genocide&lt;br /&gt;
right after the model of    the Solora Crusade. The Pagaelin&lt;br /&gt;
seem to have sensed the danger and have been quiet so far.&lt;br /&gt;
Sir Lardis has been content to wait and to work on the&lt;br /&gt;
defenses of Shenadun, believing that time is on his side.&lt;br /&gt;
Nevertheless, he is constantly expanding his domain - a&lt;br /&gt;
provocation that the Pagaelin will have to respond to sooner&lt;br /&gt;
or later. &lt;br /&gt;
Sir Lardis Ceselryd, Knight&lt;br /&gt;
STR 17 SPD 11 INT 14 Initiative&lt;br /&gt;
END 14 EYE 11 AUR 11 Dodge&lt;br /&gt;
DEX 13 HRG 12 WIL 16 Mobility&lt;br /&gt;
AGL 12 SMT 12 MOR 12 Fatigue Rate&lt;br /&gt;
85&lt;br /&gt;
60&lt;br /&gt;
55&lt;br /&gt;
6&lt;br /&gt;
Weapons:  Lance 93/8p; *Bastardsword 97/8e; Kite Shield&lt;br /&gt;
92/2b; Mace 87/5b; Unarmed 54&lt;br /&gt;
Skills: Awareness 69; Riding 98; Intrigue 56; Heraldry 67&lt;br /&gt;
Armor:  Heavy (see appendix)&lt;br /&gt;
*Bastardsword (WGT: 6; WQ: 15; IMP+25%)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN CESELRYD 3&lt;br /&gt;
Knight Bachelor Sir Torald Ceselryd, 28, is Lardis&#039; cousin,&lt;br /&gt;
being the son of Barian&#039;s brother Uthred. Barian had&lt;br /&gt;
promised Uthred to take his first son as squire, to allow&lt;br /&gt;
Uthred&#039;s side of the clan to benefit from the victory. Torald&lt;br /&gt;
was knighted in 713 TR. &lt;br /&gt;
Torald hopes that the satellite village that Lardis plans to&lt;br /&gt;
build will one day become his own manor.&lt;br /&gt;
Torald Ceselryd, Knight Bachelor&lt;br /&gt;
STR 15 SPD 14 INT 12 Initiative&lt;br /&gt;
Sir Lardis&#039; Squire. Sir Lardis promised Adalbrath&#039;s father to&lt;br /&gt;
get some discipline reared into him. While Adalbrath was&lt;br /&gt;
very pleased to have changed his father&#039;s mind at first, few&lt;br /&gt;
hours have passed since then during which he does not wish&lt;br /&gt;
himself back to the quiet life and relative ease of the&lt;br /&gt;
cloisters. The two knights and the sergeant at arms take it in&lt;br /&gt;
turns to beat him black and blue during combat training or&lt;br /&gt;
to have him exercise with the horses. Most other waking&lt;br /&gt;
hours of his days are filed with dangerous patrol duty or&lt;br /&gt;
hard work in the stables. The ostler delights in giving him the&lt;br /&gt;
nastiest of the war-horses to care for. Any negligence on his&lt;br /&gt;
duties is punished with an immediate extra round of combat&lt;br /&gt;
training or by several hours of digging at the moat.&lt;br /&gt;
Needless &lt;br /&gt;
to&lt;br /&gt;
spends a few&lt;br /&gt;
chaplain&lt;br /&gt;
cherish his&lt;br /&gt;
chaplain&lt;br /&gt;
best &lt;br /&gt;
to&lt;br /&gt;
say, Adalbrath is very miserable. He&lt;br /&gt;
hours each week learning from the&lt;br /&gt;
and the herald. Adalbrath has begun to&lt;br /&gt;
lessons as both the herald and the&lt;br /&gt;
are sympathetic and are doing their&lt;br /&gt;
ease his lot. &lt;br /&gt;
83&lt;br /&gt;
END 13 EYE 10 AUR 12 Dodge&lt;br /&gt;
DEX 16 HRG 10 WIL 14 Mobility&lt;br /&gt;
AGL 11 SMT 13 MOR 13 Fatigue Rate&lt;br /&gt;
55&lt;br /&gt;
70&lt;br /&gt;
6&lt;br /&gt;
Weapons:  Lance 84/8p; Broadsword* 91/6e; Kite Shield&lt;br /&gt;
88/2b; Javelin 87/6p; Unarmed 44&lt;br /&gt;
Skills: Awareness 67; Riding 79; Intrigue 45;  Heraldry 37&lt;br /&gt;
Armor:  Heavy (see appendix)&lt;br /&gt;
*Broadsword (WGT: 3.25; WQ: 14; IMP+25%)&lt;br /&gt;
Squire Adalbrath Mellestin, 17,  is the third son of the lord&lt;br /&gt;
of Brigmer.  His father wanted Adalbrath to become a priest&lt;br /&gt;
but the boy never had any inclination to choose that path.&lt;br /&gt;
He joined the priesthood of Larani and the order of the&lt;br /&gt;
Spear of the Shattered Sorrow as his father commanded but&lt;br /&gt;
proved to be a disobedient and rather unenthusiastic acolyte.&lt;br /&gt;
He shunned the discipline, played crude jokes on his&lt;br /&gt;
superiors and generally  showed a rebellious attitude. His&lt;br /&gt;
father intervened and made him leave the order to become&lt;br /&gt;
Adalbrath Mellestin, Squire&lt;br /&gt;
STR 12 SPD 10 INT 12 Initiative&lt;br /&gt;
END 11 EYE 11 AUR 13 Dodge&lt;br /&gt;
DEX 12 HRG 13 WIL 12 Mobility&lt;br /&gt;
AGL 13 SMT 12 MOR 14 Fatigue Rate&lt;br /&gt;
72&lt;br /&gt;
65&lt;br /&gt;
50&lt;br /&gt;
4&lt;br /&gt;
Weapons:  Spear 57/7p; Broadsword 51/5e; Roundshield&lt;br /&gt;
48/2b; Mace 57/5b; Unarmed 34&lt;br /&gt;
Skills: Awareness 42; Riding 48; Intrigue 36; Heraldry 17&lt;br /&gt;
Armor:  Light (see appendix)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN CESELRYD 4&lt;br /&gt;
Lady Mildred &lt;br /&gt;
Sir Lardis&#039; mother is a shrewd politician, who tries to use&lt;br /&gt;
her family ties to Melderyn to her clan&#039;s best advantage.&lt;br /&gt;
While her sons busily increase the clan&#039;s holdings and&lt;br /&gt;
influence in Chybisa, Lady Mildred tries to establish contacts&lt;br /&gt;
to the nobility in northern Melderyn. This is a dangerous&lt;br /&gt;
game since the position of the the Melderyni crown towards&lt;br /&gt;
Chybisa is by no means clear and King Verlid VII is very wary&lt;br /&gt;
of any Melderyni influence. Since the earldom of Harden&lt;br /&gt;
would be important as a basis for any military operation&lt;br /&gt;
towards Chybisa, Mildred would quickly learn about any&lt;br /&gt;
preparations for such a venture. While this might become a&lt;br /&gt;
useful source of information for Verlid VII or allow him to use&lt;br /&gt;
Mildred as a secret emissary if need be, it might also enable&lt;br /&gt;
Mildred to enact private negotiations, which would be&lt;br /&gt;
considered treason. So far, Lady Mildred has made the right&lt;br /&gt;
steps, by faithfully reporting anything she learns about&lt;br /&gt;
developments in Harden. King Verlid VII, however, is vigilant&lt;br /&gt;
and will make sure that her activities are closely watched.&lt;br /&gt;
light cavalry, so that she can join the patrols, which she&lt;br /&gt;
frequently does.&lt;br /&gt;
Mirabel is very worried about the lord&#039;s war plans. Being&lt;br /&gt;
well aware of the atrocities committed in the Solora Crusade,&lt;br /&gt;
she fears what might happen when Sir Lardis starts his own,&lt;br /&gt;
private crusade against the Pagaelin. Nevertheless, she&lt;br /&gt;
hopes to influence the lord to make sure that the knightly&lt;br /&gt;
code is followed. &lt;br /&gt;
Mirabel Wyntersel, Priestess of Larani&lt;br /&gt;
STR 11 SPD 11 INT 15 Initiative&lt;br /&gt;
END 12 EYE 12 AUR 16 Dodge&lt;br /&gt;
DEX 13 HRG 12 WIL 15 Mobility&lt;br /&gt;
AGL 13 SMT 13 MOR 15 Fatigue Rate&lt;br /&gt;
65&lt;br /&gt;
65&lt;br /&gt;
55&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Broadsword 61/5e; Knight Shield 66/2b; Lance&lt;br /&gt;
57/5b; Mace 59/5b; Dagger 53/4p; Unarmed 35&lt;br /&gt;
Skills: Awareness 56; Riding 53; Intrigue 66; Heraldry 37&lt;br /&gt;
Ritual (Larani) 67           &lt;br /&gt;
 Piety: 89&lt;br /&gt;
Rituals: BLESSING; COURAGE; WEAPON CHARM&lt;br /&gt;
Armor:  LIGHT (see appendix)&lt;br /&gt;
Chaplain Mirabel Wyntersel&lt;br /&gt;
The manor&#039;s chaplain is a young priestess of the&lt;br /&gt;
Laranian order of the Spear of the Shattered Sorrow. Mirabel&lt;br /&gt;
is the second daughter of  the lord of Ilaon. She escaped any&lt;br /&gt;
attempt of her father to marry her off for political alliances&lt;br /&gt;
when she entered the church of Larani at the age of 12.&lt;br /&gt;
Mirabel is very unpopular with her father, who took her&lt;br /&gt;
entering the church as a personal offense. While not exactly&lt;br /&gt;
an outcast, her father has made it plain to her that she is no&lt;br /&gt;
longer welcome at home. Mirable was ordained as Matakea&lt;br /&gt;
(temple priest) at the age of 22.  Being rather an&lt;br /&gt;
adventurous outdoor type, she got bored of temple life and&lt;br /&gt;
cheerfully volunteered when Sir Lardis petitioned the Serolan&lt;br /&gt;
(high priest) of Ulmstane abbey to assign a chaplain to&lt;br /&gt;
Shenadun.&lt;br /&gt;
Sir Lardis is fond of his chaplain and has equipped her as&lt;br /&gt;
GM Note:&lt;br /&gt;
If the GM is using the information about the secret Laranian&lt;br /&gt;
order of the Aelfridians (presented in issues 3 and 4 of the&lt;br /&gt;
Var-Hyvrak magazine), Mirabel will be a member of that&lt;br /&gt;
order. She will then have the psionic skills Mental Bolt 43,&lt;br /&gt;
Prescience 34 and Psychometry 23.&lt;br /&gt;
Herald Hrothgeir Ceselryd is the youngest of the Ceselryd&lt;br /&gt;
brothers. His rather fragile physique made him unsuited to&lt;br /&gt;
become a knight and his devotion to Larani was not enough&lt;br /&gt;
to recommend him for a religious career. He entered the&lt;br /&gt;
Tower of the Unicorn college of heralds and graduated in&lt;br /&gt;
718. While his long-term plans include nothing less than to&lt;br /&gt;
become chief herald of Chybisa, he has concentrated on&lt;br /&gt;
smal-scale political activities so far. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN CESELRYD 5&lt;br /&gt;
He maintains close contacts with the lords of the&lt;br /&gt;
surrounding manors, carefully building up a network of&lt;br /&gt;
cooperation. He believes that the war against the Pagaelin&lt;br /&gt;
can only be won if the border manors stand together. So far,&lt;br /&gt;
his efforts have proved to be quite successful. If the Pagaelin&lt;br /&gt;
should attack any of the eastern villages, a combined&lt;br /&gt;
retaliation is likely.&lt;br /&gt;
Hrothgeir is often absent, visiting other manors and&lt;br /&gt;
baronies, carrying messages back and forth and gathering&lt;br /&gt;
and spreading news about the current tribal activities. &lt;br /&gt;
Hrothgeir Ceselryd, Herald&lt;br /&gt;
STR 09 SPD 15 INT 14 Initiative&lt;br /&gt;
END 07 EYE 12 AUR 11 Dodge&lt;br /&gt;
DEX 11 HRG 13 WIL 16 Mobility&lt;br /&gt;
AGL 11 SMT 15 MOR 13 Fatigue Rate&lt;br /&gt;
70&lt;br /&gt;
55&lt;br /&gt;
75&lt;br /&gt;
good horseman, Branbart prefers to fight on foot. His&lt;br /&gt;
favorite weapon is a huge poleaxe that he wields to&lt;br /&gt;
devastating effect. &lt;br /&gt;
While he fights with the ferocity of a berserker, Branbart&lt;br /&gt;
is a good natured fellow otherwise and is very popular with&lt;br /&gt;
the villagers. &lt;br /&gt;
Branbart Ceselryd, Knight Bachelor&lt;br /&gt;
STR 19 SPD 13 INT 16 Initiative&lt;br /&gt;
END 14 EYE 10 AUR 08 Dodge&lt;br /&gt;
DEX 13 HRG 11 WIL 14 Mobility&lt;br /&gt;
AGL 15 SMT 14 MOR 16 Fatigue Rate&lt;br /&gt;
3&lt;br /&gt;
Weapons: Shortsword 41/4e; Knight Shield 38/2b; Dagger&lt;br /&gt;
47/4p; Unarmed 30&lt;br /&gt;
Skills: Awareness 58; Riding 46; Intrigue 79; Heraldry  87;&lt;br /&gt;
LAKISE (Script) 98; TRIERZI (Language) 52; Drawing 47;&lt;br /&gt;
Armor:  UNARMORED (see appendix)&lt;br /&gt;
79&lt;br /&gt;
75&lt;br /&gt;
65&lt;br /&gt;
7&lt;br /&gt;
Weapons: Poleaxe 78/11e; Kiteshield 79/2b; Broadsword&lt;br /&gt;
76/6e; Lance 72/8p; Dagger 67/4p; Unarmed 56&lt;br /&gt;
Skills: Awareness 48; Riding 56; Intrigue 49; Heraldry  47; &lt;br /&gt;
Armor:  HEAVY (see appendix)&lt;br /&gt;
Knight Bachelor Sir Branbart Ceselryd, 21, is the second&lt;br /&gt;
son of Uthred. He used to be the squire to the Baron of&lt;br /&gt;
Caermel   and has just returned into the household after&lt;br /&gt;
being knighted in the Fa l of 719. While he is a reasonably&lt;br /&gt;
Squire Halduin Benwyn, is a tall, lanky youth of 14. He is&lt;br /&gt;
the second son of the lord of Aecelryn and squire to Torald&lt;br /&gt;
Ceselryd. Halduin is shy and spends most of his scarce free&lt;br /&gt;
time alone. Unlike his fellow squire, Adalbrath, he is quite&lt;br /&gt;
popular with the nobles due to the fact that he killed a&lt;br /&gt;
Pagaelin in a skirmish during his first patrol. The incident&lt;br /&gt;
has given him a solid reputation in the village but has&lt;br /&gt;
haunted him ever since. Halduin is very religious and spends&lt;br /&gt;
as much time as possible with the chaplain.&lt;br /&gt;
Halduin Benwyn, Squire&lt;br /&gt;
STR 09 SPD 15 INT 14 Initiative&lt;br /&gt;
END 12 EYE 16 AUR 11 Dodge&lt;br /&gt;
DEX 15 HRG 13 WIL 12 Mobility&lt;br /&gt;
AGL 12 SMT 15 MOR 15 Fatigue Rate&lt;br /&gt;
56&lt;br /&gt;
60&lt;br /&gt;
75&lt;br /&gt;
3&lt;br /&gt;
Weapons: Spear 47/7p; Shortsword 46/4e; Roundshield&lt;br /&gt;
48/2b; Dagger 43/4p; Unarmed 35&lt;br /&gt;
Skills: Awareness 58; Riding 48; Intrigue 49; Heraldry  17; &lt;br /&gt;
Armor:  LIGHT (see appendix)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN CESELRYD 6&lt;br /&gt;
Page  Folcbert Kasing is 11 and the fourth son of the bailiff&lt;br /&gt;
of Meldun. He hopes to become Sir Lardis&#039; squire when&lt;br /&gt;
Adalbrath of Mellestin is knighted. Sir Lardis has made it&lt;br /&gt;
plain to him that this will depend entirely on his performance&lt;br /&gt;
during his time as a page. Folcbert got the message and is&lt;br /&gt;
doing his best to recommend himself for a squirehood.&lt;br /&gt;
Man-At-Arms Stelhard Ceselryd is a bastard son of Alagos&lt;br /&gt;
Ceselryd. He is the lord&#039;s cousin and serves him as man-at&lt;br /&gt;
arms. Being a fighting man since his early youth, he is a&lt;br /&gt;
grim veteran soldier of 42. Villagers&lt;br /&gt;
call him “Locky” (in his absence)&lt;br /&gt;
due to his habit to carry a&lt;br /&gt;
bundle of keys with him on&lt;br /&gt;
most occasions. He is&lt;br /&gt;
responsible for organizing&lt;br /&gt;
the guard and patrolling&lt;br /&gt;
duty and for the militia&lt;br /&gt;
training. He takes his&lt;br /&gt;
task very seriously and is&lt;br /&gt;
known to drill the militia&lt;br /&gt;
mercilessly for hours if&lt;br /&gt;
he is not convinced&lt;br /&gt;
by their performance&lt;br /&gt;
during training&lt;br /&gt;
days.&lt;br /&gt;
In addition to&lt;br /&gt;
that duty, he&lt;br /&gt;
is also the&lt;br /&gt;
lord&#039;s jailer,&lt;br /&gt;
torturer and&lt;br /&gt;
hangman. &lt;br /&gt;
Stelhard Ceselryd, Man-at-arms&lt;br /&gt;
STR 15 SPD 11 INT 10 Initiative&lt;br /&gt;
END 13 EYE 11 AUR 11 Dodge&lt;br /&gt;
DEX 12 HRG 12 WIL 13 Mobility&lt;br /&gt;
AGL 13 SMT 08 MOR 12 Fatigue Rate&lt;br /&gt;
Weapons: *Broadsword 84/6e; Roundshield 77/2b; &lt;br /&gt;
Lance 78 /8p;  Dagger 65/4p; Unarmed 56&lt;br /&gt;
Skills: Riding 78; Heraldry 34; Intrigue 45; Physician 27&lt;br /&gt;
Armor:  HEAVY (see appendix)&lt;br /&gt;
*Broadsword (WGT: 3.25; WQ: 13; IMP:+25%)&lt;br /&gt;
78&lt;br /&gt;
65&lt;br /&gt;
55&lt;br /&gt;
6&lt;br /&gt;
Chamberlain Hadran of Ganze is the younger brother of&lt;br /&gt;
Peul [15]. He is a competent administrator, but has recently&lt;br /&gt;
become quite uneasy due to the attempts of  Hedri of&lt;br /&gt;
Fertedes [14] to get a position among the household&lt;br /&gt;
servants. Hadran is only too aware of the fact that the manor&lt;br /&gt;
offers far less luxuries than most fiefs south of the Ulmerien.&lt;br /&gt;
While this is mostly due to the fact that the lord has little&lt;br /&gt;
interest in anything except military and economic issues and&lt;br /&gt;
not Hadran&#039;s fault, he still fears the yet unknown skills of his&lt;br /&gt;
competitor.  &lt;br /&gt;
Cook Addo of Kandelg is responsible for the preparation,&lt;br /&gt;
cooking and storing of food, Addo&#039;s rank among the&lt;br /&gt;
servants is second after the chamberlain. He is addressed&lt;br /&gt;
“Master Addo” and coordinates everything that has to do&lt;br /&gt;
with the food supplies within the manor. Addo thoroughly&lt;br /&gt;
enjoys his position and has been known to drive the lesser&lt;br /&gt;
servants pretty hard. &lt;br /&gt;
Gardener and Beekeeper Leofric of Ganze tends the lord&#039;s&lt;br /&gt;
bees and the large orchard. A quiet man of 54, he spends&lt;br /&gt;
most of his time alone. His honey is one of the necessary&lt;br /&gt;
ingredients for mead that the innkeeper brews. &lt;br /&gt;
Grooms Wernek of Meller and Olwart of Thelgan are two&lt;br /&gt;
young serfs. Both handsome lads, they will work at the&lt;br /&gt;
manor for a few years, before the lord decides to give them&lt;br /&gt;
some land on their own. If they show aptitude and behave&lt;br /&gt;
well, Sir Lardis is likely to make the half-villeins or even&lt;br /&gt;
villeins when they have found a suitable bride. &lt;br /&gt;
Laborers Beorn of Kiring and Morca of Barsen are&lt;br /&gt;
seasonal farmhands who have come to work in Shenadun&lt;br /&gt;
over the summer. Given the constant labor shortage, Sir&lt;br /&gt;
Lardis would like to keep them in the village and has offered&lt;br /&gt;
them freemen acres. Neither of the two is particularly&lt;br /&gt;
interested as both are adventurous spirits and plan to go to&lt;br /&gt;
Thay in the fall to become sailors.&lt;br /&gt;
Washerwoman Hilda of Bankeld is an attractive woman of&lt;br /&gt;
35. She is unmarried and rumored to have various love&lt;br /&gt;
affairs with several villagers among them the lord&#039;s men-at&lt;br /&gt;
arms. &lt;br /&gt;
Chambermaid Mehtild of Ertgen is sixteen and the eldest&lt;br /&gt;
daughter of Putur [31]. Her father wants to find her a&lt;br /&gt;
husband as soon as possible, but so far she has turned&lt;br /&gt;
down all proposals. Mehtild hero-worships the chaplain and&lt;br /&gt;
secretly dreams about becoming a priestess of Larani&lt;br /&gt;
herself. &lt;br /&gt;
Chambermaid Ota of Jonel is 43 and has been a&lt;br /&gt;
Chambermaid ever since her twelfth birthday. She never&lt;br /&gt;
showed any inclination to marry and seems to be quite&lt;br /&gt;
content to serve in the manor.&lt;br /&gt;
Pantrymaid Imma of Meng is the fourteen year old sister of&lt;br /&gt;
the beadle, Kalan [10]. She has hopelessly fallen in love with&lt;br /&gt;
the laborer Beorn. She has flirted with him and hopes that&lt;br /&gt;
he takes her with him when he leaves. &lt;br /&gt;
Ostler Carl of Dall is the only household craftsman. His&lt;br /&gt;
rank is equal to the cook. He cares for the lord&#039;s five war&lt;br /&gt;
horses and three palfreys. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN GWANTIR 1&lt;br /&gt;
The Kaldoric arch-enemies of the Ceselryds are the&lt;br /&gt;
members of the noble clan Gwantir and their retainers. The&lt;br /&gt;
feud between the two families began with the capture of&lt;br /&gt;
Shenadun by the Ceselryds and has continued to the present&lt;br /&gt;
day. &lt;br /&gt;
The origins of Clan Gwantir can be traced back to the&lt;br /&gt;
early military clans in the Kingdom of Pagostra who fought&lt;br /&gt;
in the migration wars and in numerous wars and feuds&lt;br /&gt;
thereafter. &lt;br /&gt;
The first noble in the line of the clan was Badran,  a&lt;br /&gt;
yeoman who was nighted in 523 by Dysarion, Baron of&lt;br /&gt;
Jedes, for saving his life during a skirmish with Pagaelin&lt;br /&gt;
tribesmen. While he never held any land, Badran managed&lt;br /&gt;
to pass his status to his sons by paying regional knights to&lt;br /&gt;
take them as squires from the riches he had made from&lt;br /&gt;
plunder during his many campaigns. His descendants&lt;br /&gt;
followed in his footsteps.  Most Gwantir clansmen spend&lt;br /&gt;
their lives in the saddle and on ramparts, fighting for various&lt;br /&gt;
lords. Many of them died young, others were crippled, but&lt;br /&gt;
they always succeeded in passing on their status to their&lt;br /&gt;
offspring.&lt;br /&gt;
Raelf Gwantir was the first and only clanhead of the&lt;br /&gt;
Gwantirs who ever held land in his own right. When King&lt;br /&gt;
Torastra led his army into the victorious Treasure War&lt;br /&gt;
against King Balesir of Chybisa in 675 TR, the Gwantirs were&lt;br /&gt;
among the large mercenary force that Torastra hired to&lt;br /&gt;
reinforce his feudal levy. Raelf and his clansmen captured&lt;br /&gt;
Shenadun during the siege of Burzyn and were rewarded&lt;br /&gt;
with the fief after the victory in 678.&lt;br /&gt;
Raelf put much effort into the rebuilding of the village&lt;br /&gt;
and making the fief prosperous again. He also started to&lt;br /&gt;
build a stone fortification, but lost his fief before it could be&lt;br /&gt;
finished when King Balesir returned from his exile in&lt;br /&gt;
Melderyn with an army. Raelf was not present when the&lt;br /&gt;
vi lage was taken as he was among the delegation&lt;br /&gt;
negotiating with Balesir at that time. It is said that Raelf just&lt;br /&gt;
had claimed that Balesir&#039;s army would never manage to&lt;br /&gt;
cross the Ulmerien when the Chybisan King received a&lt;br /&gt;
message whispered into his ear, smiled, and then said: “It&lt;br /&gt;
seems that we just have”. The defiance of the Kaldorians&lt;br /&gt;
crumbled as the remaining land-holding nobles panicked,&lt;br /&gt;
and they eventually agreed on Balesir&#039;s peace terms. &lt;br /&gt;
Deeply humiliated, Raelf went back to Kaldor  with his&lt;br /&gt;
remaining clansmen. King Torastra tried to soften Raelf&#039;s&lt;br /&gt;
losses by making him the bailiff of the Valganara Hundred.&lt;br /&gt;
Raelf pressed the feud with the Ceselryds until his death in&lt;br /&gt;
709. His eldest son, Trenaux, became the new bailiff of the&lt;br /&gt;
hundred in 710, after long and exhausting queries with the&lt;br /&gt;
sheriff of Hutop. Trenaux was less keen on bashing heads&lt;br /&gt;
with the Ceselryds and concentrated on local affairs instead.&lt;br /&gt;
This paid off when he secured the post of bailiff of Girhim&lt;br /&gt;
manor to his cousin, Malachin. Trenaux died in 718 from an&lt;br /&gt;
infected wound and was succeeded by his brother Brenoir as&lt;br /&gt;
clanhead. Brenoir struggled for more than a year to be&lt;br /&gt;
appointed as new bailiff of the Valganara hundred. Brenoir&lt;br /&gt;
claimed to be the new bailiff of Valganara hundred in the&lt;br /&gt;
winter of 719, shortly after the sheriff Merik Elendsa died.&lt;br /&gt;
Brenoir possesses documents which prove that the sheriff&lt;br /&gt;
Sable a fleur-de-lis argent on a canton or a&lt;br /&gt;
gauntlet gules embrued gules.&lt;br /&gt;
Motto: The swift prevail&lt;br /&gt;
Registry: Tower of the Unicorn, 679 TR&lt;br /&gt;
Holdings: none&lt;br /&gt;
Major Tenants: none&lt;br /&gt;
appointed him during his last visit to Torret a few days&lt;br /&gt;
before his death. Nevertheless, this came as a surprise to&lt;br /&gt;
many in the region, as it was widely known that Brenoir and&lt;br /&gt;
the sheriff were at odds. No one has openly disputed&lt;br /&gt;
Brenoir&#039;s status so far and the bailiff of Aldoral, Sir Kodar&lt;br /&gt;
Maradyne, who handles the duties of the sheriff as long as&lt;br /&gt;
the post is vacant, has been wise enough not to meddle in&lt;br /&gt;
this affair. &lt;br /&gt;
It &lt;br /&gt;
is common knowledge that the Gwantirs are&lt;br /&gt;
campaigning for the office of sheriff also. While there is&lt;br /&gt;
smal chance that King Miginath would give the post to the&lt;br /&gt;
Gwantirs, Maldan Harabor is a known ally of the clan. The&lt;br /&gt;
clan has been employed by Maldan Harabor on various&lt;br /&gt;
occasions and supports his claim for the Kaldoric throne.&lt;br /&gt;
Clearly, the Gwantirs expect to attain the office of the Sheriff&lt;br /&gt;
of Oselshire in return. Maldan Harabor has signaled his&lt;br /&gt;
agreement, as this would both secure his claim to Hutop&lt;br /&gt;
and give him a powerful instrument to secure the loyalty of&lt;br /&gt;
the other sheriffs. The Gwantirs have done Maldan&#039;s dirty&lt;br /&gt;
work in the past and are ready for more. If the King should&lt;br /&gt;
die before appointing a new sheriff, it is likely that the&lt;br /&gt;
Gwantirs would try to seize Hutop keep in hope that Maldan&lt;br /&gt;
legalizes their claim to the post of sheriff. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN GWANTIR 2&lt;br /&gt;
Aside from securing and expanding his power base,&lt;br /&gt;
Brenoir is eager to open a new chapter in the feud with the&lt;br /&gt;
Ceselryds. After almost a decade of relative peace during&lt;br /&gt;
Trenaux&#039;s clanheadship, his enmity towards the Chybisan&lt;br /&gt;
enemy has not lessened. He swore on his father&#039;s deathbed&lt;br /&gt;
to reclaim Shenadun and to eradicate the Ceselryds. &lt;br /&gt;
The Gwantirs have considerable influence in parts of&lt;br /&gt;
Oselshire, despite the fact that they hold no land on their&lt;br /&gt;
own. Their control over the ruthless mercenary gang of the&lt;br /&gt;
Scarlet Gauntlet has done its share to build up their&lt;br /&gt;
reputation. The Gwantirs maintain a firm grip on Valganara&lt;br /&gt;
hundred and every enemy of the clan should be very careful&lt;br /&gt;
not to enter their territory.&lt;br /&gt;
Important Clansmen&lt;br /&gt;
Clan Gwantir is quite large and has several junior&lt;br /&gt;
branches and countless distant relatives and bastards in&lt;br /&gt;
both noble and common clans. It can be assumed that they&lt;br /&gt;
have members in most influential groups in Oselshire, most&lt;br /&gt;
of them concentrated in the Valganara hundred. Only a few&lt;br /&gt;
of the most prominent members can be summarized here.&lt;br /&gt;
The GM should feel free to insert additional Gwantir&lt;br /&gt;
clansmen whenever it seems appropriate.&lt;br /&gt;
Brenoir Gwantir is the current clanhead and bailiff of the&lt;br /&gt;
Valganara Hundred. He is a hard and bitter man of 43 with a&lt;br /&gt;
sense for merciless power. &lt;br /&gt;
Brenoir was born in Shenadun and was a page when the&lt;br /&gt;
village was attacked by the Ceselryds in 687. The effects of&lt;br /&gt;
the attack were traumatic for Brenoir and have haunted him&lt;br /&gt;
in his nightmares to the present day. He suffers from&lt;br /&gt;
insomnia, being unable to sleep without a lit candle beside&lt;br /&gt;
his bed. His hatred for Chybisa and Melderyn is considerable&lt;br /&gt;
and he hungers for revenge on the Ceselryds. When he met&lt;br /&gt;
Uthred Ceselryd, while the latter was traveling through the&lt;br /&gt;
Valganara hundred, he and his brothers cornered and killed&lt;br /&gt;
him in a vicious brawl. While this incident has given him a&lt;br /&gt;
taste of revenge, he is not nearly satisfied. He feels bound to&lt;br /&gt;
the blood oath he gave to his father and is determined to&lt;br /&gt;
fight out the feud with the Ceselryds to the bitter end.&lt;br /&gt;
Brenoir is very aware of his clan&#039;s weaknesses, especially&lt;br /&gt;
the fact that the Gwantirs hold no hereditary land or titles.&lt;br /&gt;
He is also aware of the fact that he himself is the  most&lt;br /&gt;
desirable target for the clan&#039;s enemies. Killing him would&lt;br /&gt;
threaten the clan&#039;s powerbase as the succession to the post&lt;br /&gt;
of the bailiff of the hundred has always been problematic in&lt;br /&gt;
the past. Brenoir keeps two loyal clansmen (MF) as&lt;br /&gt;
bodyguards and always wears his armor when travelling&lt;br /&gt;
outside of Valganara hundred.&lt;br /&gt;
Brenoir Gwantir, Bailiff of Valganara Hundred&lt;br /&gt;
STR 13 SPD 09 INT 15 Initiative&lt;br /&gt;
END 12 EYE 10 AUR 12 Dodge&lt;br /&gt;
DEX 13 HRG 12 WIL 17 Mobility&lt;br /&gt;
92&lt;br /&gt;
50&lt;br /&gt;
45&lt;br /&gt;
AGL 10 SMT 11 MOR 10 Fatigue Rate 07&lt;br /&gt;
Weapons:  Lance 62/8p; Broadsword 84/5e;   Knightshield&lt;br /&gt;
80/2b; Mace 77/5b; Unarmed 45&lt;br /&gt;
Skills: Awareness 67; Heraldry 74; Intrigue 86&lt;br /&gt;
Scripts: Lakise 89&lt;br /&gt;
Armor:  HEAVY (see appendix)&lt;br /&gt;
Gilleme Gwantir is the steward of Torret manor and also&lt;br /&gt;
does most of the administrative work for . He is also the&lt;br /&gt;
clan&#039;s exchequer. While he appears to be a rather&lt;br /&gt;
unspectacular figure in the clan, much of the Gwantir&#039;s&lt;br /&gt;
power is due to his clever management of their finances. &lt;br /&gt;
Gilleme Gwantir, Steward of Torret Manor&lt;br /&gt;
STR 12 SPD 10 INT 13 Initiative&lt;br /&gt;
END 13 EYE 08 AUR 11 Dodge&lt;br /&gt;
DEX 11 HRG 11 WIL 14 Mobility&lt;br /&gt;
92&lt;br /&gt;
50&lt;br /&gt;
45&lt;br /&gt;
AGL 11 SMT 11 MOR 11 Fatigue Rate 07&lt;br /&gt;
Weapons:  Lance 67/8p; Broadsword 71/5e;   Knightshield&lt;br /&gt;
72/2b; Mace 79/5b; Unarmed 48&lt;br /&gt;
Skills: Heraldry 65; Intrigue 77; Mathematics 78&lt;br /&gt;
Scripts: Lakise 90&lt;br /&gt;
Armor:  MEDIUM (see appendix)&lt;br /&gt;
Tancred Gwantir, 41, is the cousin of Brenoir and Serolan&lt;br /&gt;
(abbot) of Fancet Abbey. He has considerable influence&lt;br /&gt;
within the church and is on reasonably good terms with the&lt;br /&gt;
Reblena (Commander) of the Nebulan chapterhouse of the&lt;br /&gt;
sponsored fighting order, Lady of Paladins. He is a shrewd&lt;br /&gt;
intriguer and a cunning courtier. While his devotion to Larani&lt;br /&gt;
is sincere, he tends to regard his own interests as the will of&lt;br /&gt;
the goddess. The power of his clan secured him his position&lt;br /&gt;
which he ruthlessly exploits to further his clan&#039;s aims. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN GWANTIR 3&lt;br /&gt;
Tancred Gwantir, Priest of Larani&lt;br /&gt;
STR 12 SPD 14 INT 13 Initiative&lt;br /&gt;
END 15 EYE 12 AUR 11 Dodge&lt;br /&gt;
DEX 13 HRG 13 WIL 14 Mobility&lt;br /&gt;
70&lt;br /&gt;
AGL 16 SMT 17 MOR 09 Fatigue Rate 02&lt;br /&gt;
Weapons:  Broadsword 72/5e;   &lt;br /&gt;
75&lt;br /&gt;
80&lt;br /&gt;
Knight Shield 67/2b;&lt;br /&gt;
Mace 64/5b; Unarmed 43&lt;br /&gt;
Skills: Awareness 67; Heraldry 34; Intrigue 56&lt;br /&gt;
Ritual (Larani): 67 Piety: 54&lt;br /&gt;
Rituals: Blessing; Courage; Weapon Charm&lt;br /&gt;
Armor:  UNARMORED (see appendix)&lt;br /&gt;
Aleaume Gwantir, 29, is the family herald and a cousin of&lt;br /&gt;
Brenoir. Unlike most of his kinsmen, he is opposed to the&lt;br /&gt;
feud, believing it to be folly and a waste of lives and energy.&lt;br /&gt;
While he is loyal to his clansmen, he has established&lt;br /&gt;
diplomatic contacts to the Ceselryds via the College of&lt;br /&gt;
Heralds. He is the only clan member who can safely travel&lt;br /&gt;
into Chybisa as his status gives him some sort of immunity.&lt;br /&gt;
Having met Hrothgeir Ceselryd several times, he hopes that&lt;br /&gt;
maintaining this contact will eventually enable him to initiate&lt;br /&gt;
negotiations between the two clans to abandon the feud. He&lt;br /&gt;
is aware though, that the hostilities are more likely to&lt;br /&gt;
increase as long as Brenoir is the clanhead.&lt;br /&gt;
Aleaume Gwantir, Herald&lt;br /&gt;
STR 11 SPD 13 INT 16 Initiative&lt;br /&gt;
END 10 EYE 16 AUR 12 Dodge&lt;br /&gt;
DEX 12 HRG 13 WIL 15 Mobility&lt;br /&gt;
65&lt;br /&gt;
AGL 13 SMT 12 MOR 13 Fatigue Rate 02&lt;br /&gt;
Weapons:  Broadsword 54/6e;   &lt;br /&gt;
70&lt;br /&gt;
65&lt;br /&gt;
Knight Shield 51/2b;&lt;br /&gt;
Dagger 51/4p; Unarmed 39&lt;br /&gt;
Skills: Awareness 72; Heraldry 82; Intrigue 79&lt;br /&gt;
Armor:  UNARMORED (see appendix)&lt;br /&gt;
Malachin Gwantir, 39, is the bailiff of Girhim and cousin of&lt;br /&gt;
Brenoir. He is the main counselor of  the clanhead and the&lt;br /&gt;
most mysterious figure in the clan. Malachin is an astrologer&lt;br /&gt;
and alchemist and a member of the Guild of Arcane Lore.&lt;br /&gt;
Many consider him also to be a wizard. While he never&lt;br /&gt;
shows any of his talents to the public, he enjoys the fact that&lt;br /&gt;
his alleged sorcerous ski ls are widely feared. Only the power&lt;br /&gt;
of his position and the fact that both the royal and the&lt;br /&gt;
religious courts in the hundred are dominated by his&lt;br /&gt;
clansmen protect him against accusations for witchcraft.&lt;br /&gt;
Malachin occupies the tower of Girhim manor that he has&lt;br /&gt;
turned into an alchemical laboratory and observatory. &lt;br /&gt;
Malachin Gwantir, Bailiff of Girhim Manor &lt;br /&gt;
STR 13 SPD 08 INT 15 Initiative&lt;br /&gt;
END 11 EYE 10 AUR 17 Dodge&lt;br /&gt;
DEX 12 HRG 10 WIL 16 Mobility&lt;br /&gt;
55&lt;br /&gt;
45&lt;br /&gt;
40&lt;br /&gt;
AGL 09 SMT 13 MOR 05 Fatigue Rate 01&lt;br /&gt;
Weapons: Broadsword 56/5e; Dagger 36/4p; Unarmed 31&lt;br /&gt;
Skills: Astrology 93; Tarot 78; Herblore 67; Alchemy 73;&lt;br /&gt;
Psychometry 58; Medium 67; Hex 78; Heraldry 67; &lt;br /&gt;
Scripts: Lakise 97; Khruni 88; Runic 89&lt;br /&gt;
Armor:  UNARMORED (see appendix)&lt;br /&gt;
Moran Gwantir, 29, is the commander of the mercenary&lt;br /&gt;
company of the Scarlet Gauntlet and leads most military&lt;br /&gt;
operations for his clan. It is mainly due to his fearsome&lt;br /&gt;
reputation as a swordsman that he can keep the many&lt;br /&gt;
violent thugs among  the mercenaries in check. &lt;br /&gt;
Moran Gwantir, Knight Bachelor&lt;br /&gt;
STR 16 SPD 13 INT 11 Initiative&lt;br /&gt;
END 15 EYE 10 AUR 12 Dodge&lt;br /&gt;
DEX 13 HRG 13 WIL 14 Mobility&lt;br /&gt;
92&lt;br /&gt;
60&lt;br /&gt;
65&lt;br /&gt;
AGL 12 SMT 11 MOR 06 Fatigue Rate 07&lt;br /&gt;
Weapons:  Lance 96/8p; Broadsword 102/6e;   Kiteshield&lt;br /&gt;
97/2b; Mace 87/5b; Unarmed 51&lt;br /&gt;
Skills: Awareness 67; Heraldry 34; Intrigue 56&lt;br /&gt;
Armor:  HEAVY (see appendix)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
CLAN GWANTIR 4&lt;br /&gt;
The Scarlet Gauntlet&lt;br /&gt;
This band of mercenaries was&lt;br /&gt;
founded prior to clan Gwantir&#039;s&lt;br /&gt;
ascension to noble status and has&lt;br /&gt;
always been the main basis for the&lt;br /&gt;
clan&#039;s power. This was reflected by&lt;br /&gt;
including the company&#039;s badge into&lt;br /&gt;
the coat of arms when it was&lt;br /&gt;
registered &lt;br /&gt;
after &lt;br /&gt;
the &lt;br /&gt;
victorious&lt;br /&gt;
campaign in the treasure war in 679. Their loyalty lies&lt;br /&gt;
entirely with clan Gwantir. Several of their numbers are&lt;br /&gt;
members of junior branches of the clan or acknowledged&lt;br /&gt;
bastards and their officers are always knighted clansmen.&lt;br /&gt;
Al members are skilled fighters with a lot of combat&lt;br /&gt;
experience. They have a reputation for excessive brutality&lt;br /&gt;
and are little better than brigands if not kept in check. While&lt;br /&gt;
they have been employed to guard caravans on occasion,&lt;br /&gt;
they are mostly hired by employers who wish to cause havoc&lt;br /&gt;
and destruction somewhere, which clearly is the company’s&lt;br /&gt;
area of expertise. They have been very successful in rooting&lt;br /&gt;
out minor revolts and hunting down brigands, Gargun or&lt;br /&gt;
barbarians. &lt;br /&gt;
town guards have the stomach to restrain the excesses of&lt;br /&gt;
this band. When drunk, they are quick to respond to any&lt;br /&gt;
form of provocation by beating up or even killing those who&lt;br /&gt;
annoy them.&lt;br /&gt;
Medium Footmen (3)&lt;br /&gt;
STR 13 SPD 11 INT 09 Initiative&lt;br /&gt;
END 14 EYE 10 AUR 10 Dodge&lt;br /&gt;
DEX 12 HRG 10 WIL 13 Mobility&lt;br /&gt;
77&lt;br /&gt;
55&lt;br /&gt;
AGL 11 SMT 09 MOR 07 Fatigue Rate 05&lt;br /&gt;
Weapons: Falchion 75/6e; Battleaxe 55/9e; Roundshield&lt;br /&gt;
70/2b; Unarmed 50&lt;br /&gt;
Skills: Awareness 50; Riding 45; &lt;br /&gt;
Armor: MEDIUM (see appendix)&lt;br /&gt;
Light Footmen (11)&lt;br /&gt;
STR 12 SPD 11 INT 09 Initiative&lt;br /&gt;
END 13 EYE 10 AUR 10 Dodge&lt;br /&gt;
DEX 12 HRG 10 WIL 12 Mobility&lt;br /&gt;
Note: If appropriate, the GM may decide to spread the&lt;br /&gt;
rumor that the Scarlet Gauntlet was once hired by Sir&lt;br /&gt;
Kathel of Dezaller, the lord of Loban, for a raid against&lt;br /&gt;
Taelda tribesmen. Players, who have played the adventure&lt;br /&gt;
“A hundred Bushels of Rye” might get a fairly good&lt;br /&gt;
impression of the company’s usual behavior. &lt;br /&gt;
The current strength of the company is 19 men. Most of&lt;br /&gt;
them are battle hardened veterans aged twenty to thirty-five&lt;br /&gt;
years. With scarred faces, tattoos and occasional missing&lt;br /&gt;
ears, eyes and fingers, they are a fearsome sight. They are&lt;br /&gt;
men who make their living by killing and plundering. While&lt;br /&gt;
not doing the one or the other, they tend to spend their time&lt;br /&gt;
drinking, brawling and bullying everyone in their path. Few&lt;br /&gt;
Crossbowmen (5)&lt;br /&gt;
55&lt;br /&gt;
66&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
AGL 11 SMT 09 MOR 07 Fatigue Rate 03&lt;br /&gt;
Weapons: Spear 75/7p; Roundshield 70/2b; &lt;br /&gt;
Shortsword 65/4e; Unarmed 50&lt;br /&gt;
Skills: Awareness 50;  &lt;br /&gt;
Armor: LIGHT (see appendix)&lt;br /&gt;
STR 12 SPD 10 INT 09 Initiative&lt;br /&gt;
END 13 EYE 12 AUR 10 Dodge&lt;br /&gt;
DEX 13 HRG 10 WIL 12 Mobility&lt;br /&gt;
66&lt;br /&gt;
55&lt;br /&gt;
50&lt;br /&gt;
AGL 11 SMT 09 MOR 07 Fatigue Rate 05&lt;br /&gt;
Weapons:  Falchion 65/6e; Roundshield 60/2b; Crossbow&lt;br /&gt;
70/7p;  Unarmed 50&lt;br /&gt;
Skills: Awareness 60; Riding 45; &lt;br /&gt;
Armor: MEDIUM (see appendix)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 ANADEL WILDERNESS ENCOUNTERS 1&lt;br /&gt;
As much of the action is likely to take place in the&lt;br /&gt;
wilderness east of Shenadun, the following pages&lt;br /&gt;
provide some material for the GM to flesh out suitable&lt;br /&gt;
events and encounters. &lt;br /&gt;
TRAVELLING &lt;br /&gt;
Depending on the terrain, the weather and the&lt;br /&gt;
availability of mounts, characters can cover different&lt;br /&gt;
distances when they travel through the wilderness. &lt;br /&gt;
Terrain Map Key Walk Ride&lt;br /&gt;
Trail&lt;br /&gt;
   (flat)&lt;br /&gt;
5 9&lt;br /&gt;
Trail&lt;br /&gt;
 (hilly)&lt;br /&gt;
4 7&lt;br /&gt;
Trail&lt;br /&gt;
(mountainous)&lt;br /&gt;
3 5&lt;br /&gt;
Pasture 4 6&lt;br /&gt;
 Hills&lt;br /&gt;
(light vegetation)&lt;br /&gt;
3 5&lt;br /&gt;
Hills &lt;br /&gt;
(mixed forest)&lt;br /&gt;
2 2&lt;br /&gt;
Mountainous (mixed&lt;br /&gt;
forest)&lt;br /&gt;
1 1&lt;br /&gt;
All distances are given in leagues per watch (which is&lt;br /&gt;
roughly the same as kilometers per hour).&lt;br /&gt;
Paths: &lt;br /&gt;
The small paths (indicated as thin red lines on the&lt;br /&gt;
map) are barely more than trampled tracks, but using&lt;br /&gt;
them prevents getting lost. If characters are not using&lt;br /&gt;
the path, roll a survival check of the party member with&lt;br /&gt;
the highest skill each watch. Failure means that the&lt;br /&gt;
characters got lost.&lt;br /&gt;
Rivers &amp;amp; Creeks: &lt;br /&gt;
Crossing bodies of water is a major traveling&lt;br /&gt;
problem. There are no bridges anywhere in the&lt;br /&gt;
wilderness. If paths cross small rivers or creeks, this&lt;br /&gt;
indicates a ford. Crossing a river without a ford can be&lt;br /&gt;
hazardous. Roll a survival check for characters trying to&lt;br /&gt;
find a place to cross a creek. A success means that it&lt;br /&gt;
is generally possible to cross the creek without getting&lt;br /&gt;
too wet, though the GM may still decide to ask for a&lt;br /&gt;
suitable method to do so. Otherwise, the characters&lt;br /&gt;
get soaked and risk getting ill. The GM might consider&lt;br /&gt;
to roll against END x 5 to see if the character suffers a&lt;br /&gt;
H5 ailment in the process (see table on the next page).&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 ANADEL WILDERNESS ENCOUNTERS 2&lt;br /&gt;
ENCOUNTERS &amp;amp; HAZARDS&lt;br /&gt;
Moving through the dangerous wilderness east of&lt;br /&gt;
Shenadun will likely lead to a prolonged exposure to all&lt;br /&gt;
kinds of menaces. The following table gives some&lt;br /&gt;
suggestions. The GM should roll once per watch (a&lt;br /&gt;
watch is 4 hours long) on the day-table as long as the&lt;br /&gt;
PCs move and once per night. Traveling through&lt;br /&gt;
wilderness terrain during the night should be avoided.&lt;br /&gt;
If the PCs insist on roaming the underbrush after dark,&lt;br /&gt;
the GM should feel free to pick one reasonable&lt;br /&gt;
encounter per hour.&lt;br /&gt;
ENCOUNTERS (1d100)&lt;br /&gt;
Day Night Encounter&lt;br /&gt;
01-05-Old campsite (1d6 days old)&lt;br /&gt;
06-10-Smells (rotting carcass, fireplace)&lt;br /&gt;
11-14 01-30 Sounds (wolves, drums, crickets)&lt;br /&gt;
15-25-Tracks (animal, human or Gargun)&lt;br /&gt;
26-27 31 Equipment Loss/Failure&lt;br /&gt;
28 32 Sickness (Influenza: H5)&lt;br /&gt;
29 33-35 Food Poisoning (H5)&lt;br /&gt;
30-40 36-50 Bad Weather (Rain or Hail)&lt;br /&gt;
41-45 51-60 Bad Weather (Fog/Mist)&lt;br /&gt;
46-55-Road Hazard (Bog/Swamp)&lt;br /&gt;
56-60-Plant Hazard (brambles)&lt;br /&gt;
61-70 61-70 Insects (Ticks/Flies/Midges/Ants)&lt;br /&gt;
71 71 Stag/Deer/Hind&lt;br /&gt;
72 72 Wild/Stray Cattle&lt;br /&gt;
73 73 Boar (1-6)&lt;br /&gt;
74 74 Snake (harmless)&lt;br /&gt;
75 75 Snake (poisonous: Bite 70 (1p) H3)&lt;br /&gt;
76 76 Bear &lt;br /&gt;
77-78 77-81 Wild Dog/Wolf etc. (1-10)&lt;br /&gt;
79-80 82 Eagle/Hawk/Falcon/Owl&lt;br /&gt;
81-84 83-84 Pagaelin Tribesmen (1-10)&lt;br /&gt;
85-87-Hunters/Trappers (1-6)&lt;br /&gt;
88-94-Soldiers/ local patrol (1-10)&lt;br /&gt;
95-00 85-00 Gargun Hyeka  (10-30)&lt;br /&gt;
Sickness &amp;amp; Disease are a constant risk in a society with&lt;br /&gt;
poor hygienics and medicine that largely relies on&lt;br /&gt;
superstition. Traveling and exposure to heat and cold may&lt;br /&gt;
result in a number of maladies. The GM should pick a&lt;br /&gt;
suitable ailment or simply roll a d100. &lt;br /&gt;
Roll against 5x END for each character to see if they&lt;br /&gt;
catch the sickness. If they do, treat the sickness like a&lt;br /&gt;
normal infection. If the disease worsens after a failed&lt;br /&gt;
Infection Roll we suggest to apply a physical penalty of -10&lt;br /&gt;
for each reduction of the Healing Rate (-20 at HR3; -30 at&lt;br /&gt;
HR2 etc.) in addition to those mentioned in the table below.&lt;br /&gt;
Food Poisoning is a likely problem if fresh rations are&lt;br /&gt;
unavailable. Allow characters a roll against Cooking skill or&lt;br /&gt;
SMELL x 3 to detect the spoiled food in time.&lt;br /&gt;
Sickness % Symptoms Penalties&lt;br /&gt;
Sunstroke 01-25 Headache,&lt;br /&gt;
vomiting,&lt;br /&gt;
dizziness&lt;br /&gt;
halve all skills&lt;br /&gt;
Head Cold* 26-55 Sneezing and&lt;br /&gt;
coughing; fever&lt;br /&gt;
halve awareness&lt;br /&gt;
and stealth; double&lt;br /&gt;
Fatigue Rate&lt;br /&gt;
Food&lt;br /&gt;
Poisoning&lt;br /&gt;
56-99 sweating,&lt;br /&gt;
stomach ache,&lt;br /&gt;
vomiting&lt;br /&gt;
none&lt;br /&gt;
Influenza 00 Sneezing and&lt;br /&gt;
coughing;&lt;br /&gt;
extreme fever&lt;br /&gt;
halve all skills; triple&lt;br /&gt;
fatigue&lt;br /&gt;
*Head Colds are very contagious and unpleasant, but rarely&lt;br /&gt;
fatal. We suggest to decrease the Healing Rate only after two&lt;br /&gt;
failed healing rolls.&lt;br /&gt;
Bad Weather can have decisive effects on traveling and&lt;br /&gt;
other activities. While this demands GM&#039;s discretion, a few&lt;br /&gt;
general modifications apply.&lt;br /&gt;
Weather&lt;br /&gt;
Condition&lt;br /&gt;
Effects&lt;br /&gt;
Rain/Hail Halve Awareness and Tracking;&lt;br /&gt;
characters risk getting soaked&lt;br /&gt;
Fog/Mist +20 to Stealth; -20 to Awareness and&lt;br /&gt;
ranged weapons&lt;br /&gt;
Hot Weather Double Fatigue Rate&lt;br /&gt;
Road and Plant Hazards can be avoided by sticking to the&lt;br /&gt;
trails but will otherwise slow down traveling and lead to&lt;br /&gt;
accidents if characters are not careful. Swamps near the&lt;br /&gt;
Anadel Hills tend to be small and can be avoided if the&lt;br /&gt;
characters are willing to walk around them. Otherwise they&lt;br /&gt;
can be treated like creeks.&lt;br /&gt;
Insects can make life on the road extremely unpleasant.&lt;br /&gt;
While they are unlikely to effect physical skills, they may&lt;br /&gt;
penalize skills that demand concentration. A -10 penalty for&lt;br /&gt;
Awareness, Tracking etc. can be justified at GM&#039;s discretion. &lt;br /&gt;
Animals like Stag, Deer, Boar or cattle might be a&lt;br /&gt;
welcome food source, but characters should be warned that&lt;br /&gt;
hunting is a privilege for the nobles and punishments for&lt;br /&gt;
poaching are severe.&lt;br /&gt;
Wolves, Dogs and Bears are unlikely to attack a group&lt;br /&gt;
unless very hungry or affected by rabies (10% chance).&lt;br /&gt;
Poisonous Snakes tend to avoid humans but might attack&lt;br /&gt;
if disturbed or accidentally trodden upon. Most Hârnic&lt;br /&gt;
snakes are small and easy to kill or avoid once they are&lt;br /&gt;
spotted. Allow a character an Awareness check to spot the&lt;br /&gt;
snake in time. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
PELENOTH MINING CAMP 1&lt;br /&gt;
MINING CAMP “Pelenoth”&lt;br /&gt;
Location L7&lt;br /&gt;
Inhabitants: 5 to 50 (depending on the season)&lt;br /&gt;
The miner&#039;s camp in the Pelenoth Valley is a central&lt;br /&gt;
supply station between six different iron mines, operated by&lt;br /&gt;
the miners guild. The camp is manned all year round, even&lt;br /&gt;
though the mines have to be closed during the winter and&lt;br /&gt;
reopened in the spring. &lt;br /&gt;
The mines are all within one to three hours&#039; walk of the&lt;br /&gt;
camp. The miners usually sleep in tents or crude huts close&lt;br /&gt;
to the mines and return to the main camp every three to six&lt;br /&gt;
days, bringing the ore to the smelters, replacing damaged&lt;br /&gt;
tools and enjoying what little comforts the camp may offer&lt;br /&gt;
before returning to their work on the next day. &lt;br /&gt;
There is no work on Peonian holy days and most miners&lt;br /&gt;
come back to the camp to celebrate. &lt;br /&gt;
Once or twice every month the raw iron is brought to&lt;br /&gt;
Shenadun with a mule train. Depending on the number of&lt;br /&gt;
animals needed, four to six miners accompany the train.&lt;br /&gt;
These places are always in high demand, because the&lt;br /&gt;
miners can spend a night at the inn. Sleeping in a good bed&lt;br /&gt;
with good food and drink is a nice change and the local&lt;br /&gt;
guildmaster, Horeld of Bansen,  frequently rewards good&lt;br /&gt;
work with a place in the train.&lt;br /&gt;
Mercenaries&lt;br /&gt;
The camp employs a number of mercenaries as guards.&lt;br /&gt;
Depending on the season and the imminence of danger,&lt;br /&gt;
their number varies between half a dozen up to twenty (one&lt;br /&gt;
company). It is their responsibility to protect the camp and&lt;br /&gt;
to patrol the area around the mines. Some of them also&lt;br /&gt;
accompany the monthly mule train to Shenadun, as the path&lt;br /&gt;
is particularly dangerous. The men are well paid and enjoy&lt;br /&gt;
the benefits of guild members as long as they are in the&lt;br /&gt;
guild&#039;s employ. Any harm coming to one of the miners under&lt;br /&gt;
their protection can lead to their replacement, so they take&lt;br /&gt;
their job very seriously. &lt;br /&gt;
Master Miner Horeld of Bansen &lt;br /&gt;
Horeld is 53 and has spent most of his life in the mining&lt;br /&gt;
business in dangerous frontier regions. He is on very good&lt;br /&gt;
terms with the lord of Shenadun. The recent sightings of&lt;br /&gt;
Gargun tracks in the area have worried the guildmaster,&lt;br /&gt;
because the mines are vulnerable to Gargun raiders, even&lt;br /&gt;
though the main camp seems secure. He has petitioned the&lt;br /&gt;
guild to finance some more guards and a scout or two, but&lt;br /&gt;
his request has not been fulfilled yet. Sir Lardis has promised&lt;br /&gt;
to start his own investigation on Gargun activities in the&lt;br /&gt;
region and to wipe out any permanent Gargun settlements&lt;br /&gt;
that might exist.&lt;br /&gt;
Horeld of Bansen, Master Miner&lt;br /&gt;
STR 12 SPD 08 INT 14 Initiative&lt;br /&gt;
END 13 EYE 07 AUR 11 Dodge&lt;br /&gt;
DEX 14 HRG 09 WIL 15 Mobility&lt;br /&gt;
AGL 10 SMT 10 MOR 12 Fatigue Rate&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
2&lt;br /&gt;
Weapons:   Shortsword 67/4e; Dagger 48/4p; Unarmed 53&lt;br /&gt;
Armor:  UNARMORED (see appendix)&lt;br /&gt;
The Miners&lt;br /&gt;
Most of the mercenaries have been in the guild&#039;s employ&lt;br /&gt;
for several years and they consider themselves to be far&lt;br /&gt;
superior to any “seasonal rabble” that is hired to bolster their&lt;br /&gt;
ranks on occasion.&lt;br /&gt;
The commander of the mercenaries is Valdek of Halder,&lt;br /&gt;
a 36 year old veteran warrior. The current strength of his&lt;br /&gt;
company is eleven men.&lt;br /&gt;
Mercenaries&lt;br /&gt;
STR 13 SPD 11 INT 11 Initiative&lt;br /&gt;
END 12 EYE 10 AUR 10 Dodge&lt;br /&gt;
DEX 11 HRG 10 WIL 12 Mobility&lt;br /&gt;
AGL 11 SMT 11 MOR 10 Fatigue Rate&lt;br /&gt;
68&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
3&lt;br /&gt;
Weapons:   Spear 70 /7p; Roundshield 65/2b; Dagger&lt;br /&gt;
55/4p; Unarmed 60&lt;br /&gt;
Armor:  LIGHT(see appendix)&lt;br /&gt;
Working in the Pelenoth mines is backbreaking and&lt;br /&gt;
dangerous work. To add to the dangers, the area is far from&lt;br /&gt;
safe with rampaging Gargun and the unpredictable Pagaelin&lt;br /&gt;
tribes nearby. The miners in Pelenoth are a tough lot.&lt;br /&gt;
Several of them have fled into the guilds&#039; protection for&lt;br /&gt;
different reasons. Among them are escaped serfs, indebted&lt;br /&gt;
gamblers and a few criminals. The guild does not normally&lt;br /&gt;
hand over those individuals to the authorities unless they are&lt;br /&gt;
accused of felonies. However, the guildmasters take care not&lt;br /&gt;
to accept members wanted by one of the local lords to avoid&lt;br /&gt;
complications.&lt;br /&gt;
Miners&lt;br /&gt;
STR 13 SPD 11 INT 11 Initiative&lt;br /&gt;
END 13 EYE 10 AUR 11 Dodge&lt;br /&gt;
DEX 11 HRG 10 WIL 12 Mobility&lt;br /&gt;
AGL 11 SMT 11 MOR 10 Fatigue Rate&lt;br /&gt;
Weapons:   Club 50/3b; Knife 40/3p; Unarmed 55&lt;br /&gt;
Armor:  UNARMORED (see appendix)&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
55&lt;br /&gt;
2&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 &lt;br /&gt;
 PELENOTH MINING CAMP 2&lt;br /&gt;
LOCAL MAP NOTES&lt;br /&gt;
1. Main building: This is the main office of  Horeld of&lt;br /&gt;
Bansen and also the storage building and tool shed.&lt;br /&gt;
2. Storeroom: This is the main storage building for raw&lt;br /&gt;
materials for the smelters like clay, charcoal and raw iron.&lt;br /&gt;
3. Smelters: The smelters used in Pelenoth are primitive&lt;br /&gt;
clay constructions that have to be demolished and rebuilt&lt;br /&gt;
after each use. There are two potters in the employ of the&lt;br /&gt;
guild who work under the supervision of the smelter master,&lt;br /&gt;
Badrel of Rur. The clay is taken from claypits along the&lt;br /&gt;
banks of the Pelenoth creek.&lt;br /&gt;
4. Palisade and Gate: The camp is surrounded with a&lt;br /&gt;
stoutly built, ten foot palisade with ramparts and twelve foot&lt;br /&gt;
wooden towers on all four corners. The gate is made from&lt;br /&gt;
ironbound oak and secured with heavy bars. There are&lt;br /&gt;
always two guards on duty.&lt;br /&gt;
5. Animal pen and stable: The miners keep about three&lt;br /&gt;
dozen mules, cared for by four teamsters, to transport the&lt;br /&gt;
ore from the mines to the main camp and to carry the raw&lt;br /&gt;
iron to Shenadun and supplies back to the camp.&lt;br /&gt;
6. and 7. Miners quarters: The sleeping places, kitchen and&lt;br /&gt;
mess hall for the miners. They are reasonably well built, but&lt;br /&gt;
offer only the small comforts commonly associated with&lt;br /&gt;
guild hostels. There are usually between 20 and 40 miners at&lt;br /&gt;
work in the Pelenoth mines, but only a quarter or less will be&lt;br /&gt;
present in the main camp at any given time except holidays.&lt;br /&gt;
8. Barracks: The barracks are spacious and can easily&lt;br /&gt;
house a full strength company if the situation should&lt;br /&gt;
demand more men.&lt;br /&gt;
9. Woodcrafter: This is the workshop and sleeping quarter&lt;br /&gt;
for the bonded woodcrafter, Perdel of Grenien. Perdel has&lt;br /&gt;
two apprentices to help him and would like to employ a&lt;br /&gt;
journeyman as he has plenty of work. He has not found a&lt;br /&gt;
suitable candidate yet and plans to spread the word in&lt;br /&gt;
Burzyn next time he visits the town. &lt;br /&gt;
10. Metalsmith: Notgar of Threben is the bonded&lt;br /&gt;
metalsmith of the camp. He is constantly making and&lt;br /&gt;
repairing tools, but can hardly meet the demand. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 &lt;br /&gt;
 VARTELION&#039;S HOUSE 1&lt;br /&gt;
VARTELION&#039;S HOUSE&lt;br /&gt;
The blockhouse was built by an old trapper named&lt;br /&gt;
Vartelion who vanished in 698 TR. The trappers use it to&lt;br /&gt;
gather their pelts and for protection from Gargun or Pagaelin&lt;br /&gt;
raids. The house is a stout wooden structure, surrounded by&lt;br /&gt;
a 12 foot palisade with three platforms for defense. The&lt;br /&gt;
interior of the hut is surprisingly comfortable. A three tier&lt;br /&gt;
bunk bed behind curtains serves as sleeping place. An iron&lt;br /&gt;
brazier is used for cooking and warmth. &lt;br /&gt;
The trappers are armed and quite tough. They have&lt;br /&gt;
taught the Pagaelin and Gargun to stay well out of the range&lt;br /&gt;
of their arrows. Visitors to the house are well advised to&lt;br /&gt;
approach openly and to clearly state their business to the&lt;br /&gt;
guard. &lt;br /&gt;
    &lt;br /&gt;
Anyone spotted sneaking around the compound or&lt;br /&gt;
otherwise appearing untrustworthy will be shot at without&lt;br /&gt;
warning. &lt;br /&gt;
Typical Trapper&lt;br /&gt;
STR 12 SPD 11 INT 10 Initiative 55&lt;br /&gt;
END 13 EYE 12 AUR 11 Dodge 55&lt;br /&gt;
DEX 12 HRG 12 WIL 12 Mobility 55&lt;br /&gt;
AGL 11 SMT 10 MOR 12 Fatigue Rate 2&lt;br /&gt;
Weapons: Shortbow 65/6p; Club 65/3; Dagger 45/4p;&lt;br /&gt;
Unarmed 40&lt;br /&gt;
Skills: Awareness 65; Tracking 60; Stealth 55&lt;br /&gt;
Armor:  TRAPPER (see appendix)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 &lt;br /&gt;
 VARTELION&#039;S HOUSE 2&lt;br /&gt;
The Scavenger&lt;br /&gt;
For some time the trappers using Vartelion House have&lt;br /&gt;
been bothered by an unusual disappearance of their catch&lt;br /&gt;
from the traps. While they regularly find their traps triggered,&lt;br /&gt;
the catch has quite often disappeared. The trappers&lt;br /&gt;
suspected a predatory animal or the Pagaelin to be&lt;br /&gt;
responsible for the theft of the prey.  They have laid several&lt;br /&gt;
ambushes to catch the culprit in the recent past. While they&lt;br /&gt;
have never seen let alone caught anyone, several mysterious&lt;br /&gt;
occurrences have worried them even further. On several&lt;br /&gt;
occasions the trapped animals were stolen from right under&lt;br /&gt;
their noses; sometimes some of their number were found in&lt;br /&gt;
a state of dreamy doze, just smiling stupidly with wide open&lt;br /&gt;
eyes. The tracks found nearby the traps were large and&lt;br /&gt;
vaguely human, although the trackers could not agree&lt;br /&gt;
whether they belong to feet or boots.&lt;br /&gt;
Although none of their number has been hurt by the&lt;br /&gt;
mysterious thief, the trappers are deeply worried about the&lt;br /&gt;
incident, suspecting demonic activity or evil spirits or even a&lt;br /&gt;
werewolf being on the rampage in the Anadel Hills. They&lt;br /&gt;
have asked for help in the village and may approach the&lt;br /&gt;
PCs.&lt;br /&gt;
The Truth&lt;br /&gt;
Experienced GMs will have guessed that no decent Hârn&lt;br /&gt;
adventure module can exist without an appearance of a&lt;br /&gt;
Nolah. Here it is: The scavenger stealing the animals from&lt;br /&gt;
the traps is a lazy Nolah, named Gmulch, who has&lt;br /&gt;
discovered the traps as an easy source for food. &lt;br /&gt;
The Nolah lacks the skills to build traps on its own, but is&lt;br /&gt;
intelligent enough to understand that the trappers are&lt;br /&gt;
responsible for maintaining them. Consequently, it has&lt;br /&gt;
avoided hurting them and has even gone so far as to scare&lt;br /&gt;
away or eat Pagaelin hunters and Gargun whom it rightly&lt;br /&gt;
suspected of intending to harm its food suppliers. &lt;br /&gt;
Possible Solutions&lt;br /&gt;
While the PCs may try to hunt down the Nolah, once they&lt;br /&gt;
have discovered its existence, this is not automatically the&lt;br /&gt;
best option. The Nolah is quite good at determining which&lt;br /&gt;
humans to spare, so it will not show the same reluctance to&lt;br /&gt;
kill PCs as it shows to kill trappers. Another point is that its&lt;br /&gt;
protection, though yet unknown to the trappers, might prove&lt;br /&gt;
very useful if tensions with the Pagaelin increase. &lt;br /&gt;
Kora the Madwoman [see the adventure section of this&lt;br /&gt;
module] may aid the characters with information about&lt;br /&gt;
Nolahs at GM&#039;s discretion.&lt;br /&gt;
Gmulch the Nolah&lt;br /&gt;
STR 19 SPD 17 INT 14 Initiative 70&lt;br /&gt;
END 17 EYE 11 AUR 16 Dodge 65&lt;br /&gt;
DEX 13 HRG 18 WIL 12 Mobility 85&lt;br /&gt;
AGL 13 SMT 16 MOR 05 Fatigue Rate 02&lt;br /&gt;
Weapons: Club 72/3b; Unarmed 76&lt;br /&gt;
Skills: Awareness 70; Stealth 75&lt;br /&gt;
Armor:  B8 E10 P10 F4 S30 T8 (except eyes)&lt;br /&gt;
Like all Nolahs, Gmulch has the power to charm a victim.&lt;br /&gt;
Roll 3d6 against WIL. A charmed character will stand&lt;br /&gt;
dazed or even come to the Nolah to submit himself to&lt;br /&gt;
being taken prisoner.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
PAGAELIN CAMP 1&lt;br /&gt;
PAGAELIN VILLAGE&lt;br /&gt;
Location L7&lt;br /&gt;
Population 93&lt;br /&gt;
THE OWEOR OLLIN TRIBE&lt;br /&gt;
The Olin tribe has 93 members, 28 of them warriors.&lt;br /&gt;
Like most Pagaelin tribes, the Ollins live a semi-nomadic&lt;br /&gt;
lifestyle, moving their camps approximately every ten years.&lt;br /&gt;
The moving of the camp follows a traditional routine&lt;br /&gt;
between three different places. This routine was interrupted&lt;br /&gt;
when the tribe left its present campsite in 717 TR after only&lt;br /&gt;
staying there for two years. The chief during that time,&lt;br /&gt;
Gvallin, followed the advice of the Navehan Augur, Kadon of&lt;br /&gt;
Nurisel, who had counseled him to leave the area for a while&lt;br /&gt;
after the murder of Barian Ceselryd in 716 TR.&lt;br /&gt;
While Gvallin might have saved the tribe&#039;s existence when&lt;br /&gt;
he decided to heed Kadon&#039;s counsel, he earned little&lt;br /&gt;
gratitude  for it. Many of the dominant males considered this&lt;br /&gt;
a sign of weakness and Gvallin&#039;s authority gradually&lt;br /&gt;
decreased. &lt;br /&gt;
Oweor Ollin succeeded Gvallin in 719 TR, after&lt;br /&gt;
challenging him openly for single combat and hacking him&lt;br /&gt;
into pieces with his axe. This has thoroughly impressed the&lt;br /&gt;
tribe, none of which have yet dared to question Oweor&#039;s&lt;br /&gt;
ruling or challenged his position as chief. Like many&lt;br /&gt;
members of the Olin tribe, Oweor was opposed to the&lt;br /&gt;
moving of the tribe&#039;s camp in the first place. He now has led&lt;br /&gt;
his people back to the tribe&#039;s traditional campsite close to&lt;br /&gt;
Shenadun. He is fully aware that this is likely to restart the&lt;br /&gt;
conflict with the Ceselryd clan and is ready and eager for the&lt;br /&gt;
fight. He has not started raiding the area yet, as he intends&lt;br /&gt;
to do, because he wants to gather some support from the&lt;br /&gt;
other tribes in the region first. &lt;br /&gt;
Oweor Ollin&lt;br /&gt;
Oweor is a charismatic war chief of 29. He is a&lt;br /&gt;
psychopath: While he appears charming and likable at a first&lt;br /&gt;
impression, he is a megalomaniac with absolutely no regard&lt;br /&gt;
for the needs and feelings of others.  He dominates his tribe&lt;br /&gt;
with his manipulative personality and merciless brutality,&lt;br /&gt;
changing from one to the other in an instant.  He has been&lt;br /&gt;
known to lecture the male members of his tribe  for an hour&lt;br /&gt;
about his plans of conquest, then snatch his axe and smash&lt;br /&gt;
the head of a listener before calmly returning to his topic.&lt;br /&gt;
Captives not worth a ransom and without an obvious use&lt;br /&gt;
can expect to be brought to death in the most grisly and&lt;br /&gt;
imaginative fashion.  &lt;br /&gt;
Oweor plans to expand his domination to the other&lt;br /&gt;
Pagaelin tribes in the region and then conquer the Chybisan&lt;br /&gt;
territory north of the Ulmerien. He has established contacts&lt;br /&gt;
to other tribes and plans to hold a gathering where “a&lt;br /&gt;
possible cooperation of the tribes can be discussed”. He&lt;br /&gt;
intends to get rid of the chieftains and unify the tribes under&lt;br /&gt;
his command, to gather the necessary strength to deal with&lt;br /&gt;
Shenadun and the other northern manors.&lt;br /&gt;
Oweor is not under the control of the Navehan Augur,&lt;br /&gt;
who operates the lodge near Shenadun. While Kadon had&lt;br /&gt;
established good contacts to Oweor&#039;s predecessor, the death&lt;br /&gt;
of the latter was a plain enough message that the Augur was&lt;br /&gt;
no longer welcome in the tribe. The Navehans have not&lt;br /&gt;
reacted yet and seem content to let Oweor have his way - for&lt;br /&gt;
now.&lt;br /&gt;
Oweor Ollin, Pagaelin Chief&lt;br /&gt;
STR 15 SPD 13 INT 13 Initiative&lt;br /&gt;
END 13 EYE 12 AUR 14 Dodge&lt;br /&gt;
DEX 16 HRG 17 WIL 17 Mobility&lt;br /&gt;
AGL 17 SMT 15 MOR 04 Fatigue Rate&lt;br /&gt;
92&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Battle Axe 87/9e; Dagger 91/4p; Roundshield&lt;br /&gt;
82/2b; Shortbow 81/6p;  Unarmed 78&lt;br /&gt;
Skills: Prescience 57; Awareness 92; Stealth 80&lt;br /&gt;
Armor:  TRIBAL (see appendix)&lt;br /&gt;
Pagaelin Warriors (27)&lt;br /&gt;
STR 12 SPD 13 INT 10 Initiative&lt;br /&gt;
While his long-term plans against Chybisa are in no way&lt;br /&gt;
realistic, Oweor&#039;s attempt to realize them will cause a lot of&lt;br /&gt;
havoc and bloodshed if he is not stopped in time.  &lt;br /&gt;
END 13 EYE 12 AUR 10 Dodge&lt;br /&gt;
DEX 13 HRG 13 WIL 11 Mobility&lt;br /&gt;
AGL 12 SMT 13 MOR 05 Fatigue Rate&lt;br /&gt;
85&lt;br /&gt;
65&lt;br /&gt;
92&lt;br /&gt;
85&lt;br /&gt;
65&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Spear 65/7p; Dagger 70/4p; Roundshield&lt;br /&gt;
60/2b; Handaxe 55/6e; Shortbow 55/6p;  Unarmed 50&lt;br /&gt;
Skills: Awareness 60; Stealth 70; Tracking 60&lt;br /&gt;
Armor:  TRIBAL (see appendix)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 &lt;br /&gt;
 PAGAELIN CAMP 2&lt;br /&gt;
LOCAL MAP NOTES&lt;br /&gt;
1. House of Oweor Ollin: Oweor inhabits the largest and&lt;br /&gt;
most comfortable hut in the camp. He owns several items of&lt;br /&gt;
value - inheritances from former chieftains which were&lt;br /&gt;
acquired in many years of raiding and looting.&lt;br /&gt;
a) Meditation hut: This small building fulfills the functions&lt;br /&gt;
of a temple. The tribe continues to worship the Walker of the&lt;br /&gt;
Heath even though the contact to the Augurs has lessened. &lt;br /&gt;
b)  Women&#039;s quarters: Oweor&#039;s women live in these huts.&lt;br /&gt;
He treats his claimed wives with the cruelty and lack of&lt;br /&gt;
respect that is typical for Pagaelin.&lt;br /&gt;
c) Healer:  Berengar of Lindren is a Peonian reslava who&lt;br /&gt;
was caught and enslaved by the tribe in 716 TR, while he&lt;br /&gt;
was travelling on the Genin Trail. Berengar survived by&lt;br /&gt;
offering his healing skills and has been with the tribe ever&lt;br /&gt;
since. He has never attempted to flee, as he regards his&lt;br /&gt;
capture as the will of his goddess and has accepted his&lt;br /&gt;
position. He does his best to ease the lot of the weak in the&lt;br /&gt;
tribe. He has also used his knowledge about agriculture to&lt;br /&gt;
improve the gardening, hoping to tame the tribesmen by&lt;br /&gt;
showing them the advantages of a regular harvest and&lt;br /&gt;
human kindness. &lt;br /&gt;
d) Slave quarters: The slaves and elderly live in these&lt;br /&gt;
crowded huts. They do most of the work in the village but&lt;br /&gt;
have no status and few rights and have to live on leftovers&lt;br /&gt;
from the warriors.&lt;br /&gt;
2. Dominant males: The dominant males live in these huts&lt;br /&gt;
with their claimed women.&lt;br /&gt;
3. Mixed quarters: This main compound includes the&lt;br /&gt;
quarters for less important members, including the young&lt;br /&gt;
warriors and unclaimed women.&lt;br /&gt;
4. Gate: The gate to the 10&#039; palisade is always guarded. The&lt;br /&gt;
beams stand two inches apart so that the palisade can be&lt;br /&gt;
defended from the ground level since it has no ramparts. &lt;br /&gt;
5. Gardens: Tended by the women, slaves and elderly. The&lt;br /&gt;
quality of the gardening has improved greatly due to the&lt;br /&gt;
influence of Berengar of Lindren. However, most of the food&lt;br /&gt;
grown here is reserved for the warriors.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 &lt;br /&gt;
 KREMSHAK 1&lt;br /&gt;
GARGUN LODGE “Kremshak”&lt;br /&gt;
Location: Anadel Hills [L7]&lt;br /&gt;
Population 260&lt;br /&gt;
Kremshak is a Gargun Hyeka lodge of the semi-nomadic&lt;br /&gt;
Chindra tribe. The Chindra are divided into four different&lt;br /&gt;
sub-tribes, only two which have a queen. The Kremshak&lt;br /&gt;
Chindra are the smaller of the two sub-tribes that protect a&lt;br /&gt;
queen. Being the result of a swarming in the major tribe, the&lt;br /&gt;
tribe established Kremshak in 719 TR. The population is&lt;br /&gt;
growing rapidly and the hunting ranges are continually&lt;br /&gt;
expanded. &lt;br /&gt;
The colony has spend most of what remained of the year&lt;br /&gt;
719 settling its internal disputes (by removing those who&lt;br /&gt;
argue). This changed in 720 when the first offspring of the&lt;br /&gt;
new king led to an explosion of the population. At the&lt;br /&gt;
moment, roughly one third of the population can be counted&lt;br /&gt;
as “veteran” warriors, while the remainder are mostly&lt;br /&gt;
youngsters who have not yet reached adulthood. Given the&lt;br /&gt;
high birth rates of the Hyeka, Kremshak is likely to become a&lt;br /&gt;
serious threat for all other living beings in the region if the&lt;br /&gt;
colony is left alone for another year.&lt;br /&gt;
LOCAL MAP NOTES&lt;br /&gt;
1. to 5. Gates&lt;br /&gt;
The large number of gates reflects the aggressive&lt;br /&gt;
defense concept of the complex. Each gate has a&lt;br /&gt;
guardroom attached to it where one or two dozen youngster&lt;br /&gt;
Gargun are stationed under the supervision of their veteran&lt;br /&gt;
commanders. Whenever a gate is attacked, the guards&lt;br /&gt;
defend the entrance while the alarm is raised and the&lt;br /&gt;
Gargun swarm out of the other gates to attack the intruders&lt;br /&gt;
from behind and block their escape. &lt;br /&gt;
6. Bubrak&#039;s Point&lt;br /&gt;
The Gargun have build a small lookout in one of the&lt;br /&gt;
trees here that is manned by a sentinel at all times. The&lt;br /&gt;
name derives from the first king of Kremshak who built the&lt;br /&gt;
lookout before Vrarmuk&#039;s dagger ended his reign.&lt;br /&gt;
7. Nedieth Island&lt;br /&gt;
This small island in the creek is used for fishing by&lt;br /&gt;
Kremshak&#039;s inhabitants. The Gargun are neither effective nor&lt;br /&gt;
enthusiastic fishers, but have supplemented their diet with&lt;br /&gt;
speared fish on occasion.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 &lt;br /&gt;
 KREMSHAK 2&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
KREMSHAK 3&lt;br /&gt;
INTERIOR MAP NOTES&lt;br /&gt;
1. Tunnel: To northwestern entrance and sleeping quarters.&lt;br /&gt;
2. Great Hall: This is the place where the elite of the&lt;br /&gt;
community feasts, chats and brawls. There is no kitchen&lt;br /&gt;
since the Gargun like their food to be as fresh as&lt;br /&gt;
possible, preferably still screaming while it is eaten.&lt;br /&gt;
Human captives are usually tortured for a while before&lt;br /&gt;
they become part of the meals. Misbehaving Gargun also&lt;br /&gt;
join the diet on occasion. &lt;br /&gt;
3. Guardroom and northeastern tunnel: The guardroom&lt;br /&gt;
in front of the door to the king&#039;s quarters is manned with&lt;br /&gt;
a few handpicked veteran Gargun. While they are&lt;br /&gt;
considered to be loyal to Vrarmuk, the next king is likely&lt;br /&gt;
to come from their group. The tunnel leads to several&lt;br /&gt;
sleeping quarters and the northeastern entrance.&lt;br /&gt;
4. King&#039;s Quarters: Vrarmuk&#039;s room is spartan compared&lt;br /&gt;
to other colonies, which is mainly due to the fact that the&lt;br /&gt;
lodge is still young. Vrarmuk plans to decorate his room&lt;br /&gt;
more lavishly if he can loot appropriate objects in the&lt;br /&gt;
raiding that he intends to start.&lt;br /&gt;
5. Treasure Chamber &amp;amp; Armory: Vrarmuk&#039;s treasury is&lt;br /&gt;
unimpressive, as he only has  a few valuables. He also&lt;br /&gt;
stores newly crafted weapons here and hands them out&lt;br /&gt;
as rewards for loyalty.&lt;br /&gt;
6. Queen&#039;s Room: Queen Gliddash resides in this&lt;br /&gt;
chamber. Like many Gargun Queens she is becoming&lt;br /&gt;
bloated and almost immobile from laying eggs. &lt;br /&gt;
7. Princess&#039; Chamber: The Queen&#039;s guard consists of four&lt;br /&gt;
princesses. These females are considered the most fierce&lt;br /&gt;
fighters of the tribe. &lt;br /&gt;
8. Egg Pits and Hatchery: Al the eggs are brought to one&lt;br /&gt;
of the three egg pits, filled with organic offal, until they&lt;br /&gt;
are ready to hatch. &lt;br /&gt;
9. Sleeping quarters: These quarters are used by veteran&lt;br /&gt;
Gargun.&lt;br /&gt;
10. Workshop: The tribe&#039;s smithy is not yet fully functional&lt;br /&gt;
and iron is in short supply. Nevertheless, this workshop is&lt;br /&gt;
used to produce weapons and armor.&lt;br /&gt;
11. Sleeping Chamber: Another sleeping quarter for the&lt;br /&gt;
veteran Gargun.&lt;br /&gt;
12. Southwestern Tunnel: This tunnel leads to more&lt;br /&gt;
youngster&#039;s sleeping quarters and the two southwestern&lt;br /&gt;
entrances. &lt;br /&gt;
King Vrarmuk&lt;br /&gt;
Vrarmuk is the second king of Kremshak. He became&lt;br /&gt;
king in the power struggle that arose immediately after the&lt;br /&gt;
lodge was built.  Vrarmuk&#039;s predecessor had successfully led&lt;br /&gt;
the tribe through the turmoil of the swarming and the&lt;br /&gt;
capture of a princess, but underestimated the internal&lt;br /&gt;
conflicts that came when the tribe&#039;s position seemed secure.&lt;br /&gt;
Vrarmuk is a fierce fighter, but prefers to send others into&lt;br /&gt;
danger ever since an encounter with a human yeoman gave&lt;br /&gt;
him his two scars that are the reason for his nickname. &lt;br /&gt;
Vrarmuk is not particularly bright but sly. He prepares&lt;br /&gt;
raids on the human settlements in the west and plans to&lt;br /&gt;
attack trapper&#039;s camps as we l. He knows that humans are&lt;br /&gt;
dangerous, but has not considered that his actions might&lt;br /&gt;
provoke a full scale attack on Kremshak. Otherwise he would&lt;br /&gt;
wait until his colony is stronger. &lt;br /&gt;
Vrarmuk “Crosscut”&lt;br /&gt;
STR 16 SPD 12 INT 10 Initiative&lt;br /&gt;
END 15 EYE 11 AUR 08 Dodge&lt;br /&gt;
DEX 12 HRG 13 WIL 13 Mobility&lt;br /&gt;
AGL 13 SMT 14 MOR 03 Fatigue Rate&lt;br /&gt;
60&lt;br /&gt;
65&lt;br /&gt;
60&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Mang 89/6e; Battleaxe 67/9e; Roundshield&lt;br /&gt;
78/2b; Dagger 75/4p; Unarmed 67&lt;br /&gt;
Skills: Awareness 67; Stealth 56; Survival 85&lt;br /&gt;
Armor:  GARGUN HEAVY (see appendix)&lt;br /&gt;
Gargun Age Groups&lt;br /&gt;
The Gargun in Kremshak differ according to their age&lt;br /&gt;
and stage of development. As a rule, the older the Gargun is&lt;br /&gt;
the better equipped and skilled he is. The dominant group&lt;br /&gt;
are the veterans, who are usually at least three years old. The&lt;br /&gt;
average Gargun can be assumed to be between one and&lt;br /&gt;
three years old. Gargun younger than one year are referred&lt;br /&gt;
to as youngsters, while those of less than three months age&lt;br /&gt;
are considered freshlings.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
KREMSHAK 4&lt;br /&gt;
Veteran Gargun&lt;br /&gt;
The Gargun who survived the swarming are now&lt;br /&gt;
hardened and scar covered veterans with high skills (for&lt;br /&gt;
Hyeka standards) and good equipment. They enjoy a&lt;br /&gt;
privileged position in the tribe. Twenty of them serve as&lt;br /&gt;
captains, each leading a group of roughly a dozen younger&lt;br /&gt;
Gargun. The rest form the king&#039;s guard. &lt;br /&gt;
They usually wear a plate or ring helmet in addition to a&lt;br /&gt;
mail hauberk and leather boots.&lt;br /&gt;
Gargun Hyeka Veteran Warriors (35)&lt;br /&gt;
STR 12 SPD 12 INT 10 Initiative&lt;br /&gt;
END 11 EYE 10 AUR 07 Dodge&lt;br /&gt;
DEX 12 HRG 13 WIL 12 Mobility&lt;br /&gt;
AGL 11 SMT 14 MOR 03 Fatigue Rate&lt;br /&gt;
3&lt;br /&gt;
Weapons:  Spear 55/7p; Mankar 55/5e; Roundshield&lt;br /&gt;
50/2b; Morningstar 60/5p; Handaxe 45/6e;  Unarmed 45&lt;br /&gt;
Skills: Awareness 45; Stealth 40; Survival 55&lt;br /&gt;
Armor:  GARGUN HEAVY or MEDIUM (see appendix)&lt;br /&gt;
Average Gargun&lt;br /&gt;
The normal Gargun Hyeka warrior is older than one year,&lt;br /&gt;
which means adulthood. They usually possess the standard&lt;br /&gt;
equipment and skills of their kind.&lt;br /&gt;
Most of the average Hyeka warriors wear a leather cap&lt;br /&gt;
reinforced with iron strips, a studded leather tunic (both&lt;br /&gt;
count as ring armor) and leather calf boots.&lt;br /&gt;
There are almost no average Gargun at the beginning of&lt;br /&gt;
720 TR, but 73 of the youngsters, born in 719, will reach&lt;br /&gt;
adulthood by the end of spring. &lt;br /&gt;
Average Gargun Hyeka (14)&lt;br /&gt;
STR 11 SPD 11 INT 11 Initiative&lt;br /&gt;
END 11 EYE 13 AUR 07 Dodge&lt;br /&gt;
DEX 11 HRG 13 WIL 11 Mobility&lt;br /&gt;
55&lt;br /&gt;
AGL 11 SMT 13 MOR 03 Fatigue Rate 03&lt;br /&gt;
Weapons:  Spear 40/5p; Roundshield 40/2b; Club 40/3b;&lt;br /&gt;
Mang 40/5e;  Mankar 40/5e; Handaxe 40/6e; Unarmed 40&lt;br /&gt;
Skills: Awareness 40; Stealth 40; Survival 55&lt;br /&gt;
Armor:  GARGUN  MEDIUM or LIGHT (see appendix)&lt;br /&gt;
Gargun Youngsters&lt;br /&gt;
The Gargun youngsters of less than a year are poorly&lt;br /&gt;
equipped and not as skilled as the veterans. Their axes and&lt;br /&gt;
spears tend to have stone heads which is reflected in the&lt;br /&gt;
weapon impact and reduces the Quality by 3.&lt;br /&gt;
They usually try to make a leather or hide  tunic and cap&lt;br /&gt;
from meat animals. If they live long enough they scrape&lt;br /&gt;
metal pieces from the smithies and gradually reinforce the&lt;br /&gt;
leather to ringmail.&lt;br /&gt;
Gargun Hyeka Youngsters (123)&lt;br /&gt;
60&lt;br /&gt;
65&lt;br /&gt;
60&lt;br /&gt;
STR 10 SPD 12 INT 08 Initiative&lt;br /&gt;
END 10 EYE 10 AUR 05 Dodge&lt;br /&gt;
DEX 10 HRG 11 WIL 10 Mobility&lt;br /&gt;
60&lt;br /&gt;
65&lt;br /&gt;
60&lt;br /&gt;
AGL 11 SMT 14 MOR 03 Fatigue Rate 02&lt;br /&gt;
Weapons:  Spear 35/5p; Buckler 35/2b; Club 40/3b;&lt;br /&gt;
Hatchet 30/3e;  Unarmed 30&lt;br /&gt;
Skills: Awareness 40; Stealth 40; Survival 55&lt;br /&gt;
Armor:  GARGUN LIGHT or UNARMORED (see appendix)&lt;br /&gt;
Gargun Freshlings&lt;br /&gt;
The gargun of less than three months of age are called&lt;br /&gt;
freshlings. Their skills are low and they have little equipment.&lt;br /&gt;
While they won&#039;t participate in raids yet, they will throw&lt;br /&gt;
themselves on any intruder entering the lodge. When&lt;br /&gt;
defending their sleeping area these Gargun are especially&lt;br /&gt;
likely to go berserk. &lt;br /&gt;
It should be noted that these Gargun are no “children”&lt;br /&gt;
and that they are just as brutal and aggressive as their older&lt;br /&gt;
kin.&lt;br /&gt;
Gargun Hyeka Freshlings (87)&lt;br /&gt;
40&lt;br /&gt;
55&lt;br /&gt;
STR 07 SPD 09 INT 06 Initiative&lt;br /&gt;
END 07 EYE 10 AUR 05 Dodge&lt;br /&gt;
DEX 07 HRG 11 WIL 07 Mobility&lt;br /&gt;
60&lt;br /&gt;
65&lt;br /&gt;
60&lt;br /&gt;
AGL 08 SMT 14 MOR 03 Fatigue Rate 01&lt;br /&gt;
Weapons:  Club 25/3b; Stake 25/3p; Stone Knife 20/2e;&lt;br /&gt;
Rock 25/2b; Unarmed 30&lt;br /&gt;
Skills: Awareness 35; Stealth 40; Survival 25&lt;br /&gt;
Armor:  None&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
ADVENTURE HOOKS 1&lt;br /&gt;
This section summarizes a few side-plots that GMs may&lt;br /&gt;
use to introduce characters to Shenadun or to keep them&lt;br /&gt;
busy while they are there.&lt;br /&gt;
Runaway Bride&lt;br /&gt;
Tjorge of Waarkens&#039; wife, Elene, is captured by Gaal&lt;br /&gt;
Raldsyn, the bodyguard of the baron of Geda. It is up to the&lt;br /&gt;
GM  whether this happens out of rejected love or just to spite&lt;br /&gt;
Tjorge. Sir Lardis sends his herald to deliver an official&lt;br /&gt;
request to release the woman and hires the PCs to escort&lt;br /&gt;
him. Needless to say, Gaal Raldsyn does not want them to&lt;br /&gt;
reach his lord and most members of Geda&#039;s guard are on his&lt;br /&gt;
side. Even if the herald should reach Baron Kjal Forsetha&#039;s&lt;br /&gt;
court, it is by no way certain that the Baron will listen to the&lt;br /&gt;
complaint. Taking brides by force is no unusual practice in&lt;br /&gt;
Orbaal and since both parties are of Orbaleese origin, the&lt;br /&gt;
Baron might judge that this is a matter of vendetta law. Sir&lt;br /&gt;
Lardis is not powerful enough to challenge the Baron. While&lt;br /&gt;
he might appeal to the king, he is reluctant to do so. After all&lt;br /&gt;
it is widely known that Kjal Forsetha is an important&lt;br /&gt;
supporter of the king. King Verlid would not bother a&lt;br /&gt;
valuable ally for the sake of a mere commoner&#039;s wife. The&lt;br /&gt;
PCs will have to tread carefully. Even if they manage to set&lt;br /&gt;
Elene free, their problems are not yet over. Gaal is not a&lt;br /&gt;
forgiving man and he is one of the most ferocious fighters in&lt;br /&gt;
the kingdom.&lt;br /&gt;
Bloodhounds&lt;br /&gt;
Bounty hunters have picked up the track of Hedir of&lt;br /&gt;
Fertedes [14] and now attempt to bring him back to his&lt;br /&gt;
master in Tharda. Slavery is illegal in Chybisa, so the bounty&lt;br /&gt;
hunters simply kidnap Hedir on the fields and try to bring&lt;br /&gt;
him away quickly. Sir Lardis foams with rage as he learns of&lt;br /&gt;
this and immediately starts a manhunt on the bounty&lt;br /&gt;
hunters, offering 100d on their heads - dead or alive and a&lt;br /&gt;
further 100d if Hedir is brought back alive and unharmed.&lt;br /&gt;
When the PCs start their hunt, the kidnappers are already on&lt;br /&gt;
their way on the Genin trail towards Kaldor. While slavery is&lt;br /&gt;
i legal in their kingdom, many Kaldorians are by no way&lt;br /&gt;
inclined to help Chybisans - that is to say not until Chybisa&lt;br /&gt;
has become a Kaldoric earldom again.&lt;br /&gt;
Pagaelin Raiders&lt;br /&gt;
A group of drunken Pagaelin forget about their fear of Sir&lt;br /&gt;
Lardis and trespass into his lands on a foggy day. The&lt;br /&gt;
tribesmen are spotted by a patrol but manage to hide in the&lt;br /&gt;
mist. The alarm is raised, but a group of women is still out in&lt;br /&gt;
the woods to forage. Sir Lardis sends his horsemen to look&lt;br /&gt;
for the Pagaelin and orders/hires/asks the PCs to go into the&lt;br /&gt;
woods to search for the women. Guess whom they meet in&lt;br /&gt;
the woods.&lt;br /&gt;
Unwilling Bridegroom&lt;br /&gt;
The manor laborer Beorn has a love affair with Imma the&lt;br /&gt;
pantrymaid. After she becomes pregnant, Beorn flees from&lt;br /&gt;
Shenadun together with Morca and the two head for Thay.&lt;br /&gt;
When her pregnancy becomes difficult to conceal, Imma&lt;br /&gt;
confesses to the priest and then to her brother, who&lt;br /&gt;
complains at Sir Lardis&#039; court. Sir Lardis sends the PCs after&lt;br /&gt;
Beorn to bring him back - alive and unharmed. Beorn will&lt;br /&gt;
violently resist any attempt to bring him back and will try to&lt;br /&gt;
reach Thay and hide in the local Peoni temple until he can&lt;br /&gt;
find a ship that takes him. Morca will aid him if the PCs try to&lt;br /&gt;
bring him back by force. &lt;br /&gt;
If Beorn is successfully brought back before the manor&lt;br /&gt;
court, Sir Lardis will accuse him of rape and threaten to have&lt;br /&gt;
him stoned. The only way that Beorn can save his neck is to&lt;br /&gt;
marry Imma and become one of Sir Lardis&#039; serfs.&lt;br /&gt;
The Satellite Village&lt;br /&gt;
The plans for a satellite vi lage have long been an idea&lt;br /&gt;
that Sir Lardis has toyed with, now he is going to realize&lt;br /&gt;
them. A group of hardy freeholders are sent into the&lt;br /&gt;
wilderness to cultivate a suitable patch of land and to build&lt;br /&gt;
and fortify a new village. The PCs are hired to guard the&lt;br /&gt;
camp. The Pagaelin have no intention of giving up their&lt;br /&gt;
control  over the disputed territory and start to make trouble.&lt;br /&gt;
This may rank from minor sabotage, to raids on small&lt;br /&gt;
groups and single individuals or even a full scale attack. The&lt;br /&gt;
assignment ends once a palisade has been built and the&lt;br /&gt;
place is sufficiently secure.&lt;br /&gt;
Trapper Emergency&lt;br /&gt;
A group of trappers has been attacked by tribesmen and&lt;br /&gt;
is penned up in one of the trapper lodges. One of them&lt;br /&gt;
made it to Shenadun to fetch help. Sir Lardis sends his&lt;br /&gt;
yeomen and hires the PCs as additional muscle. &lt;br /&gt;
Pagaelin Tribal Moot&lt;br /&gt;
A tribe of Pagaelin moves into the vicinity of Shenadun,&lt;br /&gt;
as what appears as part of their usual nomadic lifestyle.&lt;br /&gt;
However, Sir Lardis is not willing to tolerate them so close to&lt;br /&gt;
his village. He sets out with his yeomen and every other&lt;br /&gt;
fighting man he can find, including the PCs, to force the&lt;br /&gt;
tribesmen to leave. As they approach the camp, the PCs&lt;br /&gt;
notice that the Pagaelin are much more numerous than one&lt;br /&gt;
would expect from a single tribe. Sir Lardis is unwilling to&lt;br /&gt;
back down. As the dangerous negotiations begin, a third&lt;br /&gt;
tribe shows up.&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
ADVENTURE HOOKS 2&lt;br /&gt;
Holding the Reins&lt;br /&gt;
Carl of Dall is sent to Thay to purchase a new warhorse&lt;br /&gt;
for the lord. Sir Lardis hires the PCs as an escort for Carl,&lt;br /&gt;
and to assist him in bringing the precious beast back to&lt;br /&gt;
Shenadun. Halfway between Harden and Geda the horse&lt;br /&gt;
escapes during a night&#039;s rest and runs far off into the Hodiri&lt;br /&gt;
territory. After following the horse for several miles, the PCs&lt;br /&gt;
meet a group of Hodiri tribesmen who hold the horse&#039;s rein&lt;br /&gt;
(with the horse still attached to it) and have just begun to&lt;br /&gt;
argue who of them can claim ownership of this “masterless”&lt;br /&gt;
beast.&lt;br /&gt;
Blood Feud&lt;br /&gt;
The bloody vendetta between the Gwantirs and the&lt;br /&gt;
Ceselryds can keep player characters busy for a while if they&lt;br /&gt;
become involved. &lt;br /&gt;
The main problem on the Ceselryd&#039;s side is that Kaldor&lt;br /&gt;
has never given up its claim to Chybisa and that any&lt;br /&gt;
provocation could lead to another war - which Chybisa is&lt;br /&gt;
likely to lose. Lardis Ceselryd is well aware that his King&lt;br /&gt;
would not tolerate any action that might endanger the fragile&lt;br /&gt;
peace. Any attempt to attack the Gwantirs on their lands has&lt;br /&gt;
to be covered so that it cannot be traced back to the&lt;br /&gt;
Ceselryds. This gives the PCs an endless opportunity to get&lt;br /&gt;
hired vor various dangerous missions. This may range from&lt;br /&gt;
damaging the reputation of clan Gwantir by intrigue to&lt;br /&gt;
destabilizing their manors or even attempting to kill Brenoir&lt;br /&gt;
Gwantir.&lt;br /&gt;
Ransoms and Ravages&lt;br /&gt;
Gwantir clansmen kidnap Sir Lardis&#039; sister, Analeth, on&lt;br /&gt;
her way to a visit to Shenadun and hold her prisoner in&lt;br /&gt;
Torret Manor. Brenoir Gwantir demands a ludicrously high&lt;br /&gt;
ransom for her release and threatens to send one of her&lt;br /&gt;
fingers in a box back to Shenadun for each tenday that the&lt;br /&gt;
ransom is not paid. Sir Lardis cannot risk an attack on&lt;br /&gt;
Torret and hires the PCs to capture a prominent member of&lt;br /&gt;
clan Gwantir to be exchanged for Analeth. &lt;br /&gt;
KREMSHAK ADVENTURES&lt;br /&gt;
Their every increasing numbers, roughly 100 every three&lt;br /&gt;
months, force the Gargun to dramatically increase their&lt;br /&gt;
hunting range. Scouting parties of Kremshak have located&lt;br /&gt;
the settlements of Chybisa&#039;s north-east, and King Vrarmuk&lt;br /&gt;
plans to raid these for food and slaves. Shenadun wi l be first&lt;br /&gt;
in line when the raiding starts. Characters wishing to hire out&lt;br /&gt;
as mercenaries or already being in the service of the lord of&lt;br /&gt;
Shenadun may become involved in furious fighting until the&lt;br /&gt;
threat of Kremshak is neutralized.&lt;br /&gt;
Note that the numbers of Gargun encountered in the&lt;br /&gt;
area just as their skill and equipment will change greatly if&lt;br /&gt;
the colony is allowed to develop for too long. Not only do the&lt;br /&gt;
births of young Gargun enlarge the population, but outcasts&lt;br /&gt;
from  other bands keep joining their ranks. A group&lt;br /&gt;
venturing to Kremshak in the fa l of 720 is likely to encounter&lt;br /&gt;
about 50 veterans, 250 adults, 300 youngsters and 100&lt;br /&gt;
newly hatched freshlings. Most of Kremshak&#039;s inhabitands&lt;br /&gt;
tend to be out hunting or gathering during the night. Only&lt;br /&gt;
about a third of the noted numbers remain to guard the&lt;br /&gt;
complex.&lt;br /&gt;
Headhunt&lt;br /&gt;
Gargun raids increase dramatically in the spring of 720&lt;br /&gt;
TR, as the first wave of young Kremshak Gargun reaches&lt;br /&gt;
adulthood and new freshlings are born.  After a raid on a&lt;br /&gt;
nearby settlement, Sir Lardis offers a price on every Gargun&lt;br /&gt;
head. The price should be between 1 and 5 silver pennies&lt;br /&gt;
per head at GM&#039;s discretion. The PCs may earn some silver&lt;br /&gt;
and lordly favors while they thresh through the underbrush of&lt;br /&gt;
the Anadel Hills and build up wilderness and combat skills. If&lt;br /&gt;
they follow the trail of a raiding party for too long, they may&lt;br /&gt;
accidentally find Kremshak. &lt;br /&gt;
Iron Wars&lt;br /&gt;
As the Gargun begin to feel the shortage of iron to arm&lt;br /&gt;
the newborn horde, Vrarmuk begins to organize raids on the&lt;br /&gt;
nearby mines. While the miners are a tough lot and employ&lt;br /&gt;
several guards, additional protection is sought. If the PCs are&lt;br /&gt;
willing, they can spend the spring battering Gargun shields&lt;br /&gt;
and helmets.&lt;br /&gt;
Scout Kremshak&lt;br /&gt;
Realizing the danger of a nearby Gargun colony, Sir&lt;br /&gt;
Lardis is decides to have it scouted. Determined to find a&lt;br /&gt;
stationary target for a major military operation, he offers a&lt;br /&gt;
generous reward of 50 to 150d for a detailed report on the&lt;br /&gt;
location of the lodge. Once again, characters may earn a&lt;br /&gt;
reward and lordly favor.&lt;br /&gt;
Into the Valley of Death &lt;br /&gt;
If the PCs manage to find Kremshak (and live to tell the&lt;br /&gt;
tale), Sir Lardis will petition his liege to support a major&lt;br /&gt;
attack on the lodge. The Baron of Caermel will ask the king&lt;br /&gt;
for support and gather his levy. The size of the army&lt;br /&gt;
gathered will depend on the accuracy of the PC&#039;s report. If&lt;br /&gt;
they estimate the number of Gargun correctly and have&lt;br /&gt;
located the different entrances to the lodge, the force will be&lt;br /&gt;
about 20 knights and 40 to 60 yeomen and mercenaries.&lt;br /&gt;
The force will be significantly smaler if the PCs&lt;br /&gt;
underestimated the number of Gargun present.&lt;br /&gt;
If the PCs underestimated the number of Gargun and&lt;br /&gt;
failed to discover all the entrances, the expedition can turn&lt;br /&gt;
into a disaster, as the Gargun know the surroundings and&lt;br /&gt;
the wooded terrain is much more suited for their fighting&lt;br /&gt;
tactics than the feudal levy. &lt;br /&gt;
Whatever the PCs report was worth, they will be hired to&lt;br /&gt;
lead the way.&lt;br /&gt;
The Gargun fight ferociously to defend their lodge. Quiet&lt;br /&gt;
and empty during the day, the area around Kremshak can&lt;br /&gt;
turn into a valley of death within minutes when the Gargun&lt;br /&gt;
swarm the area, attacking anything alive with berserk fury. &lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
AUGUR LODGE 1 &lt;br /&gt;
THE AUGUR LODGE&lt;br /&gt;
The Augur Lodge is located east of the northern&lt;br /&gt;
settlements of Chybisa, halfway towards the Anadel Hills. It is&lt;br /&gt;
one of several secret outposts of the Navehan sect of Aedlad&lt;br /&gt;
the Imprisoned, designed to bring the local Pagaelin tribes&lt;br /&gt;
under the control of the cult. The lodge appears to be a&lt;br /&gt;
trading outpost. The augur, Kadon of Nurisel, carefully&lt;br /&gt;
maintains the disguise and has built up contacts to the&lt;br /&gt;
settlements in the region. His main objective, of course, is&lt;br /&gt;
converting the Pagaelin tribes in the region.&lt;br /&gt;
The Augur Lodge near Shenadun is one of the youngest&lt;br /&gt;
of its kind in the area. The Navehans have their headquarters&lt;br /&gt;
at Bejist and therefore focused on the western tribes at first.&lt;br /&gt;
This particular lodge was built in 703 TR and serves the&lt;br /&gt;
double purpose to create a foothold into the kingdom of&lt;br /&gt;
Chybisa and to subdue the local Pagaelin tribes. &lt;br /&gt;
The lodge has been a popular assignment for those&lt;br /&gt;
priests who preferred to work on their own and far from the&lt;br /&gt;
influence of the mother temple. Cult members with this&lt;br /&gt;
attitude tend to be mistrusted by their superiors.&lt;br /&gt;
Consequently, the person of the augur has already changed&lt;br /&gt;
several times since its creation. &lt;br /&gt;
In 716 the last augur, Valdran, decided to curb the&lt;br /&gt;
expansionist tendencies of the Ceselryds by using his&lt;br /&gt;
influence on the local tribes to have Lord Barian killed.&lt;br /&gt;
Assuming that Cheorl, his son and likely successor, would&lt;br /&gt;
be less enthusiastic to civilize the wilderness after a bloody&lt;br /&gt;
drawback, he laid an ambush, aided by local tribesmen.&lt;br /&gt;
While he succeeded in killing Barian, his plan otherwise&lt;br /&gt;
failed abysmally. Cheorl was killed as well when he&lt;br /&gt;
unexpectedly turned up and tried to help his father. While&lt;br /&gt;
Cheorl was a calm and modest man with limited ambition,&lt;br /&gt;
his younger brother and successor, Lardis, proved to be&lt;br /&gt;
fanatic crusader whose skills matched his ambition.  &lt;br /&gt;
The high priest of Bejist decided that Valdran was no&lt;br /&gt;
longer bearable and that measures had to be taken to draw&lt;br /&gt;
suspicion away from the sect and to calm the region. The&lt;br /&gt;
Navehans burned the lodge and dispatched the Pagaelin&lt;br /&gt;
Raunir (acolytes) that Valdran had recruited. Valdran himself&lt;br /&gt;
was flayed alive in Pagaelin fashion and his body was placed&lt;br /&gt;
in the ruins to make it appear that he was yet another victim&lt;br /&gt;
of Pagaelin unrest. &lt;br /&gt;
His successor, Kadon, carefully tried to calm the&lt;br /&gt;
situation. He visited Shenadun six months later, claiming to&lt;br /&gt;
be a relative of Valdran. Reestablishing the contacts with the&lt;br /&gt;
Pagaelin, he counseled the local chieftains against any&lt;br /&gt;
reprisal acts when the Ceselryds were avenging the death of&lt;br /&gt;
Barian with a series of bloody attacks on Pagaelin camps&lt;br /&gt;
and hunting parties. Following his counsel, the Pagaelin&lt;br /&gt;
Ollin tribe moved their camp out of the immediate vicinity of&lt;br /&gt;
Shenadun. This move prevented any further escalation of the&lt;br /&gt;
conflict and achieved an uneasy peace in the region. Instead&lt;br /&gt;
of opposing the expansionism of the Ceselryds, Kadon has&lt;br /&gt;
been very successful in using it for his own ends. &lt;br /&gt;
Kadon is very careful not to draw any suspicion to his&lt;br /&gt;
trouble. Anyone else is usually ambushed and murdered&lt;br /&gt;
shortly after leaving the trade post, preferably after drinking&lt;br /&gt;
some of Kadon&#039;s drugged wine. &lt;br /&gt;
Kadon has been known to aid both trappers and miners&lt;br /&gt;
in the past and both groups regard his lodge as a valuable&lt;br /&gt;
safehold in the dangerous wilderness. &lt;br /&gt;
Kadon claims to come from island of Melderyn. The&lt;br /&gt;
Ceselryds have Melderyni origins but never ventured to the&lt;br /&gt;
island. &lt;br /&gt;
Kadon of Nurisel, Priest of Naveh&lt;br /&gt;
STR 14 SPD 13 INT 14 Initiative&lt;br /&gt;
END 13 EYE 13 AUR 15 Dodge&lt;br /&gt;
DEX 15 HRG 12 WIL 16 Mobility&lt;br /&gt;
AGL 12 SMT 14 MOR 07 Fatigue Rate&lt;br /&gt;
84&lt;br /&gt;
60&lt;br /&gt;
65&lt;br /&gt;
1&lt;br /&gt;
Weapons:  Dagger 92/4p; Longknife 96/7p; Spear 68/7p&lt;br /&gt;
Blowgun* 89/0p; Unarmed 78&lt;br /&gt;
Skills: Acrobatics 58; Awareness 85; Herblore 56;  Intrigue&lt;br /&gt;
62; Stealth 81; Survival 78; Foraging 61; Legerdemain 63;&lt;br /&gt;
Lockcraft 67&lt;br /&gt;
Scripts: Neramic 89; Lakise 78&lt;br /&gt;
Languages: Besha 67; Pagaelin 78&lt;br /&gt;
Psionics: Mental Bolt 48; Clairvoyance 65&lt;br /&gt;
Ritual (Naveh): 78             &lt;br /&gt;
person or the lodge. He keeps close contacts with the local&lt;br /&gt;
trappers and miners and is generally a cheerful and friendly&lt;br /&gt;
host to anyone whose disappearance would likely cause&lt;br /&gt;
Piety: 79&lt;br /&gt;
Rituals:  CURSE; DARKNESS; PAIN&lt;br /&gt;
Armor:  Unarmored (see appendix)&lt;br /&gt;
Equipment: Several drugs and Poisons &lt;br /&gt;
* Blowgun arrows are coated with Gaethipa (Poison H1)&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 AUGUR LODGE 2&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
 AUGUR LODGE 3 &lt;br /&gt;
Trading Post (Kadon of Nurisel) &lt;br /&gt;
 Size: 3 Quality: *** Prices: Very High&lt;br /&gt;
The trading post serves as cover for the augur lodge.&lt;br /&gt;
Kadon has six Raunir (barbarian initiates) who help him with&lt;br /&gt;
the day to day activities and to assist him during the rituals.&lt;br /&gt;
They also serve as messengers, guards and assassins if need&lt;br /&gt;
be. Kadon mainly trades with Pagaelin and the local trappers&lt;br /&gt;
and miners. His Raunirs even occasionally trade with the&lt;br /&gt;
Chindra Gargun. Kadon raises some vegetables in the&lt;br /&gt;
adjacent garden for his own consumption and at the same&lt;br /&gt;
time uses the garden to plant several alchemical herbs to&lt;br /&gt;
produce the necessary drugs for his ceremonies.&lt;br /&gt;
Ford&lt;br /&gt;
Clearing: This place is used for the augur feasts.&lt;br /&gt;
The Walker&#039;s Hills These Jarin hill graves have been a&lt;br /&gt;
taboo to the Pagaelin for many generations as they&lt;br /&gt;
are said to be haunted by the graves&#039;  inhabitants.&lt;br /&gt;
Kadon has claimed that the Walker of the Heath is the&lt;br /&gt;
master over the restless souls and has thoroughly impressed&lt;br /&gt;
the tribes by setting up the place for the high ritual of the&lt;br /&gt;
Akan-Shri on the center hill. Only those who have passed the&lt;br /&gt;
ordeal are permitted to go near the graves. Any others who&lt;br /&gt;
have been foolish enough to do so have suffered the wrath of&lt;br /&gt;
the dead, usually carried out by Kadon&#039;s Raunirs. &lt;br /&gt;
Trading Post interior &lt;br /&gt;
1. Courtyard: The palisade wall is 10 feet high and stoutly&lt;br /&gt;
built. While this offers a reasonable defense, the real&lt;br /&gt;
protection comes from the spiritual powers of the&lt;br /&gt;
inhabitants. &lt;br /&gt;
2. Trading area: This is where Kadon stocks his trade goods&lt;br /&gt;
and makes deals. He tends to make honest bargains with&lt;br /&gt;
trappers and miners to avoid any suspicion. He also sells to&lt;br /&gt;
the Pagaelin, mostly metal tools, gargun weapons and&lt;br /&gt;
drugs. &lt;br /&gt;
3. Main Hall: Most of the social life in the “trading post”&lt;br /&gt;
takes place here. Kadon always has a pint of ale or wine&lt;br /&gt;
ready for customers and usually offers some food as well. He&lt;br /&gt;
likes to keep close contacts with the trappers and miners of&lt;br /&gt;
the region. Those who enjoy the protection of a local manor&lt;br /&gt;
lord will usually find him a cheerful and hospitable host;&lt;br /&gt;
©2006 Matthias Fuchs&lt;br /&gt;
1&lt;br /&gt;
3&lt;br /&gt;
4&lt;br /&gt;
2&lt;br /&gt;
 AUGUR LODGE 4&lt;br /&gt;
strangers will usually disappear forever a short while after&lt;br /&gt;
they leave him. &lt;br /&gt;
4. Kadon&#039;s quarters: Kadon&#039;s room is moderately&lt;br /&gt;
comfortable and gives no hint towards his real identity. A&lt;br /&gt;
trapdoor under the bed leads to the escape tunnel. Kadon&#039;s&lt;br /&gt;
black cat &amp;quot;Sirlah&amp;quot; frequently sleeps on his bed and hisses&lt;br /&gt;
loudly if any stranger enters the room.&lt;br /&gt;
5. Tannery: Kadon occasionally buys pelts and hides from&lt;br /&gt;
tribesmen which he stores here until he sells them in&lt;br /&gt;
Shenadun.   &lt;br /&gt;
Tunnel&lt;br /&gt;
1. Tunnel entrance: The trapdoor under Kadon&#039;s bed leads&lt;br /&gt;
to this escape tunnel. The chests contain the cultish items&lt;br /&gt;
that Kadon does not want to store above ground, including&lt;br /&gt;
some drugs, poisons and ritual garb and weapons.&lt;br /&gt;
2. Storehouse entrance: This second entrance connects&lt;br /&gt;
the storehouse with the living quarters. The trapdoor is&lt;br /&gt;
concealed with a large box above ground through which it&lt;br /&gt;
may be entered.&lt;br /&gt;
3. Well: The well shaft is accessible from the tunnel but&lt;br /&gt;
difficult to climb. Kadon leaves the rope from the winch&lt;br /&gt;
hanging down so that it can be used to climb if need be.&lt;br /&gt;
4. Spike trap: Kadon has constructed a simple trap here to&lt;br /&gt;
slow down any pursuer if he needs to use the tunnel as an&lt;br /&gt;
escape route. A dozen concealed wooden spikes in the floor&lt;br /&gt;
make sure that anyone stepping on the sustains a nasty&lt;br /&gt;
wound to the feet or knees (depending on whether the&lt;br /&gt;
victims walks or crawls).&lt;br /&gt;
Kadon&#039;s Knife&lt;br /&gt;
Kadon&#039;s favorite weapon is a Sindarin longknife, one of&lt;br /&gt;
the few Sindarin weapons in the cult&#039;s possession, probably&lt;br /&gt;
discovered during the ritual digging in the ruins of Bejist.&lt;br /&gt;
He carries the weapon in a hidden sheath attached to his&lt;br /&gt;
back when he plans an assassination, but otherwise it lies in&lt;br /&gt;
the chest in the tunnel.&lt;/div&gt;</summary>
		<author><name>Deity-pJbzGxqYO</name></author>
	</entry>
</feed>