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