TEXT: GURPS
  FANTASY
  Second Edition
  The Magical World of Yrth
  By Kirk Tate and Janet Naylor
  Based on Material by Steve Jackson
  Edited by Loyd Blankenship, Steve Jackson and Creede Lambard
  Additional Material by Aaron Allston, Loyd Blankenship, Jeff George, Steve Jackson, Caroline
  Julian, Chris McCubbin, Sean Nicolson, Steffan 0’Sullivan and Alex Von Thorn
  Cover by Kirk Reinert
  Illustrated by Donna Barr, Angela Bostick, Larry Dixon, C. Bradford Gorby, Rick Lowry, Larry
  McDougall, Kyle Miller and George “Speed” Webber
  Map by Mike Naylor
  GURPS System Design by Steve Jackson
  Loyd Blankenship, Managing Editor
  Carl Anderson, Production Manager 
  Page Layout and Typography by Loyd Blankenship 
  Proofreading by Monica Stephens and Kerry Havas
  Playtesting and Comments: Anthony Affrunti, Marc Barnett, Whitney Blankenship, Duane Collins,
  Nancy Feldman, Neal Feldman, Dana Holm, Scott Paul Maykrantz, Kathy McClure, Scott McClure, Mike
  Naylor, Brett Slocum and the Game Alliance of Salem
  Copyright © 1990 by Steve Jackson Games Incorporated. GURPS, Illuminati Roleplayer and the all-seeing
  pyramid are registered trademarks of Steve Jackson Games Incorporated. All rights reserved. Printed in the
  U.S.A.
  ISBN 1-55634-177-6                 2345678910
  STEVE JACKSON GAMES
  
  INTRODUCTION  . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
  About GURPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
  About the Authors  . . . . . . . . . . . . . . . . . . . . . . . . . .5
  1. HISTORY  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
  The Banestorm  . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
  The Spread of Humanity  . . . . . . . . . . . . . . . . . . . .7
  The Rise of Megalos  . . . . . . . . . . . . . . . . . . . . . . .7
  Timeline  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7-9
  2. CULTURE  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
  Technology and Magic  . . . . . . . . . . . . . . . . . . . . . .11
  Feudal Society  . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
  Languages  . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
  Pronunciations  . . . . . . . . . . . . . . . . . . . . . . . . .11
  Fealty, Homage and Land Ownership  . . . . . . . .12
  Life in a Feudal Society  . . . . . . . . . . . . . . . . . .12
  Chivalry  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
  The Feudal Economy  . . . . . . . . . . . . . . . . . . . .15
  Becoming a Knight  . . . . . . . . . . . . . . . . . . . . . .15
  City Government  . . . . . . . . . . . . . . . . . . . . . . . .16
  Guilds  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
  Arms and Devices  . . . . . . . . . . . . . . . . . . . . . . .16
  Guild Types  . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
  Guild Organization  . . . . . . . . . . . . . . . . . . . . . .17
  The City Guard  . . . . . . . . . . . . . . . . . . . . . . . . .17
  Slavery  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
  Patron Saints, Mysteries and Secret Orders  . . . .18
  Guild Adventures  . . . . . . . . . . . . . . . . . . . . . . .19
  The Michaelites  . . . . . . . . . . . . . . . . . . . . . . . . .20
  Christianity  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
  The Sacraments  . . . . . . . . . . . . . . . . . . . . . . . . .21
  The Cult of the Virgin Mary  . . . . . . . . . . . . . . .21
  Canon Law  . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
  Marriage, Divorce and Dowries  . . . . . . . . . . . .22
  Crime and Punishment  . . . . . . . . . . . . . . . . . . .22
  Death, Wills and Inheritance  . . . . . . . . . . . . . . .23
  Oaths and Perjury  . . . . . . . . . . . . . . . . . . . . . .23
  Saints  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
  Usury  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
  Sale of Indulgences  . . . . . . . . . . . . . . . . . . . . . .24
  Slavery  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Relics and Pilgrimage  . . . . . . . . . . . . . . . . . . . .24
  Church Hierarchy and the Holy Orders  . . . . . . .25
  The Rule of St. Benedict  . . . . . . . . . . . . . . . . . .25
  The Olybrians  . . . . . . . . . . . . . . . . . . . . . . . . . .25
  The Knights Hospitaller  . . . . . . . . . . . . . . . . . .26
  The Arrival of the Templars  . . . . . . . . . . . . . . .26
  The Knights Templar  . . . . . . . . . . . . . . . . . . . . .27
  The Jesuits  . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
  The Thomasites  . . . . . . . . . . . . . . . . . . . . . . . . .28
  Monastic Orders  . . . . . . . . . . . . . . . . . . . . . . . .28
  Islam  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
  Sufis  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
  The Kharijites  . . . . . . . . . . . . . . . . . . . . . . . . . .30
  The Five Pillars of Islam  . . . . . . . . . . . . . . . . . .31
  Predestination and Free Will  . . . . . . . . . . . . . . .31
  The Assassins  . . . . . . . . . . . . . . . . . . . . . . . . . .31
  Islamic Orders of Chivalry  . . . . . . . . . . . . . . . .32
  Marriage, Divorce and Dowries  . . . . . . . . . . . .33
  Inheritance  . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
  Alcohol, Usury and Slavery  . . . . . . . . . . . . . . . .33
  Hinduism and Buddhism  . . . . . . . . . . . . . . . . . .33
  Islamic Sects  . . . . . . . . . . . . . . . . . . . . . . . . . . .34
  Shi'ism  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
  Sunni  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
  Balikites  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
  Judaism  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
  Jewish Ceremonies  . . . . . . . . . . . . . . . . . . . . . .35
  Rabbis  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
  Nonhuman Races  . . . . . . . . . . . . . . . . . . . . . . . . . .36
  Greco-Roman Cult  . . . . . . . . . . . . . . . . . . . . . .36
  The Dark Elf Cult  . . . . . . . . . . . . . . . . . . . . . . .37
  Banestorm Revisited  . . . . . . . . . . . . . . . . . . . . .37
  The Newcomers  . . . . . . . . . . . . . . . . . . . . . . . . . . .38
  Paganism - The Old Religion  . . . . . . . . . . . . . . . . .38
  3. KINGDOMS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
  Megalos  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
  Arms Control  . . . . . . . . . . . . . . . . . . . . . . . . . . .43
  The Arena  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
  The  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
  The Law  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
  Slavery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
  The Northern Marches  . . . . . . . . . . . . . . . . . . .45
  The Emperor's Guard  . . . . . . . . . . . . . . . . . . . .45
  Teridar  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Myrgon  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Kethalos  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Azer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
  The Midlands  . . . . . . . . . . . . . . . . . . . . . . . . . .47
  Megalos  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
  Hidelban  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
  Mehan  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
  Claudius Maskill  . . . . . . . . . . . . . . . . . . . . . . . .49
  Hunt Tower  . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
  The Southlands  . . . . . . . . . . . . . . . . . . . . . . . . .50
  Ekhans  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
  Dekamera  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
  Serrun  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
  Min  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
  Sho'joor and Zehan  . . . . . . . . . . . . . . . . . . . . . .52
  The Western Empire  . . . . . . . . . . . . . . . . . . . . .53
  Yibyorak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
  Hyrnan  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
  Bannock  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
  Quartedec  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
  Madness in the Forest  . . . . . . . . . . . . . . . . . . . .54
  Arvey  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
  Craine  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
  Raphael  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
  Border Intrigue  . . . . . . . . . . . . . . . . . . . . . . . . .55
  Black Gold  . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
  New Jerusalem  . . . . . . . . . . . . . . . . . . . . . . . . .56
  Araterre  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
  Technology  . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
  The Ring Islands  . . . . . . . . . . . . . . . . . . . . . . . .58
  Sauvons  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
  Drift Abbey  . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
  Adventuring in the Isles  . . . . . . . . . . . . . . . . . .59
  Ansonne  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
  Optional Rules: Fencing  . . . . . . . . . . . . . . . . . . . . .60
  Bilit Island  . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
  Caithness  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
  Names in Caithness  . . . . . . . . . . . . . . . . . . . . . .64
  The Great Desert  . . . . . . . . . . . . . . . . . . . . . . .64
  The Great Forest  . . . . . . . . . . . . . . . . . . . . . . . .65
  Women in Caithness  . . . . . . . . . . . . . . . . . . . . .66
  Social Climbing  . . . . . . . . . . . . . . . . . . . . . . . .67
  Nonhumans  . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
  The Order of the Stone  . . . . . . . . . . . . . . . . . . .68
  The Northlands  . . . . . . . . . . . . . . . . . . . . . . . . .69
  Carrik  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
  Mershall  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
  The Order of St. George of the Dragon  . . . . . . .70
  The Midlands  . . . . . . . . . . . . . . . . . . . . . . . . . .71
  Durham  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
  Photius  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
  Sterling  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
  The West  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
  Wallace, Ferrier and Blythe  . . . . . . . . . . . . . . .72
  The Southlands  . . . . . . . . . . . . . . . . . . . . . . . . .72
  Denton  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
  Simonton  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
  Al-Haz  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
  Adventuring in Al-Haz  . . . . . . . . . . . . . . . . . . . .75
  Beyond God's Fence  . . . . . . . . . . . . . . . . . . . . .76
  The Maelstrom  . . . . . . . . . . . . . . . . . . . . . . . . .77
  The Coast  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
  —2—
  CONTENTS
  
  Al-Abra  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
  Al-Abyad  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
  The Mountains  . . . . . . . . . . . . . . . . . . . . . . . . .79
  Gebel al-Hikmah  . . . . . . . . . . . . . . . . . . . . . . . .79
  Geb'al-Din  . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
  Firuz  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
  The Plains  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
  The Viziers  . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
  Nomad Tribes  . . . . . . . . . . . . . . . . . . . . . . . . . .81
  Alhallabad  . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
  West Tredroy  . . . . . . . . . . . . . . . . . . . . . . . . . . .81
  Al-Wazif  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
  Sunni versus Shi'ite  . . . . . . . . . . . . . . . . . . . . . .82
  The Plague  . . . . . . . . . . . . . . . . . . . . . . . . . . . .83
  Al-Siyassi  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
  Adventuring in Al-Wazif  . . . . . . . . . . . . . . . . . .84
  Qazr al-Sawh  . . . . . . . . . . . . . . . . . . . . . . . . . .85
  The Great Games  . . . . . . . . . . . . . . . . . . . . . . .85
  Shaniyabad  . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
  North Tredroy  . . . . . . . . . . . . . . . . . . . . . . . . . .87
  Sa'Azraq  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
  Gebel Thamad  . . . . . . . . . . . . . . . . . . . . . . . . .87
  The Pillars of Heaven  . . . . . . . . . . . . . . . . . . . .88
  The Lost City of Autheuil  . . . . . . . . . . . . . . . . .88
  Cardiel  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
  Adventuring In Cardiel  . . . . . . . . . . . . . . . . . . .89
  Sailing Ships  . . . . . . . . . . . . . . . . . . . . . . . . . . .90
  The Council of Lords  . . . . . . . . . . . . . . . . . . . .92
  Calder  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
  East Tredroy  . . . . . . . . . . . . . . . . . . . . . . . . . . .93
  Hadaton  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
  Aliar  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
  Alimar  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
  Minder  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
  Ten-Tiri  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
  Sahud  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
  Women in Sahud  . . . . . . . . . . . . . . . . . . . . . . . .97
  Adventuring in Sahud  . . . . . . . . . . . . . . . . . . . .98
  Sahudese Religion  . . . . . . . . . . . . . . . . . . . . . . .99
  Kinkaku  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
  Uulinn  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
  Tsushuo  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
  The Heavenking  . . . . . . . . . . . . . . . . . . . . . . . .100
  The Nomad Lands  . . . . . . . . . . . . . . . . . . . . . . . . .101
  Adventuring in the Nomad Lands  . . . . . . . . . . .101
  Nomad Religion  . . . . . . . . . . . . . . . . . . . . . . . .102
  Heolford  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
  Bards  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
  Zarak  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
  Non-Dwarves  . . . . . . . . . . . . . . . . . . . . . . . . . .105
  Thulin's Folk  . . . . . . . . . . . . . . . . . . . . . . . . . . .106
  The Elves  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107
  Death of a Nation  . . . . . . . . . . . . . . . . . . . . . . .107
  Elven Ruins  . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
  Dark Elves  . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
  The Orclands  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
  The Tribes  . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
  Castle Defiant  . . . . . . . . . . . . . . . . . . . . . . . . . .110
  4. CHARACTERS  . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
  Advantages  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
  Disadvantages  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
  Skills  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
  New Skills  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
  Job Table  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
  Character Types  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116
  Nonhuman Characters  . . . . . . . . . . . . . . . . . . . .119
  Centaurs  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
  Dwarves  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
  Elves  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
  Dark Elves  . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
  Half-Elves  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
  Giants  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
  Gnomes  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
  Goblins  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
  Hobgoblins  . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
  Halflings  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
  Kobolds  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
  Minotaurs  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
  Ogres  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
  Orcs  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
  Half-Orcs  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
  Reptile Men  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
  Vampires  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
  Weres  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .124
  Creating New Races  . . . . . . . . . . . . . . . . . . . . . . . . . .124
  5. CREATURES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126
  Dragons  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126
  Wild and Fantastic Creatures  . . . . . . . . . . . . . . . . . . . .127
  Domestic Animals  . . . . . . . . . . . . . . . . . . . . . . . . . . . .131
  6. FANTASY CAMPAIGNS  . . . . . . . . . . . . . . . . . . . .132
  Setting  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133
  Unrecorded History  . . . . . . . . . . . . . . . . . . . . . . . .133
  Historical Earth  . . . . . . . . . . . . . . . . . . . . . . . . . . .133
  Parallel Worlds  . . . . . . . . . . . . . . . . . . . . . . . . . . .133
  Alternate Earth  . . . . . . . . . . . . . . . . . . . . . . . . . . . .133
  Crossover Campaigns  . . . . . . . . . . . . . . . . . . . . . . .133
  Future Worlds  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
  Science Fiction  . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
  Magic  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
  Mana Strength  . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
  Aspected Mana  . . . . . . . . . . . . . . . . . . . . . . . . . . . .135
  Scientific Justification  . . . . . . . . . . . . . . . . . . . . . .135
  Magery  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135
  Frequency of Magery  . . . . . . . . . . . . . . . . . . . . . . .135
  Character Points  . . . . . . . . . . . . . . . . . . . . . . . . . .135
  Degree of Spell Knowledge  . . . . . . . . . . . . . . . . . . .136
  Knacks  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136
  Types of Magic  . . . . . . . . . . . . . . . . . . . . . . . . . . .136
  “Regular” Magic  . . . . . . . . . . . . . . . . . . . . . . . . . .136
  Ceremonial Magic  . . . . . . . . . . . . . . . . . . . . . . . . .136
  Inherent Magic (Knacks)  . . . . . . . . . . . . . . . . . . . .136
  Op Teams  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136
  Improvisational Magic  . . . . . . . . . . . . . . . . . . . . . .137
  Rune Magic  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
  Cantrips  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
  Clerical Magic  . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
  Psionic “Magic”  . . . . . . . . . . . . . . . . . . . . . . . . . .137
  Magic Items  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
  Magic as an Allernative Technology  . . . . . . . . . . . .137
  Predestination  . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
  Public Heatth  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138
  Feeding the Masses  . . . . . . . . . . . . . . . . . . . . . . . .138
  Everyday Life  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138
  Battle Magic  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138
  Is There a God in the House?  . . . . . . . . . . . . . . . . .138
  Society  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
  Tech Level  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
  Fish Out of Water  . . . . . . . . . . . . . . . . . . . . . . . . . .139
  Magic and Technology  . . . . . . . . . . . . . . . . . . . . . .140
  Magic and Society . . . . . . . . . . . . . . . . . . . . . . . . . .140
  Races  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140
  What Races Exist?  . . . . . . . . . . . . . . . . . . . . . . . . .140
  Where Did You Want This Dragon? . . . . . . . . . . . . .140
  Nonhuman PCs  . . . . . . . . . . . . . . . . . . . . . . . . . . . .141
  Nonhumans In Society  . . . . . . . . . . . . . . . . . . . . . .141
  Campaigns  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141
  Campaign Style  . . . . . . . . . . . . . . . . . . . . . . . . . . .141
  The Serious Campaign  . . . . . . . . . . . . . . . . . . . . . .141
  The Cinematic Campaign  . . . . . . . . . . . . . . . . . . . .141
  The Silly Campaign  . . . . . . . . . . . . . . . . . . . . . . . . .141
  Learning From History  . . . . . . . . . . . . . . . . . . . . . .141
  Required Reading  . . . . . . . . . . . . . . . . . . . . . . . . . .141
  Campaign Scope  . . . . . . . . . . . . . . . . . . . . . . . . . .142
  The Final Goal  . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
  Money in a Fantasy World  . . . . . . . . . . . . . . . . . . .142
  INDEX  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143
  MAP  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .foldout
  —3—
  
  INTRODUCTION
  The world you are about to enter will appear both familiar and strange. Yrth
  (pronounced “eerth”) is a world much like our own. Its sun and solitary moon
  appear the same, although the stars are totally different. The year is the same length
  and the seasons come and go just as they do on Earth. The flora and fauna of Yrth
  are, for the most part, identical to Earth's. Even the human cultures of Yrth have
  their roots in our own past — the countryside is dotted with great mosques and
  towering cathedrals. Indeed, there is much here that a modern Earthling would rec-
  ognize.
  Yet Yrth is different. It is a magical place, rich in mana. The wilds of Yrth are
  prowled not only by lions, tigers and bears, but by gryphons, dragons and other
  magical beasts. Evil spirits rise from ancient crypts to stalk the night. And humans,
  the most common intelligent race, are not the only people inhabiting this land. They
  must share Yrth with Elves, Dwarves, Orcs, Goblins and numerous others. In some
  areas, they coexist peacefully; in other locates, they do not. Yrth's whole history
  was changed by a tremendous magical backfire, the Banestorm (see p. 6), whose
  effects spanned not just continents, but dimensions. It was this event that brought
  humans to Yrth.
  Here is a place where our earthly fantasies are reality. To one who is jaded and
  unimpressed by our own world, Yrth is a land full of wonders. Its deserts are just a
  little hotter, its winters colder, its forests greater and its mountains taller and more
  foreboding. Sorcerers weave arcane magics and brave warriors battle creatures out
  of legend. In Yrth you will find adventure, romance, intrigue and mystery. Those
  who yearn to perform great deeds may do so — if they have the courage — for this
  is a world built on a heroic scale, full of awesome challenges, great dangers and
  even greater rewards.
  About This Book
  GURPS Fantasy is organized into six major sections. The History chapter out-
  lines the major events of the millennium since the Banestorm, and includes a time-
  line. Cultures describes the feudal society of Yrth's humans, Islam, Christianity and
  the most prominent nonhuman cultures. Kingdoms provides detailed descriptions
  of several important nations, including information on governments, history,
  important locations, geography and famous personages. Characters contains
  GURPS statistics for Elves, Dwarves, Goblins, Halflings, Orcs, Reptile Men and
  other intelligent races, as well as jobs, skills and character types. Creatures
  describes some of Yrth's unique fauna. The Fantasy Campaign discusses how to
  run a fantasy campaign and build your own fantasy world, and provides sugges-
  tions for scenarios and campaigns set in Yrth.
  Ytarria
  This book concentrates on the continent of Ytarria, located in Yrth's northern
  hemisphere. There are other lands across the eastern and southern oceans, occa-
  sionally visited by trading vessels, but these regions will be left to the GM and to
  further supplements.
  Ytarria itself is about the same size as North America — roughly 3,000 miles
  across. Its climate is basically temperate, but it is sufficiently large to have weath-
  er ranging from arctic to sub-tropical. There are six major kingdoms — five human
  and one dwarven — and a host of smaller principalities and independent settle-
  ments. There are also substantial wild lands and unexplored regions. Of the five
  human kingdoms, Megalos and Caithness are Christian; al-Haz and 
  About GURPS
  Steve Jackson Games is committed to
  full support of the GURPS system. Our
  address is SJ Games, Box 18957, Austin,
  TX 78760. Please include self-addressed,
  stamped envelope (SASE) any time you
  write us! Resources now available
  include:
  Roleplayer. This bimonthly newsletter
  includes new rules, variants, new races,
  beasts, information on upcoming releas-
  es, scenario ideas and more. Ask your
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  information.
  New supplements and adventures.
  We're always working on new material,
  and we'll be happy to let you know
  what's available. A current catalog is
  available for an SASE.
  Errata. Everyone makes mistakes,
  including us - but we do our best to fix
  our errors. Up-to-date errata sheets for
  all GURPS releases, including this book,
  are always available from SJ Games; be
  sure to include an SASE with your
  request.
  Q&A. We do our best to answer any
  game question accompanied by an
  SASE.
  Gamer input. We value your com-
  ments. We will consider them, not only
  for new products, but also when we
  update this book on later printings!
  BBS. For those of you who have com-
  puters, SJ Games operates a BBS with
  discussion areas for several games,
  including GURPS. Much of the playtest
  feedback for new products comes from
  the BBS. It's up 24 hours a day at 512-
  447-4449, at 300, 1200 or 2400 baud.
  Give us a call!
  Page References
  Rules and statistics in this book are
  specifically for the GURPS Basic Set,
  Third Edition. Any page reference that
  begins with a B refers to a page in the
  Basic Set - e.g., p. B102 means p. 102 of
  the Basic Set, Thild Edition.
  Any page reference that begins with
  an M refers to a page in GURPS Magic.
  —4—
  
  al-Wazif are Moslem; and Cardiel is nominally Christian with a significant Moslem
  and pagan population. Other familiar peoples and cultures, most notably Jews, Chi-
  nese, Zoroastrians and Hindus, are represented by close-knit minority groups
  spread throughout the continent.
  Religion
  Some of the best roleplaying campaigns have
  a religious element, yet no subject is more contro-
  versial. Fantasy writers (of both books and games)
  often take the safe way out, providing superficial
  mumbo-jumbo in place of religion. Frankly, we
  find this unsatisfying, if not actually obnoxious.
  Many roleplayers seem to agree; given the chance,
  they would rather be paladins of a “real” faith than
  of the Temple of Gooble the Mostly Omnipotent.
  Therefore — with the hope that we do not
  offend greatly — we have presented three of
  Earth's major faiths, by name, as some might have
  developed in a world where magic was real. These
  depictions come largely from history, partially
  from the favorite stereotypes of fantasy literature,
  and lastly from the imaginations of the writers!
  For those interested in more detail, we recommend
  Spenser's Faerie Queene (for fantasy) and any
  good text on the crusades (for history). We have
  found Durant's The Age of Faith especially useful.
  The imagination, as always, is up to you.
  How Religion Works
  The true nature of religion in Yrth, or any
  other game-world, is up to the GM's conscience,
  whim, and/or sense of drama. Some possibilities:
  Nonintervention. Divine powers do not enter human affairs. Good works and
  prayer may help you in the afterlife, but no one will ever know; they'll have to take
  it on faith.
  Occasional intervention. Once in a while, sincere prayer will be good for a
  die-roll modifier, or a modest little miracle. The players should never be sure
  whether divine intervention has actually occurred. There should always be a “nat-
  ural explanation.”
  Magical aid. Clerics of certain faiths receive an automatic bonus to learn spells
  related to their religion. See Magic, pp. 84-86, for more information.
  Active deities. The prayers of the innocent and holy can literally work mira-
  cles, up to and including thunderstorms, partings of oceans, and angels with flam-
  ing swords. Such aid is not granted on a die-roll, but is based on the GM's opinion
  of the worthiness of the petitioner (“God does not roll dice.”).
  If this is the case, then forces of evil such as Satan are also real, and will
  actively seek to corrupt and destroy — Satan is particularly interested in the souls
  of mages and of churchmen who don not truly believe in their own faith. Souls
  occasionally return from the afterlife (either heaven or hell) to warn or threaten
  those still on Yrth.
  One True Way. Any of the above — but the benefits are confined to a single
  faith. Others are simply false creeds.
  —5—
  About the Authors
  Kirk Tate
  Kirk was the author of GURPS Ice
  Age. Born in Lubbock, Texas, and raised
  an Air Force brat, he has been a roleplay-
  er and GM for ten years and a wargamer
  for more years than he cares to remem-
  ber. He holds a B.A. in history from the
  University of Texas, where his interests
  ranged from ancient Greece to modem
  Mexico. Along with gaming, his hobbies
  include rugby, fantasy literature and
  painting miniatures.
  Kirk currently resides in Austin,
  Texas, where he is attending law school
  and selling his soul to the devil. He lives
  with his wife, Deborah, and an incredibly
  ugly couch named Egbert.
  Janet Naylor
  Janet Naylor resides in Schenectady,
  New York, with her husband, Michael,
  three dogs, three cars, two computers and
  more books and games than she can find
  shelves to put them away on. She is an
  Assistant Sysop on CompuServe's RPG-
  ames Forum (type “GO RPGAMES”),
  and has been roleplaying and GMing far
  eight or nine years. She holds an M.S. in
  Computer Science from Renssalear Poly-
  technic Institute, and a B.S. (also in
  Computer Science) from Virginia Poly-
  technic Institute and State University.
  Her current hobbies include reading sci-
  ence fiction and fantasy literature, paint-
  ing dragons, watching Japanese anima-
  tion, writing, driving up and down the
  Eastern Seaboard, and playing RPGs of
  all sorts both on and off the computer.
  
  —6—
  HISTORY
  The Banestorm
  Once upon a time, Yrth was home to the elder races — the Elves and their
  rivals, the Dwarves — and to the nomadic, barbaric Orcs.
  The Dwarves either enslaved or ignored the Orcs; most of the Elves simply
  avoided them. But one group — the Dark Elves — was offended by the Orcs' very
  existence. Their best wizards worked for years on a “final solution.” It is perhaps
  just as well that the details are not known, but the eldritch Elves fashioned what
  they thought was a great summoning, intended to bring a merciless bane upon the
  Orcs.
  It failed… badly.
  The Dark Elves' spell backfired. Most of their communities (and those of
  many others) were destroyed in an instant — blasted by a force that left only
  charred, mana-dead scars on the land. Others of the elder folk suffered likewise.
  But the Dark Elves did get their “bane.” Several banes, in fact… new races, hos-
  tile to the Orcs, but just as offensive to others. The Banestorm was the greatest
  magical backfire in the history of Yrth.
  Thus it was, 1000 years ago, that men, Goblins, Reptile Men, Kobolds and
  other races came to Yrth. Plucked from their home worlds by the capricious power
  invoked by the Elves, they found themselves in a new land. Yrth would never be
  the same.
  1
  
  The Spread of Humanity
  Men were by far the most numerous of the newcomers. The force that brought
  them to Yrth manifested itself as a huge, unnatural storm, which Yrth came to know
  as the Banestorm. Ships “lost at sea,” found safe haven on unfamiliar shores. Entire
  villages — torn from Earth by sorcerous fire or flood — were transplanted intact to
  Yrth. Individuals caught in a sudden tempest while on a journey never reached their
  destinations. Most of this occurred between the years 1050 and 1200 A.D. — the
  time of Earth's Crusades.
  The northern part of Ytarria was settled primarily by men from western
  Europe. These newcomers found their feudal culture ideally suited to the chal-
  lenges of their new environment. Strong, charismatic individuals quickly attracted
  followers and acquired territory. Dozens of tiny “kingdoms” were founded, often
  only to be gobbled up by more powerful neighbors. All of the former Europeans
  found unity, however, in their common faith — Christianity.
  To the south roamed Moslem tribesmen. Scattered over a wide area, the fol-
  lowers of Islam adopted a nomadic lifestyle — traveling with their herds, raiding
  their neighbors, and meeting at the few permanent towns to trade. In the towns,
  however, the rich culture of the Abbasid empire survived. Small groups of scholars
  and holy men recorded and preserved the science, philosophy and literature of
  Islam. The libraries and universities they founded are among Yrth's greatest store-
  houses of knowledge.
  In addition to Christians and Moslems, men and women from dozens of other
  cultures were transplanted to Yrth. Significant numbers of Jews settled in both
  Islamic and Christian lands. In the frozen wastes north of the Whitehood moun-
  tains, pagan Celts and Scandinavians merged into fierce, nomadic clans.
  And in the far northwest, “immigrants” from the Orient — mostly Korea and
  Japan — founded the realm of Sahud. Here and there were also groups of Chinese,
  Indians, Africans, Germans and Slavs. Most of these smaller groups were quickly
  absorbed, but occasionally travelers will still come across an isolated village where
  almost all of the inhabitants have black skin, worship Krishna and Vishnu, or speak
  undiluted German.
  The Rise of Megalos
  The great city of Megalos was founded in the year 1200 A.D., by Simon
  Menelaus. Menelaus was a charismatic man and a great mage… whose goal was to
  rule all of Yrth. During his lifetime, he built an empire whose capital was the great-
  est and richest city in Ytarria — a status it still retains. The dynasty which followed
  extended the empire's borders, using any means necessary.
  Initially, Megalos' conquests came easily. The Goblin kingdoms resisted for a
  time, but were eventually forced to swear allegiance to the Emperor and convert to
  Christianity. The western kingdom of New Jerusalem, governed by the Knights of
  St. John, gave no ground until 1350, when they were convinced to join the Empire
  for the common cause of spreading the dominion of Christ. In 1424, Prince Ivan
  tired of waiting on his indecisive father and launched a personal crusade against the
  Moslems' coasts (in what is now al-Wazif and Cardiel). He was eventually beaten
  back. But Aurelius I followed in his younger brother's footsteps and called a Grand
  Crusade against the Moslems of the south in 1440.
  This sudden transformation of what had been mere border squabbles into a
  full-blown invasion galvanized the Islamic tribes. As a result, the three Islamic
  nations of al-Haz, al-Wazif and al-Kard were born. Al-Kard fell swiftly, conquered
  within a generation of its founding, converted to Christianity literally overnight,
  and renamed Cardiel. Al-Haz and al-Wazif proved tougher nuts to crack. Sudden-
  ly, Megalos had foes worthy of its steel.
  Timeline
  1050 - The Banestorm begins to bring
  humans, Goblins, Kobolds, Halflings
  and other races to Yrth.
  1074 - The Islamic city of al-Siyassi is
  founded on thehe banks of Bir Ma'jin.
  1160 - The Islamic Holy City of
  Geb'al-Din is founded.
  1175 - Benedictine monks establish
  Drift Abbey on Ental Island.
  1187 - Knights of the Order of the
  Hospital of St. John are bronght to Yrth
  by the Banestorm. They found New
  Jerusalem a year later.
  1200 - Simon Menelaus founds the
  city of Megalos. A powerful wizard and
  brilliant general, he begins to build an
  empire. The Banestorm begins to sub-
  side.
  1229 - The Goblin Kingdoms join the
  growing Megalan Empire.
  1270-1290 - Northern border wars
  push Nomads back beyond the White-
  hood Mountains.
  1300 - The First humans, Islamic
  tribesmen, enter the region which will
  become Cardiel.
  1310 - The Knights Templar first
  appear in Yrth, on Halloween night.
  1350 - Megalan warlord Octavius
  Magnus convinces the Knights Hospi-
  tallers of New Jerusalem to join the
  Megalan Empire in “spreading the
  dominion of Christ.”
  1365 - Octavius Magnus leads the
  First Crusade into the city now known as
  Tredroy.
  1403 - With the forcible “help” of
  Emperor Antonius II, the first Conclave
  of Christian Archbishops is held in
  Mehan.
  1412 - The Michaelite Order is found-
  ed in Megalos.
  1425 - Prince Ivan's Crusade; Mega-
  lan Knights led by the Emperor's third
  son descend upon the unguarded
  Moslems of the south.
  1440 - Megalos launches the Grand
  Crusade against the southern Moslems.
  1442 - The Islamic country of al-Haz
  is founded.
  1444 - In response to the Megalan
  invasions, the northern Moslems form
  the nation of al-Wazif.
  1445 - Al-Kard is founded.
  1470 - After years of war, Megalan
  crusaders conquer most of al-Kard. The
  region is renamed Cardiel and becomes a
  province of Megalos.
  1473 - The first Imperial Viceroy of
  Cardiel is named.
  Continued on next page…
  —7—
  
  —8—
  Timeline (Continued)
  1499 - Calder (formerly “al-
  Kardir”) is forcibly converted to
  Christianity. 
  All 
  mosques 
  are
  destroyed and hundreds of mullahs
  and prominent Moslems are put to
  death.
  1515 - Diophrates IV becomes
  Emperor of Megalos.
  1519 - Megalos launches the East-
  er Crusade; al-Asima and eastern al-
  Wazif fall to Imperial forces; general
  rebellion in central Cardiel.
  1525 - Megalos and al-Wazif sign
  a truce; the new crusade collapses.
  1551 - The last emperor of the
  Menelaen dynasty dies without an
  heir.
  A resurgence of the Banestorm
  deposits humans from Renaissance
  France in the southern islands, and
  Protestant Huguenots in Cardiel.
  1553 - Al-Haz declares a jihad
  (holy war) and attempts to “liberate”
  large portions of Cardiel from Chris-
  tian rule.
  1555 - Al-Wazif attacks Megalos
  along the eastern frontier.
  1570 - Members of the Society of
  Jesus first appear in Yrth.
  1580-1590 - Megalan wizards and
  Church agents travel to the south-
  eastern islands to eradicate danger-
  ous technology and stamp out
  Protestant heresies.
  1585 - The legions of Megalos
  launch an invasion of the Dwarven
  realm of Thulin's Folk in the White-
  hood Mountains. It fails disastrously.
  1589 - The city of Tredroy
  receives its charter.
  1590 - Barbarians of the Nomad
  Lands take the castle of Heolford and
  drive the Megalans south of the
  Whitehoods. The Emperor's Wall is
  built in response.
  1606 - The Banestorm subsides
  once again.
  1613 - After the martyrdom of
  Simon de Anjou creates popular
  uprising against the Church in the
  new province of Araterre, the Curia
  grants the Society of Jesus its full
  approval.
  1625 - Araterre becomes a Mega-
  lan principality.
  1688 - Thulin, Dwarf-lord of the
  Whitehood Mountains, petitions the
  Kings of Zarak for a boycott of
  Megalos. His petition is carefully
  considered, but denied.
  1730-1750 - Unrest grows in
  Cardiel. The Viceroy's authority
  begins to decay as independent-
  minded folk from Megalos move
  here.
  1758 - The viceregal seat of
  Cardiel is moved to Hadaton.
  1762 - A loose confederation of
  independent mini-states in western
  Cardiel is formed after a conference
  in Tredroy.
  Continued on next page...
  The last of the Menelaen emperors, Diophrates V, died in 1551 without an heir.
  Lacking easy prey, Megalos turned inward. What had been quiet power struggles
  quickly devolved into violent conflicts. As a result, Megalos lost ground in its quest
  for world domination. Invading Megalan legions were repeatedly crushed, and by
  1784, Cardiel had won its independence from its conqueror. Attempts at colonization
  ended in further humiliation when, in 1826, the western earldom of Caithness
  declared its independence as well.
  The Present
  Despite its setbacks, 1990 Megalos is still the most powerful kingdom in Ytar-
  ria. Al-Haz is gaining, strength rapidly, but isn't quite ready to assume the role of con-
  queror. Caithness is troubled by internal strife between its young king and some of its
  powerful nobles. Al-Wazif and Cardiel have flourished in the recent peace. And, as
  they have. been for centuries, the secretive Dwarves of Zarak remain aloof except to
  trade.
  And trade is booming as never before. Merchant vessels from al-Haz carry
  spices, perfumes and rich fabrics to the image-conscious nobles of Megalos. Wagons
  loaded with the bounty of Caithness farms roll westward, where their cargoes will be
  traded for Megalan gold. The famous wines of Cardiel find their way to even the most
  northern courts, and the amber and furs of the Nomad lands adorn harem-girls in al-
  Wazif. Traveling Dwarves peddle the finest weapons of Yrth in exchange for exotic
  foods, fabrics and — most of all — gold. Today a calm rests upon the lands…
  The calm may be the eye of the hurricane, however. Although stymied for a time,
  Megalos is still tremendously powerful… and bent on conquest. It is rumored that the
  Caliph of al-Wazif has obtained several great artifacts from the Mages' War, the last
  Megalan-Wazifi conflict which ended in 1928. It is also said that Vincent of Calder,
  Prince of Cardiel, plans to relinquish his title in the near future. And Caithness
  appears to be poised on the brink of civil war. With all this activity, it's a good bet that
  the Megalan legions will soon be marching.
  The non-humans on Yrth are surviving as best they can. The Dwarves remain
  isolated for the most part, occasionally emerging from their caves to trade with the
  outer world. The Elves, though, are facing disaster as more and more of their home-
  lands are gobbled up by human expansion. The Orcs, despised by everyone, are a
  constant thorn in the side of any humans they come across, but they are no match for
  the more intelligent and prolific newcomers. See p.37 for more information on
  Dwarves, p.36 for Elves, and p.38 for Orcs.
  Other Worlds, Other Folk
  Though often times forgotten by historians of Yrth, Earth was not the only world
  affected by the Dark Elves' Banestorm. The incredible force of magic unleashed at
  that time rent the fabric of time and space not just on Earth, but on at least two other
  worlds as well — worlds which were also quite similar to Yrth and Earth in climate,
  size, lifeforms, etc. The few magicians who worry themselves with such things point
  to the Law of Magical Similarity as the culprit — the magical forces seeking places
  as similar to Yrth as possible. Earth, being the closest, was affected the most. The
  world the Goblins called Gabrook is the original home of Goblin, Hobgoblin, Kobold
  and Reptile Man, and saw at least three short periods of transfer. And the forested
  world of Loren'dil, home to Halfling, Giant and Centaur, seems to have only suffered
  the Banestorm once.
  Little  has  been learned  about these other two worlds. But what knowledge there
  is shows   Gabrook  to  have  been  a  predominantly  dry   and   arid planet  where
  Goblins  flourished  much  like  man.  Kobolds  were  downtrodden and  often
  enslaved,  while  the  Reptile  Men were  feared  and  avoided. Loren'dil, on the other
  
  —9—
  Timeline (Continued)
  1775 - Al-Haz declares another jihad
  to liberate the former nation of al-Kard.
  Armies from all over Cardiel march to
  war before the Empire learns of the inva-
  sion of its “colonial territories.”
  1776 - Imperial legions land in Hada-
  ton at the request of nobles in north-east-
  ern Cardiel. They receive little support;
  in fact, a hundred miles south of Hada-
  ton, they begin to encounter resistance
  from Cardien forces.
  1782 - Al-Haz admits defeat and
  accepts the Blueshoal as a truce line with
  Cardien generals.
  1784 - Conall of Craine leads a pio-
  neering expedition into the Orclands
  west of Megalos.
  The nobles of Cardiel inform Megalos
  that they no longer consider themselves
  bound by their feudal oaths. The Mega-
  lalan forces in Cardiel are scattered, out-
  side of the strongly-held port of Hadaton.
  After a brief bloodletting, the independ-
  ent principality of Cardiel is born.
  1788 - The Charter of the Confedera-
  tion of Cardiel is signed in Calder City.
  The Duchy of Hadaton remains Mega-
  lan.
  1805 - Cardiel annexes the Duchy of
  Hadaton, with help from al-Wazif.
  1812 - The Caithness colonists drive
  the Orcs back to the edge of the Great
  Desert. The Orclands come into being.
  1822 - Conall is made the first Earl of
  Caithness.
  1826 - Conall declares Caithness an
  independent kingdom, and is crowned
  King Conall I; Constantine, the Arch-
  bishop of Clixtus, denounces the Curia
  as being corrupt; the Church of Caithness
  and its Archbishop are excommunicated
  by the Megalan hierarchy of the Church.
  1827 - Megalos launches an attack to
  regain Caithness, which fails miserably.
  1840-1850 - The modern border
  between al-Wazif and Megalos is estab-
  lished in a series of border wars.
  1844 - The Church of Caithness is
  reunited with that of Megalos and
  Cardiel.
  1845 - The Hospitallers are expelled
  from Cardiel for religious intolerance.
  1924-1928 - The “Mages' War” occurs
  between al-Wazif and Megalos.
  1926 - The last great Orc war ends in
  Caithness, largely due to the heroic lead-
  ership of young Lord Peredur of
  Durham.
  1975 - King Morrill III of Caithness
  dies, leaving his six-year-old son as heir.
  1982 - Megalos invades Caithness,
  and is turned back at great cost to both.
  1985 - Conall VI of Caithness is
  crowned at the age of 16.
  1987 - A Megalan legion enters the
  mysterious Blackwoods and is decimat-
  ed.
  1989 - Lord Peredur of Durham dies.
  Young King Conall is thus deprived of
  his strongest supporter.
  Caliph Ishaq of al-Wazif dies. The
  Caliph is succeeded by his son Hafsa
  al-Talib.
  hand, seems a peaceful, idyllic place covered almost entirely by a thick, dense
  wood. The creatures from Loren'dil are all quiet and somewhat shy — used to keep-
  ing to their own separate communities. And they have remained so on Yrth.
  There are large sections of Yrth that haven't been fully explored — no one is
  quite sure what is happening in the Djinn Lands, and both the Orclands and the
  Nomad Lands are sparsely civilized at best. There might be any number of small
  communities made up of races that aren't covered here (possibly from GURPS Fan-
  tasy Folk, or creatures created purely from the GM's imagination).
  The Return of the Banestorm
  The Banestorm began in 1050, and was most active until 1200. After that, its
  effects were much reduced. Instead of wholesale “kidnappings,” it caught people
  from Earth (and elsewhere) singly or in small groups… a few thousand a year
  instead of tens of thousands.
  In 1551, the Banestorm increased its activity again. During this period, it
  brought thousands of Earth people, many of them French Protestants, to Yrth… in
  a period of less than a month. “Immigration” then dropped off rapidly.
  Since then, there have been occasional periods of great activity, when a few
  thousand people will appear within a few days. But for the most part, the
  Banestorm has become steadily quieter. Still, new people do appear. Small boats or
  planes from the Bermuda Triangle appear along the coast of Ytarria. Other disap-
  pearances that might be Banestorm-related include Ambrose Bierce and Amelia
  Earhart. And the wandering bard who looks so much like Jim Morrison… no, it
  couldn't be. Most Banestorm travelers come from our Earth, at the equivalent time.
  But travelers from other worlds (and times) are not unknown. (The frequency of
  Banestorm manifestations is an important GM decision. The more continuing “con-
  tamination,” the weirder and more unstable Yrth is.)
  Welcome to Yrth!
  The Banestorm can be used to import a PC party from anywhere, but it's a one-
  way trip. Or NPCs from Earth, or elsewhere, can be imported.
  Every nation on Ytarria has a policy for dealing with “visitors.” As a rule, the
  more savage nonhumans will destroy newcomers, while the civilized ones will
  politely show them the gate. Visitors to Caithness, Cardiel and al-Wazif are con-
  ducted to the capitol and interrogated by mages. A few are invited to serve the
  crown; most are released with a small cash gift and their minds newly blanked of
  dangerous knowledge. Al-Haz does the same, but non-Islamic visitors rarely
  emerge from the Blue Pavilion. No one knows what Sahud does.
  Megalos has a secretive organization, the Ministry of Serendipity, specifically
  dedicated to “acquiring” such immigrants, both to milk them of useful knowledge
  and keep them from spreading forbidden data. The Ministry is known to have kid-
  napped many visitors, over the last 300 years, from other nations… sometimes after
  their interrogation by the host country, and sometimes before!
  The existence of Earth, and the general history of Yrth since the Banestorm, is
  common knowledge throughout Ytarria. But most people don't consider it impor-
  tant. Travelers from Earth will have no trouble explaining who they are, and will
  find many to listen to their tales. But few will be interested in Earthlings' sugges-
  tions about how to change the status quo.
  The Ministry of Serendipity has a fairly complete knowledge of the state of
  events on our Earth; the very existence of this “Liber Terranum Primus” is a great
  secret. Its contents are far more secret. Certainly Megalos could make gunpowder
  if it chose to do so.
  Over the last century, the Jesuits have shown a great deal of interest in “immi-
  grants” as well...
  
  CULTURE
  This chapter describes the feudal society and dominant cul-
  tures — human and nonhuman — of Yrth. It is important to
  remember that in human medieval society, culture and religion are
  one and the same. There is little or no distinction between the sec-
  ular and spiritual worlds. Kings rule by divine right, and the tenets
  of the dominant faith are the basis of all laws and customs.
  Information about the actual point costs of nonhuman char-
  acters is covered in Chapter 4 — this section deals strictly with
  nonhuman societies and beliefs.
  —10—
  2
  
  Technology and Magic
  In the Year of our Lord 1990, most of Yrth is Tech Level 3 — essentially the
  same as medieval Europe. Some regions, like the Nomad Lands, are only TL2,
  while others, like Araterre, approach TL4 (without gunpowder). Reliance on magic
  and intervention by the Mages' Guilds retards the advance of science.
  Weaponry: The finest weapons are made of steel; the best ranged weapons are
  bows and crossbows. A trained knight in plate armor is the ultimate fighting
  machine. Non-natives brought to Yrth by the Banestorm have introduced gunpow-
  der on three occasions, and it has been invented by natives at least once. On each
  occasion, the users and their knowledge were wiped out by the wizards.
  Travel: Wealthy folk ride horseback or in a carriage. Others walk. In the big
  cities, a rickshaw can be rented, complete with puller, for a few copper coins. Big
  riverboats, powered by sails, oars or oxen ashore, ply the rivers. At sea, single-
  masted ships are common; some galleys have two or three banks of oarsmen. With
  good weather, an average sailing vessel can manage 70 miles a day.
  Medicine: Most healing is done by magic. Those without access to sorcery rely
  on herbal remedies, amputation (with wooden legs and steel hooks as replacements
  for the lost limbs), good luck and prayer.
  The average lifespan is roughly 50 years for a townsman, 40 for a serf. Sixty
  or 70 is a ripe old age, achieved by few.
  Communication: The very rich use magic to send messages. Otherwise, pri-
  vate horse-couriers deliver missives. The life of such a messenger is rarely boring.
  Note that, as a whole, the society is illiterate!
  Magic
  In order to run a campaign in which magic plays a significant part, GURPS
  Magic is necessary. Use of the magic rules will tremendously enhance any Yrth
  campaign — it is a magical place, after all. However, an Yrth campaign does not
  have to have magic if the GM doesn't want it — in low-mana Caithness, true magic
  is rare and difficult to cast. And if magic is rare and fairly weak, the rules from the
  Basic Set will suffice.
  Most of Yrth has a normal level of mana; magic is strong and common. Earth,
  by comparison, is a low- or no-mana environment — depending on who you ask.
  For most inhabitants of Yrth, magic is part of their daily lives. Perhaps 1 human in
  50 might know a spell or two or have a knack in a high-mana area; 1 in 100 in a
  normal mana area or 1 in 500 in a low-mana region such as Caithness. In a high-
  mana area, perhaps half of the magic-users will actually possess Magical Aptitude.
  Of course, some people with Magical Aptitude, especially in low-mana areas, will
  never learn magic or even become aware of their talent.
  The number of trained mages (or mages in training) is much lower — approx-
  imately 1 for every 10 “amateurs.” Thus, in a normal-mana area, a prosperous town
  of 10,000 could expect to have 100 inhabitants who had some magic, and an addi-
  tional 10 who were fully practicing mages. Some of the latter would be apprentices
  or specialists.
  Feudal Society
  Feudalism is a highly stratified social system. Everyone has his or her place in
  the feudal hierarchy. Some folk are of a high status, others low, but all are bound
  together by a web of mutual obligations and duties. Everyone of high status has cer-
  tain duties to those below him as well as duties to those above him — even serfs
  have a few rights. The social order is reinforced by religious belief. God grants
  power to those at the top of the social ladder; religious leaders advise those on the
  bottom to be content with their lot in life.
  Languages
  The Christian nations speak Anglish, a
  language evolved from Old English with
  a very heavy Norman-French influence.
  Northern tribesmen speak a related
  tongue, Northland, defaulting to Anglish
  at -3, and vice versa. Either Northland or
  Anglish defaults to Earth's modern Eng-
  lish and German at -4, and vice versa.
  The Islamic nations use a relatively
  pure classical Arabic. The written lan-
  guage is nearly identical to Earth's Ara-
  bic. The spoken tongue has drifted some-
  what; a Terran Arabic-speaker will be -2
  to understand it for the first week or so,
  but after that will have no problems.
  Latin is spoken by scholars and cler-
  gymen in Christendom, and by Megalan
  nobles. They can be understood by any
  Latin scholar from Earth.
  Jews speak Ladino, a language close-
  ly related to Spanish but written in
  Hebrew characters. Ladino and Spanish
  default to each other at -3. In addition,
  Hebrew is used as a liturgical tongue; the
  Yrth version of Hebrew defaults to
  Israeli Hebrew at -2 and to biblical
  Hebrew at -1.
  The Sahudese language has departed
  so far from its roots that it would not be
  understadable by anyone from Earth.
  As for the nonhuman races, most of
  them speak their own languages, but
  non-humans encountered in a human ter-
  ritorv are likely to speak the appropriate
  human tongue.
  The human and nonhuman languages
  of this part of Yrth are all considered
  Mental/Average skills, with the excep-
  tion of Sahudese, which is Mental/Hard.
  Pronunciations
  Yrth: EERth.
  Ytarria: ee-TARR-ee-uh. 
  Caithness: KAYTH-nuss. 
  Megalos: MEG-uh-lohss.
  Cardiel: KAR-dee-elI.
  al-Haz: ahl-HOZZ.
  al-Wazif: ahl-wozz-EEF.
  Zarak: zorr-ACH.
  Sahud: sa-HOOD.
  —11—
  
  Fealty, Homage and Land Ownership
  In feudal society, all power — political, militaly and economic — is derived
  from the control of land and the people who work it. Without land, a baron is no
  more than a bandit leader, his armored knights mere thugs. And having land with-
  out serfs to till the soil and tend the livestock is almost as bad as having no land at
  all. For this reason, the rules and customs governing the ownership and use of the
  land are the very heart of the feudal system.
  Technically speaking, private ownership of land does not exist in feudal soci-
  ety. All land is held in fief (by grant from a higher authority). High nobles hold land
  by grant from the monarch, and may in turn grant some portion of it to lesser
  nobles. With the grant of land comes control over all those persons who live on it;
  nobles are rulers over their fiefdoms, subject only to the king's right to tax or call
  up troops. The kingdom itself is a fiefdom, held by the king, sultan or caliph
  through divine right. All land belongs ultimately to God, and the monarch is a vas-
  sal of Him.
  In exchange for his fief, a noble must swear fealty, and a knight must swear
  fealty to gain his title. When fealty is sworn, the vassal or liege man swears to do
  the bidding of his liege lord and to support him militarily. In return, the liege lord
  grants the vassal land, a title, or both, and swears to protect him, treat him honor-
  ably, and maintain him in his honors and station. Fealty may be sworn to an office
  — that is, to the Crown or the Church — or to an individual. Powerful nobles in
  Christian lands generally swear their fealty to the Crown — that way, if the king
  dies, they are already in the service of his successor. In al-Haz and al-Wazif, how-
  ever, fealty is sworn to the man who is currently sultan or caliph. When a monarch
  dies, all bets are off, and bloody wars of succession often result.
  Fealty is very much a two-way street. A knight or lord may consider himself
  released from his oath of fealty if the liege lord commits some serious wrong, such
  as treason or heresy. When a noble swears fealty, he is usually given a token —
  often a glove or gauntlet — to symbolize his pledge of service. If he wishes to nul-
  lify his vows, he will throw the gauntlet at his lord's feet. Armed conflict between
  the lord and his former vassal often results. From this practice arose the common
  tradition of throwing down one's glove when challenging another to a duel.
  Homage is like fealty, but it is more serious and binding. When a person
  swears or pays homage, he swears to be his liege lord's personal follower, regard-
  less of circumstances or wrongdoing! Thus, if a liege lord is disgraced, so are all
  those who pay him homage. If he goes to battle, his sworn followers will go with
  him, even if it means certain death. Unless they are forced to, nobles rarely swear
  homage to anyone — homage is generally reserved for a noble's personal guard.
  A noble title, such as duke, baron or emir, almost always has a fiefdom
  attached to it. Many fiefdoms, however, are not accompanied by titles, being
  Life in a Feudal Society
  Serfs
  The life of the rural peasant of Yrth is
  hard, but not impossible. He lives to till
  the soil, raise livestock, have children
  and feed bis family. The serf and his wife
  labor from dawn to dusk every day save
  Sunday and Feast Days decreed by the
  Church. He works in the fields — plow-
  ing, planting or harvesting — makes
  many of the tools he uses, repairs his cot-
  tage and labors for his lord. She makes
  the family clothes, tends the children,
  milks the cows and ewes and cooks the
  meals. His home has but one room, con-
  taining a table, fireplace, and one bed
  which the entire family shares. In winter,
  the livestock are also allowed in, so that
  human and animal might stay warm.
  In exchange for the plot of land he
  plows and on which his cottage sits, the
  serf has a multitude of obligations. First,
  he must give a portion of his harvest,
  usually one tenth, to his lord. He must
  also work for his lord a certain number of
  days out of the year — farming the lord's
  land, tending his herds and flocks, main-
  taining his fences, barns, roads and forti-
  fications. Lastly, he is required to serve
  in the lord's forces in times of war. In
  addition to all of this, he must pay a head
  tax to the Crown, tithes to the Church (in
  Christian lands), and perhaps a monetary
  rent to his lord as well.
  A serf may be evicted by his lord at
  any time. if he dies, his family may
  remain on the land only if the lord so
  wishes (which he almost always does).
  In Megalos, a serf may not migrate to
  another region without his lord's permis-
  sion — escaped serfs are ruthlessly hunt-
  ed down. In Caithness they may move,
  but must first forfeit all their possessions
  to their master. A serf's children are like-
  wise bound to the land and lord when
  they reach adulthood.
  For recreation, the serf attends reli-
  gious festivals, dances, and wrestling
  matches held on the village green. Wed-
  dings, births and finishing the planting or
  harvesting are all cause for celebration.
  The serfs will gather to drink ale or wine,
  sing and play games. They are illiterate,
  and proudly so — “book learning” is
  considered a waste of valuable time.
  Continued on next page...
  —12—
  
  held by untitled knights — and many knights have no fiefdoms at all. Megalan
  nobility are an exception to this rule. In Megalos, noble titles can be bought by a
  wealthy man. No oaths are taken, no land is granted, but the social clout of these
  titles is quite real, in Megalos. Lords in other lands regard these men as impostors,
  and treat them as if they had Status 1 or 2 at best.
  Noble titles are usually hereditary; the oldest son inherits the title and any fief-
  doms and obligations attached to it upon his father's death. This must be confirmed
  by the King, but approval is almost always automatic. In the event that a noble dies
  without any sons, his title and lands revert to the monarch, who may then grant
  them to whoever he chooses. In most places, a daughter can't inherit a title, but her
  husband is a likely candidate to receive it from the King. Many powerful nobles got
  their start by hastily marrying a recently widowed or orphaned noblewoman.
  In Caithness, a title doesn’t revert if there is a daughter to inherit it. Further-
  more, Caithness allows a father to disinherit a son he considers unworthy, in favor
  of a younger son or even a daughter. This has led to wars, but also to better lead-
  ers.
  A younger son is left with a number of choices. He may become a churchman,
  monk, scholar or wizard; enter the military as an officer in the king's standing army;
  accept a title — either a created one or a newly-vacant position — one or two ranks
  lower than his father's; or get himself killed in the constant political infighting.
  Once upon a time, pioneering new lands was also an option, but now only Caith-
  ness has significant amounts of wilderness.
  In the Islamic countries it is common for a father to bestow fiefs on his sons
  before his death. Thus, when the father dies, the oldest son is in position to become
  his brothers' liege lord. This often leads to bitter rivalries. Younger brothers may
  choose not to swear fealty to their older sibling, since their original oaths were to
  their father specifically. In this event, the first son will have to practice some per-
  suasion — usually of the armed variety.
  Knighthood is not hereditary. Neither are fiefdoms which do not have titles to
  accompany them. However, the sons of a knight, if they are fit, will be fostered out
  as pages and then as squires, and given every chance to win their spurs (see below).
  And if a landed knight has a strong and knightly son, his liege lord will likely per-
  mit the son to succeed to his father's fiefdom.
  Life in a Feudal Society (Con-
  tinued)
  Freemen and Townsfolk
  These men may own land and homes
  and live where they please. Most are
  craftsmen, merchants or part of a noble
  household. Many, especially the latter,
  swear homage to a lord. All must obey
  the commands and laws laid down by the
  ruler of the fiefdom in which they live.
  Their obligation to their lord is nearly as
  great as that of the serf, but is usually
  collected in cash rather than in labor or
  goods.
  A Freeman may move about, traveling
  to market to sell his goods or services
  and purchase the things he needs. But he
  generally lives his life in one place, never
  straying more than a few days' walk from
  the house where he was born. This house
  is often indistinguishable from the serfs
  cottage — what sets him apart is his free-
  dom, not his wealth — but it may be a
  fine structure with several rooms and
  sturdy furniture. If he is a craftsman or
  artisan, his shop and his home are the
  same place; he works in one room and
  sleeps in another.
  Free peasants are rare in the Empire,
  but they are common in Cardiel, and in
  some parts of Caithness and al-Wazif.
  Free peasants may not be evicted from
  their lands by a lord's whim — they have
  rights under the law. They do not have to
  work the lord's land, although they usu-
  ally do have to give a portion of their
  harvest to the lord as their fee for the
  land. They may be subject to call-up for
  military service lor 40 days per year, but
  they usually must be paid during this
  time, and they are (in most areas) not
  bound to leave the lord's own landhold-
  ings — they can only be used defensive-
  ly.
  In some areas, a free peasant may
  avoid his obligations of produce and of
  service by paying a fee instead. Peasants
  sometimes accumulate enough wealth to
  have nice little houses, and enough
  money to give younger sons a good start,
  or daughters a tidy dowry. Free peasants
  will rarely be wealthy, however.
  Continued on next page...
  —13—
  
  Chivalry
  Chivalry is the code of honor among Knights — the mounted, military elite of
  feudal society. More than simply a set of rules of behavior, it is the mystique of
  knighthood. Mostost nobles are knights, but many knights are not nobles. All
  knights, however are warriors and horsemen (in fact, the word chivalry is derived
  from the  Latin word caballus meaning horse).
  Though a valiant warrior may be knighted on the field, most knights are the
  product of arduous training. A child of seven might become a page, or servant to a
  lord or knight. At fourteen, he could be squired — apprenticed to a knight for long,
  exacting training. Generally, only boys of aristocratic birth (Social Status 2 or high-
  er) may become candidates for knighthood. A few knights, however, will accept a
  likely young commoner as squire, and in Caithness girls are also eligible. A suc-
  cessful candidate would eventually be knighted, in a ceremony designed to remind
  him once again of his duties (see sidebar, p. 15).
  The duties of a good knight are to serve his lord; to defend the faith; to protect
  the poor and helpless; to keep the peace and enforce his lord's laws. He should be
  a courtier as well as a warrior, skilled in the gentle arts — dancing, reciting poetry,
  singing and playing music, and chess. He need not, however, be literate — many
  nobles cannot read or write more than a few words. He should treat other knights
  as brothers, regardless of their nation or birth, extending courtesy even on the field
  of battle. Thus, if two knights fight and one drops his sword, the other would show
  great chivalry by returning it to him. A knight will be hospitable to a guest, though
  that guest may be his sworn enemy. A knight's word is his oath, and his oath is invi-
  olable.
  A knight is expected to be gentle to all women. He may sing a lady's praises
  and fight for her honor, and never hope for more reward than a silken glove to carry
  as a favor. Female knights are unknown, except in Caithness, and rare even there.
  Needless to say, most knights are not this good. Many try to be — but they are
  only human. Some prate of their virtues, but oppress the poor and take any advan-
  tage in battle. Some are thugs, pure and simple — but an armored thug with a
  greatsword is still worthy of a certain respect.
  Being a knight is an expensive proposition. Armor, swords, horses — all are
  costly. No one of low birth could afford to be a knight, save by the graces of a lord
  who presented lands along with knighthood. Therefore, any knight should be at
  least Comfortable, in terms of wealth, in order to meet the needs of his station. In
  developed areas (like Megalos) where land is scarce, knights who do not have land
  by birth are either provided for by their lord (out of his own land), or given other
  wealth-providing grants and concessions (for example: a knight could be given the
  right to tax goods in a village, or a monopoly on a certain commodity, such as salt
  or wine, in a particular region). In many cases, this requires agents to manage the
  details of the knight's holdings or grants, who in turn need to be paid, etc. Knights
  are, quite literally, the bottom level of the landholding nobility.
  It is customary to ask a ransom for a noble or knightly prisoner. An average
  ransom might be a half-year's income from the prisoner; greedy captors might ask
  for more. (Assume that income is equal to “cost of support” for the captive's social
  ranks — p. B191 — unless the captor happens to know the prisoner earns more
  than that!) IIn any case, it is both merciful and profitable to take a high-born foe
  prisoner, rather than slaying him!
  In general, a ransom must be paid before the prisoner is released. But on occa-
  sion — especially when one knight is imprisoned by another — a captive may be
  freed on his oath to pay the ransom later.
  Life in a Feudal Society (Con-
  tinued)
  For the son of a free commoner, there
  are options other than following in his
  father's footsteps. He may choose the
  priesthood, though only rarely will com-
  moners rise far in the Church ranks. In
  Megalos. he might join the Legions. In
  any land, he can take service with a lord
  and practice his craft, or become a ser-
  vant, overseer, groom or man-at-arms. If
  his father has money, he may be sent to a
  university, and learn to be a scholar,
  clerk, bard or mage.
  Traditionally, anyone who lives in a
  free town for a year and a day is consid-
  ered a free man, even if he was formerly
  a serf. If a serf is caught before this time
  is up, he is in for a severe punishment,
  but if he has been in town long enough,
  the town itself will protect him from the
  arbitrary depredations of traveling
  nobles.
  Nobles
  These folk are the elite of feudal soci-
  ety. They live in city mansions, fine
  stone manors, keeps surrounded by wood
  palisades, and castles. They are waited
  upon by servants, entertained by trouba-
  dours and jesters, and often dress in fine
  silks and furs. When they are not at the
  Royal or imperial court, visiting neigh-
  boring nobles, or attending the occasion-
  al tourney, they entertain guests, hunt, or
  arrange and attend arena spectacles.
  Yet men and women of the noble class
  have their duties and obligations, too.
  First and foremost, they are responsible
  for the defense of their demesne. A noble
  lives off what his land, farmed by his
  serfs, produces. Even if he remains safe
  in his castle, a lord will be quickly
  reduced to poverty if his fiefdom is con-
  tinually ravaged by war. And the noble
  may be called upon by his liege lord to
  fight and provide troops at any lime.
  In addition to defense, a lord must
  oversee the activities of his fiefdom. He
  is the government. He hears the requests
  and complaints of the peasants and set-
  tles legal disputes. He must supervise the
  operation of his mills, the training of his
  men-at-arms, the collection of the taxes
  and rents, and the working of his own
  fields (those not rented to the serfs).
  Many nobles have loyal henchmen,
  called seneschals, to see to these duties
  while they are away. Otherwise, the wife
  must see that things are run properly in
  her husband's absence.
  —14—
  
  By custom, the arms and armor of a knight belong to the knight who defeats
  him in battle or during a private challenge. This is not part of a ransom, but “spoils
  of war.” However, it is a most chivalrous gesture for an experienced knight, having
  trounced a young challenger, to return his arms.
  The Feudal Economy
  Most nations and city-states coin gold and
  silver money, usually adorned with the profile or
  insignia of the current ruler. Use the costs given
  in the Basic Set. A copper farthing ($) has a buy-
  ing power about equal to a U.S. dollar circa
  1990. Silver is worth ten times more than copper;
  gold is worth 20 times as much as silver. 100
  coins — or about $1,000 worth of silver —
  weigh one pound.
  Because of the rarity of precious metals,
  however, coins are often hard to come by. Thus,
  much trade is by barter. This is especially true in
  remote or isolated villages. In most places, trav-
  elers can easily barter labor for food (usually
  four hours' labor per meal).
  Waterways and seacoasts are the best trade
  routes; where there are no convenient water-
  ways, there are roads and caravan-routes. Large
  loads are almost always moved by water, as it is
  both faster and cheaper than outfitting a caravan
  to travel overland. Trade overrides most other
  priorities. Even arch-enemies do business when
  they're not actually at war, and the hardiest
  explorers are also merchants.
  Towns
  In a rural fiefdoms, the liege lord has
  absolute authority; every peasant is a tenant on
  his land, every villager his vassal. Not so in the
  towns and cities. There, among the warehouses
  and shops, on the docks, and in the outdoor mar-
  kets, all pay homage to money first, God second,
  and lord third. Because cities are vital as trading
  centers, their inhabitants, rich and poor alike,
  enjoy freedom unknown to their rural brethren.
  Townsfolk move about freely, work at whatever
  they do best, and reap the benefits of their labor. Their guilds may wield power
  equal to — if not greater than — that of some noble families.
  The people of the cities and towns have such great autonomy because it's prof-
  itable. Compared to the lifestyle of an average rural baron, the urban nobility live
  like emperors. The taxes levied on the trade of even a modest town so far outstrip
  the potential earnings of an agricultural manor that some nobles actually try to
  build towns from scratch, and then entice merchants and craftsmen to move into the
  empty buildings. Needless to say, many of these efforts fail.
  All large towns and cities have certain things in common. First, the settlement
  has to have a reason to exist in the first place. This means that it must be situated
  on a major trade route. Many towns die from lack of trade, due to the
  Becoming a Knight
  When a squire is deemed ready to
  become a knight, he cannot simply put
  on a coat-of-arms, strap on his spurs, and
  ride forth. He roust first undergo a
  solemn ceremony  in which he purifies
  his mind and body, and then have his
  knighthood conferred upon him by a
  noble who is already himself a knight.
  In Christian lands, the making of a
  knight usually occurs on Sunday or some
  other holy day. First, the squire must fast
  for an entire day prior to the ceremony
  — taking nothing but water — and then
  take a ritual bath. This is to purify his
  body. (Thus, a knight of the bath is one
  who was knighted in a formal ceremony,
  while a knight of the sword earned his
  knighthood on the battlefield.) Next, he
  must purge his soul by confessing his
  sins to a priest and maintaining an
  all-night vigil in the cathedral, where he
  contemplates responsibilities of knight-
  hood.
  In the morning, the squire will go to
  Mass and take communion. After this, he
  approaches the lord who is going to
  knight him. The lord will ask him why he
  wishes to become a knight. If the squire
  answers that he wishes knighthood so
  that he may be respected, gain wealth, or
  otherwise serve himself, then he is
  rejected and might never be knighted. If
  he replies that it is to serve God and his
  liege lord, and to defend good Christian
  folk from evil, then he is instructed to
  kneel. The lord will take the knight's
  sword — which is sometimes hung
  around the squire's neck — and give him
  three sound but ceremonial thwacks with
  the flat of the blade; while striking him
  he proclaims In the name of God, St.
  Michael, and the Virgin Mary, I make
  you a knight. This is what it means to be
  dubbed a knight.
  Afterward, ladies will come forward
  and gird the new knight with his sword,
  bring him his horse, and present him with
  gold spurs to represent his new status.
  The squire has won his spurs, and rides
  forth from the hall as a full-fledged
  knight.
  In Islamic lands, candidates for
  knighthood also observe the customs of
  the fast, the bath, and the vigil, although
  they do not take confession or commun-
  ion. They are dubbed in the name of
  Allah rather than Christian saints. Other-
  wise, the ceremony is similar to the one
  performed in Christian countries.
  —15—
  
  exhaustion of local resources, the opening of a safer, faster route, or competition.
  Next, a city must have a good supply of water — for drinking and for transporta-
  tion. Almost all cities are located on rivers or coasts. Also, it must be defensible; a
  city is too tempting a prize for would-be invaders. Finally, there has to be plenty of
  good, fertile land. It takes nine serfs working in the fields to grow enough surplus
  to feed one city dweller — without rural lords and their hard-working vassals, the
  city would starve.
  City Government
  Make no mistake, most city dwellers still have lords to whom they show def-
  erence, and a commoner can still lose his head for failing to tip his cap to a Baron
  who passed him on the street. But the nobles rarely use their power to do more than
  keep the peace and collect taxes. For the rest, they appoint governors or mayors to
  handle the administration of the cities. These men are usually chosen for their abil-
  ity, and are often well-educated, successful merchants. The mayor is a vassal of his
  lord, and owes him fealty, but he is also a member of the merchant class, and con-
  siders their best interests as well. Many mayors will choose a council to advise and
  aid in governing the city. These are the most prominent men of the city: guildmas-
  ters, merchants, scholars and clergymen. The captain of the city guard — himself
  a sworn man of the local ruling noble — may also be included in this group. This
  council, when acting unanimously, can dictate virtually any policy short of open
  revolt.
  Some cities, especially in Megalos and Cardiel, choose their own mayors and
  councils, and owe allegiance to no lord save the monarch. These cities have royal
  charters, giving them the right of local self-rule in exchange for a cash annuity. This
  annual fee is paid by the city with funds raised through local taxes. Even though
  these are levied in addition to the royal tax paid by every subject, the tax burden of
  the average citizen is far less than that borne by the rural serf. These free or open
  cities must still answer the monarch's call in times of war — providing money, sup-
  plies and troops — or their charters may be revoked. In some cases, a city has actu-
  ally gone to war with its feudal overlords in order to gain — or retain — a charter.
  Guilds
  A guild is a benevolent and protective order of folk in the same craft or trade.
  The purpose of any guild is to provide for the well-being of its members by secur-
  ing a monopoly in its specific trade. Monopoly equals power; limitation of the trade
  or craft to insiders — i.e., members and their families — is the guild's primary goal.
  A guild performs numerous functions for its members. The first and foremost
  of these has already been mentioned: members are protected from competition. To
  this end, only members of the guild may practice their trade within the area under
  the guild's control. Also, the guild regulates the price and quality of goods. The
  guild hallmark, stamped upon or affixed to a product, is a guarantee that an item
  meets their standards. Competition based on quantity discounts and
  Arms and Devices
  In an illiterate society, pictures and
  signs are important. Thus, a shoemaker's
  shop is indicated by a picture of a shoe; a
  wizard's by a representation of a black
  cat or a crystal ball; a pawnbroker's by
  the three gold globes.
  Likewise, individuals are represented
  by personal symbols. These are called
  arms if the carrier is of noble blood. A
  coat of arms is actually a tabard or
  smock, worn over a knight's armor, and
  emblazoned with his personal symbol.
  Likewise, a knight usually paints his
  arms upon his shield. Thus, a knight in
  armor may still be recognized at a dis-
  tance.
  Men-at-arms will wear their lord's col-
  ors, or livery, and perhaps paint his arms
  upon their own shields. A blank-shield
  soldier is a mercenary; a knight wishing
  to remain unknown will cover his shield
  with cloth, perhaps exposing it only at
  tile last minute before the joust or battle.
  Only nobility can bear arms, but any-
  one can adopt a personal device or sym-
  bol. It should be simple to draw. For
  instance, Justina Wolfslayer's device is
  an arrow. Her mark on a document would
  be an arrow; she marks her property with
  the same symbol. Were she to be enno-
  bled, she would probably have the her-
  alds design new arms, incorporating her
  arrow.
  Knightly or noble player characters
  may design their own arms. The rules for
  proper arms make up the art of heraldry;
  any library or encyclopedia will provide
  detailed references. Some quick notes:
  In general, heraldry uses seven colors:
  the two metals of silver (white) and gold
  (yellow) and the five colours of red,
  blue, green, black and violet. Designs
  must not place a colour upon a colour, or
  a metal upon a metal — this rule is not
  artificial, but aids visibility.
  The arms of related nobles should be
  similar, but not identical. The difference,
  not amazingly, is called a difference.
  When an heir inherits titles, he inherits
  his father's identical arms — that is, he
  removes the difference from his own.
  A noblewoman may bear arms. They
  will customarily be emblazoned on a dia-
  mond, or lozenge, shape. The shield-
  shape is reserved for men. (In Caithness,
  female knights may use the shield.)
  —16—
  
  price-cutting is discouraged, but competition over quality is encouraged. The products
  of a guild's master craftsmen can be relied upon, but they are often costly. The guild
  also protects trade secrets, and sponsors the development of new knowledge.
  Guilds regulate apprenticeship as well, seeing that most apprenticeships go to the
  sons and daughters of guild families, and that the trade is being properly taught. Guild
  members are also provided with a kind of insurance. If a guildsman dies, his family is
  taken care of; if his shop or home burns down, the guild rebuilds it; if he is injured or
  becomes ill, he is attended by a healer in the guild's employ. Some wealthy guilds even
  build hospitals, churches and schools, or provide dowries for poor members' daugh-
  ters.
  Finally, a guild represents the interests of its members to the local government,
  nobility and monarch. A guild will attempt to obtain exemption from tolls and tariffs,
  protection along dangerous trade routes, and reduced taxes for its members. For lever-
  age it relies on its monopoly, by threatening to withhold goods or strike. A baron try-
  ing to fight a war without any armourers to equip his knights will realize the wisdom
  in granting the Armourers' Guild's demands!
  Guild Types
  There are two major types of guilds: those of merchants and those of craftsmen.
  Merchant guilds take in all those that buy and sell goods for a living, and may control
  the trade over large cities, regions or even countries. Craft guilds are for those who
  manufacture goods or provide specific services; they are usually set up on a city-wide
  or even neighborhood level. The two types of guild often do not get along. Merchants
  prefer to buy low; craftsmen want to sell high. And craftsmen often depend on mer-
  chants to get their goods to markets in distant lands. Conflicts are frequent.
  In general, a guild only exists when it can have at least a half-dozen members, and
  will not be powerful unless it can have dozens. Thus, a small town will have only a
  few guilds. But the great cities of Megalos have dozens of guilds — even a Street-
  Cleaner's Guild. This does not mean that craftsmen in small towns are guildless. But
  where a small town might have a Clothmen's Guild, a metropolis would have separate
  guilds for the Spinners, Weavers, Tailors, Dyers and Embroiderers. Guilds are most
  powerful in the free cities of Megalos and Cardiel, weakest in al-Haz and Caithness.
  A guild will collect dues, averaging some 5-10% of its members' monthly
  income. A wealthy guild will have a guild-house; an ordinary guild will meet in a pub-
  lic place, and a poor one will meet at the Guildmaster's house.
  Guild Organization
  Large, multi-city or national guilds are led by a Grand Master; the chief of a city
  guild is the Guildmaster. This is usually a person who combines great skill in the craft
  with abilities in Diplomacy, Politics or Fast-Talk. The lord or mayor of a city will grant
  an audience to the Guildmasters on request, and will consult with them on many mat-
  ters. If the city has a governing council, the Guildmasters are on it.
  The City Guard
  In any town or city of decent size,
  there will be at least two military forces.
  One will be the relatively elite troops or
  ihe ruling noble's household. The other
  will be the city guardsmen.
  The guardsmen are the folks who
  break up tavern brawls, chase thieves,
  investigate murders (as best they can),
  toss drunks in the lake to sober up, and,
  in general, provide what little order a
  medieval town can expect.
  The guard will come into many cam-
  paigns, as enemies or allies. Most guards
  are regular guys, relatively honest, but
  willing to listen to a reasonable story or
  lift a tankard of ale. Many are bribable,
  since an average guard makes perhaps
  $130 per month — but some are totally
  honest.
  A typical guardsman might be a 40-
  point character: ST 12, DX 11, IQ 10,
  HT 11, with appropriate skills and a dis-
  advantage or two (either Sadism or Hon-
  esty can mean trouble for PCs!).
  Guards on street patrol will carry light
  maces, clubs or shortswords; they will
  have no shields heavier than bucklers.
  Guards on gate duty will have spears in
  hand, and bows or crossbows nearby.
  Officers will probably be mounted, and
  may carry shortswords or sabers. Typical
  weapon skill will be in the 12-14 range.
  Well-equipped city guards will wear
  chainmail; others will wear leather. Offi-
  cers are likely to opt for comfort and
  wear leather.
  Almost never will a guard have magi-
  cal abilities. Mages can find better jobs!
  PCs of unlawful bent should note that
  it is not a good idea to kill guardsmen.
  Their fellow guardsmen will remember
  — and you have an instant Enemy in that
  town!
  Slavery
  Many of the lands of Ytarria allow
  slavery, including Megalos, al-Haz,
  al-Wazif and Caithness. For general rules
  on slaves and price, see p. B134. There
  are four types of slaves:
  Slaves by Law — Lawbreakers con-
  victed of murder, treason or ruinous
  destruction of another's property become
  slaves of the Crown (if not sentenced to
  death). Half their market value is award-
  ed to the party (or family of the party)
  injured by the lawbreaker, and the slave
  is used to build, clean, mine and perform
  other onerous tasks away from polite
  society. The lifespan of such slaves is
  short; five years average, ten years at
  best. Therefore, reduce the loyalty reac-
  tion by 2 (or more) when rolling a reac-
  tion for these people. Only rarely is a
  slave of the Crown freed, and never with-
  out special cause.
  Continued on next page...
  —17—
  
  Under the Grand Masters or Guildmaster of a craft guild are the Masters.
  These are the craftsmen who have shown themselves fully expert in the trade — in
  general, a level of 16+ in the appropriate skill(s). Most Masters will have their own
  shop, though this is not a requirement.
  The next rank is Journeyman. This is a competent artisan (level 14+) who has
  not yet fully developed his skill. He may work for a single Master, or journey
  between shops, going to whoever needs hired help at the time. Some Journeymen
  are well-traveled. A blacksmith might join a merchant caravan, shoeing horses and
  oxen, repairing wagons, etc.; a weaponsmith might follow an army on campaign; a
  shipwright might sign on as a crew member for long trading voyages. When a Jour-
  neyman is ready to prove himself, he will do a masterwork — a piece that demon-
  strates his talent to the fullest. If the Council of Masters accepts the piece, he will
  be promoted to Master. Some guilds limit the number of Masters permitted at any
  one time, so Journeymen can grow gray waiting.
  At the bottom is the Apprentice. The 'prentice is expected to cook, sweep and
  run errands — all while learning his trade. But he is there to learn, and the guild
  will discipline a Master who uses his apprentice as slave-labor without teaching
  him fairly. An apprentice receives room, board and a few coins, and is named Jour-
  neyman when his master deems him ready. To determine his readiness, the Master
  may require him to complete a 'prentice piece, similar in function but simpler than
  a masterwork.
  Patron Saints, Mysteries and Secret Orders
  A few craft guilds are more than just economic organizations; they are frater-
  nal orders with rites of initiation, religious doctrines and secret agendas. Many have
  a specific patron saint, in whose name they conduct religious ceremonies for mem-
  bers only. Some worship pagan gods as their patrons in secret services, while open-
  ly going to the cathedral or mosque on holy days. The patron saint or god is sup-
  posed to have a special concern for those who practice his chosen craft, and pro-
  tects them from harm. Joining the guild, being promoted to Journeyman or Master,
  and the disciplining of errant members are all accompanied by solemn rites, usual-
  ly conducted by the Guildmaster.
  Some guilds regard their craft as a
  form of art, with important philosophi-
  cal meaning. Masters are those who are
  knowledgeable in the mysteries of the
  craft, and they guard secrets which lay-
  men don't even know exist. On Yrth,
  these mysteries may include the knowl-
  edge of very specific magic spells
  known only by masters of the craft.
  These Masters will guard their secrets
  with their very lives; their families,
  competitors, even their own apprentices
  and journeymen won't know the full
  extent of their knowledge and power.
  Journeymen whose character or discre-
  tion the Masters doubt will never attain
  higher rank!
  There are guilds which aspire to do
  more than just regulate their craft or
  trade. A very few have political
  Slavery (Continued)
  Slaves by Capture — Caithness does
  not have an active slaver industry, so
  most of these are imports from Megalos
  and al-Haz. These are people captured in
  distant lands and slapped into chains.
  They roll reaction and check loyally nor-
  mally.
  Slaves by Choice — Someone who
  desperately needs money (for instance,
  to get a relative or loved one out of trou-
  ble) may sell himself into slavery. This
  could occur if a loved one commits a
  crime and is fined beyond his ability to
  pay (which would lead to more serious
  punishments); or if a parent can no
  longer support all his children, etc. The
  slave-to-be receives his net market worth
  (generally the amount he could earn in
  five years if using his best skills as a
  freeman). Such slaves roll loyally reac-
  tion checks at +2.
  Slaves by Birth — In Megalos,
  al-Wazif and al-Haz, the child of a
  female slave is the property of the slave's
  owner. These may be freed by the owner
  at any time. A large number of slaves in
  Megalos, and the majority of slaves in
  al-Wazif, are slaves by birth. Slave hous-
  es breed slaves to particular specifica-
  tions; the most successful have done so
  for several centuries. Slavery is not
  hereditary in Caithness.
  Slavery is for life, though all but the
  first type of slaves may be freed by
  friendly owners.
  In a slave-market (every town or city
  has at least a small one), most slaves are
  Slaves by Capture or by Birth; a few are
  Slaves by Choice. All Slaves by Law are
  owned by the Crown.
  Slaves have no rights to property or
  possessions other than those granted by
  their owners, and can be casually slain by
  their owners, for any reason or no reason.
  But while this is legal, it is not consid-
  ered right. The Knights of the Stone, in
  particular, have been known to chastise
  slave-owners for abusing their slaves.
  Marriage among slaves is not recog-
  nized by any law, even if the marriage is
  performed by an appropriate cleric.
  An offense against the person of a
  slave constitutes waste — i.e., it is mere-
  ly an offence against the property of the
  slave-owner.
  Occasionally, nonhumans are found in
  the slave markets. Most of these (with
  the exception of an occasional Dwarven
  criminal) are Slaves by Capture.
  —18—
  
  goals, and aim to influence the course of history — many more are believed to have
  such secret agendas. To aid in their conspiracies, the members can identify and
  communicate with one another through secret signs and passwords. The investiga-
  tion and infiltration of such a group can provide many sessions of adventuring.
  The description above covers the craft and merchant guilds. But some of the
  most interesting guilds don't follow the usual pattern. They include:
  Thieves' Guild
  In many cities, thieves are just as organized as any other profession. They don't
  usually bother with formal apprenticeships, masterworks and so forth, but they pro-
  tect their monopoly on criminal activity every bit as jealously, and much more vio-
  lently, than any legal guild. In most places, “Thieves' Guild” refers to the local
  organization, not a guild in the usual sense.
  A well-organized Thieves' Guild controls all criminal activity in its territory:
  illegal gambling, slavery, smuggling, blackmail, prostitution, protection and, of
  course, theft. The organization looks after its members, protecting them from the
  authorities and rivals. The guild pays the city guards to look the other way at appro-
  priate times, bribes government officials, and arranges the release of incarcerated
  members. The leader of the guild may be the head of a dominant crime family, a
  bully who fought his way to power, or even a real Guildmaster, chosen by his peers
  for his skill and cleverness.
  In some places, each type of criminal activity will be dominated by a single
  family or mob; in other places, the turf will be physically divided up. In either case,
  messy gang wars can erupt. The outcome may be a single Thieves' Guild, or a town
  temporarily cleansed of riff-raff.
  Anywhere thieves are at all organ-
  ized, amateur competition (e.g., from
  traveling adventurers) will be viewed
  unfavorably. On the other hand, joining
  up (at the lower levels) is often simple
  and informal. However, the average gang
  will demand some 25% of the take from
  any criminal activity in the area — more
  if the gang provides support and advice.
  To contact the local underworld, just
  visit a seedy part of town and make a
  Streetwise roll. A successful roll gives
  you a contact; a critical failure marks you
  as a spy or stoolie, and possibly earns a
  beating or a blade.
  Mages' Guild
  As with the Thieves' Guild, this is
  just a generic name for any society of
  magic-users. Mages tend to be con-
  tentious; in any but the smallest town, if
  someone says “Mages' Guild,” ask
  “Which one?” If the wizards could get
  organized, they would undoubtably rule
  Yrth. But, generally speaking, for every
  group of mages, there is another
  opposed to it. In many areas there is con-
  stant 
  rivalry, 
  and 
  sometimes
  Guild Adventures
  Guilds of various types can provide a
  ready source of employment for PCs,
  even if they aren't a member of the guild.
  In many cases, the mission is too danger-
  ous (either physically or politically) to
  risk the life of a trained craftsman — but
  a doughty band of adventurers will fit the
  bill nicely!
  Secret Wisdom. The PCs are hired by
  one guild to steal a book of secrets
  belonging to another — or to recover
  such a book. Or the target might be a
  sample of goods, dye, cloth, etc.
  The rival guilds could be craftsmen
  from different towns, each anxious to
  establish itself as the greatest guild of
  leatherworkers, armourers, or whatever.
  Hit the Mattresses. The PCs find
  themselves in the middle of an unde-
  clared gang war, as different factions
  struggle to take over the profitable
  Thieve's Guild of a large city.
  Don't Ask. The characters speculated,
  once too often, about whether there was
  really such a thing as an Assassins'
  Guild.
  The Free-Lancers. The PCs are on the
  track of a valuable item — which
  belongs to someone else at the moment.
  Unfortunately, while “casing the job,”
  they are noticed by representatives of the
  local Thieves' Guild. Will the thieves ask
  for a cut of the tool? Warn the victim?
  Warn the city guard? Try to steal it from
  the PCs?
  The Firebugs. There have been entire-
  ly too many fires around town recently.
  The PCs, for whatever reason, are called
  on to investigate. Soon they have entire-
  ly too many leads. The local Brotherhood
  of Fire Mages has been having internal
  problems; there is a hint that the Arms-
  men's Guild feels unappreciated and is
  trying to drum up business; a local fami-
  ly of thieves has started a protection
  racket... and none of them appreciate the
  PCs' interference!
  —19—
  
  open battle, among and within the various groups of mages. However, cooperation
  between guilds is not unheard of, and is downright necessary for the creation of some
  great magical items, though any item which requires the skills of more than one guild
  to make will be extremely rare, and come only at great, great cost. Guilds are extreme-
  ly jealous of their secrets.
  There are many sorts of mages' groups, with many purposes. Some of the com-
  monest causes include religion (admitting only those of a certain faith); political align-
  ment (loyal to a certain noble, compering heir, merchants' guild, foreign nation, or
  ambitious mage); type of magic (Brotherhood of Fire Magics, College of Necroman-
  cy, etc.); mundane interest (battle-wizards, smith-wizards, thief-wizards, etc.). And
  many wizards choose to remain neutral, joining several different groups or none at all.
  Some mages' groups act as true guilds, charging dues and providing services.
  Others are more like debating clubs, and the mages have no particular mutual loyalty.
  Still others are outright criminal conspiracies!
  This means that if you need a piece of magical work done, there may be several
  groups or individuals who can take care of it (though often various groups will spe-
  cialize to maintain a unique place in the market, so for special or unique items there
  still may be only one choice). It also means that (at least in most towns) there is no
  guarantee that a newly-met wizard is honest, competent, or even a true mage! With
  magic, even more than with other things, the buyer must beware.
  However, there are certain things that all mages agree on. The most noticeable of
  these is the dependence on magic as a technology. Wizards everywhere work to main-
  tain this dominance, quickly dispatching anyone who looks for engineering solutions
  to problems traditionally solved by magical means. The greatest example of this is the
  development of gunpowder. Several times, groups of mages have banded together to
  eradicate this vile substance from the face of Yrth. No mage, no matter how power-
  hungry, amoral or greedy, is willing to allow such destructive power into the hands of
  the uninitiated.
  Assassins' Guild
  The nobility in Megalos certainly commission enough murders to keep an Assas-
  sins' Guild busy, but most folk say that the existence of such a guild there is just a
  rumor. Others say that their victims know better. There is an Assassins' Guild in Tre-
  droy and an Islamic cult of assassins based in al-Haz — but prudent folk don't talk
  about them. Let's just change the subject, shall we?
  Armsmens' Guild
  This guild takes in most of those who fight for a living... guardsmen, mercenar-
  ies, tavern bouncers, bounty hunters, battle-mages, and the like. As a rule, legionnaires
  do not join; neither do the private troops of nobles. And, of course, a knight would
  have no need of the guild.
  It is also the custom, in any city large enough to have a guild-hall, that the Arms-
  men serve as fire-watch and fire brigade. For this duty, the Guild receives a yearly pay-
  ment from the local governor or noble. Wealthy citizens often make a gift to the Guild,
  as well, to insure close watch on their own streets. The total is enough to keep tem-
  porarily unemployed fighters in bread and beer.
  The Armsmens' Guild is the place to go if you need to hire a fighter — or if you
  are a fighter looking for work. It is also a good place to look for a teacher of combat
  skills.
  The Michaelites
  The Order of the Archangel Michael
  was formed in 1412 to guide a holy
  inquisition against non-believers in
  Megalos. The Michaelites dealt purely
  with religious crimes for their first 200
  years, until heretics became scarce. Then
  they took on “police” duties; first politi-
  cal affairs, and later in spectacular or
  magical crimes.
  Michaelites work in small groups,
  called a Fist of Michael in Megalos, and
  a Hand of Michael in Caithness and
  Cardiel. This is group of around five
  constables who work well as a team.
  Most will be fighters with investigative
  skills. In Megalos, there will always be a
  priest; in Cardiel, there may be a mullah.
  Except in Caithness, where magic is rare,
  there will always be a wizard in the
  group.
  There are separate Michaelite organi-
  zations in each of the three “Christian”
  lands. They cooperate, but share no lead-
  ership. The Megalans are severe and
  often fanatic, and accept no female mem-
  bers. The Caithness Michaelites are
  skilled investigators and good “street
  cops,” often of common birth. The
  Michaelites of Cardiel are purely police-
  men, and not a religious order at all;
  some are Moslem, and all report to the
  Prince of Cardiel.
  Medieval Earth had no real equivalent
  to the Michaelites. They are not common
  city guardsmen, nor are they knights.
  Their methods have become sophisticat-
  ed enough to match wits with the clever
  and often sorcerous criminals of Yrth.
  For Caithness and Cardiel, G-men of the
  1930s are good role models, toting
  swords and spells instead of tommy-
  guns. In Megalos, a cross between the
  Spanish Inquisition and the Gestapo is a
  very close analogy.
  On and off duty, the Michaelites wear
  a blue surcoat with a while shield device.
  In Megalos and Caithness the shield is
  quartered by a blue cross. Everyone rec-
  ognizes this symbol of law and order.
  A Michaelite has the advantages of
  Legal Enforcement Powers, 10 points
  (national jurisdiction, not restricted by
  civil rights); Patron: The Michaelites, 20
  points (very powerful, 9 or less); Reputa-
  tion, 0 points; Lawman (+2 from the law-
  abiding, -4 from the underworld, recog-
  nized by the surcoat unless in disguise);
  Military Rank 1, 5 points (might be high-
  er).
  He has the disadvantages of Duty to
  the Michaelites and the Law, -15 points
  (15 or less); Vow: Will not exploit
  Michaelite status for personal profit, -10
  points; Fanaticism (Optional in Caith-
  ness, forbidden in Cardiel), -15 points;
  Religious 
  Intolerance 
  (except 
  in
  Cardiel), -5 points.
  Minimum required skills include Area
  Knowledge (nation)-12; Brawling-12;
  Broadsword and Shortsword; one at 14,
  one at 13; Theology (Christian)-14
  (except in Cardiel); Criminology-14;
  Law-15; 
  Shield-12; 
  Streetwise-14
  (Caithness only).
  —20—
  
  Christianity
  Christianity is the most common faith on Yrth. It is the state religion of Mega-
  los, Caithness and (if name is not in practice) Cardiel. Not just humans acknowl-
  edge Christ; Goblins, Kobolds, Gnomes and especially Halflings are well repre-
  sented in the Church. Only Reptile Men, Orcs and the Elder folk — the Elves and
  the Dwarves — remain steadfastly outside the fold.
  History
  The Church in Yrth has seen no major schisms such as the Reformation, per-
  haps because it was never as unified in the first place. Initially, the clergymen
  which the Banestorm brought to Yrth maintained their allegiance to the Earthly
  Pope, and refused to appoint one of their own number to that post. Later, Christians
  in various regions, responding differently to the alien races and magical nature of
  Yrth, were far too contentious to grant complete spiritual authority to a single man.
  Wars frequently raged between the “faithful” of one region against their “heretical”
  neighbors — and it was impossible for outsiders to tell which was which.
  The controversy and turmoil which afflicted Christendom was finally quelled
  as a result of the expansion of the Megalan Empire. By the end of the fourteenth
  century, virtually all the Christians of Yrth were subjects of the Empire. But the
  doctrinal disputes, often violent, continued. Finally, in 1403, Emperor Antonius II
  ordered his knights to abduct the five most prominent clergymen in the Empire. All
  were brought to the Cathedral of St. Paul in Mehan, where they were kept in “pro-
  tective” custody until their differences were resolved. Thus, the first Conclave of
  Archbishops was convened.
  This group, which later came to include the Archbishops of Cardiel and Caith-
  ness and the masters of Yrth's greatest monastic orders, is known throughout Chris-
  tendom as the Curia. The Curia is the highest governing body of the Church; it sets
  doctrine, appoints bishops, and attempts to guide the actions of kings and emper-
  ors. As the greatest single landholder in Ytarria, the Church has tremendous polit-
  ical power; it lacks only the legions of the Emperor — and his wizards — or it
  might already rule in his place.
  Views on Magic
  The practice of magic is not considered a sin, but the Church considers it
  something best kept out of secular hands. Some orders strongly emphasize the use
  of magic; others ignore it or advise against it; none openly condemn it. Black
  magic, such as necromancy, is a grave sin. Battle magic, practiced openly, is not
  considered black.
  The One True Faith
  The Church today has many faces in different realms. It is worldly and influ-
  ential in Megalos, austere and pious in Caithness, and relatively homely in Cardiel.
  Yet it is unified in doctrine and theology, and insistent on one point — Christiani-
  ty is the only true religion; all others are false creeds.
  The central theme of Christianity — as taught by the Church of Yrth — is that
  of salvation through faith in Jesus of Nazareth, the Son of God, who died on the
  Cross to atone for the world's sins. He rose from the grave after being dead three
  days, and ascended into Heaven. Jesus, together with God and the Holy Ghost,
  make up the Trinity — the Divine Being who is Three in One. All men share in the
  guilt of the original sin committed by Adam and Eve, and are therefore in need of
  salvation, no matter how purely they lead their lives. Sins in this life can be atoned
  for 
  before 
  death 
  through 
  penance, 
  or 
  afterward 
  in 
  Purga-
  The Sacraments
  The Seven Sacraments are the primary
  rituals of the Church. They are baptism,
  confirmation, confession and penance,
  communion, matrimony, ordination, and
  the last riles. The Church is symbolized
  by the cross. Mass, the gathering of a
  community for prayer, is celebrated on
  Sunday. All Christians — men, women
  and children — are permitted and
  encouraged to attend. Services are con-
  ducted in Latin.
  Baptism, the washing of the body with
  holy water, is performed at birth in order
  to cleanse the soul of the stain of original
  sin. Confirmation, usually performed at
  the age of seven, inducts a child into the
  Church as a full member, from which
  time he is required to attend confession
  and allowed to celebrate communion. A
  good Christian in Yrth must confess his
  sins to a priest at least once per year, and
  perform whatever penance is given him.
  Through the taking of holy communion,
  the worshiper consumes the body and
  blood of the Son of God through the
  symbolic bread and wine. The last rites
  are performed just before death, to pre-
  pare one for the afterlife.
  All Christians are encouraged to either
  marry or take up the holy orders, i.e.,
  ordination. The two are, however, mutu-
  ally exclusive. All priests, monks and
  nuns must take vows of chastity.
  The Cult of the Virgin Mary
  In Yrth, Christians venerate many fig-
  ures in addition to the holy Trinity. Of
  these, the Virgin Mary, the mother of
  Jesus, is the most important. The worship
  of the Virgin is widespread throughout
  Christian lands.
  Mary is known for her unbounded
  mercy; there are many tales of sinners
  who, after praying to the Mother of God.
  were forgiven as a result other moving
  her Son to leniency. Many sinners find it
  easier to direct their prayers for forgive-
  ness to this kind, motherly figure than to
  her stern and distant Son.
  Miracles are often attributed to her,
  and she — like the saints — is consid-
  ered to be more likely to take a direct
  hand in worldly affairs. Her benefactors
  are most often the helpless: women,
  orphans, paupers, the crippled and the
  diseased. Healing orders of nuns are usu-
  ally dedicated in her name.
  The Virgin Mary is so popular among
  the common folk that many priests com-
  plain that proper worship of the Trinity is
  being ignored. Their complaints fall on
  largely deaf ears, however, and the Vir-
  gin's image can be found in virtually
  every cathedral and home throughout
  Christendom.
  —21—
  
  tory. Upon death, the faithful are rewarded in Heaven; heretics and non-believers
  suffer eternal torment in Hell.
  The Church espouses the virtues of prayer, charity (including contributions to
  good works, the Church and holy war), confession and forgiveness. Humility is
  another Christian virtue, honored by the best knights and friars and ignored by
  many others. Obedience to God, and therefore His will as revealed by His priests,
  is required. Those Christians who willfully reject these virtues or defy the Church
  risk excommunication; being denied access to priests and participation in the
  Church rituals is tantamount to being condemned to Hell.
  The word of God, His laws and the history of Jesus' life are found in the Bible,
  as related by the prophets, the Apostles and Saint Paul.
  Canon Law
  The Church and all the lands of Christendom are subject to the canon law —
  religious and secular rules formulated over centuries by the Curia. These laws were
  first gathered together into one book by the Megalan philosopher-monk Domitus,
  in the year 1578. Often referred to as the Domitian Code, canon law is very com-
  prehensive, governing most aspects of daily life.
  Of course, the Domitian Code contains complete rules regarding the business
  of the Church: the administration of church lands, rules of monastic orders, heresy,
  excommunication and tithes are all addressed. Dealings with non-Christians, the
  conduct of holy war, relations between Church and state, and the punishment of
  wayward clergy are all regulated by canon law.
  Canon law also governs many areas of secular life as well; some of the most
  important are listed below. Punishments for disobeying Church law range from
  minor penance and humiliation to maiming and, worst of
  all, excommunication. Only judgments of blood (capital
  punishment) are beyond the power of the ecclesiastical
  courts.
  Marriage, Divorce and Dowries
  Throughout Christendom, it is generally thought that
  the woman's place is in the home. It is a woman's duty to
  obey God and her husband, to take care of the home, and
  to bear and raise children. She is not, however, her hus-
  band's property. Every woman has specific rights under
  canon law, which her husband must obey for fear of
  reprisal by her family and the Church.
  A child of either sex can be betrothed at any age at
  the wish of the parents, but may not actually be married
  until age 15. A marriage is not valid until consummated.
  Marriage between individuals who share a common
  ancestor within the last three generations is prohibited, as
  is polygamy. All marriages must be sanctioned by the
  Church, although not necessarily officiated at by a priest.
  Special dispensations can be made by the Church on any
  of these rules.
  When a woman marries, her new husband will
  expect her to bring a dowry — her contribution, in
  lands, goods, livestock or money, to the new house-
  hold. Parents of any social rank will want to make sure
  their daughters are well dowried. A girl with a very
  good 
  dowry 
  will 
  have
  Crime and Punishment
  Here are some samples of typical
  medieval law — specific differences are
  given in the descriptions for each coun-
  try.
  All sentences of death, maiming or
  flogging take place in public. Flogging
  usually consists of a dozen one-HT lash-
  es. Fines are paid to the injured party.
  Treason
  Conspiracy to overthrow or murder
  royalty or one's lord.
  Punishment: Death, stripping of titles,
  honors, lands and properties.
  Murder
  Deliberate slaying of any intelligent
  creature. Self-defense or great justifiable
  anger are defenses (in most countries,
  murder of an adulterous spouse and lover
  is usually considered “justified”). Slay-
  ing in drunken brawls, etc., generally get
  lighter sentences. Slaying in a duel is not
  murder.
  Punishments: Death (extreme cases),
  slavery (usual punishment), blood-price
  (fine, up to five years' worth of victim's
  income). For a “somewhat justified”
  killing, the blood-price will be reduced.
  Rape
  Sexual assault. Forbidden by religious
  codes.
  Punishments: Varies in accordance
  with the judge's indignation. There will
  always be a fine; there may be slavery,
  mutilation or flogging. The usual fine is
  equal to a “standard” dowry for the vic-
  tim.
  Assault
  Attacking another without sufficient
  justification (as decided upon by judge).
  Punishments: Flogging (until uncon-
  sciousness, usually), maiming (if victim
  is permanently harmed by the attack, the
  attacker is given similar injury).
  Major Theft
  Stealing anything worth more than
  $300. Nonpayment of debt is also theft.
  Punishment: Slavery (if the stolen
  object is irretrievable), or maiming (hand
  removed or forehead branded, as judge
  decrees).
  Petty Theft
  Stealing any property up to $300 in
  worth. Nonpayment of debt is also theft.
  Punishment; Flogging plus a fine
  (twice the value of the stolen property) or
  slavery (if unable to pay the fine).
  Waste
  Damaging or destroying, accidentally
  or on purpose, the property of another.
  Punishment: Fine (value of property),
  perhaps plus flogging (if the crime was
  blatant and intentional) or slavery (if the
  offender can't pay).
  —22—
  
  a far wider choice of husbands, and may even attract a match above her own rank. A
  groom must in turn pay a bride price or gift to his new wife's parents, and grant her
  an interest in his own holdings.
  A customary dowry is usually equal to four months' cost of maintenance for the
  bride's social status. The bride price usually amounts to about one month's cost for
  the groom's social status. The exact amount and content of the dowry or bride price
  varies from region to region.
  Divorce is rare in Christian lands, and is frowned upon by the Church. The
  Church will grant a divorce only in cases of heresy, or proven adultery on the part of
  the woman. In the event of a divorce, a wife is entitled to the return other dowry
  (unless she was proven to be at fault), and, if her husband's actions were responsible
  for the divorce, to one third of her former spouse's property and money. The bride
  price is non-refundable. In certain rare occasions, the Church might annul a marriage
  for other reasons, such as an aging King whose wife has failed to bear him an heir.
  Death, Wills and Inheritance
  Canon law also outlines the rules of inheritance, and provides for the care of
  orphans and widows. As a rule, a man's titles and lands pass to his eldest son — after
  the Church receives a tithe equal to ten percent of the estate. All the deceased's debts
  must then be paid next. Finally, the widow is entitled to a portion of the remainder,
  equal at least to her dowry, but often equaling one third. Any legitimate daughters
  will also receive a dower allowance. Whatever is left over goes to the eldest son.
  If there is no legitimate male heir, all of the estate goes to the widow. Should she
  not remarry within three years, any noble titles and fiefdoms revert back to the lord
  who granted them, so that he may bestow them as he wishes. The exception is Caith-
  ness, where, if there are no male heirs, the oldest daughter will rightfully inherit and
  hold the land.
  Other arrangements are possible if detailed in a written will, which must be
  signed and approved by a priest of the Church. Thus, a man can disinherit a worth-
  less older son for a younger one, make greater allowances for his wife or daughters,
  and, of course, make large donations to the Church. However, a daughter may not
  inherit the lands of her father, unless there are no other living male relations and no
  lord to whom the land rightly reverts.
  Oaths and Perjury
  Virtually all oaths, contracts and testimony before a court are made in the name
  of God or Jesus. Therefore, the breaking of an oath or contract (including oaths of
  fealty and homage), or the act of perjury, are serious crimes under canon law. Usual-
  ly, a penance will be assigned to the guilty party, consisting of a fine (paid to the
  Church), prayer and a service of some sort. In extreme cases, the criminal's tongue
  might be cut out — after he has been excommunicated. If a commercial contract has
  been violated, then the oathbreaker forfeits any goods or money involved — a por-
  tion of which, again, goes to the Church.
  Saints
  There are literally thousands of saints
  recognized by the Church, and many
  more that the Church doesn't recognize.
  Saints are the spirits of men and women
  who led extraordinarily holy lives, and
  now reside in heaven, while retaining the
  ability to act upon the prayers of the liv-
  ing. Many saints were martyrs who lost
  their lives in the service of God and the
  Church. All saints performed miracles,
  through God's grace, while alive; they
  can do so even more effectively from
  heaven. Their power, however, is never
  their own, but is derived directly from
  God.
  Almost every profession, nation, city,
  guild, church, or monastic order has a
  patron saint. Children, as part of their
  confirmation, are given a saint's name —
  that saint becomes a sort of guardian
  angel to his namesake. Even specific ani-
  mals, illnesses or situations have a saint
  assigned to them. Which saint one prays
  to depends upon what the worshiper
  desires.
  Only the Curia may canonize a
  deceased individual, thus making that
  person a saint. The worship of unap-
  proved saints is forbidden — a restriction
  that is frequently ignored. Because of
  magic, the Church is very careful about
  separating miracles — acts of divine
  nature — from simple sorcery.
  Here is a partial list of some of the
  most commonly called upon saints, and
  the powers or professions they are asso-
  ciated with.
  Sts. Alyce and Egan: healing and heal-
  ers
  St. Ambrose; learning
  St. Anthony: pigs and swineherds
  St. Apollonia: toothaches — because
  her jaw was broken by her executioner
  St. Bertram: Cardiel
  St. Constantine: bureaucrats
  St. Cornelia: oxen and teamsters
  St. Dunstan: smiths
  St. Gabriel: messengers
  St. Galerius: bridges — he was hung
  from one
  St. George: Caithness
  St. Giles: beggars, cripples and the
  poor
  St. Honorius: Megalos — he was the
  fast Megalan Archbishop
  St. Martin: soldiers — he had been
  one
  St. Nicholas: mariners
  St. Raphael: lovers
  St. Sebastian: archers
  St. Theodosius Equitas: horses
  St. Thomas: mages and magic
  St. Victor: mercy, rain — he avoided
  being burned at the stake when a sudden
  downpour quenched the flames
  —23—
  
  Usury
  The charging of exorbitant interest on money lent is forbidden by the Domit-
  ian Code. It was originally illegal for Christians to charge any interest, or to lend
  money at all. This favored Jewish merchants tremendously, as they were free from
  any such restrictions. As Yrth was settled and trade became more profitable, the
  laws concerning usury were relaxed.
  In general, no Christian moneylender may charge more than 30% annually on
  money loaned to another Christian. Additional rates may be charged if repayment
  is late. Any investor who shares in the risks of a business venture is legally entitled
  to a share of any profits gained. Interest rates vary, as expected, according to the
  risk involved. Those guilty of usury — charging too high an interest — are invari-
  ably punished with stiff fines and sometimes physical torture.
  Sale of Indulgences
  The theology of indulgence is based on the concept that sin is always evil, and
  even though the crime and the eternal punishment are forgiven in the sacrament of
  penance, justice demands that a sinner always pay for his crimes. Thus a temporal
  punishment is imposed at the time of confession: a good work, hard prayer, or, per-
  haps, a fine.
  The practice of selling such “indulgences” to sinners, to allow absolution
  through the giving of money, is controversial, but openly practiced in Megalos,
  Caithness and Cardiel, on the other hand, strictly forbid this manner of fundraising
  for the Church. The Curia has yet to rule on the matter one way or the other, though
  it is a favorite topic of debate.
  Indulgence Price List (Megalos)
  Sin
  Payment
  Intoxication
  $5
  Bearing False Witness
  $20
  Fornication
  $25
  Forgery
  $50
  Deceptive Trading
  $50
  Petty Theft
  $60
  Adultery
  $100
  Assault
  $200
  Major Theft
  $2,500
  Killing in a Duel
  $5,000
  Murder
  $20,000+
  Black Magic
  $50,000 +
  Slavery
  Officially, the Church frowns on all slavery as being contrary to the Christian
  spirit of brotherly love. In practice, canon law merely restricts who can be made a
  slave. According to the Domitian Code, it is illegal for any Christian to own a fel-
  low Christian against the slave's will. Indenturement, the practice of selling oneself
  into slavery for a specified period of time (usually to pay a debt) is allowed. The
  enslavement of pagans, heretics and infidels is also legal.
  As a result of these laws, most slaves in Christendom are prisoners of war, cap-
  tured by Crusaders. In Megalos, however, slavery is a common punishment for
  many serious crimes. It is customary to have the local bishop excommunicate a
  convicted murderer, for example, so that he may then be enslaved. This practice is
  strongly criticized by many theologians, but those who profit from the slave trade
  are not inclined to listen.
  Relics and Pilgrimage
  Relics are objects which, because of
  their holy origins or use by holy persons,
  have miraculous powers. Most of the
  holiest relics of Earth were lost to Chris-
  tians when the Banestorm carried them
  to Yrth. A few Christians, however,
  brought — or claimed to have brought —
  some relics with them. The Church of
  Yrth soon began to acquire its own,
  native relics as well.
  The most common type of relic is the
  corpse or part of the corpse of a saint.
  The burial places of saints are regarded
  as places of great power and holiness,
  and cathedral altars are often built direct-
  ly over the tombs. Many people carry
  bits of hair or scraps of clothing which
  reputedly belonged to a saint. The power
  inherent in a relic is supposed to protect
  and bless the person or congregation
  which possesses it, and many relics have
  miraculous curative powers attributed to
  them.
  Faith in the power of relics if so great
  in many people that they will travel long
  distances and pay large sums for the
  opportunity to touch or view a holy
  object. Catering to pilgrims is a booming
  business for many churches and abbeys;
  so much so that fake relics are more
  numerous than ihe genuine articles. At
  least three cathedrals and two monaster-
  ies claim to have the complete corpse of
  St. Olybrius, and both the Templars and
  the Hospitallers allegedly possess the
  head of John the Baptist.
  Some of the most popular destinations
  of pilgrims are: St. Paul's in Mehan,
  where a piece of the True Cross is on dis-
  play; Serrun cathedral, under whose altar
  St. Olybrius is supposedly buried; Mar-
  tyr's Oak, near Alimar to Cardiel, where
  heretics allegedly hung St. Bertram; and
  the tomb of St. Giles the Kind, in Craine.
  Sin for Sale
  The sale of indulgences is intended
  (by the Church, at least) to allow repen-
  tant sinners to, quite literally, pay for
  their wrongdoing while simultaneously
  filling the Church coffers. Presumably,
  money earned through this practice is
  spent on good and charitable works,
  thereby making up for the “evil” that was
  committed.
  People  are  not  allowed   to “premp-
  tively” buy indulgences! In addition to
  the serious theological questions it rais-
  es, it would be very hard to find a priest
  who was willing to take $500 from
  someone who wanted his “account”
  credited for 20 fornications! And telling
  a Bishop to “hold on to this $20,000, I'm
  going to go kill someone” won't be
  acceptable...
  —24—
  
  Church Hierarchy and the Holy Orders
  The Church is ruled by the Curia, which consists of the archbishops and the
  Grand Masters of Yrth's greatest religious orders: the Olybrians, Templars, Hospi-
  tallers and Thomasites. There are nine Archbishops; Caithness has one, Cardiel
  three (one in Tredroy), and Megalos five. Cities and large towns have resident
  Bishops who supervise the local churches. An Archbishop or Grand Master of one
  of the great religious orders is social rank 6; a bishop or Grand Master of one of the
  lesser orders is rank 5; the head of a powerful abbey or order is rank 4; senior
  priests are rank 2. The commonest priest or monk is rank 1 by virtue of the sancti-
  ty of the Church.
  The priesthood and hierarchy of the Church is chiefly male; women may rise
  no higher than Mother Superior of an abbey. All members of the clergy are bound
  to codes of chastity. Most of the higher echelons of the priesthood are literate. Holy
  folk dress in robes buttoned in front from neck to ankle. These robes may be of any
  color save red or green, ranging from the simple rope-belted brown robe of a monk,
  to the severe black-and-white of a nun, to the long cassock of a priest or a bishop's
  jeweled raiment.
  The Rule of St. Benedict
  The Christian Church of Yrth has many monastic Orders, but all observe —
  with varying degrees of fidelity — the Benedictine rule. This code of conduct, laid
  down by St. Benedict centuries before the Banestorm brought humans to Yrth, reg-
  ulates every aspect of the cleric's daily life.
  Monks and nuns living under the Rule of St. Benedict must take the triple oath
  of chastity, poverty and obedience. They may own no property save their habit or
  robes, and usually sleep on a simple mat on the floor of their cells. Speaking dur-
  ing meals is prohibited, and attendance at mass is required. All monks are required
  to serve in some useful capacity; by working in the monastery's fields and gardens,
  preparing food, constructing and repairing monastic buildings, etc. In addition, they
  must fulfill their religious duties of prayer, study of the Bible, and charitable work
  for the poor. Some monks and nuns are cloistered, meaning that they are totally iso-
  lated from the secular world. Their vows prohibit them from leaving the abbey
  grounds and even speaking to anyone who is not a member of the order, under any
  circumstances,
  Benedictine monks are required to follow a specific daily regimen of prayer
  and work. Their day begins at Matins, midnight, with prayer and meditation, after
  which they may return to sleep. They are awakened for prayer once again at Lauds,
  around 4:00 a.m., and then eat breakfast at the hour of Prime — around 7:00. The
  morning is spent working (hard physical labor is regarded as good for the soul),
  with only a short prayer break about 9:00 — the hour of Terce. At noon or Sext, the
  brothers have their midday meal before returning to their labors. A few hours later
  — at None — the monks cease working in order to pray and meditate until Vespers,
  a little before sunset. The Rule requires that dinner be eaten before dark; the rest of
  the evening is taken up by study and prayer. The monks finally go to bed after the
  service of Compline, which occurs several hours after dark, usually about 9:00 p.m.
  The Olybrians
  The Holy Order of St. Michael Olybrius of Serrun is Yrth's greatest monastic
  organization. St. Olybrius was the first great missionary to the Goblin kingdoms.
  His success earned him the love of many Goblin peasants, and the enmity of their
  chieftains, who had him executed in 1194. Founded about the same time as Mega-
  los itself, the order which bears his name carried on his work. Within 20 years, the
  Goblins of the south were thoroughly Christian.
  Heresy
  Heresy is a religious belief or opinion
  that is contrary to the traditional teach-
  ings of the Church. Christianity in Yrth
  has spawned thousands of heretical off-
  shoots. Some heresies have been brutally
  suppressed or reconverted to orthodoxy
  — others survive, often in remote rural
  areas, completely unknown to the Curia
  or the local Bishop.
  The punishment for a heretic who
  refuses to recant his belief and perform
  appropriate penance is death at the stake.
  The Curia may declare a theologian
  whose philosophies are too radical, or an
  overly independent monastic order, to be
  heretical — this is what happened to the
  Caithness Church 150 years ago. In such
  instances, the person or group is given a
  chance to return to the fold before being
  excommunicated and punished.
  The most common form of heresy
  occurs in the isolated farming villages
  where elements of pre-Christian, pagan
  natural worship have been incorporated
  into their Christian beliefs. These here-
  sies usually involve fertility rites meant
  to insure a bountiful harvest and the
  growth of flocks and herds.
  The Huguenots (Protestants) have
  made themselves heretics by declaring
  themselves to be separate from the over-
  all church. They do not accept religious
  authority — even their own leaders are
  elected, unpaid, and rotate among the
  community. They are burned as heretics
  everywhere except in Tredroy and some
  very tolerant areas of Cardiel, where they
  band together to form tight religions
  communities — mostly out of self-
  defense.
  Numerous heresies have to do with the
  role of magic and nonhumans. Some
  sects maintain that magic must be forbid-
  den, and that all wizards are servants of
  the Devil. The Penitentines, who claim
  that Yrth is Purgatory and that they are
  sinners serving penance, believe this.
  They see Elves, Goblins and other non-
  humans as demons sent to corrupt them.
  Penitentine fanatics sometimes wage
  campaigns of terror against mages who
  live near them.
  On the other hand, at least one hereti-
  cal cult, the Manites, believes that those
  with Magical Aptitude are God's chosen.
  All others are condemned to Hell. These
  heretics actively seek out others with
  magical ability and try to convince them
  to join their group. They are opposed by
  orthodox wizards, who worry that the
  heretics' actions will create an anti-mage
  backlash among a fearful and supersti-
  tious populace.
  —25—
  
  The Olybrians carry on their evangelical tradition today. Wandering Olybrian
  friars, begging alms, preaching the Gospel and aiding the poor, are a familiar sight
  throughout Christendom. In their great monasteries, theologians formulate argu-
  ments against heresy, abbots organize missions to distant lands and the monks work
  to help the peasants and keep them on the path of orthodoxy. The brothers of St.
  Olybrius are implacable foes of heretics — often their testimony is enough to con-
  demn an unorthodox worshiper to the stake.
  The current leader of the Olybrians is Father Jobert, Abbot of Evrow. He and
  the other Olybrians are frustrated by the lack of crusading zeal among the Megalan
  nobility. Together with the Hospitallers, Jobert is urging the Curia to declare anoth-
  er assault on the followers of Islam.
  To be a friar of the Olybrian Order, a character must swear to follow the Bene-
  dictine rule — two Vows (a major and a minor) and a Duty, worth a total of -25
  points. As part of his duty to the Order, he must preach the Christian faith to any
  who cross his path. Bard, Teaching, Area
  Knowledge and language skills are impor-
  tant. An Olybrian monk is not required to
  be a pacifist, especially where infidels and
  heretics are concerned. Many a friar can
  wield his innocuous walking stave with
  deadly skill!
  All Olybrians receive an automatic -1
  reaction modifier when dealing with
  heretics; their reputation precedes them.
  They also, however, receive a +1 from
  Christian peasants, due to their work on
  behalf of the poor.
  The Knights Hospitaller
  The Hospitallers are a monastic order
  of knights following the Benedictine rule;
  their declared goal is the domination of
  Yrth by Christianity. Though they do actu-
  ally operate a hospital in New Jerusalem,
  their primary function is military.
  The Order of the Hospital of St. John
  of Jerusalem was first established on Yrth
  in the year 1187. It is told that Grand Mas-
  ter Roger des Moulins and eleven Knights
  of the Order, their comrades slain in battle
  with the Saracens, were spared the same
  fate when the Banestorm manifested itself
  as a huge whirlwind. Des Moulins inter-
  preted this event as divine aid, and
  declared that God had chosen their number
  for a Crusade in the new land.
  The Knights founded New Jerusalem
  on the site of their arrival in Yrth — ironi-
  cally nowhere near the New River Jordan,
  but instead on the banks of the River Conn,
  just west of what is now the Megalos
  Duchy of Craine. Despite some initial
  feuding, common cause led to an
  The Arrival of the Templars
  In the summer of 1310, in Paris,
  France on Earth, sixty knights of the
  Templar order were burned at the stake
  as witches. The entire order was declared
  heretical by the Pope; its lands and cas-
  tles were seized by the Crown. The
  remaining knights were forced to either
  confess to heresy and renounce the order
  or go into hiding.
  It was on Halloween night of that
  same year that Templars first appeared
  on Yrth. Riding out of the midst of a furi-
  ous storm in full armor, some sixty
  knights pleaded for sanctuary at St. Giles
  Abbey just outside the walls of Megalos.
  They claimed to be knights who had
  taken up the Cross and monastic vows in
  order to defend Christendom. They also
  said they were fleeing persecution aris-
  ing from false accusations made by their
  enemies.
  The startled abbot admitted the
  knights — the Banestorm still manifest-
  ed itself occasionally at that time, and it
  was clear from the knights' speech and
  manner that they had just arrived from
  Earth. The abbot also notified the arch-
  bishop, however, who dispatched several
  Olybrian inquisitors to interview the
  newcomers. Although the knights were
  not entirely cooperative, they were invit-
  ed by the archbishop to establish their
  order in his diocese — the Hospitallers
  had proved how powerful such an order
  could be.
  Although the knights claimed they
  knew nothing of witchcraft, virtually
  every one of the original sixty had mas-
  tered the magical arts before he had been
  in Yrth a single year. And the new order
  almost immediately began accepting
  nonhumans into its ranks, when many
  humans still considered them demons or
  worse. The Earth-born Templars dis-
  persed, each following an alleged divine
  vision to a strategic location. At a river
  crossing, important crossroads or com-
  manding hilltop, the knight would found
  a house of the order, and eventually build
  a fortress.
  Within a generation, the Knights Tem-
  plar were renowned for their courage,
  zeal and battle-prowess. Their rise was
  so rapid that it has raised more than a few
  eye-brows, yet the Knights' success is
  mostly attributed to the machinations of
  the arch-bishops and imperial favor.
  Still, there are rumors: the original
  knights had adapted to life on Yrth a bit
  too easily; their skill with magic was
  acquired too quickly; the spread of their
  order too rapid. Perhaps there was some
  truth to those accusations which the
  knights have always been reluctant to
  discuss. After all, they did appear on
  Halloween night. And they had seemed
  well-provisioned and informed, too. One
  might almost say they'd been prepared.
  A few enemies of the Order even whis-
  per that the Templars are the only Earth-
  lings who ever came to Yrth voluntarily
  — and that they might even know how to
  get back...
  —26—
  
  alliance with the armies of Megalos, fighting together to spread the hegemony of
  Christendom over Yrth. They were rewarded for their efforts with grants of lands
  and titles from the Emperor. Hospitaller priories were thus established throughout
  Christendom. Yet the Hospitallers have maintained their independence of the
  crown, answering only to their Grand Master and occasionally to the Curia.
  The Hospitallers are conservative and intolerant in their theology. They are
  compelled by Church policy to accept Goblins, Halflings, Reptile Men and other
  races as capable of redemption, but they don't admit these “second-class Chris-
  tians” into the order. Dwarves and Elves, because they keep to themselves and
  maintain their own religious beliefs, are regarded as the spawn of Satan and dead-
  ly enemies. Of course, all Hospitallers bear animosity toward their traditional
  adversaries, the Moslems.
  The Rule of the Order (the vows) is strictly enforced, except when the Knights
  are on campaign — this may explain why most Hospitallers are eager to march on
  the slightest pretext.
  While the Order does not claim that magic is inherently evil, its use is forbid-
  den to the Hospitallers. The Rule of the Order permits no luxuries, that the brethren
  might remain humble, and the use of magic would make enforcement more diffi-
  cult. More important is the view that magic opens one to the temptations of evil;
  thus, the use of magic is not for mortal man. The Hospitallers regard mages as fools
  dabbling in something better left to God.
  Because of the intolerant nature of their theology, the Hospitallers were
  expelled from Cardiel in 1800. Their lands were inherited by the Knights Templar,
  and this has been a source of great rivalry between the two orders. The Hospitallers
  also lack holdings in Caithness, where the secular Order of the Stone commands
  the allegiance of most unlanded knights.
  Today, the Order is governed from the Hospital in New Jerusalem by the
  Grand Master, Sir Gilford Perrennius. The holdings of the Order are divided into
  priories, each overseen by a Prior (Rank 4). Reporting to the Priors are the Bailiffs
  and the Commanders (Rank 3), overseeing a single bailey of the Order or a con-
  tingent of Knights, respectively. Common Knights of the Order (2), Novices (1) —
  young noblemen in training who serve as squires to the Knights — and lay soldiers
  (1 or 0) are subject to the commands of all of the above. The Order also maintains
  an assortment of laborers and servants (0 to -4).
  Knights of the Hospital of St. John must take the quadruple oath — three Vows
  and a Duty — of the Order (a Vow not to use magic is included). In addtion to
  knightly skill at arms, riding, etc., most Hospitaller characters have the disadvan-
  tages of Fanaticism and both Racial and Religious Intolerance. They also have a
  Reputation as dour fighters and enemies of the infidels (+2 from Christians, -2 from
  others). The Hospitallers' symbol, a white cross on a black field, is well-known...
  and feared.
  The Knights Templar
  The Order of the Poor Knights of the Temple of Solomon was founded in Yrth
  in 1310. The Templars quickly became powerful through Church gifts of land. The
  Archbishops of eastern Megalos were overjoyed at the prospect of having their own
  military order to counter the influence of the Hospitallers in the west. They retained
  tight control of the Order, hand-picking each Grand Master — who was accorded
  a place in the Curia, strengthening the voting block of the Megalan clerics. It was
  not until 1850, when the Hospitaller Grand Master and the Archbishops of Caith-
  ness and Craine insisted that the entire Curia choose the Templar leader, that the
  Templars received the right to elect their own Grand Master.
  The Jesuits
  Members of the Society of Jesus first
  appeared in Yrth during the 1570s, along
  with numerous other humans in the
  region now known as Araterre. The
  Jesuits were initially persecuted, their
  brand of monasticism being startlingly
  different from that of the Benedictine
  orders. But their oaths of loyally to the
  Curia, obvious zeal and successful mis-
  sionary activity eventually won them
  respect and even favor among the
  Church in Megalos.
  Although they take vows of obedi-
  ence, poverty and chastity, Jesuit monks
  are not cloistered, and are encouraged to
  go into the secular world to perform
  God's work. Their philosophy calls for
  them to take the Church to the people,
  rather than bringing the people to the
  Church. A Jesuit's pulpit may be a crate
  set in the middle of a busy square or a
  fencepost in a village commons. Jesuits
  may follow any of several professions —
  they may be physicians, mages, teachers,
  artists, farmers, architects, merchants or
  diplomats. All their earnings, however,
  go to the Society's treasury. There are
  Jesuit advisers in virtually every Mega-
  lan noble's court.
  The Society of Jesus has no qualms
  about using its power to meddle in secu-
  lar politics. The Jesuits' influence is such
  that they are often accused of conspiracy
  and political intrigue — and they're usu-
  ally guilty. Some even claim that the
  Society is not above assassination to
  achieve its goals. Though it is often not
  clear just what the Jesuits gain from
  these efforts, it is apparent that they have
  some kind of agenda known only to
  themselves.
  Jesuit mages are particularly mysteri-
  ous. They have powers unique among
  the wizards of Yrth, the secrets of which
  they reveal to no one. Many of these
  powers seem to be derived from magical
  items of unknown origin. This has
  caused deep suspicion and even hatred
  among secular mages, who see the Soci-
  ety as a potential threat to their power.
  Advantages: Patron: The Society of
  Jesus (15 points); Literacy (10 points).     
  Disadvantages: Triple Vow: -15
  points; Reputation: Conspirators (-2 to
  secular wizards and some noblemen; -5
  points).
  Skills: Must have skill of 14 or better
  in at least one secular field.
  —27—
  
  The Templars remain the primary military arm of the Church, being more will-
  ing to heed the Curia than the Knights of St. John. They are organized in similar
  fashion to the Hospitallers, but their theology is much more liberal. The Order of
  the Temple accepts warriors from all races, as long as they are of at least knightly
  birth and willing to take on monastic vows. The Templars also value battle magic,
  and maintain a special college at Azer which trains battle mages both for the Order
  and the Imperial Legions.
  The Templars are strong throughout eastern Megalos and Cardiel, much weak-
  er west of the Blackwoods, and totally excluded from Caithness. They wear white
  habits, symbolizing innocence and holiness, adorned with a red cross, signifying
  their willingness to become martyrs for the Faith.
  The current Grand Master of the Templars is Sir Jordan Siegebreaker, a human
  from the County of Sho'joor. Like the two men who preceded him, the Grand Mas-
  ter is slowly weaning the Order from the Archbishops' control. A shrewd politician
  and courtier, Siegebreaker has become a close friend of the Emperor, and often
  hunts with him. His ultimate goal is unknown, but he has enough soldiers and intel-
  ligence to become a power behind the throne.
  Templar characters have much the same skills, advantages and disadvantages
  as Hospitallers do, save that they are tolerant of nonhumans and may use magic.
  The Thomasites
  The Order of St. Thomas, one of the twelve Apostles, is dedicated to under-
  standing the true laws by which the universe operates, in the hopes of obtaining
  empirical proof of the existence of God. It was founded by St. Gareth Aristophiles
  in the late 1300s, a Benedictine abbot who had devoted his life to studying the
  works of Aristotle, Pythagoras, Ptolemy and other scientists of ancient Greece. His
  school, built at Nordenbury near Hidelban, attracted scholars from all over Chris-
  tendom, and the Order quickly spread to most of the major cities of Megalos. Many
  Thomasite universities were founded; those at Megalos and Calder rival the great
  Moslem institutions as storehouses of Yrth's knowledge.
  From the very start, Thomasite brothers concentrated heavily on the study of
  magic — a force obviously more prevalent in Yrth than on Earth. Initially, Thom-
  asites were required to devote at least as much time to the magical arts as to any
  other discipline. They soon recognized, however, the tremendous potential for evil
  inherent in undisciplined magical research. Brothers who pursued their arcane stud-
  ies to the exclusion of matters religious were expelled. All were required to take
  oaths not to use their magic powers for evil, and the study of theology and ethics
  was encouraged.
  One of the results of Thomasite magical research has been the establishment
  of hospitals specializing in magical healing. These institutions are located in Mega-
  los, Teridar, Craine and Calder. No one is refused aid, but those who can afford it
  are expected to make an appropriate donation. Thomasite healers are few — most
  brethren prefer research and study to working with patients — but they are very
  good, and they are excellent instructors. Thomasite hospitals are run by members
  of the Order, but are staffed by lay brethren or even secular healers. Resurrection
  spells are not available at Thomasite hospitals; such magic is considered contrary
  to God's will.
  The Order of St. Thomas is one of the few that openly accepts both men and
  women. Thomasite abbeys have segregated quarters for men and women, but mem-
  bers of both sexes are allowed equal access to the libraries and laboratories. There
  are even a few abbesses, although the abbeys under their supervision are predomi-
  nantly female. Christian scholars of all races are admitted to the Order.
  Monastic Orders
  Franciscans
  The followers of St. Francis were late-
  comers to Yrth, arriving in the fourteenth
  century. Franciscans show little interest
  in politics, either ecclesiastic or secular,
  but rather are content to serve God
  through manual labor. Monks of this
  order are frequently illiterate and com-
  mitted to absolute poverty,
  In their search to escape all worldly
  distractions, Franciscans have pioneered
  some of Yrth's most inhospitable territo-
  ry. Substantial numbers west with those
  Christians who settled Caithness, and it
  is in that country that they are the most
  numerous.
  Advantages: Reputation: Poor Ser-
  vants of God (+1 from Christians; 5
  points); Patron (Small organization,
  appears on 6 or less; 5 points).
  Disadvantage: Vow: To never own
  money or property (-15 points).
  Merciful Sisters of St. Karroll
  This order, better known as the Sisters
  of Mercy, is dedicated to the healing arts.
  They operate hospitals and leper colonies
  throughout Megalos, where even the
  poorest of individuals may find succor.
  While less famous for their magical pow-
  ers than the Alycite nuns of Caithness,
  they practice both mundane and magical
  healing. Their services are free, although
  those who can afford it are expected to
  make sizable donations.
  Advantages: Reputation: Healers of
  the Poor (+1 to all Christians, 5 points);
  Patron (Small organization, appears on 6
  or less; 5 points).
  Disadvantage: Benedictine Vow (-15
  points).
  The Constantinians
  St. Constantine was a 16th-century
  monk in charge of the Imperial archives
  in Megalos. He wrote on logic, philoso-
  phy and ontology, but he is best known
  for his book The Organization of Daily
  Life (1541), a primer on the philosophies
  and practicalities of management and
  administration. In his later years, he built
  a small monastery on the outskirts of
  Megalos City with Imperial support.
  This became the nucleus of the Constan-
  tinian Order, which now plays a key role
  in the administration of Church and
  Empire.
  Disadvantage: Vow (Obedience to the
  church; -5 poults)
  Skills: 
  Administralion-12+ 
  and
  Accounting-10+.
  —28—
  
  Because of the extraordinary abilities of their members and the knowledge
  they possess, the Order of St. Thomas is instrumental in formulating Church doc-
  trine. Brother Thales Sapientis, their present Master, rarely takes an interest in the
  political maneuverings of the Curia, but is always deeply involved in any theolog-
  ical debate.
  All Thomasite characters must have at least Magery 1, and take — in addition
  to their other vows — a Major Vow not to use evil or offensive combat magic. They
  are required to have the Theology and Philosophy skills, and should have no spell
  at a higher level than the lower of these skills. All Thomasites are literate; many
  have the Teaching and Research skills. Most members of the Order have at least a
  quirk that can be defined as Inquisitive.
  Some Thomasites wander the world, learning through observation and experi-
  ence what they can't discover through the study of ancient manuscripts.
  Islam
  The lands of southwestern Ytarria are the home of the Faithful — the follow-
  ers of Islam. The Faith is strict, yet all-encompassing; one need only proclaim,
  “There is no God but Allah, and Mohammed is His Prophet,” to be accepted as a
  brother and a Moslem. The men of the south are convinced that one day the
  muezzins (holy men) will sing the call to worship in all the cities of Yrth, but that
  day is not here yet.
  Sufis
  The Sufis are Moslems who seek to
  attain spiritual communion with God
  through asceticism and meditation. The
  name Sufi is derived from the Arabic
  word suf, the name for the coarse woolen
  shirts worn by Moslems of this sect.
  Sufis are mystics — their ultimate
  goal is spiritual union with the universe
  as the manifestation of Allah. They
  achieve this union through spiritual
  ecstasy brought on by fasting, harsh dis-
  cipline, and intense meditation and study
  of the Koran. Some Sufis achieve ecsta-
  sy by exhausting themselves in a rigor-
  ous, whirling dance — thus the whirling
  dervishes of Christian tales.
  There are orders of Sufi mystics, usu-
  ally organized around a single spiritual
  leader. They often build communities in
  isolated regions, so they may more easi-
  ly concentrate on the divine. In this they
  are similar to Christian monastic orders.
  Unlike Christian monks, Sufis do not
  take monastic vows. They often have
  several wives and many children, they
  may own property, and they usually pur-
  sue an ordinary occupation. They also do
  not believe in the need to attend organ-
  ized prayers at a mosque. The Sufi seeks
  a personal understanding of God.
  Because Sufi leaders are supposed to
  be able to commune with God, their
  utterances are often regarded as nearly as
  holy as those of the Prophet himself.
  Upon a particularly holy Sufi’s death, he
  becomes a saint, his grave a pilgrimage
  site. Sometimes this causes orthodox
  Moslems to persecute Sufis for idolatry,
  and Sufism of this type is uncommon
  among the educated and the wealthy in
  the Islamic countries. Yet veneration of
  the saints is widespread among the mass-
  es, and is usually tolerated by the mul-
  lahs and imams.
  There are several large Sufi communi-
  ties in Yrth. The largest is at the Pillars of
  Allah, on the edge of the badlands in
  western al-Wazif. The Sufi saint
  al-Ashraf is buried there, and the Pillars
  are second only to Geb'al-Din itself as a
  destination for pilgrims.
  —29—
  
  History
  The Moslems which the Banestorm had deposited on Yrth found themselves
  in a wide, empty country of rolling, arid plains and winding rivers. Adopting the
  nomadic lifestyle of their forebears, they traveled across the plains, fighting, herd-
  ing and trading. Where they gathered to trade, towns sprang up, providing a refuge
  for the scholars, doctors, artists, poets and mullahs (holy men) from the great Islam-
  ic cities of Earth. Two cultures grew side by side: one was nomadic and illiterate,
  the other urban and enlightened, but both were united by their faith in Allah and
  reverence for His book, the Koran.
  In the year 1160 (555 of the Islamic calendar), wandering tribesmen discov-
  ered the great valley deep in the mountains known as the Fence of God. They came
  upon a great black rock jutting up out of the plain, with passages from the Koran
  carved upon its surface. An ancient man was sitting upon it, who greeted the tribes-
  men in Arabic. He told them that he had been waiting for sixty years to show the
  Moslems of Yrth where to build their holy city. Awed by the aura of holiness about
  the man, the tribesmen left, promising to return with as many mullahs as they could
  gather. When they returned several months later, the old man was dead — yet his
  corpse had decayed not at all, and was untouched by scavengers. The mullahs pro-
  nounced this a sign from Allah, and founded the hidden city of Geb'al-Din upon the
  very spot (see p. 79).
  During this early period, the two major sects of Islam — Sunni and Shi'ite —
  lived in relative harmony. The holy men of the cities argued over theology, but the
  men of the plains were more concerned with minor feuds over territory, goat theft,
  and so forth. The invasion of the Christians changed everything.
  The Grand Crusade of 1440 caught the Moslems completely by surprise. They
  responded quickly, however, and by 1450 the Islamic kingdoms were formed. The
  first was al-Haz, with a Shi'ite holy man as Sultan and Imam, the supreme monarch
  of Moslems on Yrth. A few years later, the predominantly Sunni tribesmen to the
  north founded al-Wazif, naming their most able warrior Caliph — the political and
  spiritual leader of Islam. Only the threat of a common foe and the spirit of Islamic
  brotherhood prevented an outbreak of war between the factions.
  This state of peace did not last long, however. As soon as the legions of Mega-
  los turned toward al-Kard, Wazifi armies marched south, intent on seizing control
  of Geb'al-Din. A twenty-year series of bloody wars ensued, during which al-Kard
  fell to Christian armies. Out of necessity, the two Moslem nations concluded a truce
  assuring Sunni access to the Holy City, which holds to this day.
  The Message of the Prophet
  Islam is based on the word of God, Allah, as revealed in the Koran, and on the
  Hadiths, the divinely inspired sayings of the Prophet Mohammed. The Arabic word
  islam means submission; the Prophet preached submission to God in all things. For
  the Moslem, religion is more than a matter of spiritual fulfillment; it is a way of
  life. Politics, morality, theology, law, art — every aspect of daily life is encom-
  passed and governed by the Islamic Faith.
  The Koran is the Moslem's comprehensive guide to living a proper life. Unlike
  the Bible, it is not considered the work of mortal authors, but the direct word of
  Allah. Every syllable is the creation of God — Mohammed was merely the instru-
  ment through which He made His will known. The Koran is the final, unclouded
  word of God, and therefore any further revelations are automatically false. Rein-
  terpretation is possible; additions and revisions are not. Translations are flawed by
  definition; the only true way to study the Koran is in Arabic.
  Idolatry of any kind is strictly forbidden. It is a sin to associate anything with
  The Kharijites
  This Moslem sect is the Islamic coun-
  terpart to the Hospitallers. Kharijites are
  dedicated to the concept of jihad —
  Islamic Holy War. Unlike the Earthly
  sect from which they are descended, the
  Kharijites of Yrth are specifically an
  order of Islamic holy knights. They are
  most common in al-Wazif, where they
  have a number of powerful fortresses.
  They are the bitter enemies of the Hospi-
  tallers, whose strongholds lie just across
  the border to the north. Kharijite leaders
  are constantly agitating the Caliph for
  invasion of the Christian kingdoms.
  Kharijites believe that jihad is the
  sixth pillar of Islam, as important as the
  pilgrimage. They therefore believe that
  they are better Moslems than their less
  rabid co-religionists — making them
  somewhat unpopular in many circles.
  The Caliph leaves then unmolested,
  however, since they are such diligent
  border guards. Their occasional forays
  into Megalan territory amount to little
  without the support of the Caliph's
  armies, and provide the Caliph with
  valuable intelligence.
  Magic, while not forbidden by Khari-
  jite belief, is not commonly practiced by
  its members. This has nothing to do with
  any prejudice on the part of the knights,
  but all wizards are required to serve for
  at least two years in the Wazifi army, and
  the Kharijites prefer not to take orders
  from those not dedicated to the jihad.
  Advantages: 
  Reputation: 
  Fanatic
  Enemy of the Infidels (+1 from like-
  minded Moslems; -3 from Christians; 5
  points); Patron (Medium organization;
  appears on 9 or less; 15 points).
  Disadvantages: Vow: Committed to
  the jihad (-10 points); Intolerance (of
  Christians; -5 points).
  Skills: Broadsword; Shield; Lance;
  Knife; Riding (all at 14+).
  —30—
  
  God, or to create a representation of Him. Even depictions of the human form are
  considered improper, since man was made in God's image. For this reason, most
  Islamic art is abstract and geometrical in nature. Calligraphy, however, is very
  common — comprising an entire second branch of Islamic art. Often great works
  of calligraphic art consist of verses from the Koran worked into geometrical forms
  and patterns. Islamic calligraphy is frequently so fancy and ornately abstracted that
  the text can barely be read.
  Every man is judged at his death. If he has led a pure and holy life, he will be
  admitted into Paradise on the Judgment Day. If he is a believer, but has sinned, he
  must serve penance in Hell first. Infidels are condemned to Hell forever. Paradise
  is a garden where one enjoys all the physical luxuries and spiritual bliss. Beside
  rivers of pure water, milk and honey, beautiful maidens and young boys serve fruit
  and wine to believers who spend their days reclining on silken couches.
  The Five Pillars of Islam
  The core of the Faith are the basic duties of Moslems towards Allah — known
  as the Five Pillars of Islam.
  The first of these, Shahada, is the profession of faith in Allah and His Prophet.
  One need only utter this short prayer, and believe it, to be considered a Moslem.
  Salat, the second pillar, is worship and prayer. All Moslems are required to
  pray five times daily — at dawn, midday, mid-afternoon, sunset and before retir-
  ing. One must kneel and face the qibla, in the direction of Geb'al-Din, while pray-
  ing. (On Earth, Moslems pray facing Mecca, but its direction is lost to the faithful
  of Yrth.) On Fridays, the faithful gather in the mosques at midday to worship.
  Imams, men who are learned in the Koran, deliver sermons and lead the congrega-
  tion in prayer. Women are excluded but are expected to pray at home during the
  services (as well as the five normal calls-to-prayer).
  Charity, or Zakat, is the third pillar of Islam. All Moslems are expected to give
  to the needy, especially to orphans, widows and pilgrims. Customs vary, but at least
  5% of a person's income should be given to charity. Refusing to give alms to a holy
  man or pilgrim is considered a grave sin, requiring immediate penance.
  The fourth pillar is called Sawm — the fast. For the entire month of Ramadan,
  no Moslem should eat or drink anything other than water while the sun shines. Sen-
  sory pleasures such as smoking are also forbidden. Even after sunset, meals are
  usually plain and unseasoned. Pregnant women, the old, the sick and travelers are
  exempt from fasting. At the end of Ramadan, a great feast is held, followed by a
  festival where friends and relatives exchange gifts.
  The fifth and final pillar is the Hajj, or pilgrimage. At least once in every
  Moslem's life, he must journey to Geb'al-Din. Thousands make the trip every year.
  Those who are too poor to afford the journey beg alms along the way. Great pilgrim
  caravans, protected by treaty and the sanctity of their purpose, are a common sight
  along the roads to the Hidden City.
  Predestination and Free Will
  Moslems believe that every event, from the beginning of time to the end of the
  world, is predetermined by God. It is also believed that free will exists, and that
  each person bears responsibility for his actions.
  On the surface, these two beliefs seem contradictory — but they're not. It was
  Allah who gave men the power of choice and the ability to distinguish between
  good and evil. Furthermore — being omniscient — He knows what choice each
  individual will make, before he makes it, without forcing or influencing the person
  either 
  way. 
  In 
  effect, 
  each 
  individual 
  is 
  blessed 
  with 
  just
  The Assassins
  This sect was founded on Earth in
  1090, during the height of the
  Banestorm. Members were transported
  to Yrth along with other Moslems, and
  they took their beliefs and organization
  with mem. Following the example of
  their Earthly founder, ihey built a fortress
  high in the mountains of western al-Haz,
  and named it al-Amut — Eagle's Nest.
  There the sect's leader resides, known to
  outsiders only as the Old Man of the
  Mountain, and dispatches his followers
  on missions of terror.
  The Assassins take their name from
  the word hashishin, meaning drinkers of
  hashish (the drug of Yrth which bears
  this name is different from that of Earth,
  but produces the same euphoric effect).
  Their ultimate goal has always been to
  spread their particular brand of Islam
  across all of Yrth. First, however, they
  believe they must bring down the rulers
  of orthodox Islam. Their principal meth-
  ods are public murder and political
  intrigue. Virtually every city in Islamic
  lands harbors members of the Assassin
  cult.
  The sect practices a mystical brand of
  Islam, disregarding formal prayers and
  fasting. The Assassins believe that there
  are nine stages of spiritual growth, and
  that only when all the faithful reach the
  ninth stage will the Mahdi — the
  Redeemer — come. The Assassins
  believe that all property should be com-
  munally owned, and that the worship of
  the Rock at Geb'al-Din and veneration of
  saints is sacrilege.
  Assassin agents are known as feday-
  een, and are highly trained in their art.
  They are masters of disguise rather than
  stealth, since their murders are always
  committed in public. This is to demon-
  strate that enemies of the sect will be
  punished, and to assure the martyrdom of
  the assassin — who is almost always cut
  down on the spot. Fedayeen are especial-
  ly fond of striking during Friday prayers
  in the mosque, where they are assured of
  a large audience and can easily get close
  to their victim.
  Assassin characters must take the fol-
  lowing:
  Advantage: Patron: Old Man of the
  Mountain (10 points).
  Disadvantages: Reputation: Assassin
  (4 to non-members, rarely recognized; -7
  points); Fanaticism (-15 points); an
  Addiction to hashish is optional (-10
  points).
  Skills: Knife-12+; Disguise-14+.
  —31—
  
  enough rope to hang himself. All men, as a result, are held accountable by God,
  despite the fact that their lives and eventual fates are predetermined.
  This rather complex idea is frequently misunderstood by Christians, who assume
  all Moslems must be both fatalistic and not terribly concerned about leading a moral
  life. They could not be more wrong.
  The Clergy
  Islam has no formal clerical hierarchy or priesthood — the services of a cleric
  are not required for a person to be a good Moslem. Religious leadership is conferred
  by the consensus of the community, not through any formal ordination. Any man
  accepted by the community as knowledgeable in the Faith and of good character may
  become an imam (Rank 1 or 2), or prayer leader. To become a mullah (Rank 3-5), one
  must be a scholar of the Koran and the Hadiths — usually, but not necessarily, edu-
  cated at one of the Islamic universities.
  Mullahs have the authority to serve as judges and assign penance for sins. Gen-
  eral agreement among the mullahs is necessary to effect any change in doctrine or
  interpretation, with the opinions of the older and more prestigious mullahs carrying
  more weight. Since there is no separation of church and state in Islamic countries,
  supreme religious authority rests with the ruler: the Caliph for the Sunnis of al-Wazif
  and Cardiel; the Sultan for the Shi'ite faithful in al-Haz.
  The crescent is the symbol of Islam. No specific attire is required for the clergy,
  but black robes are common.
  The Sharia
  The Sharia is the Islamic code of law. It consists of rules drawn from the Koran
  and the Hadiths, interpreted over a millennium. Aside from the occasional edicts of
  Moslem rulers, addressing specific situations, it is the only law in Islamic lands; there
  is no secular code. The Sharia regulates religious, social, political and private life.
  Punishments are generally of the “eye for an eye” nature. Maiming is a common
  form of punishment; monetary fines, except in the form of damages, are unknown. A
  murderer is killed unless the family of the victim agrees to accept a blood-price
  instead. A man convicted of killing his neighbor's goat must pay the value of the ani-
  mal to its owner. A thief loses his right hand for a first offense; his left foot for the
  second; his life for the third. Perjurers have their tongues cut out.
  For a Moslem to be convicted of a crime, it must first be proven that the offense
  was committed intentionally. Thus, deaths, injuries or monetary damages caused
  accidentally are not punishable by law. In order to prove guilt, the plaintiff must pro-
  duce two adult male Moslem witnesses, or one man and two women. Failure to do so
  results in a verdict of not guilty.
  All cases are heard before a religious court; these are overseen by a full-time
  judge known as a qadi, or in smaller towns, by the mullah. Although the laws
  Islamic Orders of Chivalry
  Islamic knights are, in oath, training
  and behavior, very similar to Christian
  ones, save that they wear a crescent
  rather than a cross and fight with a
  curved blade rather than a straight one.
  Characters belonging to any of these
  orders will have the Reputation advan-
  tage: +2 in Islamic lands (10 points); +1
  in Christian lands (5 points). Even in
  Megalos the Islamic knights are accord-
  ed grudging respect for their skill and
  courage.
  The Order of the Crescent Moon
  The best knights of al-Haz belong to
  this order. They are pledged to the
  defense of Shia Islam, though they do not
  swear homage directly to the Sultan. The
  word of the mullahs carries greater
  weight with the Knights of the Crescent
  Moon, much to Mamoun's displeasure.
  The Order of the Pegasus
  The Order of the Pegasus, the chief
  Wazifi chivalric order, is pledged to the
  Caliph. They are ready to serve him at
  any moment, and form the elite core of
  his army. Knights of the Pegasus also act
  as the Caliph's bodyguard; to be selected
  for this duty is the highest honor. Being
  Sunnis and more active, by virtue of
  geography, in the defense against Mega-
  los, the Pegasi have little use for knights
  of the Crescent Moon. The rivalry
  between the two orders sometimes takes
  on the proportions of a small war.
  The Warriors of the Quill
  The Warriors of the Quill are a reli-
  gious order spread throughout Moslem
  lands. Their motto is “the pen is mightier
  than the sword.” In addition to being
  skilled in the chivalric and martial arts,
  they are expected to memorize the Koran
  and other Islamic works word for word.
  Their role is to preach, to teach and to
  judge. It is not sufficient for them mere-
  ly to say what is right or wrong as the
  mullahs do; they must act to promote
  Allah's will.
  —32—
  
  are harsh, they are interpreted fairly. These courts have the advantages of being
  swift and virtually incorruptible. No amount of money will tempt a qadi; even the
  influence of a high-ranking person is rarely effective.
  Non-Moslems, unless protected by treaty as in Tredroy, have no legal rights in
  Moslem lands. However, the Koran teaches the Faithful respect for “peoples of the
  Book.” Jews and Christians will be tolerated by good Moslems, though they do not
  officially have any legal rights. Others are not so lucky, and may be robbed, beat-
  en, enslaved or even killed with impunity. Despite the lack of legal rights, any non-
  Moslem who commits a crime is punishable to the full extent of the law.
  Marriage, Divorce and Dowries
  In Islam, marriage takes the form of a contract between husband and wife. The
  groom negotiates the contract with the bride's wali, usually the father or oldest
  brother. The amount of the bride-price must be mentioned in the contract, and is
  paid directly to the bride. The groom receives no dowry from the bride or her fam-
  ily. The bride has the right to refuse a match her wali has made for her, but may not
  marry without his permission unless she has been previously married. The Koran
  allows a man to have up to four wives at one time, but he must treat them all equal-
  ly; a woman may only have one husband at a time.
  A divorce is easy to obtain under Islamic law. A man may divorce his wife at
  any time by simply declaring that they are divorced, in public, three times; he need
  not have a reason. Women may obtain a divorce, with the husband's consent, by
  paying a fee to him for her release. She may also be granted a divorce if the hus-
  band is guilty of cruelty, adultery or desertion.
  Adulterers are punished with death by stoning; fornicators with flogging. Any-
  one found guilty of making a false accusation of adultery is subject to flogging.
  Inheritance
  Under the Sharia, two-thirds of a dead man's estate is distributed among his
  relatives according to law. The remaining third may be divided any way the
  deceased wished. A complex system determines the share received by each male
  blood relative; the size of the share is determined by the degree of kinship, with the
  first son receiving the largest. Widows are guaranteed one quarter of the two-thirds
  portion of the estate (divided equally among the wives). Fiefdoms and feudal titles
  are handled in a fashion similar to that in Christian countries, except that fiefdoms
  are occasionally divided among surviving sons, rather than going entirely to the
  eldest.
  Alcohol, Usury and Slavery
  In al-Haz, it is illegal to sell or consume alcoholic beverages. Although drink-
  ing is tolerated in al-Wazif as a custom of the Christian minority, it is frowned
  upon, and public drunkenness is a serious crime. In both countries, violators are
  flogged.
  The charging of interest is considered a sin and is prohibited by the Sharia.
  This prohibition applies only to charging interest to other Moslems, however, and
  does not protect infidels from greedy or unscrupulous lenders.
  It is illegal for one Moslem to hold another believer as a slave, regardless of
  the circumstances. In fact, if a slave sincerely adopts the Faith (as determined by a
  mullah), he must be freed within a month. It is perfectly acceptable to own Christ-
  ian or nonhuman slaves.
  Hinduism and Buddhism
  In addidon to the major faiths of
  Europe and the Middle East, Hinduism
  and Buddhism were brought to Yrth by
  Asians swept up by the Banestorm.
  Adherents of these religions are most
  common in Cardiel, where they reside in
  small urban communities and rural vil-
  lages. Even there, perhaps only one per-
  son in 1,000 is a believer.
  Hinduism
  The three central themes of Hindu
  belief are reincarnation, the eternal war
  between the Gods and the Demons, and
  dharma — the ultimate law of all things.
  The greatest of the deities are the mem-
  bers of the two triads, one male and one
  female.
  The male triad consists of Brahma the
  Creator, Vishnu the Protector and Shiva
  the Destroyer. Their consorts, Sarasvati
  (the Past), Lakshmi (the Present) and
  Parvati (the Future), make up the female
  triad. These beings appear in many incar-
  nations or avatars, each governing a dif-
  ferent aspect of life or the universe.
  Hindus believe that every soul is rein-
  carnated, and that the next incarnation
  depends on how well it followed the
  dharma assigned in its previous life.
  Unrighteous persons may be reincarnat-
  ed as serpents, worms, dogs or even
  demons. The righteous may, become
  human beings again, with a station and
  status proportionate to their righteous-
  ness. Exceptionally holy men become
  immortal and are released from the cycle
  of reincarnation, going to heaven to live
  with the Gods.
  Continued on next page...
  —33—
  
  Islamic Sects
  When the Banestorm first struck, Islam had for several centuries been divided
  into two rival sects, the Sunnis and the Shi'ites. Members of both groups were
  brought to Yrth, where their differences remained unresolved. Eventually these fac-
  tions formed separate nations — al-Haz for the Shi'ites, al-Wazif for the Sunnis.
  The original split was caused by a dispute over succession in the early days of
  Earth's Caliphate, but this is virtually forgotten by all but the most educated of
  Yrth's faithful. Today, nationalistic rivalry aside, the main point of contention is
  magic. The Koran specifically forbids its practice, yet without Moslem wizards,
  Megalos would surely have triumphed by now. The issue of magic in the eyes of
  Allah could possibly sunder Islam permanently.
  Shi'ism
  Shi'ite mullahs are decidedly uncomfortable with the use of magic. Although
  it is not illegal in al-Haz, it is closely supervised. The general consensus is that
  magic is necessary but dangerous, and possibly sinful. It is held that Allah will for-
  give those who cast magic for the cause of Islam. To use magic spells for any other
  purpose will earn the sorcerer a lengthy stay in Hell.
  Some mullahs want to outlaw the use of magic entirely, insisting on the
  strictest possible Koranic interpretation. As the Megalan threat has declined, their
  numbers have grown, but they are still a minority. In regions under their control,
  however, any display of arcane power is likely to attract swift punishment unless
  hostile infidels are physically present.
  Sunni
  The Sunni mullahs of al-Wazif openly approve of the magical arts, and view
  their study as part of the holy pursuit of scholarly understanding. The scriptural
  prohibitions are conveniently ignored. If pressed, most Sunni theologians will state
  that by magic the Prophet meant only black magic, and that Allah never intended
  for His people to be left defenseless before Christian wizards.
  As a result, the practice of magic is widespread in al-Wazif, where all wizards
  are required to serve for a period of two years in the Caliph's armies. There are even
  Islamic universities which instruct students in the ethical practice of sorcery. Waz-
  ifi magicians are concerned over the rising animosity towards them in al-Haz, and
  fear that someday they will be forbidden access to Geb'al-Din.
  Balikites
  These are the followers of Balik Abdallah al-Firuz, a fanatical Shi'ite mullah
  from northwestern al-Haz who preaches that magic is an abomination and forbid-
  den by God. All magicians, he claims, are evil men who must be slain in the name
  of Allah. Balik has declared a jihad against practitioners of magic everywhere.
  Moslems killed while trying to slay a mage are martyrs, earning instant admission
  to Paradise. This powerful belief makes Balikite assassins totally fearless.
  Throughout western and northern al-Haz, wizards have fallen prey to gangs of
  Balikite fanatics. Balik himself has been condemned, somewhat half-heartedly, by
  the Shi'ite mullahs. The Sultan, however, is furious. One of his most trusted advi-
  sors was dragged from his bed and flogged to death, merely because he was
  rumored to be a mage. The Sultan has offered a fortune in gold to any man who
  brings him Balik's head. Balikites have even struck in al-Wazif, where — if caught
  — they are publicly tortured to death. Mages in Islamic countries have taken to hir-
  ing bodyguards, and imagine Balikites lurking in every shadow.
  Hinduism and Buddhism (Con-
  tinued)
  Buddhism
  Buddhists also believe in reincarna-
  tion, and that life is only pain and suffer-
  ing. The world is only an illusion in
  which evil and unrighteous persons must
  languish. Only through extreme holiness
  and meditation can one realize the empti-
  ness of the world and transcend it, break-
  ing the cycle of rebirth, thus reaching
  Nirvana — a state of eternal bliss. In Nir-
  vana, a soul becomes one with the
  Absolute, the all-encompassing deity of
  cosmic truth.
  Buddhism holds that the Hindu deities
  exist, but that they are merely souls in
  various powerful incarnations. It is not
  necessary to worship then to obtain Nir-
  vana, and a man can exceed the gods in
  holiness.
  Holy men who are believed to have
  reached (or be close to reaching) Nirvana
  are venerated as Buddhas. These Bud-
  dhist “saints” are looked to for spiritual
  guidance and aid, and their carved
  images adorn Buddhist temples, monas-
  teries and homes. Not only are Buddhas
  adored in their final incarnations, but as
  they appeared in their past lives as well.
  Buddhist legends and fables consist of
  stories of the Buddha's actions in past
  lives, and the lessons to be learned from
  them.
  Buddhist monks live solely from the
  alms they collect, and do not own and
  manage farms and great estates as many
  Christian orders do. They are famous for
  their serenity and wisdom, and for their
  ability to frustrate the Church's Inquisi-
  tors — they view all life as torture, and
  death can only bring rebirth or possibly
  Nirvana.
  —34—
  
  Judaism
  Judaism is the oldest human religion of Yrth, and is the mother religion of both
  Islam and Christianity. There is no Jewish kingdom on Yrth, but the sons of Israel
  persist in spite of their hardships.
  History
  The Jews of Earth at the time of the Banestorm were a scattered people. For-
  bidden in most places to own land, they formed isolated communities within the
  cities and towns of both Christian and Islamic kingdoms. Once on Yrth, dispersed
  even more widely than before, many Jews perished or were forcibly converted to
  other faiths. Those who remained carried on as before, living in close-knit commu-
  nities according to their own law.
  Today, Judaism thrives in most of the major cities of Yrth. While there are
  pockets of strong anti-Semitism in Caithness and Megalos, Jews are tolerated in
  most places. As a general rule, they are well-educated; most adult men are literate.
  Still forbidden to own land or hold noble titles, many Jews are craftsmen, merchants,
  scholars and healers. Because their laws do not forbid the lending of money or the
  charging of interest, many bankers are Jewish.
  Yrth's largest Jewish communities are located in the cities of Megalos and Tre-
  droy. All Jews speak a scholarly form of Hebrew used to study the religious texts,
  as well as the local language.
  The People of the Covenant
  Judaism has a great deal in common with the religions that developed from it
  — especially Islam. All Jews believe that God is one and that man was created in
  His image. Good deeds are rewarded in Heaven; sinners are punished in Hell. Idol-
  atry is evil, as are murder and adultery. Charity is mandatory. The word of God is
  revealed in the Scriptures; His laws were given to the Jews through Moses.
  Judaism stands apart in two things. First, it is very difficult to become a Jew. In
  general, you have to be born one, though sincere converts willing to undergo cir-
  cumcision are accepted. Jewish tradition holds that God made a covenant with the
  people of Israel, and they are His chosen people. He cares for them and will some-
  day send the Messiah to lead them back to the Promised Land where they will
  rebuild the Temple and enjoy prosperity. In return, they obey His Commandments
  and worship Him alone. Jews do not seek converts — the People of the Covenant
  wait patiently for the Messiah, maintaining their cultural heritage by marrying with-
  in the faith.
  Secondly, Judaism is a religion of literature. Most Jewish men and many
  women are literate in at least Hebrew. The Jewish scriptures consist of three primary
  bodies of text: The Law (the Pentateuch or Torah), the Writings (Psalms, Proverbs,
  Lamentations, Ecclesiastes, Song of Solomon, Job, Esther) and the Prophets (the
  remainder of the Old Testament). Included in the Prophets is the entire history of the
  Jewish people — religious, political and cultural — up to the destruction of the Tem-
  ple and the Diaspora. The Talmud is the collected wisdom of the rabbis since that
  time, and contains almost two thousand years of interpretation and clarification of
  the Scriptures. This is the law by which the Jews live. To study the Torah and the
  Talmud is a holy act — scholars and students are honored by the Jews.
  Jewish Ceremonies
  Orthodox Jews have strong rituals or
  rules of conduct by which they live their
  lives. This is most clearly seen in the
  berakhol or blessings, which accompany
  the performance of a broad spectrum of
  everyday human actions. These small rit-
  uals serve both as a reminder that there is
  no human behavior in which man cannot
  be met by God, and as a defense against
  hostile environments.
  There are also a variety of ceremonies
  closely tied to the life cycle of an indi-
  vidual Jew. First is the rite of circumci-
  sion and naming for males, held on the
  eighth day after birth. Female children
  are named on the first Sabbath following
  their birth. Then, on his 13th birthday, a
  male child is called publicly to recite the
  Torah benedictions, thus signifying his
  religious coming of age; this ritual is
  known as his Bar-mitzvah.
  Marriage involves a double ceremony.
  The first is the betrothal, which includes
  the reading of the marriage contract and
  the giving of the ring. A year later is the
  marriage proper, consisting of the recita-
  tion of the seven marriage benedictions.
  The ceremony is to be held under a
  canopy that symbolizes the bridal bower.
  The burial service is the last, and the
  simplest. The body is clad only in a sim-
  ple shroud and buried as soon as possible
  after death. There are no official obser-
  vances connected with death, though the
  family observes a mourning period of no
  less than 30 days.
  Jews observe a strict dietary law
  called kashrut (adj. kosher). Among
  other laws, meats and dairy products
  may not be served at the same meal;
  seafood without fins and scales is pro-
  hibited; no animal may be eaten unless it
  chews its cud and has a split hoof; car-
  rion-eaters are forbidden; animals must
  be killed in a prescribed fashion; and cer-
  tain foods are mandated for specific
  occasions (such as bitter herbs and
  unleavened bread for Passover).
  In addition, there are many customs
  which are not mandated by kashrut but
  are followed by most Jews. For instance,
  during the feast of Purim (celebrating
  Esther and Mordecai's triumph over the
  evil Haman) it is traditional to get so
  drunk that the celebrant “can't tell ‘Bless
  Mordecai!’ from ‘Curse Hainan!’.”
  —35—
  
  Rabbis
  Like Islam, one does not need the aid of a member of the clergy in order to be
  a good Jew. A formal clergy does exist, however. Jewish clerics are called rabbis.
  To become a rabbi, one must study at a rabbinical school in one of Yrth's major
  cities. Having attained a degree in the study of the Scriptures and the Talmud, the
  new rabbi must find a congregation who will hire him. He enters into a contract
  with the community, under which he leads group prayer and interprets the Talmud
  in exchange for financial support. Like all good Jews, rabbis are expected to marry
  and have children.
  Cantors are members of the congregation selected to be the chief singer and
  leader of the liturgy in a synagogue. They require no formal training.
  Nonhuman Races
  The Elder Folk
  The native races of Yrth have existed for tens of thousands of years. The long-
  lived Dwarves and Elves in particular are ancient beyond reckoning, and are called
  the Elder Folk by humans. To human scholars, their history is dull and uneventful,
  but their culture holds great fascination. All of the elder races speak their own lan-
  guages. Many Dwarves and Elves speak Anglish also.
  Both Elven and Dwarven — and to a lesser extent Gnomish — society is based
  on their reverence for something known as the Eternal. It is not a god in the human
  sense, nor is It simply a religion or philosophy. The Eternal is a concept — the ideal
  around which the Elder races' culture is based. It is perfection, never changing, for-
  ever enduring. Mystical identification with the Eternal is the highest goal. Both
  Elves and Dwarves view the universe as gradually progressing toward communion
  with It, when all will become one, uniting into a single consciousness.
  Although the races share reverence for the Eternal, they pursue communion
  with It in very different ways.
  Elves
  Elves see the Eternal as manifested in the natural cycle of renewal — birth,
  death and rebirth, the changing of the seasons, etc. The harmony of Nature, the net-
  work of interdependent creatures and plants are examples of the world moving
  towards union with It. For this reason, the Elves have a deep respect and love for
  unspoiled nature — they strive to blend their communities into the environment.
  Elven homes are living shelters formed of carefully tended trees and brush. They
  live off the land, taking no more than they need, and leave undisturbed that which
  they can't use. Elves are incredibly protective of the wild lands in which they live.
  For this reason, too, Elves do not partake in organized governments. They
  believe that each one of them is interrelated to the whole that moves toward It, and
  that it is for each to find his own place — to incline toward that which their nature
  takes them, governed only by their eventual dependence on the whole.
  It is easy to see why the Elves remain aloof from humans, and why, if they
  adopt a human religion, it is invariably pagan. Humans hunt for sport and trophies,
  clear forests for timber, plow under wildflowers in order to plant crops. Orcs are
  even worse, destroying simply for the pleasure of it. Some Elves believe Orcs to be
  agents acting directly against the Eternal for their own evil goals. Others think them
  just too stupid to know better. All wish them wiped from the face of Yrth. To this
  end, the Dark Elves summoned the Banestorm to destroy them. But it backfired,
  and now the Elves are afflicted by a plague of humans — less destructive perhaps,
  but far more numerous and intelligent than the Orcs.
  Greco-Roman Cults
  In some places on Yrth, humans still
  worship the Gods of the ancient Greeks
  and Romans. Though they may bear two
  different names, one Latin and one
  Greek, the gods are the same. These culls
  are mostly secret — except in Cardiel —
  since the Church regards such beliefs as
  heretical or pagan. They are most com-
  mon in large cities, and often have
  wealthy aristocrats as adherents.
  Any given cult is usually devoted to
  only one god or goddess, although all the
  deities of the pantheon are believed to
  exist.
  Worship usually consists of sacrifices
  made to the god. Goats, fowl, fruit and
  wine are the most frequent sacrifices —
  human sacrifice is rarely practiced. In
  return, the god is expected to give divine
  aid to the supplicants, granting their
  wishes and requests. This can be a tricky
  business, however, for the Gods of the
  ancients are a tickle and temperamental
  lot. A request out of proportion to the
  sacrifice made, or one which goes
  against the god's general nature, is likely
  to anger the deity. This may result in
  refusal of all subsequent requests or even
  bring down the wrath of the god on the
  worshippers themselves.
  The major Greco-Roman gods, with
  both their names and their spheres of
  influence, are listed below.
  Zeus/Jupiter: king of gods and men,
  the weather.
  Apollo: the god of truth, prophecy,
  archery, music, medicine and the sun; the
  most popular of the gods on Yrth.
  Hera/Juno: Zeus' wife; the goddess of
  marriage and patron of wives.
  Athena/Minerva: goddess of wisdom
  and household crafts.
  Ares/Mars: the god of war; his wor-
  ship among common soldiers and gladia-
  torial slaves is tolerated and even encour-
  aged by some Megalan commanders.
  Aphrodite/Venus: the goddess of love
  and beauty.
  Artemis/Diana: the huntress, also god-
  dess of childbirth and midwives.
  Demeter/Ceres: goddess of agricul-
  ture, crops, grain and fruit. 
  Poseidon/Neptune: god of the sea;
  many superstitious Christian sailors pay
  him lip service.
  Hermes/Mercury: messenger of the
  gods, he is the patron of commerce,
  invention, cunning and theft. He is very
  popular among the thieves of Megalos
  and other large cities.
  Hephaestus/Vulcan: god of smiths and
  artisans; his followers are invariably
  members of smiths' and masons' guilds.
  Dionysus/Bacchus: the god of wine,
  fertility, revelry and drama; rumor has it
  that Emperor Diophrates himself has
  upon occasion invoked his name.
  —36—
  
  There is no Elvish kingdom in Ytarria, although the settlements in a given
  region often cooperate with each other. Individual Elvish communities are loosely
  organized. Most decisions affecting the group are made by a council of elders, after
  hearing the opinions of any adult who wishes to speak. Reaching a decision may
  take a long time, and even then is not truly binding. Elves have strong respect for
  free will, and will not force obedience on one another.
  Creativity is also respected by the Elves, who adore music, poetry, dancing and
  art. Elves as a rule have no concept of ownership or material worth. They will never
  be merchants. Yrth's bounty is to be shared equally by all, and they have a well-
  known distaste for any product not directly derived from natural materials. Elven
  dead are buried, so their bodies will fertilize the soil. Thus from death comes life;
  from evil, good. Few Elves partake in any organized religion, the Dark Elf cult (see
  sidebar) being the one major exception.
  Dwarves
  Dwarves seek the Eternal in the very bones of the earth, where things remain
  unchanged for eons. Rather than communing with nature. Dwarves seek spiritual
  perfection in their craft. The creation of things that endure is the highest good. A
  Dwarf sees the Eternal in the materials that come to life under his hand — stone
  and iron, silver and gold, A craftsman's product should be functional and beautiful,
  but most of all it should last. Master craftsmen are accorded respect second only to
  that given their kings. The great Dwarven halls are as much shrines as they are
  homes — outsiders are unwelcome. For the Dwarf, every arch, every column
  embodies the Eternal.
  Dwarves view the surface world as a chaotic and dangerous place. They have
  little regard for what goes on above ground, and are indifferent at best toward its
  inhabitants. Dwarves rarely venture out of their halls except to trade. They consid-
  er banishment from the underground realms to be the ultimate punishment. In fact,
  a few humans who have lived for a time with the Dwarves believe that all Dwar-
  ven merchants are criminals who practice their trade through no choice of their
  own. Naturally, no self-respecting Dwarf merchant would admit to such a thing.
  In addition to their skill as smiths and masons, Dwarves are known for deter-
  mination, stamina, and the size of their egos. Few Dwarven smiths can resist the
  idea of one of their fine weapons being passed from father to son among the short-
  lived humans, outlasting generations. Dwarves value durability not only in the
  objects they create but in themselves as well. Dwarven warriors pride themselves
  on being able to march further and fight longer than soldiers of any surface-
  dwelling race. If a marble column can bear a mountain for centuries without com-
  plaint, then so must a Dwarf endure hardships silently. Much of the Dwarves'
  vaunted endurance may be attributed to sheer stubbornness.
  Gnomes
  Gnomes are distant, surface-dwelling cousins of the Dwarves. Their concept
  of the Eternal is less refined than that of their subterranean relatives or the Elves —
  they believe simply that one should be at peace with his environment. Gnomes
  resent being disturbed by outsiders, but are usually hospitable nonetheless. They
  have long memories, however, and dislike anyone who disrupts their quiet, con-
  templative lifestyle. Most Gnomes live in small villages of stone houses, although
  a few live in caves.
  Orcs
  Orcs are brutal, destructive creatures and the ancestral enemies of the Elves
  and Dwarves. They do not venerate the Eternal — they despise It. Though they
  barely understand It (from time to time idealistic Elven emissaries have tried to
  The Dark Elf Cult
  The Dark Elves are those who believe
  in using magic to improve on nature,
  guiding it actively towards union with the
  Eternal. Most Elves consider this pervert-
  ed, not to mention dangerous, and ostra-
  cize followers of this cult, forcing them
  to live in their own separate communi-
  ties. This suits most Dark Elves quite
  well, however, since they prefer to con-
  duct their studies in private, away from
  those who may condemn or censure.
  Despite their spectacular failure with the
  Orcs, the Dark Elves still work for the
  downfall of Orcs and the new human
  menace, to “purify” their world.
  Dark Elves are particularly unfond of
  visitors, and their active and continuous
  use of magic makes their communities
  quite dangerous places for the uninvited.
  They tend to make their homes in the
  darkest, deepest and most remote areas of
  their chosen habitat.
  Magery 2 and pure Elven blood are the
  sole requirements for acceptance in this
  cult.
  Banestorm Revisited
  While most historians hold that the
  Dark Elves are shattered and disillu-
  sioned since the monumental failure lhat
  produced the Banestorm, others aren't
  quite so sure.
  There are rumors that the Dark Elves
  are recruiting new members — many
  Elves feel highly threatened by man's
  encroachment on traditional Elf territory,
  and are willing to listen to anyone who
  proposes to put a halt to it.
  Their mightiest wizards have been
  studying the records left by those who
  summoned up the Banestorm — they
  think they've figured out what went
  wrong! If further research succeeds, the
  Dark Elves propose to conjure a spell
  even mightier than the Banestorm — a
  spell that would return everyone to their
  plane or world of origin...
  —37—
  
  explain It to them), they see It as an affront to their honor. Orcs measure honor, and
  therefore social rank, by the amount of power one exhibits over his environment.
  And an Orc's favorite way of showing he has power over something is to destroy
  it. An Orc's entire life is spent trying to accrue greater honor and status within his
  tribe — the most vicious and destructive become chieftains.
  Ogres are related to Orcs, but are bigger, dumber and meaner. Strictly stone
  age in technology, ogres wander about singly or in small groups, looking for some-
  thing to kill and eat.
  The Newcomers
  Although the most numerous, humans are not the only intelligent race that the
  Banestorm brought to Yrth. It also transported Goblins, Kobolds, Halflings, Cen-
  taurs and Reptile Men from their respective worlds.
  Goblins
  The Goblin-folk were brought to Yrth by the Banestorm at the same time as
  humans. There are two varieties of Goblin: the small, intelligent, civilized people
  which live mostly in Megalos, and the larger, savage Hobgoblins.
  Goblins are remarkably adaptable. Although their native culture and religion
  have long since vanished — most Goblins are Christian — they are a very power-
  ful segment of Megalan society. There are two Goblin duchies in the Empire, and
  Goblin merchants can be found in every major city. In general, Goblins are quick-
  witted, clever and somewhat conspiratorial. Though no more innovative than
  humans, Goblins learn very quickly, and are more apt to try new things. One can
  always observe the latest fashions, technology, spells and philosophies in the
  wealthy Goblin communities. The literacy rate among Goblins is slightly higher
  than in other races.
  The vast majority of Goblins speak Anglish. The Old Goblin language is rarely
  heard anymore. The exception is the traders' tongue of the Goblin merchants.
  Derived from pure Old Goblin, it is unintelligible even to most scholars, having
  many specialized slang words relevant to the merchant profession. Goblin mer-
  chants use this language when dealing with one another, and especially when two
  or more are trading with non-Goblin merchants. This gives them a distinct edge
  over their competition, whose conversations can easily be overheard and under-
  stood.
  Hobgoblins live in primitive tribes in remote areas. They are less intelligent
  and destructive than Orcs, although they live primarily by raiding human farms and
  villages for food. Hobgoblins effectively have no technology (TL0), but often pos-
  sess stolen weapons of higher quality.
  Halflings
  Halflings are a simple, quiet people found throughout human lands. Halflings
  are diminutive, averaging four feet in height. They are quite agile and nimble-fin-
  gered, and excel at those crafts they practice. All Halflings have adopted human
  language and religion (most are Christians), but retain numerous eccentric customs.
  Halflings are of cheerful disposition. They greatly value hospitality, both as
  hosts and guests. Anyone who sets a generous table will receive an automatic +1
  reaction bonus from Halflings. On the other hand, Halflings disapprove of rude or
  selfish persons, and dangerous-looking or outlandish characters. They will avoid
  such people if possible, preferring to dodge a confrontation. Rare indeed is the
  Halfling who will attack someone who hasn't threatened his life, or at least his com-
  fortable home.
  Paganism — The Old Religion
  This faith is derived from the pre-
  Christian religion of the Druids, with ele-
  ments of Elven mysticism thrown in.
  Opposed and oppressed by Christian and
  Moslem rulers alike, it is nevertheless
  widespread. Practitioners of the ancient
  Celtic rites are usually called pagans.
  Many pagans regularly attend Sunday
  services or Friday prayers, while meeting
  in hidden forest glades to conduct their
  own secret rituals. Most pagans are good,
  well-meaning folk, but a few are as evil
  as the priests and mullahs claim.
  Followers of the Old Religion are
  highly factionalized, but all practice a
  form of nature worship. Pagan faiths
  honor nature, joy in life, bravery,
  strength and wisdom; some cults treat
  prowess in battle as the highest good.
  Elves who accept a human religion are
  almost always pagan, and many rise high
  in the priesthood.
  There are two primary deities. Names
  vary, but the first is most often called
  Mother Earth — a combination of the old
  European nature goddesses and the
  Elven Eternal. She stands for peace,
  birth, growth and the summer. Her con-
  sort, the Horned God, represents war,
  death, decay and the winter. Magic is a
  natural, neutral force which may be
  turned to good or evil purposes. Upon
  death, souls are reincarnated into animals
  or intelligent beings, over and over
  again.
  Continued on next page...
  —38—
  
  Kobolds
  These runty, blue-skinned humanoids can be found in most of the large cities of
  Megalos and Cardiel. Their native tongue is now Anglish, their own language and
  culture having been lost. They have no religious beliefs to speak of.
  Kobolds are essentially a race of urchins. Lacking the skill and industrious
  nature to be farmers, or the size and strength to be bandits, they survive by begging
  and petty theft. Groups of Kobolds may be found living in alleyways, under bridges,
  and in particular shabby slums. Occasionally they will be led by a human child, who
  even at a young age is much smarter than they are.
  Either Kobolds enjoy poverty or they are too stupid to notice, but they are a
  basically cheerful people. They especially delight in mischief and practical jokes —
  this is one area where they are actually quite clever. A Kobold will go out of his way
  for a laugh, and will laugh at just about anything — as long as the joke is not on him.
  Reptile Men
  Reptile Men are not at all related to humans — they seem to be descended from
  dinosaurs. They prefer hot, open plains and savanna, and often live in desert and
  badlands areas where other races can't survive. There they live in small, savage
  tribes. Reptile Men are decidedly carnivorous.
  Reptile Man tribes do not appear to practice any kind of religion as men or even
  Elves understand it. Of course, few have ever really gotten close enough to find out
  without becoming lunch. However, a few civilized Reptile Men can be found in big
  cities, usually working as bodyguards, mercenaries or slaves. The Reptile Men of al-
  Haz follow a strict and intolerant form of Islam. They are an insular community,
  dealing with humans only as necessary, and their reaction to infidels of any species
  is very hostile. The Emperor of Megalos employs an elite company of Reptile Man
  guards, who are supposedly unbribable and completely loyal. Most folk give them a
  wide berth, and the clannish, xenophobic Reptile Men seem to prefer it that way.
  Christian Reptile Men are extremely rare.
  Those Reptile Men who choose to live among men must be, in order to be
  accepted, “more human than human.” These rare individuals are usually extraordi-
  narily devout followers of the local religion, literate and very cultured. Such a Rep-
  tile Man is liable to become quite popular among the local aristocrats, his status as
  a curiosity making him a favorite party guest. Few indeed are the Reptile Men who
  can stomach this treatment.
  Centaurs
  Centaurs are nomadic plains hunters. They are a hearty folk, with little use for
  civilization or its amenities. Centaurs are wild and free; they will not tolerate any
  attempt at restraint or control. Nonetheless, they are a good people; they look out for
  each other and are hospitiable to strangers.
  There are only a few small bands of Centaurs on Yrth. They can most easily be
  found either roaming the plains in the Nomad Lands (indeed, some of the Centaur
  tribes have allied with nomads, who consider them magical and lucky), or on the
  fringes of large forests near Elven settlements.
  A typical centaur band consists of 20 to 200 individuals. The traditional leader
  of the band is the Blacksmith. Every Centaur blacksmith keeps a small forge and
  anvil which is pulled about in a cart as the band moves. The puller is usually either
  the smith's apprentice or a minor troublemaker doing penance, The smith's impor-
  tance is easy to see — good shoes and hunting weapons are essential to the Centaur
  way of life. Also, the smith is the keeper of the community purse, since it is his duty
  to deal with Dwarves and other races for the iron and steel that represent the com-
  munity's only major external need.
  Paganism
  (Continued)
  Pagan rituals focus on the changing of
  the seasons, the phases of the moon, the
  weather, and the natural cycles of birth
  and death. They are aimed at maintaining
  harmony between man and the spirits of
  nature. Services are always conducted
  outdoors, often on the night of the full or
  new moon. The most important cere-
  monies occur it the solstices and the
  equinoxes. Ceremonies usually consist of
  dancing, singing, processions and a sacri-
  fice. Most often, sacrifices consist mere-
  ly of fruit, grain or occasionally an ani-
  mal. A very few sects, however, practice
  human sacrifice — giving the vast major-
  ity of innocent pagans a reputation for
  evil.
  The oak tree and mistletoe are sacred
  to worshippers of the Mother. Pagan
  symbols vary from group to group, but
  the sickle, the pentagram and the ear of
  wheat are common.
  Pagan priests go by many names —
  druids, witches, wiccans, horned ones —
  as many as there are pagan sects. Most
  are female, and invariably possess a high
  level of magical aptitude. Their spells are
  oriented toward nature and the elements,
  especially Earth. Leaders of the Old Reli-
  gion dress normally except during cere-
  monies; dress there may range from long
  robes and stag-horned helms to “skyclad”
  — nothing at all.
  Giants
  Because of their size, Giants have
  been feared and avoided by humans.
  Errant children are told that “the Giants
  will come eat you,” and even the mighti-
  est human warrior feels a twinge of fear
  when confronted with an opponent twice
  his size and strength!
  As a result, Giants avoid humankind
  whenever possible — although larger, a
  Giant is no match far a group of heavily-
  armed knights!
  Giants lend to band together into small
  groups of 6-30 individuals in remote
  wilderness areas. They can be found in
  all varieties of climate, fostering the
  rumors that there are many different vari-
  eties (Ice Giants, Mountain Giants, etc.)
  In reality, they are of the same racial
  stock, although' some may have devel-
  oped unique abilities to deal with their
  particular environment.
  —39—
  
  KINGDOMS
  3
  —40—
  This chapter describes each of the major countries and
  regions of the continent of Ytarria, the “known” portion of
  Yrth. The first section on each nation provides general
  information on its history, geography and society. The sec-
  ond section provides brief sketches of specific areas with-
  in each country, including politics, prominent personalties
  and organizations, and current events.
  
  Megalos
  Megalos is the mother-country of the Christian nations... but she is not a lov-
  ing parent. The Megalan symbol is the dragon, and it's appropriate. Megalos is very
  old, very rich, very strong and very unhappy with any lands that have the temerity
  to remain free of its control. Consequently, Megalos is almost always at open war
  in one direction or another, and never truly at peace with any bordering country.
  History
  Megalos sees itself as a nation destined to rule. World domination was the stat-
  ed goal of its founder and first Emperor, Simon Menelaus, and it is the goal of its
  leaders today. Despite recent setbacks, the history of Megalos is one of expansion
  and conquest, invasion and crusade.
  Menelaus founded Megalos in 1200 A.D., the end of the Banestorm's most
  active phase. The fledgling Empire found easy prey among the disorganized immi-
  grants; by the time of his death, Menelaus ruled most of northeastern Ytarria. But
  to the south, the great goblin clans stood firm against the armies of the Dragon. The
  Holy Kingdom of New Jerusalem defied them in the west, and in the northwest,
  fierce pagan nomads roamed.
  Menelaus' descendants did not give up, however, and wasted little time in
  expanding their new realm. Thanks to the efforts of Christian missionaries, the gob-
  lins — already converted — joined the Empire by treaty in 1229. In a series of
  vicious campaigns, in which Imperial battle mages played a crucial role, the
  nomads were pushed beyond the Whitehood Mountains by the end of Megalos' first
  century. Only the Hospitallers of New Jerusalem, hard-pressed but determined,
  stood fast against the Empire.
  In 1350, Octavius Magnus, a warlord whose realm lay adjacent to the Moslem
  tribes of the south, engineered the unification of Megalos and New Jerusalem.
  Known for his smooth tongue, keen intellect and hatred of non-believers, Octavius
  negotiated a truce for the purpose of launching a crusade southward. This was
  exactly what the Hospitallers had been longing for, and in their haste to march
  south, they quickly agreed to join the Empire. Octavius, of course, would lead the
  Megalan forces, and in return for his services, he was to be given the newly formed
  Duchy of Craine.
  Having achieved its goal of acquiring New Jerusalem, Megalos did not throw
  its full weight against the Moslems for nearly a century. When it did, the results
  were explosive. The wandering tribes of the south quickly banded together to form
  the great nations of al-Haz, al-Wazif and al-Kard. The Megalan nobility were not
  dismayed, but delighted — orcs and fur-clad barbarians had proved to be poor
  sport. Even as Wazifi armies reclaimed lost territory, al-Kard fell to crusaders in the
  1460s. The Christian province of Cardiel was thus formed, and the younger sons of
  Megalan nobles flocked there to carve out holdings.
  For the next century, the power of Megalos was at its zenith. The Empire was
  virtually invincible — or so everyone thought. The disastrous invasion of the
  Dwarven territory of Thulin's Folk proved otherwise. Driven by greed, the Mega-
  lan nobles began to squabble among themselves over spoils not yet won. Disgust-
  ed, the Hospitallers went home as a sudden counterattack by the Dwarves crushed
  the invaders. Seizing the opportunity, howling nomads quickly overran Megalos'
  northernmost counties, forcing the construction of the Emperor's Wall — a great
  rampart marking the northern border.
  Soon afterward, men were discovered on the isles east of Megalos, and Impe-
  rial attention turned away from north and south as the Principality of Araterre was
  chartered and explored. In the west, expeditions were sent out to
  Names in Megalos
  Naming practices in the Megalan
  Empire vary according to region, social
  class and race. The following can also be
  used as general guidelines for all Christ-
  ian, Anglish-speaking folk. Specific cus-
  toms of those in Caithness and Cardiel
  will be discussed later.
  Commoners
  Most people are known by a single
  name, with the addition of an epithet —
  a descriptive word or phrase. An epithet
  is like a nickname, but it is much more
  permanent! Examples are given below.
  A few families pass down epithets
  from father to son. These are true family
  names, but they are still rare.
  Most names are Celtic, Norman or
  Anglo-Saxon in origin, though changes
  in spelling may have occurred.
  Some 
  common 
  names 
  include
  Adolphe, Alan, Alfric, Andrew/Andre,
  Ashe, Berd, Brace, Bryan, Edward, Etin,
  Evan, Cerdic, Donnwulf, Francis, Gall,
  Geoffrey, Giles, Hal, Hoel, Hugh,
  John/Jon/Johan, Loyd, Lyon, Marc,
  Merid, Morgan, Neil/Neal/Niall, Olen,
  Oliver, Oren, Osric, Owen, Rann, Sean,
  Sigbright, Trent, Wade, Wallace, Warren,
  Wat, Will.
  Women's names include Adea, Alyce,
  Anne, Arda, Ayleena, Blanche, Bonnie,
  Bronwyn, Catnyn, Ceredya, Deilia,
  Giselle, Irena, Juliet, Justina, Katha,
  Marlys/Mary/Marie, Maye, Norla, Pearl,
  Rosemary, Sara/Sarah/Sharra, Susanna,
  Teressy, Vylette.
  Since a single name isn't enough for
  anyone but a serf, an epithet is usually
  added. There are several kinds of epi-
  thets:
  Place of birth. Walton of Simonton;
  Eggersby Sean; John o' the Ford.
  Occupation. Arn the Shoemaker;
  Donal Coppersmith; Edward Clark (cler-
  ic); Tod Breakstone; Harald Brennan
  (hangman).
  Appearance. Fat Will; Merid Red-
  locks; Norla Whiteskib; Too Big Oliver.
  Deeds. Edwin Doorstop (who held a
  gate against marauders); Justina Wolfs-
  layer; Sigg Three-Pies (he ate that many
  at one sitting).
  Background or habits. Carre Half-
  elven; Elfric Elwyn's son; Adolph
  Earpuller.
  Continued on next page...
  —41—
  
  push back the relentless hordes of orcs occupying that area, which was later settled
  and given to Conall of Craine as the Imperial County of Caithness.
  Then, while the Emperor was occupied with Megalan political infighting, the
  province of Cardiel declared independence. Two generations later, Caithness fol-
  lowed suit.
  The Empire was stymied. Incessant power struggles and warfare among the
  nobles left her unable to recover lost territories or conquer new ones. The next cen-
  tury was marred by constant internal bickering as one rash noble after another plot-
  ted to conquer, only to fail time and time again from lack of support. Today, the
  unity of the Empire is dubious at best. Yet Megalos remains Yrth's most powerful
  nation, and the fabled legions are still enough of a threat to keep its neighbors con-
  stantly on their guard.
  Megalos is currently ruled by Diophrates XII, a powerful and licentious man
  just past the prime of life. His excesses and keen intelligence are both legendary.
  The former have nearly gotten him excommunicated more than once; the latter has
  kept him on the throne far longer than most Megalan emperors. It is generally
  agreed that if Diophrates were less interested in his revels and the hunt, Megalos'
  neighbors would be in trouble.
  Geography, Flora and Fauna
  Megalos dominates eastern and northeastern Ytarria, and its greatest cities are
  concentrated on its eastern coasts. The country is crossed by many rivers, and its
  center is dominated by the great lakes Acheron and Styx. Weather in Megalos is
  similar to that of Earth's Europe. Northern ports are ice-bound in winter; southern
  farmers raise crops year round. Winter storms drop snow on most of the country,
  and spring rains are vital to the success of each year's planting.
  The eastern and southern portions of the Empire are thickly populated; rarely
  is a patch of uncultivated land seen. Large towns and even cities are common here.
  The northern and central regions are wilder. Large forests separate settled lands,
  harboring all manner of beasts. The far west is almost as heavily populated as the
  east, but the climate is drier.
  The various regions of Megalos are connected by the Great Roads — built of
  heavy dressed stone, well-set, and maintained by slave labor. These roads are the
  best on Yrth, and are the property of the Emperor himself. Woe to he who blocks
  or damages them. Barges ply all of the major rivers; harbors are crowded with ves-
  sels of all types.
  Megalos is a normal-mana region.
  Society
  Megalan society is essentially feudal, though somewhat more advanced than
  elsewhere in Yrth. Caithness and Cardiel tend to be regarded as rural backwaters.
  Megalan aristocrats are particularly offended by Cardiel's religious tolerance, and
  by (horrors!) Caithness' knighthood for women. Any Megalan noble will have a -1
  reaction to any member of the Caithness or Cardiel feudal hierarchy, though famil-
  iarity may erase this prejudice.
  The feudal hierarchy of Megalos is extremely static; most people retain the
  rank they were born into. Only under the most extraordinary circumstances will a
  commoner be granted noble or even knightly status. An achievement that would
  win advancement in other countries will probably be rewarded with money or favor
  in Megalos.
  In Megalos, however, one can buy rank. A man may rise from humble origins
  to governor of a city, if his mind is sharp enough. All it takes is money — and in
  the great port cities there is plenty to be made. Those with enough
  Names in Megalos  (Contin-
  ued)
  A person may have more than one epi-
  thet, especially to distinguish him further
  from others — e.g., Young Peter of
  Greyhaven. Young Peter might keep that
  name until he was 80, long after his
  father Old Peter had died...
  Likewise, epithets may change with
  deeds. Justina Wolfslayer was simply
  Justina until she was 12. When she start-
  ed to go to market with her family, the
  was Justina of Trent. Her love of the bow
  made her Justina the Archer. Then, the
  winter that she killed a dozen wolves in
  two days, she earned her current name.
  Nobles
  Nobles will always have at least one
  epithet, which may often be a true fami-
  ly name. Frequenlly, a noble will be
  known among his peers by the name of
  his fiefdom: Baron Angus of Scariswic is
  simply Scariswic to others of the nobili-
  ty.
  Most Megalan nobles speak Latin, and
  many noble children (especially eldest
  sons) are given Roman-flavored names.
  Likewise, ruling nobles sometimes adopt
  Latin epithets, such as Victrix (victori-
  ous), Bonus (the good), Equitas (the
  horseman), Artifex (the artist), etc. Such
  epithets are often incredibly boastful in
  nature.
  Some common Latin names are Aloy-
  sius, Brutus, Claudius, Flavius, Hon-
  orins, Julius/Julian, Leo, Marcus, Max-
  imianus, Procopius, Rufus, Tiberias,
  Titus, Valerian,
  Goblins
  The Goblins of Megalos (except in
  rural areas) no longer use their ancestral
  language — but many retain traditional
  Goblin names. This is not a hard-and-fast
  rule; some Goblin nobles have Latin or
  part-Latin names (e.g., Jelkejek Viridis,
  or Jelkejek the Green). And many
  humans in Goblin fiefdoms will have
  Goblin names.
  Common Goblin names are Baajikiil,
  Baaky, Dakiiri, Gykkii, Jandig, Jittotii,
  K'jaakis, 
  K'tiiki, 
  Potiij, 
  Shiikus,
  Toov'tekki, Taukopy, Viitagi, Yig'oor,
  Yivirrl. Names are used interchangeably
  by males and females. In general, conso-
  nant sounds are explosive; vowels are
  often lengthened, and most names have
  two or three syllables.
  —42—
  
  money (50 to 100 times the monthly cost of maintenance of the desired title) can
  purchase a newly created title by making a gift to the appropriate lord. These titles
  do not carry duties, lands or income, and are little respected in other countries, but
  are socially quite genuine in Megalos. Knighthood, on the other hand, cannot be
  bought — it must be earned.
  The Church is very powerful in Megalos, and provides another route to high-
  er status. Although the formal priesthood is limited to men with aristocratic back-
  ground (some great nobles bear high ecclesiastical titles), most monastic orders are
  open to anyone. Of course, a good monk enjoys only the respect his position
  accords him; the fleshly benefits are forbidden.
  Social Rank in Megalos
  Nobility and rank in Megalos are very important, and often rather convoluted.
  The following ranks are commonly used, and generally are considered to convey
  the Status Level indicated. However, relative status can differ greatly, and though
  Princes outrank Dukes, a powerful Megalan Duke can hold lands and influence that
  makes him much more powerful than the average Prince (or some Kings, for that
  matter). Members of the Royal Council are all considered to be of Status 6, no mat-
  ter what their actual title.
  Generally, the eldest son of a titled lord is referred to by the next lowest title
  — e.g., the son of a Duke is a Marquess, the son of an Earl is a Viscount, etc.
  Megalan Ranks and Titles
  Level
  Male
  Female*
  Form of Address
  7
  Emperor
  Empress
  Imperial Majesty
  7
  King
  Queen
  Royal Majesty
  6
  Prince
  Princess
  Imperial Highness
  6 
  Duke
  Duchess
  Your Grace
  5
  Marquess
  Marchioness
  Your Lordship
  5
  Earl/Count
  Countess
  Your Lordship
  4
  Viscount
  Viscountess
  Your Lordship
  4
  Baron
  Baroness
  Your Excellency
  3
  Baronet
  Lady
  Your Lordship
  3
  Landed Lord Lady
  Lord/Lady
  2
  Knight
  Dame
  Sir/Dame
  2
  Governor
  Lady
  Your Honor
  2
  Guildmaster
  Guildmistress Master/Mistress
  1
  Squire
  Mistress
  Master/Mistress
  1
  Captain
  —
  1
  Craftsman/
  —
  Merchant
  —
  0
  Freeman
  -1
  servant
  -2
  thief
  -3
  beggar
  -4
  serf/slave
  * Megalan women of common birth are generally treated as one rank lower
  than male commoners. Wives of nobles have the same social rank as their husbands.
  Arms Control
  Megalan law places harsh restrictions
  (which vary slightly from place to place)
  on weapon ownership These laws are
  intended to maintain order — the order
  of the ruling classes. None of these
  restrictions apply to the knightly or noble
  classes (Status 3 and above).
  Plate armor may not be owned or
  worn by anyone below the level of
  Knight.
  Scale and chainmail may not be
  owned or worn except by couriers, city
  and castle guards, and the armed forces.
  However, writs of exception (official
  certificates giving the bearer permission
  to wear chain or scale) are common; in
  some jurisdictions, they can be had for a
  bribe as low as $200.
  Missile weapons are allowed only to
  the armed forces, foresters and guards-
  men. Lords who are secure in the love of
  their people will ignore short bows and
  slings used for hunting, but longbows
  and crossbows are strictly illegal to the
  common folk.
  Pole weapons are limited to the armed
  forces, city guards and nobles' retainers.
  Swords are not permitted to anyone
  below the level of Freeman (Status 0).
  Bladed weapons are not legally per-
  mitted to be worn by beggars or serfs
  (though many wear them anyway); they
  may legally carry staves for self-defense.
  Magical weapons and defenses are not per-
  mitted by law to anyone below Rank 2.
  —43—
  
  Honhumans
  Megalos, though human-ruled, is cosmopolitan. Most villages are monoracial
  — they may be of humans, Goblins or Halflings, but rarely a combination. Cities,
  however, harbor all possible races and half-breeds.
  Megalos has a large Goblin population. Initially they resisted joining the
  expanding empire, but later saw that it would be to their advantage. To this day, the
  duchies of Yibyorak and Sho'joor, and many lesser fiefdoms, are held and largely
  populated by Goblin families.
  Like any nation bordering mountains, Megalos trades with the Dwarves. The
  attack on Thulin's Folk is still remembered among the long-lived Dwarves, how-
  ever, so trade is somewhat limited. They hold no love for Megalos and will not sell
  their best work to the folk of the Dragon.
  Halflings are common in Megalos. Of every 20 farm villages scattered through
  the land, one will be a Halfling town. They choose their own mayor, who reports
  to the local human lord or governor; they are good, quiet citizens.
  Elves are rare, especially in eastern Megalos, because there are so few of the
  wild lands they love.
  Magic
  Magic is common and strong in Megalos, and magery is accepted and admired
  throughout the higher levels of Megalan society. Serfs, peasants and freemen gen-
  erally have a healthy respect for it. Wizards' guilds wield great
  The Arena
  The arena is the chief entertainment in
  Megalan society. Fortunes are won and
  lost on arena wagers. A noble cannot
  hope to maintain social status without
  sponsoring a stable of gladiators — or
  better yet, hosting a game. Every town
  has an arena; the largest cities have sev-
  eral. Private estates have their own small
  arenas, where a few favored guests can
  observe whatever their host considers
  entertaining.
  Arena events are bloody affairs. They
  may include gladiatorial contests, magi-
  cal duels, ceremonial torture and execu-
  tions, battles against monsters or ani-
  mals, trials by ordeal, and anything else
  that a depraved despot can think of to
  entertain a bored populace.
  Characters may enter the arena volun-
  tarily. Gladiators can easily earn $500 for
  surviving a battle — more if the event is
  especially unfair, spectacular or well-
  sponsored. They may also find them-
  selves participating against their will, as
  prisoners or slaves.
  —44—
  
  political power. Even the smallest villages nave a part-time mage who can cast a
  spell or two, or just has a useful knack (see GURPS Magic, p. 86).
  Although the current Emperor is no mage, many past rulers have been power-
  ful sorcerers. All Megalan rulers are either wizards or advised by wizards. The
  exceptions don't live long.
  The Legions
  Megalos is almost always at war, so it keeps a large standing army of profes-
  sional soldiers, supplemented by levies raised at need. Known simply as the Impe-
  rial Legions, they are reputed to be the best fighting force in Yrth. Actual quality
  of the legions varies widely, depending on whether they are led by professional sol-
  diers or the spoiled younger sons of noblemen. The Legions welcome non-nobles
  into their ranks, and its best officers are often commoners or even freed slaves.
  Almost all of the Legions are pure infantry, with a few small mounted units for
  scouts. In wartime, the Legions are supported by the elite heavy cavalry of the
  Megalan knighthood, called up for duty as part of their feudal obligations.
  Although they are formidable individual fighters, the knights have little group dis-
  cipline; their effectiveness in any given battle depends on the strength of their
  leader.
  Each legion has a corps of wizards attached; Megalan armies depend heavily
  on magic. This is one reason they make so little headway in mana-poor Caithness!
  Most powerful lords keep their own legions as well. When the quarrelsome
  nobles aren't busy fighting one of the Empire's neighbors, they fight each other.
  Strictly speaking, such infighting is against the law, and the Emperor's own legions
  will intervene occasionally to settle battles between neighbors. Usually, though,
  they are ignored out of political or economic expediency.
  The Law
  Megalan law follows the typical feudal pattern except in a few areas. Punish-
  ments tend to be severe; death and slavery are more common than mutilation. The
  state can always use slaves, and a whole slave works better than a maimed one. On
  the other hand, a wealthy offender can bribe his way out of any difficulty except
  high treason — sometimes it's called “paying a stiff fine,” but the effect is the same.
  Trial by ordeal is popular in Megalos; such trials are put off until the judging
  noble's next arena spectacular, where they form a favored part of the entertainment.
  Slavery
  Despite the Church prohibition on the enslavement of Christians, slavery is
  very common in Megalos. The ban is circumvented by having the local bishop
  excommunicate a convicted criminal for his sins so that he may be legally clapped
  in irons like any pagan. Criminals, political troublemakers and prisoners of war are
  put to work by the state or sold to nobles for their own use. Megalos is dotted with
  huge slave-run farms, quarries, and lumber camps; this is the source of much of its
  wealth.
  It is illegal to free a slave in Megalos without Imperial permission, which is
  rarely granted. Valor in battle or the arena, or extraordinary artistic ability, are the
  only roads to freedom.
  The Northern Marches
  With the exception of the Blackwoods and the Emperor's Forest, this is the
  wildest region of Megalos. Cultivated lands are separated by forests of pine and
  The Emperor's Guard
  Hundreds of years ago, Megalos won
  an “unconquerable” isle by the simple
  expedient of freeing a thousand enslaved
  Reptile Men and telling them it was
  theirs — if they could take it. They took
  it. Their descendants became loyal
  Megalan warriors; from their ranks was
  drawn one of Megalos' most feared
  legions, the True Dragon.
  True Dragon remains the Emperor's
  elite bodyguard. Renowned for their
  ferocity, the Reptile Men are completely
  loyal. Few humans are comfortable
  enough in their presence to even suggest
  a bribe! Those who are rarely have any-
  thing to offer that would interest the
  inhuman, 
  uncivilized, 
  self-satisfied
  guards. And, by ancient custom, the
  guards are permitted to eat anyone
  caught attempting a bribe...
  Ah'ziranthl Dbansis Rxtlyin
  Age 33, 6'9”, 325 lbs., green scales.
  ST 16, DX 13, IQ 12, HT 14.
  Advantages: Toughness +3; Comfort-
  able Wealth; Alertness +3; Combat
  Reflexes; Danger Sense; High Pain
  Threshold; Legal Enforcement Powers
  (10 points).
  Disadvantages: 
  Odious 
  Personal
  Habit; Ugly; Duty (-15 points); Honesty;
  Reputation -3 (everyone, all the time);
  Sense of Duty (to Emperor); Mild Shy-
  ness; Intolerance (non-Reptile Men).
  Skills: Area Knowledge-12; Axe
  Throwing-13; Axe/Mace-13; Brawling-
  15; Broadsword-18; Crossbow-13; Fast-
  Draw-14; Fast-Draw-14; First Aid-15;
  Interrogation-14; Knife Throwing-13;
  Leadership-15; Shield-15; Shortsword-
  15; Spear Throwing-13; Stealth-12; Tac-
  tics-12; Two-Handed Sword-14.
  Ahz (as he is known to his few close
  friends) has been the Captain of the True
  Dragons for three years (his predecessor
  died as a resist of tasting the Emperor's
  wine one night). He is a strict discipli-
  narian, and doesn't relax around anyone.
  He doesn't particularly like the Emperor,
  but be feels very strongly about his
  responsibilities, and will carry them out
  without question — even if it results in
  his own death!
  —45—
  
  fir with a few oaks, birch and plane. They contain all manner of wild creatures —
  treetrippers, squirrels, foxes, deer, elk, etc. — including such dangerous beasts as
  wolves, bears, wild boar and the dreaded nightstalker (see p. 129). Along the north-
  ern coasts seals and walrus are common. Whales and other sea-monsters are occa-
  sionally sighted.
  Wheat, oats, rye and hay are the most common major crops; also grown are
  beans, turnips, cabbage, lettuce and carrots. Farmers in this area also raise cattle,
  woolen (see p. 131), sheep and pigs. Lumber is a major export item.
  Teridar
  Teridar is the richest city of northern Megalos. It is the seat of both an Earl and
  an Archbishop, and has one of the few Thomasite hospitals in Yrth. Located on a
  south-facing cove at the mouth of a fertile river valley, Teridar enjoys mild winters
  for a northern city.
  This region also boasts the greatest lumber camp east of Lake Acheron. It is
  run by the slaves of the Earl, Sigmund Bonus. Courtesy of his slaves, Earl Sigmund
  sponsors some of the most lavish arena spectacles in Megalos. One regular event is
  known as the Libertatum, in which four slaves battle each other for potential free-
  dom. The Earl petitions the Emperor to release the victor — no guarantees, but he'll
  ask.
  Recently, the slaves have been restless. It is rumored that one of the few glad-
  iators to actually be freed has returned to seek vengeance and to liberate all the
  Earl's slaves. Known only as Brennan (Gaelic for “hangman”), he is supposedly
  gathering all the escaped slaves he can find into an liberating army (see sidebar).
  Sigmund discounted the rumors — such stories are frequently told by desperate
  men praying for freedom — until bandit activity suddenly increased. Upon each
  occasion of banditry, the culprits left a calling card — a noose of coarse rope.
  Myrgan
  The most northern of all major Megalan cities, Myrgan thrives on trade with
  the Nomad Lands — exchanging cheap common materials for exotic furs, magical
  components and other rare luxury items — and also vies with Quartedec for the
  summer Sahudese trade. Although the lands around Myrgan are fertile during the
  short northern summers, trade is the lifeblood of the city.
  As one of the few unchartered cities in Megalos, Myrgan is directly ruled by
  the Viscount Rufus Hostilius. There is great unrest among the city's merchants, who
  resent Rufus' 20% tax on their foreign trade. The heavy-handed Viscount has put
  down guild uprisings twice in recent years; a third attempt is almost certain.
  Last trading season, Hostilius sent his youngest son as emissary to the Heav-
  enking of Sahud. The boy was merely supposed to deliver a proposal that Sahud
  and Myrgan enter into an exclusive trading agreement; instead he committed his
  father to a High War with one of the Heavenking's champions. When the champi-
  on appeared in Rufus' hall and demanded that the duel be fought in the ancient
  karate style, the hot-headed Viscount had the obviously insane man thrown out.
  Now the Heavenking has declared a Low War against Myrgan. No one quite knows
  what to expect, but the townspeople fear the worst.
  Kethalos
  The County of Kethalos, in northwest Megalos, is a troubled one. Located on
  the Johns River, it had prospered from trade with the nomads from across the bay,
  and its independent fishing operations. But recently the nomads have turned nasty
  — waylaying trading vessels, attacking peaceful fishing boats, and even invading
  some of the nearby villages.
  Brennan
  Age 34; Black hair and bend, blue
  eves; 6'1”, 175 lbs.
  ST 13, DX 11, IQ 12, HT 13
  Advantages: Charisma +1; Toughness
  (DR 1).
  Disadvantages: Social Stigma (out-
  law, -3); Stubbornness.
  Skills: Shortsword-14; Shield-10; Tac-
  tics-12; Leadership-12; Stealth-11.
  Brennan's real name (which he reveals
  to no one) is Lennox of Heydon. Lennox
  was enslaved when a local squire blamed
  him for a rape the squire himself had
  committed. Lennox vowed he would
  have his revenge on the young nobleman
  and the Earl who had been so quick to
  condemn him. After winning his free-
  dom in the arena, he became a soldier in
  the Legions, where he learned weapon
  skills and infantry tactics. Known for his
  icy calm in the face of death, he was
  given the name Brennan — meaning
  hangman — when he was chosen to
  serve as his unit's executioner in cases of
  desertion.
  A charismatic if somewhat hard-heart-
  ed leader, Brennan has gathered a large
  band of outlaws and escaped slaves.
  Contrary to the rumors, however, Bren-
  nan has no intention of leading a slave
  revolt — his goal is vengeance, pure and
  simple.
  Walsham, Guildmaster of Myr-
  gan
  Age 40; Balding, gray hair and brown
  eyes, pot belly; 5'9”, 180 lbs.
  ST 9, DX 10, IQ 14, HT 12.
  Advantages: Language Talent +2; Lit-
  eracy; Wealth (Wealthy).
  Disadvantages: Greed.
  Skills: Fast-Talk-14; Merchant-16;
  Sahudese-13; Arabic-14; Northlands-14;
  Latin-14.
  Walsham went to Sahud with Rufus'
  son as an interpreter. When things went
  awry, the Baron blamed Walsham for the
  disaster; Walsham barely managed to
  convince Rufus that he was not a traitor.
  In fact, Walsham thought he was striking
  an private deal with the Heavenking, cut-
  ting Rufus out of the profits. Now he's
  embroiled in a war of his own making —
  and frantically searching for a way to
  avert it.
  —46—
  
  A few years ago, Count Marcus granted the city of Kethalos a charter at the
  insistence of the townsfolk there, and then withdrew to his country estate. The
  nomad chieftains, who had great respect for Marcus as a warrior, had been peace-
  ful. Unfortunately, Marcus took most of his soldiers with him. The barbarians, see-
  ing that the Count's men were few, jumped to the wrong conclusion. Assuming the
  Count was dead or off at war, they quickly became aggressive.
  The townsfolk immediately called on the Count for aid, but Marcus petulant-
  ly reminded them that they had asked for autonomy, and now they had it. The bar-
  barians were their problem. He told them to have their vaunted city guard deal with
  the threat. This did not go down well with the Count's coastal vassals, who are suf-
  fering along with the city folk. Everyone agrees something must be done, and many
  look to the Count's son Darius, a sturdy young knight (see sidebar). Some have seri-
  ously suggested hiring professional help to remove the obstinate Marcus.
  Azer
  The city of Azer is the only major port on Dyecastle Island, just off the east-
  ern coast of Megalos. Once heavily wooded, the island was known for its excellent
  shipbuilders. Today the artisans are still there, but the timber must be imported
  from Teridar and elsewhere.
  Azer's other claim to fame is the Templar College of Battle Magic, located on
  a hill overlooking the city. The Templars' ambitious research efforts sometimes
  yield spectacular results — local gamblers run pools on how long it will be before
  the next explosion rocks the hilltop fortress. Young, hot-headed students (most of
  whom are training for the Legions rather than the Knights Templar) come to the
  city for entertainment. Magical duels are forbidden, but invariably occur, and
  always draw a crowd.
  Recently, the Bailiff of the College, Father Sir Richard of Valmont, invited a
  group of Jesuits to build a mission on College lands. Strange events began to hap-
  pen soon afterwards. A fire mysteriously started in the College library, and mem-
  bers of the building crew became ill the night before construction was to begin.
  Those who dislike the Jesuits claim that the mishaps are signs of God's disapproval
  of the order. Richard, however, is convinced that foul play is involved (see sidebar).
  The Midlands
  Wild lands are rare in these parts, except for the Emperor's Forest. Wild ani-
  mals larger than squirrels and rabbits are rarely seen. Near Lake Acheron, howev-
  er, ducks and geese thrive. Crops are the same as those in the north, with the addi-
  tion of flax (for linen), sugar beets, and orchards of apple and cherry trees. The hills
  just west of the capital are also Megalos' major source of tin and iron ore.
  Megalos
  Megalos, seat of the Emperor, is Yrth's greatest city. It is first in everything —
  the wealth of its citizens, the size of its port, the magnificence of its cathedrals, and
  the number of its thieves, murderers and conspirators. The Imperial
  Sir Darius of Kethalos
  Age 23; Sandy brown hair and brown
  eyes; 5'11”, 165 lbs.
  ST 14, DX 11, IQ 9, HT 12.
  Advantages: Legal Enforcement Pow-
  ers (15 points); Status 3; Wealth
  (Wealthy).
  Disadvantages: Honesty; Gullibility;
  Duty (-5); Sense of Duty (-5); Chivalric
  Code of Honor.
  Skills: Broadsword-14; Shield-10;
  Riding-12; Lance-12; Bow-11; Tracking-
  10.
  Though an excellent knight, Marcus'
  son Darius is not a promising leader.
  Good-natured and handsome, Darius'
  only interests are hunting and jousting.
  Marcus is concerned that his son might
  become a tool of his enemies, and with
  good reason — boy isn't  very bright...
  —47—
  Antiochus the Firemage
  Age 38; Black hair, blue eyes, ruddy
  complexion; 5'10”, 160 lbs.
  ST 10, DX 12, IQ 14, HT 10.
  Advantages: Magery 2; Literacy;
  Wealth (Comfortable).
  Disadvantages: Pyromania.
  Spells: Ignite, Create, Shape, Resist and
  Extinguish Fire; Cold; Fireball; Explosive
  Fireball; Flame Jet (all at level 14).
  Antiochus, despite his age, is the prob-
  lem child of the Azerian Mages' Guild. In
  addition to his love of setting fires, Anti-
  ochus is something of a hot-head. He is
  frequently involved in duels and disputes
  with young students from the college, and
  openly expresses his disdain for “those
  hypocritical, ecclesiastical, so-called sor-
  cerers.” Father Sir Richard privately sus-
  pects that Antiochus caused the fire at the
  College, and some of Antiochus' friends
  have wondered the same thing. In fact,
  Antiochus did set the fire. but it wasn't his
  idea alone — many wizards would like to
  see the growth of the Jesuits checked.
  
  capital is home to every race; even Elves and Reptile Men are occasionally encoun-
  tered on its streets. The city is so large that grain and foodstuffs must be brought in
  by ship from all over the Empire to feed it. If any foreign navy were powerful
  enough to blockade the harbor, its people would begin to starve within a month.
  Although no enemy force has attempted to scale its walls in more than 500
  years, Megalos has never been a city at peace. As the Imperial capital, it is plagued
  by warfare between rival factions of the Imperial court. Political assassinations are
  commonplace, and the knights and men-at-arms of opposing nobles fight duels and
  brawls in the city's streets and taverns. And in the alleys and slums lurk countless
  cutthroats who would kill their own mothers for a few coppers.
  The current situation at court is tense, even by Megalan standards. Rumors that
  the Moslems are preparing for war have been ignored by Diophrates, who is present-
  ly preoccupied with the mystery of the Blackwoods (see sidebar, p. 53). To make
  matters worse, an assassination attempt was made on the Emperor — by a demon!
  Diophrates' life was saved by his elite bodyguard of Reptile Men and by Jordan
  Siegebreaker, Grand Master of the Templars (see sidebar). A mage of the Templar
  order then divined that the demon's master was none other than Diophrates' own
  court wizard, Phocas. The accused man was summarily tortured and imprisoned and,
  although he still protests his innocence, is soon to be beheaded.
  Jordan Siegebreaker
  Age 51; Dark brown hair and brown
  eyes; 6', 170 lbs.
  ST 14, DX 13, IQ 14, HT 12.
  Advantages: Status 6; Clerical Invest-
  ment; Literacy; Charisma +3; High Pain
  Threshold.
  Disadvantages; Templar Vows; Duty
  (-5 points); Megalomania.
  Skills: Administration-12; Brawling-
  14; Broadsword-16; Diplomacy-16;
  Fast-Talk-14; Heraldry-13; Lance-17;
  Leadership-14; Riding-15; Savoir-Faire-
  14; Shield-15; Strategy-12.
  As Grand Master of the Templars and
  confidant of the Emperor, Jordan may
  well be the most powerful man in Mega-
  los, if not all Yrth. This is no accident.
  The Grand Master has long viewed him-
  self as heir to the Menelaen dream — the
  conquest of Yrth. He has spent his life
  building his power base, which consists
  of the Templars, their Jesuit allies, sever-
  al Archbishops and a number of impor-
  tant nobles — and may soon include the
  Emperor's Legions as well.
  —48—
  
  The death sentence has touched off a wave of anti-clerical sentiment among
  the Emperor's Councilors, most of whom distrust Jordan and question his motives.
  Some of Phocas' fellow mages in the Emperor's service have even insinuated that
  it was Jordan who sent the demon in the first place, with the aid of his Jesuit allies.
  Hidelban
  The Duchy of Hidelban is one of the breadbaskets of the Empire. Though
  located well inland, this small city is located on the River Bressel, which is navi-
  gable for most of its length. The region is well watered by creeks and streams,
  although an unusual drought has caused many of them to dry up. This year's har-
  vest will probably be poor, and many cattle will have to be slaughtered due to lack
  of winter fodder.
  The region hit hardest by the drought is the barony of Scariswic, about two
  days' ride northwest of Hidelban. Although the drought has been severe, the vil-
  lagers of the barony have another name for their suffering — the Maskill Curse.
  Local legends tell of a former baron, Claudius Maskill (see sidebar), who went mad
  after delving too deeply into the dark arts. Claudius was supposedly slain by a
  young knight in his service, but not before he had laid a terrible curse on the knight
  and his descendants. Claudius was interred in a stone mausoleum on an islet in the
  center of a local stream; to even look upon the place is thought to bring bad luck.
  The current baron, Angus of Scariswic, is a direct descendant of that accursed
  knight. In addition to the drought, wolves have begun attacking livestock and even
  humans. Scariswic town has been infested by hordes of rats, and bats have taken up
  residence in the local cathedral's bell tower. Of late, Angus' own daughter has been
  frequently gazing at Claudius' tomb in the midst of the almost dry stream bed. Her
  father has tried everything, but nothing seems to cure her grisly fascination with the
  place.
  Still denying the possibility of the curse, Angus looks to his neighbors and
  competitors for the source of his problems. Blaming impending clerical and mage
  wars in Megan, grain merchants throughout the Empire, or any and all of Megalos'
  enemies, Angus wants for an easily confrontable solution to his problems. He has
  yet to find one.
  Mehan
  The Duchy of Mehan is one of the richest in Megalos. Its harbor opens not
  onto the ocean, but onto the great Lake Acheron. The Mehanian fleet controls trade
  and fishing on Acheron, a virtual inland sea. The Duke of Mehan controls land on
  both sides of the water. Wool, grain, furs and copper ore from the southern foothills
  of the Whitehood Mountains pass from Mehan via boat to both Megalos and Yiby-
  orak, and thence to the sea. Mehan mustard is also a major export item. Addition-
  ally, Mehan is an important religious center. St. Paul's Cathedral — where the Curia
  holds its conclaves — is a popular pilgrimage site. Petronius, the Archbishop of
  Mehan, rules the coastal town of Thysdretum to the south and is second only to the
  Duke in influence.
  Despite its reputation for orthodoxy, the Archdiocese of Mehan is plagued by
  heresy. For some time, on the northwestern shores of Acheron, dwelled wizard-hat-
  ing heretics who called themselves Penitentines (see sidebar, p. 50). Since they
  were quiet, and lived in a remote area, no one paid much attention.
  Recently, however, a leader has risen among them who preaches that they must
  not only abstain from magic and contact with nonhumans — whom they regard as
  demons — but take direct action. Heretics began appearing in Mehan and per-
  forming acts of terrorism. Mages' houses and shops were burned; Goblin merchants
  were beaten; a few people were even killed. Soon a rival cult appeared
  Claudius Maskill
  Age 284; Vampire; black hair and
  eyes, white skin; 6', 150 lbs.
  ST 26, DX 13, IQ 15, HT 18.
  Advantages 
  and 
  Disadvantages:
  Magery 3; also see Vampires in Chapter
  4.
  Skills:Shortsword-13; Savoir-Faire-
  14; Occultism-15; Latin-15.
  Spells: Suspended Animation; Awak-
  en; Link; Forgetfulness; Madness; and
  prerequisites of GM's choice (all at level
  15).
  Centuries ago, Claudius was trapped
  in his lair when Angus' ancestor diverted
  a nearby stream. The vampire woke to
  find himself surrounded by running
  water. Being a powerful sorcerer as well
  as one of the undead, he saved himself
  with a Suspended Animation spell, set-
  ting an Awaken spell to go off when a
  potential victim entered the crypt. That
  victim was Angus' daughter, Lydia. He
  charmed her and, feeding upon the vic-
  tims she brings him, waits for the
  drought to free him. When that happens,
  Claudius will reclaim Scariswic and
  destroy the family which has tormented
  him.
  The PCs could become involved in
  this affair in one of two ways. The first is
  obvious — the characters are vampire
  hunters who are hired (or volunteer) to
  rescue Lydia from the clutches of the evil
  monster (and ensure that the Barony con-
  tinues to produce revenue for the Emper-
  or!).
  Of course, the PCs don't have to be
  good guys — Maskill is going to need
  allies of some sort, and an amoral band
  of characters might just fit the bill. After
  all, Claudius must spend all day in a
  tomb — someone has to take care of
  business!
  —49—
  
  — the secret wizardry society of the Manites. Its members believe that those able
  to use magic are God's chosen. Their mages began to retaliate against the Peniten-
  tines. Now the Duke and the Archbishop must deal with an all-out war between
  rival heretical factions. Local wizards are divided: some are in favor of the Man-
  ites' actions, if not their theology; others fear an anti-magic hysteria among the gen-
  eral populace.
  Meanwhile, the young Duke Thomas Mehan has been spending more time at
  court trying to curry favor than home overseeing his problems. This has only added
  to the bad feeling in the duchy.
  Hunt Tower
  Hunt Tower is the principal lodge used by the Emperor when he hunts in the
  Emperor's Forest. This forest of pine, oak and maple encircles a small mountain
  range in which lurk truly fierce monsters; the rest of the forest contains only safe
  beasts — nothing more formidable than tigers and gryphons. Poaching in the for-
  est is a capital offense.
  Technically speaking, the tower, the town which serves it and the forest itself
  are the fiefdom of Prince Miltiades, the Royal heir. Megalan emperors learned long
  ago not to bestow large, powerful fiefdoms upon family members, who might then
  use those resources to take the throne for themselves. Therefore, it has been cus-
  tomary to place the Emperor's Forest in the care of the Prince, since it has no sig-
  nificant population from which to raise troops. Of course, few princes are willing
  to live so far from court, so management of the Forest has been traditionally left to
  the family of the Emperor's huntsman — currently the Marquis Andre Verdien.
  The Marquis is under tremendous pressure from the Emperor to crack down
  on poaching. Recently, His Imperial Majesty came upon the carcass of a gryphon
  — its feathers plucked out and its tongue and talons hacked off. The mutilation of
  the corpse suggested the culprits were not simply seeking a trophy. Since the inci-
  dent, more butchered creatures — most of magical nature and very dangerous —
  have been found by the Marquis' wardens. All the facts point to a shopping list of
  magical components; wizards who have examined the remains confirm that the
  body parts taken are rare and potent magical ingredients. It is not known who is tak-
  ing them or what their purpose is (see sidebar).
  The Southlands
  This warm region is as heavily settled as the lands to the north. It is known  for
  its great cotton and hemp plantations, vineyards, olive orchards and fine cattle.
  Ekhans
  The Duchy of Ekhans and its surrounding fiefs are as famous for their rich
  plantations, vineyards and orchards as for their huge herds of beef cattle which feed
  much of Southern and Midland Megalos. In the center of this rural splendor
  The Repentant Pious John
  Age 36; Blond hair and blue eyes;
  5'8”,145 lbs.
  ST 10, DX 11, IQ 13, HT 11.
  Advantages: Charisma +3; Magical
  Resistance +3; Strong Will +3.
  Disadvantages: Fanaticism; Intolerance
  (of mages and nonhumans); Social Stigma
  (heretic, -3).
  Skills:Bard-12; Tactics-11; Theology-
  14; Shortsword-11.
  Pious John is the leader of the Peni-
  tentine sect. When he was very ill as a
  child, his parents naturally sought help
  from a healing mage. The wizard told
  them that John was naturally resistant to
  his spells. When the lad recovered on his
  own, they became convinced that the boy
  was divinely chosen.
  As an adult, John began preaching the
  doctrine of repentance through action.
  To reach Heaven, he says, one must
  strike down evil rather than merely
  abstaining from it. God will protect those
  who battle sorcery, as He has protected
  John himself. Those who perish are freed
  from Purgatory and attain Heaven. Pious
  John's following is growing daily, and
  attacks on wizards by club-wielding.
  Penitentines are on the rise, despite the
  Manites' reprisals.
  Poachers in the Forest
  There are several groups who may be
  responsible for the recent poaching in the
  Imperial preserve. Any one of them, or
  possibly more than one, could be behind
  the killings — which one is left to the
  GM. And whoever the culprits are,
  they're dangerous — only a well-armed
  group with at least one mage would dare
  tackle some of the beasts which are being
  killed.
  Wazifi agents are collecting the magi-
  cal and alchemical ingredients. After get-
  ting them out of the forest, they are taken
  to Dekamera where they are smuggled
  onto trading vessels bound for al-Wazif.
  The Caliph's wizards have been ordered
  to prepare for a major invasion of Mega-
  los, and this operation is part of their
  plan.
  Manite heretics are poaching in the
  forest. Believing that those with magical
  aptitude are God's chosen, the heretics
  also believe that any creatures with mag-
  ical properties exist for their use, and not
  the Emperor's pleasure. They are carry-
  ing their trophies north toward Mehan,
  where Manite wizards are battling rival
  heretics and Church authorities.
  The Blackwoods mystery is connected
  with the strange mutilations. Whatever is
  behind the forest's growth is also respon-
  sible for the poaching. Perhaps the ingre-
  dients are necessary for the powerful sor-
  cery at work in the Blackwoods.
  It's an inside job. Someone at Hunt
  Tower, perhaps even the Marquis him-
  self, is no doubt in league with the
  poachers.
  —50—
  
  lies the prosperous city of Ekhans, primary seat of the controlling Duchy. Ekhans is
  one of the oldest and most prestigious ducal holdings in Megalos, and its current
  lord, Duke Aston Valentim, is no different than his elite, aristocratic predecessors,
  But underneath the temperate calm of Ekhans lies a powder keg awaiting but a
  single spark to ignite. The serfs who tend the lush vineyards and orchards have had
  ever-increasing problems with their cattle-herding brethren, building fences to keep
  them out — fences which indiscriminately cut across the land, making the necessary
  drives to market follow long and arduous routes. The herders fight back by ripping
  down fences — and anything else which gets in their way. So far Duke Aston has
  only dealt with individual incidents which have come into his court. If he does not
  awake to the true extent of the problem soon, it is likely to be unpleasantly thrust
  upon him.
  Dekamera
  The city of Dekamera, situated on the estuary of the River Regina, boasts one
  of Yrth's finest ports. Though not as large or as busy as that of Megalos, its sheltered
  harbor enjoys mild weather year-round. Dekamera is the center of trade between
  al-Wazif and Cardiel and the eastern Empire. Its importance has been even further
  enhanced by the pirate activity to the south, much to the delight of Dekamera's mer-
  chants. Pleas for aid from Sho'joor and Zehan have fallen on deaf ears.
  The Earl of Dekamera, Gavin Magnus (see sidebar), fancies himself a great
  admiral. Last summer, he raided several Wazifi coastal towns with his private fleet
  — without the Emperor's knowledge. The results were disastrous. Not only was the
  Earl's oldest son captured by the Moslems, but the Emperor was so furious that he
  demanded that Gavin's second son be sent to the Imperial court as hostage, to insure
  that Gavin would not act so impetuously in the future. Now the Earl must raise the
  enormous ransom demanded by his son's captors. Those who know the tight-fisted
  Earl, however, expect him to attempt a rescue mission — despite the risk of further
  Imperial displeasure.
  Serrun
  The Archdiocese of Serrun, home of the Order of St. Olybrius, is prosperous.
  Of all the Church's prelates, the Archbishop Nikolai of Serrun is the greatest feudal
  lord. The vineyards and farmlands of the region benefit from the mild climate; mer-
  chants grow rich from the local textile trade. Serrun cotton cloth is in demand all
  over Yrth.
  Despite the fact that Serrun is located overlooking the coast, it is a very minor
  seaport due to the shallow harbor, rocky cliffs and unpredictable currents around the
  offshore isles. Only smaller boats can safely navigate Serrun harbor. Thus much of
  the trade is overland to Dekamera, Zehan or Ekhans, with only a few smaller mer-
  chants working out of the ports at Serrun.
  For many years. Archbishop Nikolai has spent more time in Megalos and
  Mehan, participating in palace intrigue and Church politics, than he has governing
  Serrun. The local nobles, who resent Nikolai's stingy policy towards slave-holding,
  have not failed to take advantage. Led by Count Sergius of Shambray (see sidebar),
  the nobles have steadily tried to undermine the Archbishop's authority. In the city
  itself, the merchant and craft guilds have repeatedly petitioned the Archbishop for a
  charter.
  Trouble in the city peaked recently when Olybrian inquisitors received infor-
  mation that the members of the Weavers', Spinners' and Cloth Merchants' Guilds
  were conducting secret sacrifices to the Greek goddess Athena. The Archbishop
  responded by placing all the guild members and their families under interdict — for-
  bidding them to receive the Sacraments or attend Mass until they
  Earl Gavin Magnus
  Age 53; Graying brown hair and gray
  eyes; 5'10”, 200 lbs.
  ST 14, DX 10, IQ 11, HT 12.
  Advantages: Legal Enforcement Pow-
  ers (15 points); Status 6; Wealth (Filthy
  Rich); Literacy.
  Disadvantages: Bad Temper; Duty (-5
  poults); Impulsiveness; Ovcrconfidence.
  Skills: Broadsword-12; Shield-10;
  Seamanship-14; Leadership-13.
  Earl Gavin is not about to pay an infi-
  del ransom money — no matter what the
  Emperor says. But he's not stupid enough
  to personally lead an expedition to rescue
  his son. No doubt the Earl would like to
  find some mercenaries capable of carry-
  ing out the mission discreetly. This is an
  ideal opportunity for a party of PCs to
  not only make a fast buck, but also stum-
  ble across clues to the Wazifi invasion
  plans (see sidebar, p. 86).
  Count Sergius of Shambray
  Age 47; Black hair and eyes; 5'9”, 160
  lbs.
  ST 10, DX 13, IQ 13, HT 10.
  Advantages: Legal Enforcement Pow-
  ers (15 points); Status 5; Wealth (Very
  Wealthy); Literacy.
  Disadvantages: Duty (-5 points);
  Bully; Greed; Lecherousness; Sadism.
  Skills: Shortsword-14; Fast-Talk-14;
  Savoir-Faire-14; Sex Appeal-12.
  Sergius of Shambray is a perfect
  example of Megalan nobility at its worst.
  His only concerns are satisfying his own
  perverse desires and acquiring as much
  power and money as possible. His agents
  planted the seeds of discontent among
  the townsfolk of Serrun, and then falsely
  reported that the guildsmen were con-
  ducting pagan rites. Sergius himself
  urged the Archbishop to take swift
  action, and when His Excellency was
  called away, stepped in to play the role of
  the people's savior. Foiling the plots of a
  man such as Sergius could make a long
  and satisfying campaign.
  —51—
  
  repent of their pagan practices. The guildsmen protested their innocence and even-
  tually took to the streets, burning the Archbishop in effigy on the steps of the Ser-
  run Cathedral. Count Sergius quickly stepped in and offered to mediate, just as
  Nikolai was called to the capital on urgent business. In the meantime, the bishop of
  Shambray — Sergius' personal confessor — has agreed to minister to the guilds-
  men's spiritual needs.
  Min
  The city and barony of Min is located on a peninsula at the southernmost tip
  of the Megalan mainland. Lacking good farmland and a harbor deep enough to
  accommodate large merchant vessels, Min is not well-off. The region's major
  industries are milkfish farming, fishing and clam-diving, mostly off the chain of
  islands west of the city. Without this income, Baron Tolbert of Min would be a pau-
  per. Not since Min served as the staging area for the invasion of al-Kard 500 years
  ago has anyone paid much attention to it — until now.
  Min has become a haven for pirates. While the harbor isn't deep enough for
  heavily laden cargo ships, it's just fine for the pirates' small war galleys and quick,
  shallow-drafted sailboats. Using Min and surrounding islands as their base, the
  pirates have all but cut off access by sea to neighboring Sho'joor and Zehan. No
  shipping to and from Cardiel is safe, and most traders have begun giving Min —
  and Sho'joor and Zehan — a wide berth.
  Baron Tolbert disavows any connection to the pirates, claiming he is as much
  a victim — and hostage — to the buccaneers as his neighbors. Yet Tolbert consis-
  tently refuses any aid offered him. His family honor forbids it. Of course, if the
  Count of Zehan would only grant him this fiefdom, and if the Duke of Sho'joor
  would give him that town... why, he could easily hire enough troops to oust the
  scoundrels on his own!
  Sho 'joor and Zehan
  The cities of Sho'joor and Zehan are located on a large, deep bay on Megalos'
  southern coast. Traditionally they have been stopping points for vessels traveling
  from Megalos to the Islamic countries or vice versa. Lately, pirate activity has
  forced them to travel to either Dekamera or Sauvons instead. This
  Captain Rashid al-Marqab
  Age 31; Black hair and eyes, olive
  skin; 5'10”, 160 lbs.
  ST 11, DX 13, IQ 12, HT 12.
  Advantages: Charisma +1; Literacy;
  Patron (the Caliph).
  Disadvantages: 
  Social 
  Stigma
  (Moslem pirate, -3); Duty (to the Caliph,
  -5 points).
  Skills: Shortsword-16; Seamanship-
  14; Leadership-12; Tactics-12; Holdout-
  12; Stealth-13; Anglish-12.
  Rashid is an agent of the caliph of
  al-Wazif, specifically sent to Min in
  order to create trouble. His first mission
  was to create dissension among the
  Megalan nobility, which he has accom-
  plished nicely. His second mission is to
  build a fleet with which to intercept the
  Megalan navy, once Wazifi armies have
  attacked Craine. Rashid has Tolbert com-
  pletely fooled as to his true purpose, and
  stands ready to take control of the fat
  fool's barony as soon as the noble's use-
  fulness has ended.
  —52—
  
  has proved a sore blow to the cities' economies, and to the pocketbooks of their
  rulers.
  Duke Yivirrl of Sho'joor and Count Aloysius of Zehan were caught off guard
  by the pirates, who appeared in strength almost overnight. Although they had sev-
  eral Imperial ships at their disposal, they had almost no navies of their own. Since
  then, one of these war-galleys has been captured by the pirates and another called
  to duty elsewhere. There is no doubt in the nobles' minds that Baron Tolbert is
  responsible, but appeals to the Earl of Dekamera, who is benefiting from their mis-
  fortunes, have been ignored. Emissaries to the Emperor's court have apparently
  failed to even obtain an audience — if they ever reached the capital at all. Several
  attempts have been made to get a ship through to Araterre, but thus far all have been
  intercepted by the pirates.
  The Western Empire
  The lands west of Lake Acheron are drier than the eastern parts of Megalos.
  They are dominated by the ominous Blackwoods in the east and rolling plains in
  the far west and the north. In addition to the standard crops, peaches and pecans are
  harvested. Cattle, woolens, hardings (see p. 131) and horses are the most common
  livestock. Antelope, bison and zebra roam the western plains, as do a few small
  herds of wild horses. Of course, the Blackwoods might contain anything...
  Yibyorak
  The Goblin duchy of Yibyorak is a rich one — and getting wealthier all the
  time. It is a fertile region and well situated along the trade route which links Key-
  hole Bay with the east. The Duke's current pet project is the construction of a canal
  which will allow larger vessels to sail directly to Lake Acheron and Mehan. Its
  completion will help Goblin merchants take over much of the trade which current-
  ly belongs to Dekamera.
  Yibyorak is a city of merchants; money and goods are constantly changing
  hands. Not surprisingly, it is also a city of thieves. Its citizens accept this, and
  regard their losses as part of the price of doing business. Lately, though, things have
  gotten out of hand. A new organization has taken over the town's underworld — a
  very efficient organization. Its members call themselves the Brothers of Mercury
  (see sidebar), and they wear medallions bearing that god's insignia. Their loyalty to
  one another is so great that they will readily die rather than betray one of their own.
  The Brothers' skill is such that supposedly impregnable homes have been burgled,
  right under guards' noses.
  The thieves' success has been so great that they have become the primary con-
  cern of Yibyorak's governor, Taavjekii. He has offered a $100 reward for each
  cultist captured or killed, and $10,000 for their leader. It is also rumored that he is
  hiring spies to infiltrate the organization. In any event, bounty hunters and out-of-
  work mercenaries are flocking to Yibyorak hoping to make a quick fortune.
  Hyrnan
  A shadow of fear hangs over the barony of Hyrnan. From the walls of Hyrnan
  Town on the northern shore of Keyhole Bay, the Blackwoods can be seen on a clear
  day. Although no one can remember a time when the forest wasn't there, old-timers
  seem to remember the barony as being larger.
  Folk in Hyrnan had always assumed that other fiefdoms existed a few miles to
  the north, on the other side of the trees; the fact that nobody in living memory had
  ever met someone from those parts simply wasn't mentioned. Official Megalan
  maps, for hundreds of years, had shown that area as cultivated land.
  Shuuv'kopekk
  Age 44; Goblin; Black hair and green
  skin; 5'4”, 120 lbs.
  ST 9, DX 13, IQ 14, HT 11.
  Advantages: Night Vision; Literacy;
  Magery-2.
  Disadvantages: Impulsiveness; Greed.
  Skills: Streetwise-14; Merchant-14;
  Occultism-12.
  Spells: See Secrets; Wizard Eye;
  Glass Wall; Dispel Magic; Mass Sleep;
  Thunderclap; Great Voice; Hush; prereq-
  uisites of GM's choice (all at level 15).
  The Goblin wizard Shuuv'kopekk is
  the mastermind behind the Brothers of
  Mercury. His identity, however, is
  unknown to any of the thieves save the
  cult's high priest — a human named
  Diosthenes, who is Shuuv'kopekk's ser-
  vant and mouthpiece.
  Shuuv'kopekk uses his magical ability
  to produce the effects of Mercury's
  “blessings,” and collects the offerings
  left by the adoring thieves. Using his
  Great Voice spell, the “god” designates
  targets, disables magical safeguards, and
  otherwise aids the thieves.
  The majority of the thieves of Yiby-
  orak now worship Mercury, and his cult
  has come to dominate the city's under-
  world. Although many of the newer con-
  verts are still skeptical of the god's
  power, all become sincere believers
  eventually. Cultists are fanatically loyal
  to one another — the knowledge that
  traitors are ritually disemboweled is but
  one reason.
  It has recently come to Shuu-
  v'kopekk's attention that Diosthenes is
  less than happy with his cut. With such a
  large price on the cult leader's head, the
  Goblin is seriously considering turning
  his henchman in and collecting the
  reward himself.
  —53—
  
  But six years ago it was discovered that the entire area was thick forest! Was the for-
  est growing? Had it swallowed up entire towns and villages, or, as some folk whis-
  pered, had those places never existed at all?
  Clearly, this was treachery and intrigue at its blackest, aided by powerful magic.
  At first, hardy adventurers entered the wood seeking to solve the mystery or search
  for booty in deserted towns. Later, small bands of soldiers were ordered in to scout
  the terrain. None returned. Finally, three years ago, the Emperor sent one of his
  legions to Hyrnan with orders to clear the forest. Just weeks after the assault on the
  trees began, the survivors returned, ill and starving, with tales of horror — and vow-
  ing never to return. Since then, the Emperor has turned the matter over to his wizards,
  but the Blackwoods has proven impenetrable to even the most powerful scrying
  spells.
  If the Blackwoods was not growing before, it certainly is today. Terrified com-
  moners have abandoned the fields which border it, and none fell its trees. Slowly, the
  forest is claiming the neglected lands, and as it advances, the peasants retreat further.
  Hyrnan's lord, Baron Tunstall, has failed in his efforts to reassure his subjects, and his
  remaining knights and men-at-arms refuse to pass under the evil wood's boughs. He
  has pleaded with Diophrates to send more soldiers, but the Emperor refuses to risk
  more men until his wizards solve the mystery (see sidebar).
  Bannock
  Situated at the mouth of the River Conn, Bannock supports itself on the trade
  between Caithness and al-Wazif. An oft-beleaguered town, Bannock has traded hands
  at least six times in the last 200 years. Its population is mixed Christian and Moslem,
  with enough of each to make forced conversion of the infidel impossible without
  mass slaughter. Thus, Bannock is one of the few towns in Megalos where mosques
  can be found (though all are poor and constantly harassed).
  Since its last ruling family, the Earls of Bannock, was wiped out and their keep
  leveled by the invading Wazifi during the Mages' War, the fiefdom has remained
  without active feudal governance. The new lords have chosen to remain near Mega-
  los — the current Earl, Barris Tremaine, has never even visited his holding. The city
  of Bannock is chartered and run by the various merchants' guilds who are quite happy
  with their freedom.
  But once again war along the southern border threatens, heralded by the increas-
  ingly large numbers of Kharijites to be found in their city; the people of Bannock are
  understandably frightened.
  Quartedec
  The fief of Earl Hadrian of Quartedec stretches from the northern edge of the
  Blackwoods to the Emperor's Wall and the shores of Lake Styx. The earldom is
  famous for its horses, the best of which are descended from captured nomad stock.
  Quartedec's rich, sometimes marshy, grasslands are broken by bands of pine forest
  which harbor all manner of wild creatures.
  Quartedec is the primary source of Dwarven goods in Megalos. Traders from
  Zarak gather here to exchange weapons, armor and jewelry for foodstuffs and cloth.
  Quartedec also has a thriving community of Dwarven smiths — one of the few per-
  manent settlements of surface-dwelling Dwarves on Yrth.
  Relations with Zarak have been strained by the discovery of gold in one of the
  streams which flows down out of the Bronze Mountains and Dwarven territory. Soon
  even the tiniest rivulet running out of the mountains was being panned. Inevitably,
  some miners entered the mountains themselves, angering the Dwarves. This, and the
  sudden drop in the demand for Dwarven gold, prompted the Dwarves to claim that
  the 
  gold 
  — 
  obviously 
  carried 
  out 
  of 
  their
  mountains
  Madness in the Forest
  Those who survived the invasion of
  the Blackwoods told the tale of the
  legion's demise. At first, all went well.
  The soldiers, armed with axes and saws,
  began felling trees, while the battle
  mages blasted entire groves with magical
  fire. In two weeks, they had advanced
  two days' march into the forest… then
  things started happening.
  It began with an attack by ferocious
  wolves, larger than any seen before.
  Their howling filled the night, surround-
  ing the soldiers, making it impossible to
  sleep. Any man who strayed even a few
  feet past the sentries' fires was dragged
  into the trees, where his anguished cries
  could be heard as he was torn to pieces.
  During the day, the beasts retreated, but
  as more land was cleared, the grisly
  remains of the previous night's victims
  were discovered.
  Supplies ran out, and the wolves kept
  game away from the soldiers' camps. A
  party was sent back to Hyrnan for more
  men and food, but their torn bodies were
  discovered just beyond the edge of camp
  the following morning. The officers
  argued: should they send a larger party?
  How large? Half the Legion?
  When the fever struck, nerves were
  already strained by lack of sleep and
  food. Some men simply died. Others
  became too weak to work or even stand.
  A few became delirious, attacking their
  comrades. Voices were heard, calling out
  from the trees, beckoning the soldiers to
  come lie in their cool shade. Those who
  answered the call were never seen again.
  Finally, the surviving officers ordered
  the retreat. An eerie silence descended
  on the forest as the soldiers made their
  exit. Some of the survivors have now
  gone mad, and talk gibberish or stare
  silently into space.
  —54—
  
  by the water — belongs to them. Now a strange disease has appeared among the
  miners. At first the victim's fingers become black and swollen; then the infection
  creeps up the arms. When it reaches the neck the person strangles to death. Some
  claim that God is punishing the greedy panners. Others say that Dwarven mages
  have put a curse on the gold, pointing out that the local Dwarven smiths refuse to
  work or accept this “black gold” as payment for their services (see sidebar).
  Arvey
  Snuggled in the southern foothills of the Bronze Mountains, the Barony of
  Arvey once marked the western border of Megalos, back in the early 1300s. Today
  it is the second largest trading center with the Dwarves of Zarak. Though few of the
  mountain-folk make their homes in the city, one can always find them traveling the
  streets or merchanting their finely crafted wares.
  Craine
  The greatest city in western Megalos is Craine; the Duke of Craine is the
  region’s dominant lord and his fiefdom is the largest between Caithness and Lake
  Acheron. The duchy is a land of rolling plains and slow-moving rivers, dotted with
  stands of pine, oak and poplar. This is excellent country for raising livestock; cat-
  tle, buffalo and sheep are common. Craine, located on the River Conn, is also a
  major center in the Caithness-Megalan trade.
  Since the duchy's creation, it has been torn by war. Founded as a result of
  Megalos' first incursions into Moslem lands, Craine is the traditional staging
  ground for invasions of al-Wazif and Caithness, and has been besieged many times,
  most recently during the Mages' War. Occasionally, the grand duchy has fallen
  under Moslem rule, only to be liberated by Imperial forces. There is a large minor-
  ity of peasants who remember their Moslem roots, although very few practice any
  rites of Islam (and those who are caught are persecuted ruthlessly). Further south,
  closer to the al-Wazif border, there are a few small mosques, fiercely protected by
  the local inhabitants.
  In recent years Duke Bran, together with the Grand Master of New Jerusalem
  and the Archbishop of Raphael, has been the primary agitator for a new crusade
  against the Moslem kingdoms. The knights and legionnaires of Craine often look
  toward their eastern counterparts with a critical eye, considering them to be soft and
  lacking in dedication. This is more true today than ever before, due to the constant
  rumors that the Wazifis are preparing for a new invasion of Megalos. Christian
  spies reported a gathering of forces across the southern border, then their reports
  ceased. Worst of all are the whispered tales that the Caliph's wizards have discov-
  ered a magical weapon of tremendous power. It is Bran's contention that Megalos
  must strike first. The Hospitallers support him; their rivals, the Templars, don't. The
  Church is similarly divided. In any event, the Emperor's attention is elsewhere,
  much to Duke Bran's chagrin.
  Raphael
  The Archdiocese of Raphael is located on the rolling plains south and west of
  Craine. It is the youngest Archdiocese in Megalos, created in 1855 after the series
  of wars which established the current southern border between the Empire and al-
  Wazif. At least half of the current inhabitants had Moslem grandparents, though all
  the folk are now nominally Christian.
  A young, vital city, Raphael supports itself through horse breeding and trade
  with al-Wazif. As one might expect from its location, it has seen more than its share
  of conflict. The city was almost leveled during the Mages' War, but the survivors
  wasted no time in rebuilding, dedicating their handiwork to Jesus and the Emper-
  or. Fearing Wazifi expansion once again, the town is heavily fortified and awaiting
  only the Emperor's word to march.
  Border Intrigue
  People on both sides of the Wazifi-
  Megalan border know that war is brew-
  ing, and they're nervous. Townsfolk are
  repairing their city walls and raising
  militia. Even the laziest of mercenaries
  can find employment in the Duchy of
  Craine. Here are a few possibilities for
  PCs:
  Espionage. Nobles of both countries
  are anxious to know what preparations
  are being made on the other side of the
  border. They also know that many a city
  has fallen when traitors threw open the
  gates to the invaders. The party might be
  hired to infiltrate a city guard in order to
  aid a besieging army, or to ferret out such
  traitors in the local guard.
  Envoys. PCs could be hired to carry
  important missives to neighboring
  nobles, perhaps requesting aid or sup-
  port. Enemy agents will try to stop any
  messages from being delivered, or insure
  that the messengers receive a cold wel-
  come.
  Raids. A raid might be staged in order
  to gain an early advantage in the upcom-
  ing hostilities. The target might be a
  strategic fortress or town, or an enemy
  noble or officer.
  Black Gold
  It is highly likely that the PCs will
  scoff at the “rumors” that the gold is
  tainted. When they look at it, they are
  likely to dismiss its slightly dark col-
  oration as merely impurities. If they cany
  it around too long, however, they will
  begin to have problems. Each day that a
  character carries even one coin be should
  make a HT+2 roll (15 or higher automat-
  ically fails). A missed roll indicates that
  the disease has set in. Over the course of
  the next 1d weeks, the PC's arm will start
  to blacken. When it reaches his neck, he
  must make daily HT rolls — failure
  results in death! Up to this point, the
  process can be reversed and cured by a
  simultaneous casting of a Cure Disease
  and Remove Curse.
  There are a number of possible causes
  behind this curse — the GM should pick
  one he likes (or make up his own!).
  Morthrinn's Bane. Morthrinn (one of
  the seven Dwarf kings; see sidebar, p.
  106) is attempting to stir the humans up
  against the Dwarves. He will then claim
  that his anti-human policies of the past
  decades are obviously correct, and gain
  in stature.
  Glowing, Glowing, Gone! A secret
  society from an advanced TL has been
  hiding out in an underground base
  beneath the mountains. The gold is con-
  taminated by radiation or toxic waste
  from their power plants.
  Dragonfire. An ancient and evil drag-
  on has recently awakened and placed a
  curse on the gold to try and drive the
  humans away from “his” territory.
  —55—
  
  New Jerusalem
  Set west of the Duchy of Craine on the banks of the River Conn, New
  Jerusalem is not exactly a part of the Megalan Empire. Originally settled by the
  Knights of the Hospital of St. John of Jerusalem when they arrived on Yrth, New
  Jerusalem remained a thorn in the Empire's side for a long time. It wasn't until
  1350, when warlord Octavius Magnus negotiated a peace treaty, that the Hospi-
  tallers agreed to join the Empire so their combined forces could destroy the infidels
  to the south. This unity lasted throughout the crusades, and even today the Hospi-
  tallers will answer when the Empire calls — when it suits them. They pay taxes to
  the Emperor according to the treaty, but they have never sworn him fealty, and con-
  sider themselves to be independent agents.
  The city is run by members of the Church, the Grand Master of the Order also
  controlling the city and its surrounding lands. At the center of the city stands the
  Grand Hospital, the primary seat of the order, and its spiritual center. These days
  New Jerusalem is a prosperous place; free peasants work the adjoining farms and
  there is strong trade down the River Conn. The Order also has a large treasury —
  money paid by the Emperor for services rendered.
  For the last century, the Hospitallers have sent most of their might against
  Caithness. They have been one of the few truly effective fighting forces in that low-
  mana area. But their heart is no longer really in that war against fellow Christians
  — not with rumors of al-Wazif arming to the south, and recent incursions of the
  Kharijites into Megalos. Sir Gilford Perrennius, the Grand Master of the Order, is
  agitating within Megalos for a return to the crusades, but some of his most fanati-
  cal knights find even this too little too late. They are ready to shed their ties with
  the lazy Emperor and strike a crushing blow against al-Wazif by themselves. Per-
  rennius feels this tactic is doomed to failure, causing dissension in the Order. One
  of the most rabid knights, Sir Geoffrey Freeman, is now calling for a new Grand
  Master who'll lead them in their duty. Perrennius, who's spent much of his time
  lately in Craine and Megalos, has yet to react to this latest development.
  Sir Guildford Perrennius
  Age 48, 6' 2”, 215  lbs., black hair,
  grey eyes.
  ST 12, DX 13, IQ 14, HT 12. 
  Advantages: Wealth: Wealthy; Clerical
  Investment; Common Sense; Legal
  Enforcement Powers (10 points); Litera-
  cy; Patron (Order, 12 or less); Status +2.
  Disadvantages: Chivalric Code of
  Honor; Duty (to Order, 15 or less); Reli-
  gious Intolerance; Sense of Duty
  (Order).
  Quirks: Likes to drink a hot cup of tea
  before bed; Insists on sparring every day;
  Talks to his horse, Mayfair, about prob-
  lems.
  Skills: 
  Administration-14; 
  Area
  Knowledge (Megalos)-13; Brawling-12;
  Broadsword-15; Diplomacy-14; Fast
  Talk-12; Intelligence Analysis-12; Inter-
  rogation-13; Lance-14; Leadership-15;
  Politics-14; Riding (horse)-13; Savoir
  Faire-14; Shield-15; Shortsword-14;
  Strategy-12; Tactics-12.
  Sir Guildford is a consumate politi-
  cian. Unfortunately, he is also a bit more
  cautious that many of his hot-headed
  brethren would prefer. Guildford realizes
  that war is inevitable — but he wishes to
  delay it as long as possible while he tries
  to improve the position of the Hospi-
  tallers.
  Sir Geoffry Freeman
  Age 35, 6' 0”, 195 lbs., medium-
  brown hair, blue eyes.
  ST 14, DX 12, IQ 11, HT 12 
  Advantages: Wealthy; Clerical Invest-
  ment; Combat Reflexes; Legal Enforce-
  ment Powers (10 points); Literacy;
  Patron (the Order, 12 or less); Status +1.
  Disadvantages: Bad Temper; Chival-
  ric Code of Honor; Duty (to the Order,
  12 or less); Religious Intolerance;
  Fanaticism.
  Skills: Area Knowledge (Megalos)-
  12; 
  Axe/Mace-12; 
  Brawling-13;
  Broadsword-16; Carousing-13; Fast-
  Draw (Broadsword)-12; First Aid-11;
  Interrogation-12; Knife-11; Lance-15;
  Politics-9; Riding (horse)-12; Shield-15;
  Shortsword-11; Swimming-13; Two-
  Handed Sword-12.
  Sir Geoffry is the de facto leader of
  the Hospitaller radical arm. He is young,
  strong, intelligent and absolutely rabid in
  his hatred of Moslems. Although not
  immodest enough to come out and say it,
  Geoffiy is convinced that he would be a
  good choice as the next Grand Master!
  —56—
  
  Araterre
  The islands south of the Megalan
  mainland remained largely uninhabited
  until the sixteenth century, when a resur-
  gence of the Banestorm deposited large
  numbers of Earth humans into the region.
  When Megalan mages discovered this, the
  Empire sent expeditions to help the new
  arrivals acclimate themselves to Yrth —
  and to censor the knowledge that they
  brought with them. After any traces of
  dangerous technology had been erased, the
  Megalans helped the islanders establish
  their own aristocracy — subject to the
  Emperor, of course.
  The Principality of Araterre consists
  of the islands south of the Duchy of
  Sho'joor, stretching from Isle Entelle
  (Ental Island) northward to Isle de Nord.
  On the Principality’s southern border are
  the Ring Islands, a region of high mana,
  dangerous creatures and strange events.
  Westward, across several hundred miles of
  open ocean, lies Cardiel. To the east is
  Bilit Island, whose human population
  remains to this day fiercely independent of
  both Araterre and Megalos.
  History
  Prior to the sixteenth century, the
  southern islands could boast only three
  concentrations of humans: Drift Abbey on
  Ental Island, Mallory on Bartow Island,
  and the strange, isolated people of Bilit
  Island. In 1556, the first Aralaise, folk
  from Renaissance France, came to the
  islands. Over the next fifty years they
  appeared in ever-increasing numbers until the flow suddenly stopped in 1606. Dur-
  ing this period the major settlements of Araterre were founded, but they had no uni-
  fied government.
  Early on, handpicked Megalan wizards and Church agents journeyed to the
  islands to monitor the technological knowledge carried by the newcomers. Mages
  made certain that no one entered or left the islands without a careful screening. In
  the meantime, they slowly installed an aristocracy loyal to the Emperor, elevating
  amenable Aralaise to high office, and providing each with an adviser who watched
  their every move.
  Church inquisitors stamped out Protestant heresies, and placed carefully cho-
  sen puppets in the highest ecclesiastical offices. One order they could not stamp
  out, however, was the Society of Jesus. The martyrdom of early Aralaise Jesuits
  served only to increase the order's popularity and its members' resolve. Recogniz-
  ing the better part of valor, the Curia, after obtaining a few minor theological con-
  cessions, gave the Jesuits its full approval. The Society of Jesus lost no time, and
  by 1800 was spread throughout Christendom.
  Language and Names in
  Araterre
  The inhabitants of Araterre speak a
  dialect of Anglish known as Aralaise.
  This tongue is a blend of Anglish and
  early French, and defaults to either at -2.
  In some remote villages on the southern
  islands, people speak what is known as
  Old Aralaise, which speakers of modern
  French understand at -1. Old Aralaise
  defaults to normal Aralaise at -2, and -4
  to Anglish.
  Names in Araterre follow the same
  pattern as those in Megalos save that
  Latin names are not used by the nobility,
  and all names have a strong French fla-
  vor. Epithets referring to a place use the
  preposition de rather than of, hence
  Arnod de Sauvons. When the place name
  begins with a vowel, this is abbreviated,
  as in Remis d'Ansonne.
  Common names in Araterre include
  Antoine, Aramis, Arnod, Bernard, Eti-
  enne, Gillaume, Guy, Henri, Jacques,
  Jean, Louis, Mathieu, Michel, Philippe,
  Pierre, Raymonde, Simon, Thibod,
  Thierry and Xavier. Women's names
  include Allisende, Anne, Bernadette,
  Danielle, Giselle, Jeanne, Lisette, Mag-
  dalene, Marie, Monique and Sybille.
  —57—
  
  By the year 1625, the Principality of Araterre was established on paper. It was
  not until 1644, however, that the region was officially opened to the world. Today,
  Araterre remains technically part of the Megalan Empire, but geography and tech-
  nology conspire to make the principality all but independent. The Prince, Arnod de
  Sauvons, sends his annual tribute to the Emperor, and lends the comparatively awe-
  some sea power of the Aralaise navy to Megalan military ventures, but otherwise
  rules the islands as his own. Still, a Megalan counselor is present in the Aralaise
  court at all times, observing and advising the Prince.
  Geography, Flora and Fauna
  The islands of Araterre are similar in climate to southern Megalos, save that
  they are warmer and wetter. There is sufficient room on the larger islands to grow
  grain and raise cattle, and fishing is a major industry. Important cash crops include
  tea and grapes. Araterre is also Ytarria's only source for several spices and dyes.
  The islands have long since been denuded of their forests; only a few preserves
  remain. Most land is under some kind of cultivation save that on the southwestmost
  portion of Isle Entelle, which is still wild and shunned because of its proximity to
  the mysterious Ring Islands.
  Araterre is a normal-mana area, except for the Ring Islands, where the mana
  level is high.
  Society
  Araterre has a complete aristocracy, from the Prince (see sidebar, p. 61) on
  down to petty local lords — titles and social ranks are the same as those for Mega-
  los — but the nobility holds little actual power in the islands. Supported by taxes,
  levied upon lands held by the nobility and tariffs paid by Aralaise merchants, the
  Prince holds the financial power of Araterre. Lesser nobles, on the other hand, find
  themselves constantly on the verge of bankruptcy, caught between increasing taxes,
  frozen rents, and a cultural aversion to commerce. Aside from the Palace, the real
  powers in Araterre are the Church, which controls the hearts and minds of the peo-
  ple, and the merchants, who control their pocketbooks. Only the constant struggle
  between the two factions keeps them in balance; were they to unite, they might eas-
  ily overpower the aristocracy.
  There are no nonhumans native to Araterre, but Goblin merchants are common
  in its cities, as are Kobold gutter rats.
  Technology
  Despite Megalan efforts, the technology of Araterre is substantially higher than
  that found elsewhere in Yrth, especially in the area of sailing and shipbuilding. Only
  Aralaise vessels are equipped with the complex rigging and navigational devices
  that make long, open ocean voyages practical. The fact that only the Aralaise, living
  on isolated islands, really need such technology, and that they guard their secrets
  jealousy, has kept their sailing techniques from being adopted in other lands.
  The Ring Islands
  Lying off the southwestern coast of
  Isle Entelle is the archipelago known as
  the Ring Islands. Although no one on
  Yrth (including the PCs) knows it, these
  islands are the remnants of two huge
  craters created by meteorites eons ago.
  All of the islands are heavily wooded,
  and the southern ones hold the only trop-
  ical forests known to the folk of Ytarria.
  The Ring Islands are completely wild;
  except for a few scattered pirate havens,
  intelligent races shun them and do not
  settle there.
  One reason the islands are uninhabited
  is that they lie within a high-mana region
  infested with ferocious monsters. More-
  over, in many areas the mana is aspected,
  being particularly favorable to some
  types of magic and hostile toward others.
  The nature of the mana in the islands
  may change radically from one locale to
  the next, for no apparent reason and
  without warning. (See GURPS Magic, p.
  84, for more about aspected mana.) This
  has caused many forms of wildlife to
  develop magical properties; some exist
  only in one tiny area.
  Among the bizarre and dangerous
  creatures rumored to live in the islands'
  forests are an acid-breathing species of
  dragon, a tiger-like cat whose hide mag-
  ically changes to match its surroundings,
  and a carnivorous flying mammal that
  stuns its prey with its shrill screech. The
  waters around the islands are also pur-
  ported to contain numerous sea serpents.
  In addition to these the Ring Islands are
  also home to many normal animals
  unknown elsewhere on Ytarria, such as
  apes, crocodiles, and giant snakes.
  —58—
  
  Aralaise engineers also excel in the fields of architecture, plumbing and irri-
  gation, and siege engines. All knowledge of gunpowder, however, was wiped out
  by the Megalan wizards… or so it appears.
  Magic
  By contrast, Aralaise wizards are generally less skilled and respected than their
  mainland counterparts. Many Aralaise still retain deep-seated misgivings about the
  use of magic. Though not forbidden or repressed, the study of magic is generally
  not encouraged, except, ironically, by the Church. Most powerful Aralaise mages
  are clergymen, belonging either to the Thomasite or Jesuit orders.
  The Law
  Aralaise law is similar to that of Megalos, though formal courts with judges
  appointed by the ruling noble are more common. Araterre has many professional
  barristers, who argue cases before the courts for a fee. They participate only in
  purely civil matters, however.
  Criminal cases, in which the condemned may be executed, maimed or
  enslaved, are still heard by the nobility. Only a noble may sentence a man to death.
  Commoners are hung; aristocrats are beheaded. Slavery, though still legal, is less
  common in Araterre than elsewhere in Megalos. Imprisonment, however, is very
  common.
  Sauvous
  Sauvons is the political and cultural center of Araterre, and is considered by
  some to be the intellectual and artistic capital of Ytarria. It is a sprawling city, con-
  taining over half the population of Araterre within its liberal boundaries. Sauvons
  boasts many buildings which are remarkable in their own right, and fantastic by the
  standards of Megalos. Among them are the Cathedrale de Saint Michael and Prince
  Arnod's Palais de Sauvons. The University of Sauvons, Ytarria's most prestigious
  academy, is attended by wealthy nobles' sons from all over the Empire.
  The city, and much of the population of the surrounding islands, are support-
  ed by large milkfish farms along the nearby coasts.
  Dueling is a popular pastime among the rich youths of Sauvons. Many fenc-
  ing academies are located here, so there is no lack of young hotheads for opponents.
  Dueling is, however, illegal within the city proper. To be caught by the clumsy city
  watch may be more amusing than dangerous; to encounter the Sabreurs Royales —
  the Prince's elite bodyguard — is quite another matter! A foreigner who attempts
  to duel with a broadsword will be ridiculed as a clumsy oaf; wearing armor will
  earn the name coward as well. This will most assuredly frustrate and enrage many
  a stout knight. Should a knight agree to doff his armor and fight on with his heavy
  blade, he will be quickly humiliated unless possessed of phenomenal skill.
  Outside Araterre, the broadsword is still the preferred weapon, and fencing is
  neither as well known nor as respected. See pp. 60-63 for optional Fencing rules.
  Drift Abbey
  Drift Abbey was founded in the year 1175 by a group of Benedictine monks.
  Whether the monks journeyed from the mainland, or were dropped there by the
  Banestorm is unknown, but they were the first to set foot on Isle Entelle.
  Later, when the Church sent its inquisitors to assure the proper spiritual devel-
  opment of the Aralaise newcomers, they made Drift Abbey their headquar-
  Adventuring in the Isles
  Player characters might wish to jour-
  ney to the Ring Islands for a number of
  reasons:
  Pirates. The islands serve as a haven
  for numerous pirate bands that prey on
  shipping along the al-Haz/Cardiel coast.
  PCs might join a pirate crew themselves,
  or be bounty hunters seeking a particu-
  larly infamous captain. They might even
  be agents of the Sultan sent to infiltrate a
  pirate fleet and discover the location of
  their secret hideout.
  Trophy-hunting. Many of the exotic
  beasts native to the islands will fetch a
  high price on the continent, alive or dead.
  PCs might be collecting pelts or hides, or
  seeking new specimens for the Emper-
  or's private menagerie.
  Jesuits. On the large island in the cen-
  ter of the eastern ring, the Society of
  Jesus has a hidden mission, unknown to
  all but the order's highest brethren. The
  settlement's very existence is one of
  Yrth's best kept secrets; even the Emper-
  or's wizards are oblivious. What goes on
  there is equally mysterious. The Church
  would pay PCs dearly for such informa-
  tion, assuming they could substantiate
  their story.
  —59—
  
  ters. In due time, a sizable town grew up around the abbey, and most of the monks
  moved elsewhere seeking to preserve their life of isolation and solitude. Drift
  Abbey went on to become the seat of the Aralaise Archbishop, though he rarely
  spends much time away from the intrigues of the capital.
  The current Archbishop is Jacques-Jude LeBlanc (see sidebar, p. 61), a former
  monk of the Benedictine order. Ironically, most of the lower ecclesiastics — bish-
  ops and the like — are of the Jesuit order, to LeBlanc's evident displeasure. His
  position is secure by virtue of the Curia's backing and distrust of the Jesuits, but his
  power is frequently undermined by their collective influence. LeBlanc is not con-
  cerned so much with his spiritual authority anyhow; it's his political clout which is
  threatened most, and which is his highest concern.
  Ansonne
  The city of Ansonne was at one time the second greatest of Araterre, regarded
  as a smaller version of Sauvons. But in the last ten years, under the rule of Prince
  Arnod's younger brother Remis, the Duc d'Ansonne, it has declined significantly.
  Those folk who are in a position to know trace the city's decline to Remis'
  chief adviser, a Wazifi merchant named Jafar al-Siyassi. Remis has shown little
  interest in governing, leaving it to al-Siyassi to run the city to his own profit. Jafar
  is rumored to be heavily involved in smuggling and other illegal activities, and
  even worse, Remis is said to dabble in the black magical arts. Whether or not these
  accusations are true, there is no doubt that under Remis' rule Ansonne has become
  a den of thieves and miscreants, and is in dire need of cleaning up.
  Optional Rules: Fencing
  The following rules are offered to expand the Fencing skill. This section is not
  mandatory — indeed, GMs who dislike “cinematic” combat might prefer to skip
  them entirely. Only characters who grew up in Araterre (and have at least Status 2)
  will have had the opportunity to learn Fencing. If a non-native wishes to learn it,
  the GM should require a 10-point Unusual Background.
  It should be noted that “fencing” refers to many different styles of combat, not
  all of them related. In fact, the modern sport of fencing did not originate until after
  the era of the French Revolution. For much more about fencing, see GURPS
  Swashbucklers.
  Weapon Skills
  For the purposes of Fencing, rapier, smallsword and saber are mutually unfa-
  miliar weapons. Each is at -4 to one skilled with another. Since fencing skill relies
  greatly on training the reflexes, it takes 100 hours of training to be familiar with
  another fencing weapon.
  Basket Hilts
  A basket hilt is a metal guard on the hilt of a sword, wrapping around the
  swordsman's hand. It is intended to protect the hand from blows, and can itself be
  used as a weapon. They can be used on any weapon, including two-handed
  weapons. A basket hilt weighs one pound, has PD3 and DR5 and adds 25% of
  Bilit Island
  Bilit Island lies 300 miles to the east
  of       Sauvons. The folk of this large and
  well-forested isle have remained inde-
  pendent of Megalos despite repeated
  invasion attempts by the Imperial navy.
  Their ferocity has earned the island not
  only independence, but a dire reputation
  as well. Old sailors and legionnaires
  boast of surviving a Bilit campaign, not
  of the battles won.
  The people of Bilit Island are not the
  descendants of Europeans, but rather of
  Mayan and Toltec Indians. There are per-
  haps a half dozen large cities on the
  island, each ruled by a warrior-king. The
  cities are in constant conflict with one
  another, their wars are characterized by
  ever-shifting alliances. But each time the
  threat of outside invasion has arisen, the
  city-states set aside their feuding long
  enough to rout the invaders.
  The men of Bilit worship many gods
  — rain, sun, moon, war, death, and the
  elements. They appease these gods
  through sacrifices, usually of animals
  and jewelry, but occasionally with
  human victims. Their hereditary priests
  have tremendous power — political and
  magical — and are second only to their
  semi-divine kings. In war, the islanders
  wield bronze clubs and swords, obsidian
  tipped spears and arrows. They do not
  make weapons and tools of iron or steel,
  but prize those they gain through capture
  or trade. There are no nonhumans on
  Bilit Island, and nonhuman visitors are
  rare indeed. Such visitors may be regard-
  ed as curiosities, demons, or even divine
  messengers.
  Bilit Island is a source of many sought
  after trade goods. Jade, obsidian, and
  other precious stones can be found there,
  as can the hides, furs, and feathers of rare
  animals and birds. Certain fine woods
  such as mahogany are also a major
  export item. Most important, however,
  are the large gold deposits in the central
  hills — the only major source of gold in
  Ytarria not controlled by Dwarves.
  Islamic and Christian traders frequendy
  come to the island to barter steel
  weapons, wines, and other mainland
  goods for jewelry and gold.
  PCs can easily find jobs as guards
  with one of these expeditions; the
  islanders are easily offended, and often
  turn upon their visitors. Or they might
  decide to try to steal the riches of a city
  or mine, but they had better have a way
  to get off the island quickly if they're dis-
  covered. A very few adventurers have
  lived among the islanders and learned
  their language; one or two of these have
  become powerful lords.
  —60—
  
  the cost of a good weapon. This PD applies only to the sword hand and only when
  the weapon is in hand. The basket hilt gives a PD1 to the entire body when used
  against melee weapons (acting as a very small shield), but does not count against
  missile weapons and does not protect against attacks from behind. This PD also
  applies only when the weapon is in hand, not when it is sheathed. DR only applies
  to the covered hand. A basket hilt costs the same no matter the quality of the
  weapon. For example, a good broadsword costs $500. A basket hilt for it costs
  $125. A fine broadsword costs $2,000, but a basket hilt for it still costs $125. Of
  course, much more money could be spent on elaborate decoration. Araterre
  armourers are the only craftsmen that regularly produce baskethilted weapons.
  A normal basket hilt will not allow wearing a gauntlet on the sword hand; one
  could be custom built so that a hand wearing a gauntlet would fit. This would dou-
  ble the cost of the hilt. A hand inside a gauntlet that is inside a basket has the DR
  of both but the PD only of the basket.
  A basket hilt changes the balance and grip characteristics of a weapon. There
  is a -2 penalty for unfamiliarity unless the user has spent one day familiarizing him-
  self with the different feel of the hilt.
  Punching with the Hilt
  The hilt of many weapons can be used in close combat. With any weapon larg-
  er than a dagger, a blow with the pommel is +1 to punching damage but -2 to hit.
  Using a basket hilt as a weapon in close combat is done at -1, but any other use of
  the same weapon in close combat is at -2. The basket acts as brass knuckles, giv-
  ing +2 to punching damage.
  Cloak (Physical/Average)
  Defaults to DX-5,
  Buckler-4 or Shield-4
  This is the skill of using a cloak, both offensively and defensively. This was
  actually studied as a skill. Treat a cloak in close combat as if it were a shield (side-
  bar, p. B 114).
  There are two types of cloaks used in combat: a large, heavy, full-length cloak
  such as travelers wear, and the smaller, light-weight, torso-length dress cloak of a
  17th-century Earth gentleman.
  Heavy Cloak
  The heavy cloak is used as a shield: Treat the defensive maneuver as a block,
  figured at 1/2 Cloak skill. Its PD is 2.
  The offensive maneuver with a heavy cloak is to attempt to envelop the oppo-
  nent. The cloak is treated as a thrown weapon at Cloak skill (SS 12, Acc 1, Max 2,
  half-damage doesn't apply). The maximum aiming bonus is +1. A thrown heavy
  cloak may be dodged or blocked. It may only be parried by a weapon of 2 lbs. or
  more. A heavy cloak weighs 5 lbs.
  At a 1-yard range, the attacker may hold onto the heavy cloak while throwing
  it. If the throw misses or the defender is successful, one turn is needed to ready it
  again for offensive or defensive use. If the throw is successful, the attacker may
  attempt to pull his opponent off balance. Roll a Quick Contest of ST; the attacker
  is at +2. If the defender loses the contest, he is at -2 DX the next turn. If he loses
  by five or more, he is pulled off his feet to his knees. On a critical failure, the
  defender falls down. It takes a successful DX roll and one turn to remove the cloak.
  In the meantime, the cloak blinds the defender and prevents any attack or active
  defense.
  Prince Arnod de Sauvons
  Age 40, Dark brown hair and brown
  eyes; 5'11”, 190 lbs.
  ST 12, DX 11, IQ 11, HT 13
  Advantages: Legal Enforcement Pow-
  ers (15 points); Status 6; Wealth (Filthy
  Rich); Literacy.
  Disadvantages: Compulsive Behavior
  (hunting); Duty (-5 points); Enemy
  (Princess Acarie).
  Skills: Administration-9; Bow-12;
  Falconry-11; Fencing-13; Riding-14;
  Savoir-Faire-13; Tracking-12.
  Arnod has but one true love — and it
  is not his wife. The Prince of Araterre is
  an avid hunter, and at the very least goes
  riding every day. Next to beast-slaying,
  Arnod loves beautiful young women. It
  is widely known that the Prince has at
  least one mistress. As the Princess
  Acarie has yet to bear a male heir, some
  of Arnod's advisors are urging him to
  divorce her and marry someone younger.
  The Princess, who has ambitions of her
  own, would rather see Arnod dead than
  have this come to pass — she'll lead a
  much better life as his widow than his
  jilted ex-wife.
  Archbishop Jacques-Jude
  LeBlanc
  Age 52; Graying black hair and blue
  eyes; 6', 165 lbs.
  ST 10, DX 11, IQ 14, HT 10.
  Advantages: Status 5; Literacy; Cleri-
  cal Investment.
  Disadvantages: Benedictine Vows;
  Duty (to the Church, -5 points).
  Skills: Administralion-14; Bard-12;
  Diplomacy-14; Latin-14; Savoir-Faire-
  -12; Theology-14.
  The Archbishop of Araterre is an
  extremely able and clever politician. He
  is no more capable, however, than the
  wealthy merchants who currently hold
  the Prince's ear. This does not deter
  LeBlanc by any means; he works tire-
  lessly to increase the political power of
  the Church within the principality.
  The Society of Jesus, however, is a
  constant thorn in the archbishop's side.
  LeBlanc is of the Benedictine order
  which originally founded Drift Abbey,
  but it is the Jesuits who dominate much
  of Araterre's religious life. The archbish-
  op feels that the Jesuits are constantly
  undermining his authority and seek to
  replace him with one of their own. For
  this reason, LeBlanc often speaks against
  the Society in the Curia, and advocates
  their dissolution.
  —61—
  
  Light Cloak
  The light cloak is more versatile. It has PD 1; but it can be used more cre-
  atively as an attack weapon. A light cloak weighs 2 lbs. As an attacking weapon, it
  may:
  Be thrown over the opponent's head,
  Entangle the opponent's weapon or arm (1-hex reach), or
  Be snapped at an opponent's face (1-hex reach).
  Throwing the light cloak is similar to throwing the heavy cloak (same range
  modifiers), but it cannot he held onto, can be parried by any ready weapon, and
  requires no DX roll to remove. The opponent is blinded until he takes an action to
  remove the cloak.
  Entangling the opponent's weapon allows the cloak wielder to retain his hold
  on the cloak. Roll a Quick Contest of the attacker's Cloak skill (minus any modi-
  fiers to hit — see Striking at Weapons, pp. B110-111) and the defender's Weapon
  Skill (or DX if carrying a ranged weapon). It counts as an attack. If a melee weapon
  is entangled, the defender must win or tie a Contest of Weapon Skills before he can
  use his weapon again. Each attempt counts as an action. If the cloak user wishes to
  attack with another weapon the next turn, he is at -2 if he retains his hold on an
  entangling cloak. A Contest of DX versus Cloak Skill is needed to free a missile
  weapon from the cloak.
  Entangling the arm is a Quick Contest of the attacker's Cloak skill -2 for hit
  location (p. B109) and the defender's DX. If the defender is holding a melee
  weapon in either hand, he has the opportunity to parry the cloak before the Quick
  Contest. The defender must win a Contest of ST to free an entangled arm. A
  weapon in the entangled hand may be used at -6 but any aim is spoiled.
  Snapping the light cloak in an opponent's face is done at Cloak-5. If the attack
  is successful, the attacker may be blinded for a turn. Any defense may be used
  against this attack. Critical success on the Cloak skill roll does 1 point of damage
  to one eye (roll randomly to determine which one), blinds the opponent for one sec-
  ond and mentally stuns him. Otherwise, making the attack roll by 5 or more will
  blind the opponent for one second (with no damage to the eyes) if he fails his
  defense roll. If the attacker makes the attack roll by less than 5 and the defender
  fails the defense roll, the defender's DX is reduced by 1 for the next turn only.
  Damage to cloaks is handled by the rules in the sidebar on p. B120. A cloak
  has DR 1. It takes 5 points of cutting damage to render a heavy cloak useless. An
  impaling attack of 2 points of damage is needed to penetrate a heavy cloak — dam-
  age over that amount gets through to the cloak wielder. It takes 3 points of cutting
  damage to render a light cloak useless. Any impaling damage over 1 point gets
  through to the character. Crushing damage has no effect on cloaks. Note that the
  cloak is damaged (and impaling attacks get through) only if the defense roll was
  made by only the number of points of its PD.
  Knife (Main Gauche) (Physical/Average)
  Defaults to
  DX-5
  This is the skill of using a knife in the off-hand, offensively and defensively,
  in conjunction with a weapon in the other hand. It includes the Knife skill, but not
  Knife Throwing.
  The advantages of this skill over the Knife skill are:
  1. The parry is 2/3 of the skill.
  2. There is no penalty for using the off-hand on defense.
  3. There is no -1 penalty for parrying with a knife.
  Attacking with the Main Gauche skill is at -4 for being in the off-hand, unless
  the character is using his better hand, or is Ambidextrous.
  Initial Carving
  Swashbucklers who wish to carve an
  initial while fighting can do so if their
  skills are high enough. Determine where
  the initial is to be carved and the number
  of strokes necessary to carve the initial
  — a Z takes three, for example. The first
  cut of the initial is at no minus beyond
  the normal minus to hit that particular
  body part. Thus, an initial on the chest is
  at -0 for the first stroke, a letter on the
  forehead is at -5, and so on. If the first
  stroke does even 1 point of cutting dam-
  age, anything but metal or a similarly
  hard material will be marked. An impal-
  ing weapon may make a 0 HT scratch for
  initial-carving purposes. This will cause
  a scar if made on skin, and will rip cloth
  but not armor.
  The remaining strokes of the initial are
  more difficult to place accurately. They
  are at -4 (in addition to any body-part
  modifiers) for an initial roughly four
  inches by four inches. This modifier is
  necessary to insure that the strokes are
  aligned well with the first stroke. If a
  subsequent stroke attempt is failed by 4
  or less, the slash is made, but it is not
  properly connected to the previous lines
  — there is either a gap or an overlap —
  roll a die. This can be very bad form —
  it might even change the initial to a dif-
  ferent letter! It is possible to attempt to
  connect lines that are too far apart (try
  again, same modifier), or simply start
  over in another spot. The victim might
  object to the erasing process, however,
  which involves at least half a dozen
  criss-cross lines. Missing by 1 is no big
  deal — an initial doesn't have to be per-
  fect, just legible. Initial carving should
  only be attempted in a combat situation
  by the very skilled, or those named Inigo,
  Ignatz or Irene.
  Curved letters, such as C or S, require
  a GM ruling. An additional -2 for the
  wrist movement involved is recommend-
  ed, but the number of strokes necessary
  is left up to the GM. Every letter except
  “I” should require at least two strokes.
  The hardest letters to carve correctly are
  not necessarily curved letters, but ones
  where the exact juxtaposition of lines is
  critical. These include K. Y, R, Q, etc.
  Lower case letters are considered
  inappropriate for initials in any literate
  society. Allowances can be made for
  artistic temperaments, however.
  A PC may All-Out Initial-carve, of
  course, giving up his defense to inscribe
  two strokes in a single turn — don't for-
  get to figure in the -4 for the second
  stroke. As another option, a single
  All-Out Carve, done at weapon skill -10,
  will make any one initial in one turn.
  This may boggle the victim enough that
  he'll be mentally stunned and unable to
  attack in his turn, at the GM's option.
  However, this is not automatic, and will
  only be true for minions, not major
  NPCs.
  —62—
  
  This skill is primarily used with a rapier, though it can be used with other fenc-
  ing weapons. The main gauche user may parry one attack with the knife at 2/3 main
  gauche skill. A different attack may be parried in the same turn with the other
  weapon, at its normal parry. Any type of knife or dagger may be used as a main
  gauche, but they are all liable to breakage — see sidebar, p. B111.
  Off-Hand Weapon Training                               No Default
  Anyone who has learned to use a weapon with the master hand can learn to use
  the same weapon with the offhand. This eliminates the -4 off-hand penalty, but only
  for that particular weapon. Cost is 2 points for each penalty point removed; that is,
  2 points buys -3, 4 points buys -2, etc. Off-hand training can also be applied to other
  skills and to train the off-hand skill up if the master hand is lost or crippled.
  New Maneuvers
  Attacking with Two Weapons at Once
  A character may attack with two weapons at once. If the character does not
  All-Out Attack, each weapon is at -4, in addition to any off-hand and hit location
  penalties. Such an attack is difficult to defend against if aimed at a single foe. The
  defender's attention is diverted: -1 to defend against each attack of a two-weapon
  attack aimed at a sole opponent. The usual restrictions to defense apply; only one
  block or parry per turn is allowed (unless using a fencing weapon). In a Cinematic
  campaign (p. B183), two different opponents may be attacked at once in this man-
  ner.
  Corps-a-Corps
  Corps-a-corps — “body to body” — is the fencer's term for close combat. All
  normal rules apply — see p. B111. Note that swords, cloaks and bucklers are hand-
  icapped in close combat.
  If a fencer wants to keep an opponent in close combat, he can attempt to bind
  his opponent's weapon (lock blades). To do this, he must begin his turn in a front
  hex of his opponent. He then steps into the opponent's hex and announces his inten-
  tion to bind the opponent's blade. He must win a Quick Contest of Weapon Skills
  to lock blades that turn — that is his action, successful or not.
  If he does not win the Quick Contest, treat it as any case of two characters in
  the same hex. If he succeeds, the blades are locked, and the opponent is free to per-
  form any normal action (at an additional -2) that doesn't involve the locked blade.
  However, if the opponent wishes to leave the hex with his weapon, he must win or
  tie a subsequent Contest of Weapon Skills — he is at +2. If he tries to break free,
  and fails, that is his whole action. He may try each turn (stepping out of the hex the
  turn he succeeds), or perform some other legal action. Simply dropping the weapon
  will allow him to step back out of the hex that turn, but the person who locked the
  blade may flip his opponent's weapon to any adjacent hex he desires by making a
  weapon skill roll.
  The fencer who initiated corps-a-corps does not need to do anything to keep
  the two blades locked together. He may release the bound blade at any time. He
  may perform any other close combat action at an additional -2, such as stabbing
  with a dagger in the off-hand, attempting to grab with an empty off-hand, etc. In a
  locked-blades situation, apply a -2 to all actions (except an attempt to break free of
  the bind) by either opponent, above and beyond any close combat modifiers.
  Any fencing weapon can bind any other fencing weapon. Knives, shortswords,
  broadsword, etc., cannot bind or be bound by other blades. However, there is a type
  of main gauche that is made specifically for binding sword blades. Treat it as a
  large knife that costs an extra $20 and cannot be thrown.
  Fast-Talk During Battle
  During a fight, a swashbuckling
  fencer nay attempt to Fast-Talk his oppo-
  nents into letting down their guard in
  some way — especially useful against
  many enemies at once. Although talking
  counts as a free action, to be convincing
  the Fast-Talker really has to look as if he
  is seeing a rabid, frothing dog charging
  down at the group as he shouts, “Look
  out, mad dog!” This means he is at -2 to
  any physical action and defense until his
  next turn — this can be a risky maneuver.
  Roll a Quick Contest between the char-
  acter's Fast-Talk or Acting and each of
  the opponents' !Q. The GM may allow a
  plus to a deceitful PC's skill if the player
  comes up with a truly plausible diver-
  sion.
  If the Fast-Talker wills the Quick Con-
  test, the losing character is considered
  Mentally Stunned for 1 turn only — he
  may make no action and his defense is at
  -4. He has turned his head, or checked
  his shoe-laces, or whatever. Critical fail-
  ure by the duped party or critical success
  by the liar is treated like total surprise —
  see p. B122. The deceiver may then
  make any legal action that turn, but any
  DX-based maneuver is at -2.
  If the other character ties or wins the
  Quick Contest, he gets his normal action
  on his turn — he's not taking his eyes off
  his man, even if there is a mad dog
  charging down on him!
  —63—
  
  Caithness
  The youngest of Ytarria's kingdoms, Caithness is still sparsely populated and
  underdeveloped. In a hundred years, it nay be a serious rival to its more mature neigh-
  bors, Megalos and al-Wazif. Today, it is little more than a handful of rustic baronies
  and lord-holdings scattered across thousands of square miles of virgin territory.
  Because they are spread so far apart, Caithness' local nobles have always
  enjoyed considerable autonomy. Yet throughout most of the kingdom's brief history,
  these semi-independent regions have been bound together by a series of strong rulers.
  In recent years, however, the unity of the kingdom has suffered. The current
  king, 20-year-old Conall VI, is only now earning the respect of his nobility, though
  he has sat upon the throne since the age of six. Conall is maturing into a clever and
  charismatic ruler, but many barons and lords continue to pay only intermittent atten-
  tion to their feudal duties, fondly remembering when there was almost no king at all.
  A few are even reputed to be plotting rebellion, before the young king becomes too
  strong to resist.
  History
  Caithness was settled by pioneers from western Megalos about 200 years ago. A
  vast, fertile land between Megalos and the Great Desert, the region had long been
  considered ideal for colonization, except for two minor problems. It was poor in
  mana, and rich in orcs.
  It was not until 1784 that a strong colony effort was organized. Its leader was
  Conall, third son of the Duke of Craine, an intelligent and ambitious young man who
  saw little future for himself within Megalos. Conall gathered a band of similar-mind-
  ed settlers, determined to make an opportunity for themselves in these fertile Orc
  lands.
  During their first few years in Caithness, the settlers spent more time fighting
  Orcs than building or farming. Twice before 1790, they were almost forced back
  across the Megalan border by the Orc tribes. Gradually, however, the battle lines
  pushed further west. By 1800, the keep of Redhall was established, and the small
  town around it was self-sufficient. By 1812, the Orcs had been driven back to the
  edge of the Great Desert. With nowhere left to hide, the Orc-chieftains led what was
  left of their tribes across the desert, leaving Caithness to the human settlers.
  The years that followed were a period of peaceful building and growth, as more
  and more settlers moved into the region. In 1822, Conall was summoned to the Impe-
  rial capital, where he was honored in an extravagant ceremony that officially extend-
  ed the borders to include the County of Caithness. Naturally, Conall was made its first
  Earl.
  But Caithness, now strong and flourishing, was not long a Megalan county. In
  1826, Conall declared Caithness an independent kingdom, and was crowned King
  Conall of Caithness by his friend and confessor, Constantine, the Archbishop of Clix-
  tus. Soon afterward, Constantine denounced the Curia of Archbishops as a corrupt
  institution, with no authority over the Church in Caithness.
  Thus, Caithness became spiritually as well as politically independent of its
  motherland.
  Neither the Emperor nor the Archbishops accepted Caithness' independence, and
  within the year, the Legions of Megalos were on the march. They were joined in New
  Jerusalem by the Hospitallers, who considered the invasion of Caithness   holy cru-
  sade against heretics. Yet the Legions — so dependent upon their battle mages — met
  with little success in mana-poor Caithness. They were soon demoralized by the small-
  er, 
  but 
  much 
  more 
  determined 
  armies 
  of
  Names in Caithness
  Caithness parents usually follow the
  cusloms of their Megalan ancestors (see
  sidebar, p. 41) when naming children.
  However, unusual or even fanciful
  names are sometimes bestowed. This
  custom is most often seen among nobles.
  Examples include Aylara, Bandellan,
  Galardon, Pinetall, Renown, Torrion,
  Vulnavia.
  Such names may pass into common
  usage if they “sound good,” especially if
  the bolder becomes widely admired. For
  instance, Peredur of Durham, later famed
  as Peredur Orcslayer, was the first to
  bear that name... but hardly the last.
  Peredur is now a common name all over
  Caithness!
  —64—
  The Great Desert
  The Great Desert, to the west of Caith-
  ness, is a barren place indeed — no mana,
  no water, and very little life. The desert
  seems to be retreating, year by year, but it
  is a slow process. (No PC would know
  this, but in fact the desert was one of the
  products of the Dark Elves' magical disas-
  ter, some 900 years ago.)
  Dead cities, built by unknown races, can
  be found within the desert — sometimes.
  The shifting sand covers them and uncov-
  ers them at will.
  The only inhabitants of the desert are
  small tribes of Reptile Men, who tolerate
  and even enjoy the heat. These fierce wan-
  derers will prey (literally) on any travelers
  they can catch. When there are no travelers
  about, they exist on lizards, insects, and
  other small game.
  
  Caithness, and withdrew. The Hospitallers,
  whose tactics did not revolve around magic,
  were left without an ally, and were forced to
  abandon their crusade as well.
  Over the next two decades, necessity
  forced the Empire to accept Caithness' sover-
  eignty. Trade between Caithness and Megalos,
  interrupted by the war, resumed and grew. In
  1844, Archbishop Constantine's successor,
  Giles of Fordham, met with the Megalan
  Curia; the differences between the two church-
  es were resolved, and Caithness' Church was
  reunited with that of Megalos and Cardiel.
  For the past 180-odd years, the descen-
  dants of Conall I have ruled Caithness from
  their traditional holding, Carrick. The king-
  dom has continued to expand its wealth,
  developing its vast arable lands for agricul-
  ture. Despite the periodic clashes, which con-
  tinue to this day, the border between Caithness
  and Megalos has remained stable for two cen-
  turies, following the invisible line where, as
  one travels west, the mana level drops from
  normal to low.
  In recent years, however, Caithness' tradi-
  tional unity has suffered. In 1975, King Morill
  III died, leaving his six-year-old son Conall as
  his sole heir. Although Crown Prince Conall's
  mother, Queen Alys, struggled to maintain the
  prince's position and to protect him from
  harm, the power of the throne gradually
  declined over the next decade. During the long
  royal minority, many of Caithness' nobles
  chose to ignore the young prince-king entirely,
  conducting their affairs as they would.
  Regional lords warred among themselves, and
  few sent their proper taxes and levies to Car-
  rick. When Megalan armies invaded in 1982,
  individual lordings had to turn them back
  without royal aid. They succeeded, but it was
  a costly victory for Fordham, the lording hard-
  est hit by the invasion.
  The Crown Prince was crowned Conall VI of Caithness in 1985, at the age of
  sixteen. Caithness' nobility, by and large, was unimpressed.
  Since his coronation, Conall and his advisors have begun taking steps to
  reassert royal authority in the kingdom. Naturally, they expect some resistance
  from the more independent of Caithness' nobility. The situation has yet to erupt into
  civil war, but the atmosphere is becoming increasingly tense as Conall
  The Great Forest
  This wood is the largest in Ytarria,
  larger than even the Blackwoods, and
  may be the greatest in all of Yrth. It is
  said by some that it and the Blackwoods
  were once part of a single great forest
  that covered all of central Ytarria before
  the Banestorm, but no one really knows.
  Some claim tliat the Blackwoods is
  growing so alarmingly in an attempt to
  reunite with the Great Forest and once
  more dominate the continent.
  The Great Forest is home to many
  kinds of life, natural and fantastic. It con-
  sists primarily of pine, dark fir, and
  spruce trees, but there are stands of oak,
  plane and elm as well. Bears, deer, elk
  and boars are common, and gryphons,
  dire wolves, huge cave-bears, shaga-
  maws, and even the elusive unicorn are
  reputed to dwell within its depths.
  Many Elves live in the Great Forest, at
  least one community of Dwarves is
  located in the mountains that bisect it,
  and Gnomes live in the southern foodiills
  west of God's Fence. Bands of Hobgob-
  lins also prowl its edges, preying on
  hunters and human villages. There are
  even rumors that Orcs live in the woods,
  descendants of those who sought refuge
  there from the armies of Conall I.
  To most humans, the Great Forest is a
  place of mystery. Even the hunters of
  Caithness rarely venture more than ten
  miles under its eaves, and the wood is
  200 miles wide by 600 miles long!
  Adventurers entering the forest may seek
  gold in the mountains, the furs or hides
  of rare animals, or to establish a new
  trade route to al-Haz. It is also the only
  way to reach the land of the Djinns
  beyond God's Fence, without sailing
  through the Maelstrom, crossing the
  mana-dead Great Desert, or eluding Hazi
  guards and crossing the mountains.
  —65—
  
  attempts to reclaims the prerogatives that
  many lords have come to regard as their
  own.
  For a more detailed look at Caith-
  ness politics, as of 1988, see the GURPS
  Fantasy supplement Harkwood.
  Geography, Flora and Fauna
  Caithness is bordered by the Great
  Desert on the west, the legendary Great
  Forest to the south, Megalos to the east,
  and the mountains of Zarak to the north.
  By treaty — which the Megalans violate
  every few years with a minor invasion —
  the Caithness-Megalos border is set at the
  line where the mana level drops from
  normal to low. Thus, Caithness officially
  includes hill country bordering al-Haz
  and al-Wazif, as well as the entire Great
  Forest, though these areas remain essen-
  tially unexplored.
  Rolling plains, like those of western
  Megalos, dominate Caithness, and are
  broken up by frequent woods and a few
  regions of deep forest. Most of Caithness'
  rainfall comes in the form of storm sys-
  tems from the western ocean, which for
  some reason cross the Great Desert
  before yielding their moisture, Thus,
  Caithness is damper than its neighbors to
  the east and southeast.
  Caithness is only sparsely populat-
  ed, even in the well-settled Northlands.
  Towns are small and far apart; only a
  handful of communities, such as
  Durham, Carrick, and Sterling, can be
  even loosely termed cities. Roads between towns are well-marked dirt or gravel
  tracks, though maintenance is sporadic and bridges are frequently washed out.
  Most of Caithness' trade moves along its two major rivers, the upper Conn and
  the Smoke. Since both of these rivers flow into Megalos, where the Smoke joins
  the Conn at the duchy of Craine, the empire is by far Caithness' most important
  trading partner. In times of war, Caithness' merchants suffer, though her rich agri-
  culture sees that the people seldom go hungry. Ironically, much of the trade
  between northern and southern Caithness is routed along the rivers and through
  Craine, at a considerable cost increase.
  The only crops by Caithness' farmers in sufficient quantity for export are pep-
  pers and grains, including wheat, rye, corn and barley. As a result, the kingdom is
  well known for its beers and liquors; Sterling Gold and Redhall Red are traded as
  far away as the Imperial capital, where they command premium prices. Wine, on
  the other hand, is rare and expensive in Caithness, where the
  Women in Caithness
  Because the people of Caithness
  respect ability as much as tradition, the
  kingdom also offers greater opportunity
  for women than any other land in Yrth.
  The tradition that in the absence of a
  male heir, a female heir could inherit
  lands and title was established early on,
  when Caithness suffered from a shortage
  of nobility. When a father dies, leaving
  as his heir a minor son, the boy's mother
  rules as regent until he reaches 16.
  Today, the lordings of Durham, Blythe,
  and Deerwood are ruled by landed
  Ladies.
  Caithness' women entered the chivalry
  in 1934, with the knighthood of Dame
  Devin of Fordham. As the ruling Lady of
  Fordham, Devin personally led her
  forces against the Megalan legions in the
  invasion of 1932; in honor of her victo-
  ries, King Cerdic II knighted her. Most of
  the chivalry tried to forget Devin's
  knighthood — Cerdic was considered a
  rather eccentric king.
  But Devin became a heroine for Caith-
  ness' young noblewomen. Many of then
  appealed to her to take them as squires;
  after politely refusing for three years,
  Devin finally accepted Lady Teress of
  Durham into her service. Teress trained
  and studied almost with a vengeance.
  Within four years, she was besting her
  brother squires afoot and on horseback,
  and was a model of courtly graces. Yet
  Devin could find no knight willing to
  grant her spurs, and she would not weak-
  en Teress' claim to her knighthood by
  dubbing the squire herself. (Though it is
  possible to knight one's own squire, it is
  traditional in Caithness for a squire to be
  granted spurs by another, presumably
  disinterested knight.)
  Another two years passed until Sir
  Trent Longoak, Grand Master of the
  Order of the Stone, visited Fordham.
  There, Sir Trent met Squire Teress, and
  was much impressed. After conferring
  with both the squire and her knight, Sir
  Trent knighted Teress, making her the
  first female Knight of the Stone.
  Dame Teress' knighthood, conferred
  by a much-respected Grand Master
  rather than a whimsical king, lent credi-
  bility to the notion of female knights.
  Within a decade, there were a dozen
  knighted ladies in Caithness. Though
  still a minority, women knights are
  becoming increasingly common; today
  about one in five Knights of the Stone is
  a woman. Among traditional knights,
  women are only one in ten, and the Drag-
  ons — a priesthood as well as a chivalric
  order — remains exclusively male.
  —66—
  
  climate is too chilly for grapes. To be served wine — which must be imported —
  in the manor of a Caithness noble is a great honor. Failure to compliment a host on
  the quality of his wine is a grave insult, regardless of how poor the vintage may be.
  Society
  Caithness' society is essentially a much less complex and more tolerant ver-
  sion of Megalan feudalism. The frontier mentality is still strong in Caithness, and
  its manifestations can be seen in many facets of the kingdom's culture. Competence
  and self-reliance are highly valued, while pomp and pretense are scorned. Formal-
  ity almost invariably gives way to function; the lord who gets down and helps dig
  the moat commands far greater respect than the prissy noble who sits under an
  umbrella sipping wine while his peasants toil.
  There is a very definite strain of machismo running through Caithness' culture.
  Pastimes like hunting, horse-breaking, hawking and hound-training are
  well-respected, while artistic pursuits such as painting, sculpture and poetry tend to
  be forgotten. Some of Caithness' knights do require their squires to study the arts
  — especially poetry — but the resultant verse is limited to laughably poor dogger-
  el and clumsy sonnets. Knights seldom continue to write after their knighthood.
  Caithness dances tend to be rowdy, foot-stomping reels, very different from the
  stately, graceful pavanes of Megalos.
  Women are generally welcomed in any of the manly pursuits they wish to join;
  hawking is especially popular among Caithness' noblewomen, yet it is considered
  in no way effeminate. But ladies who stick to more feminine activities, such as
  needlework, are not disdained. Instead, they are valued as the flowers of culture,
  luxuries in a harsh world.
  Caithnessers, from serfs to royalty, view Megalan society as pompous, preten-
  tious, and decadent. Megalan nobility suffer a -1 reaction from Caithnessers, unless
  they have a manly reputation which extends into the kingdom (only a handful of
  western Megalan knights are likely to be known in Caithness). Megalan merchants
  are distrusted, and suffer a similar penalty. Due to the strength and nature of the
  Church in Caithness, locals will react at -1 to Moslems, and -2 to known pagans
  (except Elves, whose beliefs are seldom even considered by Caithnessers).
  Social Climbing
  Unlike Megalos, Caithness offers ample opportunity for the talented and ambi-
  tious to advance themselves. The story of a slave becoming King would be an
  unlikely epic, but many worthy Caithnessers climb at least one rung on the social
  ladder during their lives. The proverb is “If Young Jack be not worthy, Old Jack can
  hang.” In other words, deeds are more important than breeding!
  From the lowest level to the highest, here are a few ways in which a person
  from Caithness might increase his social status:
  A slave or serf might perform some great service and be freed by his master,
  gaining Freeman status. Or he might flee his lord and change his name, becoming
  a Freeman while gaining an Enemy.
  A Freeman might distinguish himself with administrative ability, or by prof-
  itable trading and adventuring, and be appointed Mayor of a town. Or he could pur-
  sue a military career, becoming an officer. A brilliant career as a merchant or crafts-
  man can bring considerable wealth and a limited degree of Status, but titles cannot
  be purchased in Caithness.
  A Mayor or Captain who serves his lord well might be made a Governor — a
  minor hereditary lord who governs a territory, usually including a large town, with-
  out holding in fief. The best way to do this is by helping the greater lord deal
  Gaming Social Climbing
  When a new PC is created, the player
  may choose his Status, paying the requi-
  site point cost for the level chosen (see p.
  B18). Once the character enters play,
  however, any changes in his Status
  should be a result of events in the cam-
  paign. At the lower levels, increases in
  Status are fairly easy to come by — a
  knight, preferably another PC, might
  accept a promising young freeman as a
  squire; a mercenary might assemble a
  small company and become its captain;
  for a great service, a lord might grant an
  unlanded knight a manor, making him a
  landed knight. Such events can be
  worked into the campaign easily, without
  seriously disrupting the course of play.
  At the upper levels — from Governor
  on up — any rise in Status is likely to be
  incidental to the main plotline of the
  campaign. For example, the campaign
  might center around a pioneering expedi-
  tion into a wild section of Caithness. As
  the campaign progresses, the settlement
  overcomes hardships to develop and
  grow. As this happens, the leaders of the
  settlement are likely to rise in Status. The
  person in charge is likely to progress
  from Mayor to Governor and perhaps
  Landed Lord or even Baron, if the cam-
  paign lasts long enough; his closest assis-
  tants are likely to become knights or
  minor lords as well.
  If a player is deliberately trying to
  increase his PC's Status, he should be
  provided roleplaying opportunities which
  will allow him to do so. When the PC has
  impressed his superiors sufficiently, by
  methods similar to those described
  above, he should pay 5 character points
  per level of Status increased. The appro-
  priate event — a knighthood ceremony,
  for example — should be worked into the
  campaign to transact the Status increase.
  If, however, the PC is simply being
  roleplayed well, in such a manner that the
  rise in Status is a natural but accidental
  result of campaign events, the GM may
  decide to confer a Status increase with no
  point cost to the character. In effect, the
  character points required to pay for the
  increase are a bonus given by the GM for
  good roleplaying.
  —67—
  
  with some sort of civil, economic or military crisis, or by organizing and leading a
  successful settlement expedition into a previously undeveloped portion of the lord's
  fiefdom.
  Any free person of Caithness may be knighted by the King, a Landed Knight,
  or a senior Knight of the Stone, thus becoming an Unlanded Knight. The spurs of
  knighthood may come as a reward for extreme bravery or prowess on the battle-
  field, if the person in question plays a crucial role in the outcome of a battle, or as
  the culmination of years of training as a squire under another knight. Squires are
  usually chosen from among the nobility, but promising commoners are frequently
  accepted as squires, especially by unlanded knights or by Knights of the Stone.
  To gain a position higher than that of an unlanded knight or minor lord, a per-
  son must somehow acquire lands and persuade the King to recognize them as an
  estate or protectorate. In other words, the King must be persuaded that the person
  is worthy to be a ruling noble in his own right. This requires faithful service and an
  oath of fealty to the crown. Most new lords in Caithness are former governors,
  whose territories have grown and developed to the point that they merit separation
  from their parent lording. Often, the Lord of the parent lording will resist the gov-
  ernor's attempts to gain separate status for a territory, spawning rivalries which
  range from friendly to bloody.
  To become a Baron, one must do one of three things — marry the baronial
  heir; step into the power vacuum left if a baron and his heirs are killed and hope the
  King recognizes one's worthiness to rule the barony; or be the Landed Lord of a
  lording which has grown to the point that it is ready for baronial status. It is even
  possible to become the King or Queen of Caithness, either by marrying the current
  sovereign or heir, or by leading a successful revolt.
  Nonhumans
  Nonhumans are less common in Caithness than in Megalos. Only Elves and
  Halflings have established communities in the kingdom; members of other races —
  chiefly expatriate Dwarven craftsmen — live individually in the larger human
  towns. Dwarven traders are common in
  the Northlands, and Goblin merchants
  from Megalos are often seen along the
  Rivers Conn and Smoke, but they sel-
  dom stay any longer than is necessary to
  sell their stock. Reptile Men and Orcs
  are villains of legend to Caithnessers,
  and are likely to be tolerated only in the
  presence of a well-known hero or lord
  willing to vouch for them.
  Nonhumans have all the rights of
  humans in Caithness, though those who
  have not accepted Christianity will suf-
  fer the same social and legal stigma as
  human non-believers. Any nonhuman in
  Caithness will speak Anglish, with the
  exception of invading Reptile Men and
  Orcs, who are likely to speak only their
  tribal tongue.
  Of all nonhuman races, Elves are
  the 
  most 
  freely 
  ac-
  The Order of the Stone
  King Conall I established the Order of
  the Stone in 1827, the year after his own
  coronation. He felt that his knights were
  more concerned with obtaining land and
  power than upholding the knightly
  virtues. He created the Order to provide
  worldly recognition of the ideals of
  chivalry — and to attract a contingent of
  knights loyal only to him. The Stone is a
  secular, not a religious, order; all Knights
  of the Stone swear fealty directly to the
  King.
  The Stone from which the order takes
  its name is a great artifact brought from
  Megalos while Caithness was still a
  colony. Once the cornerstone of an
  ancient church, it now serves as the altar-
  stone of the first church built in Carrick.
  New knights of the Order take their oath
  while placing their hands upon the Stone,
  swearing to uphold justice in God's
  name.
  Near the church, Conall raised a great
  building, called Stonehall, to house the
  Order. There he installed the most honor-
  able knights in his service to train
  knights-errant. No land or rewards were
  promised — just a knighthood and a life-
  time of trying to spread order in a chaot-
  ic world. Not surprisingly, the Order's
  ranks swelled with romantic young men,
  especially younger sons of noble fami-
  lies.
  The established knights protested,
  unsuccessfully. Within five years, vigor-
  ous young knights were riding all over
  Caithness, capturing criminals, hunting
  bandits and righting wrongs. In the
  decades since, the sharp lines between
  traditional knighthood and Order knight-
  hood have blurred. Knights of the Stone
  can swear fealty to a lord and become
  tradilional knights. Traditional knights
  who have broken with their lord can
  sometimes be accepted into the Order.
  While there is still a distinction between
  the two types of knighthood, there is no
  enmity.
  The Order owns enough land — most-
  ly near Carrick — to support itself. A
  second chapter house has been built in
  Simonton, to serve knights in the south-
  ern part of Caithness.
  Needless to say, the knights of Mega-
  los consider the Order of the Stone to be
  a joke in poor taste. Even when relations
  between the two kingdoms are good, the
  Megalan chivalry considers the Knights
  of the Stone to be of a social rank below
  real knights. Hospitaller knights consid-
  er them to be godless defenders of
  heretics. The champions of the Stone
  therefore delight in visiting Megalos,
  when no more pressing matters demand
  their attention, and shaming the local
  knights into single combat.
  In addition to the necessary combat
  skills, all Knights of the Stone must have
  the following: Reputation: Champion of
  Justice (+2 from Caithnessers; 10
  points); Patron; Order of the Stone (rea-
  sonably Powerful organization, appears
  on a 9 or less; 15 points).
  —68—
  
  cepted by the people of Caithness, who tend to regard them — erroneously — as
  skinny, rustic humans with pointed ears. Their communities may be found in many
  of Caithness' deeper woods; many of these communities are far older than any
  human towns in Caithness, the Elves having defended themselves against the Orcs
  that once dominated the region.
  Halflings entered the kingdom from Megalos after the human pioneers had
  driven the Orcs out. They seldom dwell in human towns, preferring to live among
  themselves in small farming villages. It is this isolationism more than anything else
  that creates a distance between Halflings and their human neighbors. Even so, they
  are gracious hosts to those who visit their hamlets, and eagerly listen to any news
  from around the kingdom.
  The Law
  Caithness law follows the feudal pattern of Megalos, though it tends to be less
  severe. Cases are heard in public by the appropriate regional lord. Though trial by
  jury is unheard of in Caithness, the lord's decision is usually heavily influenced by
  the sentiments of the crowd gathered for the trial (although getting caught trying to
  bribe the crowd isn't a good idea...).
  A heavy emphasis is placed on compensating the victim of a crime (or his fam-
  ily). For this reason, fines are the most common form of punishment, and are often
  quite large. If a convicted criminal cannot meet the fine (by selling goods, appeal-
  ing to relatives, or selling years of service) he is sold to the Crown as a slave, at
  half the usual slave price. From these proceeds, the victim is compensated. Any
  remaining money is disposed of in the manner determined by the regional lord. The
  method used in Harkwood is typical; it divides the remaining portion of the fine
  between the barony, the lord or knight presiding over the trial, and person or peo-
  ple who apprehended the criminal.
  Slavery. Slaves are much less common in Caithness than in other lands. Crim-
  inals who are sentenced to slavery become the property of the King, and are gen-
  erally put to work maintaining the highways around the kingdom; it is illegal for
  private citizens to own slaves-by-law. Most privately-owned slaves are slaves by
  capture or by choice.
  The Northlands
  Carrik
  Castle Carrick is the traditional seat of the Kings of Caithness; it is located
  across the River Conn from Carrick Town. The holding of Carrick — technically a
  principality, usually ruled by the King's heir — is typical of Caithness' larger lord-
  ings and baronies, consisting of a small city of 20,000 or so, supported by lands
  farmed by a few hundred thousand serfs. Carrick benefits financially from rich
  cropland capable of producing a surplus for sale, and from trade with the Dwarves
  of Zarak.
  Located within Carrick Town are the headquarters of the King's two most for-
  midable assets — the Order of the Stone and the Silver Hand. Stonehall, the origi-
  nal chapter house of the Order of the Stone, is located on the river directly across
  from the castle. The headquarters of the Silver Hand, the King's network of spies,
  is called the House of Oak. Its location is a secret, and it is doubtful that the build-
  ing is even constructed of oak.
  Carrick is intensely loyal to King Conall despite his age. It is also one of the
  richest and most populated lordings in the kingdom. Of the neighboring lordings,
  Fordham, Deerwood and Tacitus are all loyal to the Crown. Baron Deneral of Mer-
  shall, however, has all but openly declared himself an enemy of Conall.
  King Conall VI
  Age 20; Blond hair, brown eyes;
  5'11”, 165 lbs.
  ST 12, DX 11, IQ 12, HT 10.
  Advantages: Legal Enforcement Pow-
  ers (15 points); Status 7; Wealth (Filthy
  Rich); 
  Charisma 
  +2; 
  Appearance
  (Attractive); Intuition; Literacy.
  Disadvantages: Duty (-5 points);
  Sense of Duty to People of Caithness.
  Skills: Broadsword-12; Shield-12;
  Riding-13; Lance-11; Savoir-Faire-12;
  Diplomacy-13; Leadership-13; Strategy-
  12; Tactics-10; Bard-12; Politics-12.
  Conall is shaping up to be a savvy and
  charismatic king. Although still ignored
  by some of Caithness' nobility, Conall is
  slowly earning their respect, if not their
  friendship. The recent death of Lord
  Peredur was a sore blow to the young
  king, however, and one to the rebellious
  lords' advantage.
  Baron Deneral of Mershall
  Age 51; Graying brown hair and mus-
  tache, brown eyes; 5'11”, 180 lbs.
  ST 11, DX 11, IQ 13, HT 10.
  Advantages: Legal Enforcement Pow-
  ers (15 points); Status 5; Wealth (Filthy
  Rich); Charisma+1.
  Disadvantages: Duty (-5 points);
  Greed; Megalomania.
  Skills: Broadsword-11; Shield-12;
  Riding-12; Politics-13; Tactics-13; Strat-
  egy-15; Fast-Talk-14.
  Despite recent setbacks, Deneral
  intends to be king within the next few
  years. He openly denies Conall's right to
  rule, and has seized lands on Carrick's
  side of their mutual border. Now that
  Conall is deprived of Peredur's support,
  Deneral's armies may soon be on the
  march.
  Lady Bronwyn of Durham
  Age 18; Blond hair and blue eyes;
  5'5”, 115 lbs.
  ST 10, DX 12, IQ 11, HT 10.
  Advantages: Legal Enforcement Pow-
  ers (15 points); Status 4; Wealth (Filthy
  Rich); 
  Ambidexterity; 
  Appearance
  (Beautiful).
  Disadvantages: Duty (-5 points);
  Sense of Duty to Folk of Durham; Over-
  confidence; Stubbornness.
  Skills: Shortsword-14; Shield-13;
  Running-9; Bow-12; Riding-12; Leader-
  ship-11; Savoir-Faire-11; Tactics-9;
  Strategy-9.
  Bronwyn, Peredur's granddaughter, is
  beloved by her people. Someday she will
  be a great noblewoman, but she is still
  very young. She shares her subjects'
  resentment of Conall, arising from the
  King's perceived slight to the late Pere-
  dur. She is not yet ready to join the rebel-
  lious lords, however.
  —69—
  
  Mershall
  The Barony of Mershall is the most northern of Caithness’ lordings, being bor-
  dered by Carrick on the east and south, Tacitus on the west, and Zarak on the north.
  It is a cool, hilly region, well-populated, and heavily cultivated. The fields of the
  barony produce a surplus of grain, and its forests possess timber and game aplenty.
  Furthermore, iron and silver are found in the foothills bordering the Dwarven lands.
  Despite its historic associations with Carrick and the Kings of Caithness,
  Baron Deneral of Mershall has made his opposition to King Conall quite clear, cre-
  ating strife between Mershall and neighboring Tacitus and Carrick, who support the
  young king. When the previously flourishing trade with the Dwarves to the north
  dried up due to an alliance between the local Dwarven governor, Fedor Ironthews,
  and Elohar of Tacitus, the Baron responded by seizing numerous villages belong-
  ing to Tacitus and Carrick, making up for lost trade with the spoils of war. And last
  summer, Mershall marched on Tacitus in open war; only intervention by Conall's
  Knights of the Stone denied him victory. Were Conall not faced with problems else-
  where in the kingdom, he likely would have turned his armies on the Baron of Mer-
  shall already. Deneral knows this, and intends to strike first; he is merely waiting
  for the right moment.
  The Order of St. George of the
  Dragon
  The ‘Dragons’ are a small and militant
  religious order centered in Photius, and
  unofficially devoted to the Archbishop of
  Caithness. Its members are monks as
  well as holy knights, and follow the
  Benedictine Rule. They are organized
  much like the Hospitallers, and swear a
  similar oath, though they do not disdain
  the use of magic as the Hospitallers do.
  There are no non-humans in the order,
  but as yet none have asked for admit-
  tance. Women are excluded.
  The Order of St. George was founded
  by Sir Galen Dragonsbane — a friend of
  both Conall I and Archbishop Constan-
  tine — who slew two dragons during
  Caithness' pioneering days (he was even-
  tually slain by a third dragon, long after
  the foundation of the order). In 1829, at
  the age of 29, Sir Galen took priestly
  vows, established the Order of St.
  George, and built its keep.
  All Knights of St. George have the fol-
  lowing:
  Advantages: Literacy; Clerical Invest-
  ment; Reputation: Defender of the
  Church in Caithness (+1 from Caithness
  Christians); Patron: Order of St. George
  (reasonably powerful, appears 9 or less).
  Disadvantages: Vows of chastity,
  poverty, and obedience; Chivalric Code
  of Honor.
  Skills: Theology (IQ); Latin (IQ-1);
  Broadsword; Shield; Riding.
  —70—
  
  The Midlands
  Durham
  The lording of Durham is Caithness' most famous. The legendary Lord Peredur
  Orcslayer gained his fame by driving out the last great horde of Orcish raiders in 1926.
  For more than fifty years, Durham has enjoyed a reputation for bravery and strength
  that intimidated even mighty Megalos into directing its invasions toward the less for-
  midable Fordham. The lands of Durham are rich, and in times of peace Durham Town
  benefits greatly from trade on the River Conn.
  But last winter Lord Peredur, at the age of 81, embarked on the final journey. With
  his death, his 18-year-old granddaughter and only heir, Lady Bronwyn, took charge of
  the lording. Peredur had served his King faithfully for decades, and Conall's father,
  King Morill, had intended before his untimely death to grant Durham baronial status.
  When Conall took the throne he swore privately to remedy the omission, but Peredur
  died before Conall could act. Now some say the fiefdom should rightfully revert to the
  crown, since there are no male heirs. The people of Durham felt that their lord died
  without his rightful due, and Conall's reluctance to immediately grant the untried
  Bronwyn the title of Baroness only made things worse. Today the lording is still loyal
  to the Crown, but emotions are running high. If Conall does not act quickly to salve
  its wounded pride, Durham may cease to be an ally.
  Photius
  The Archdiocese of Photius is like unto a small kingdom itself. Its lands are sub-
  ject only to Church Law; the King's law means little here. It is a wealthy, wooded
  region ruled directly by the Archbishop Gregorius. The folk of Photius are prosperous
  and content. Unlike their counterparts in neighboring lordings, serfs here pay only one
  tithe, since the Church and their feudal lord are one and the same — Gregorius is a
  generous man.
  The city of Photius is Caithness' most impressive. It features the magnificent
  Adseveration Cathedral, built during the years of the Caithness' Church's independ-
  ence. The cathedral has served as the rallying point in turning back several Megalan
  invasions. Next to it is one of the only two Hospitals of the Order of St. Alyce (the
  other is in Calder, the capital of Cardiel). The Alycite Sisters are known for their skill
  at the healing arts — many miracles have supposedly occurred within their walls.
  Just north of the city is the fortress called St. George's Keep. It is the chapter
  house for the Order of St. George of the Dragon, Caithness' only order of religious
  knights. They occupy themselves primarily with local — i.e., Caithness' — concerns;
  they are not a crusading order like the Templars and Hospitallers. Founded close on
  the heels of the Order of the Stone, the Knights of St. George have a long-standing and
  friendly rivalry with that order.
  Sterling
  Sterling is located just west of a large, untamed forest in central Caithness. Far
  from the drought-ridden fringes of the Great Desert and protected from the brunt of the
  Megalan invasions by the forest and the strategic genius of its Lord, Bruce, Sterling is
  peaceful and prosperous.
  Sterling is best known for its fine liquors and beers. Sterling Gold, brewed from
  the rich Sterling barley crop, is widely acknowledged as the best beer in Caithness and
  western Megalos. Only slightly less famous is Sterling Silver, a clear white whiskey
  distilled in the lording. Both fetch premium prices as far away as Cardiel, and are
  known even in the Islamic lands where the consumption of alcohol is a crime.
  Lord Bruce of Sterling
  Age 47; Brown hair and eyes; 5'11”,
  170 lbs.
  ST 13, DX 12, IQ 13, HT 11.
  Advantages: Legal Enforcement Pow-
  ers (15 points); Status 4; Wealth (Filthy
  Rich).
  Disadvantages; Duty (-5 points);
  Sense of Duty to Friends.
  Skills: Broadsword-14; Shield-12;
  Riding-13; Lance-12; Administration-12;
  Strategy-16; Tactics-14; Leadership-14.
  A master strategist, Lord Bruce helped
  organize Caithness' forces to repel the
  Megalan invasion of Fordham in 1982.
  Though a loner, Bruce is very loyal to his
  friends and allies. He sees the strategic
  need for a strong king, and certainly
  doesn’t want to see Deneral on the
  throne. But if Conall doesn’t shape up
  soon, Brace might decide to take the
  throne himself... and he's one of the few
  men who could.
  Magic in Caithness
  Wizards, as a general rule, avoid
  Caithness like the plague. In addition to
  being close to the Orclands, it is nearly
  mana-barren. Those wizards who do stay,
  however, tend to be both skilled and
  powerful.
  The average Caithness mage is usually
  better equipped (magic items must be
  significantly more powerful than in a
  normal-mana area) than his counterpart
  from other countries. Plus, he has a dis-
  tinct advantage over visiting sorcerers —
  he is used to dealing with the low-mana
  conditions!    
  Caithness wizards tend to congregate
  near major cities — or leave the country.
  Even a Caithness hedge-witch will be a
  powerful opponent when she travels to a
  regular-mana zone.
  —71—
  
  The woods east of Sterling are home to a large community of Elves. They are
  on excellent terms, relatively speaking, with the humans of Sterling, and occasion-
  ally even intermarry. The Elves jealously protect their territory, however, and do
  not acknowledge the King's sovereignty over their forest. In fact, those caught
  despoiling the wood are likely to wind up with an arrow in the back! The folk of
  Sterling are aware of this and take care to avoid offending the Elves, but strangers
  are not always forewarned.
  The West
  Wallace, Ferrier and Blythe
  These three lordings are located on the western fringe of Caithness, Wallace in
  the north, Blythe in the far south, and Ferrier midway between them. Located on
  the edge of the Great Desert, the farmers and herdsmen of these lands fight a con-
  stant battle with drought. In addition, they must guard against marauding desert
  folk, especially the marauding Reptile Men!
  Both Baron Nabbick of Ferrier and Lady Tyani of Blythe dislike young King
  Conall. Struggling to survive on the desert’s edge, they can ill afford the taxes they
  owe, and resent the Crown's demands on them. Lady Tyani, furthermore, holds a
  grudge against Conall's father, Morill, who refused to grant Blythe baronial status.
  Wallace, on the other hand, has more water than the others, and is closer to
  Carrick. Its lord, William, was loyal to King Morill, but waits to see what kind of
  a king Conall shapes up to be before backing him fully. Recently, Wallace has expe-
  rienced an influx of human refugees... from the west. Half-dead from thirst, they
  have been arriving from the wastes, claiming to be fleeing Castle Defiant (see side-
  bar, p. 110), beyond the Great Desert, which they say is under attack by hordes of
  Orcs. Immediately the lording was buzzing with rumors that the Orcs are returning,
  having heard somehow that the great Peredur is dead.
  The Southlands
  Denton
  This barony controls fertile lands and pastures and has access to a large tract
  of forest, all of which are well-used and managed. It's surprising to travelers, there-
  fore, to see how poor and cheerless the people are. The reason — as residents of
  neighboring lordings will tell you — is Baron Cabble of Denton.
  Cabble is widely known as an unpleasant, scheming man interested primarily
  in increasing his own wealth at the expense of others. In fact, it is a common joke
  that Cabble’s true father must have been a traveling Megalan merchant, who passed
  those typically Megalan traits on to his bastard son. A case in point is Cabble's
  repeated attempts to gain control of Simonton. He has tried treachery, intrigue, and
  open warfare — all have failed embarrassingly.
  Sinwnton
  Simonton is the last stop for westbound trade on the River Smoke. Lord Wal-
  ton makes a tidy profit from his teamsters, who transport trade goods from the river
  to Blythe, Harkwood, Ferrier, and back. Simonton has fair lands for crop growing,
  and the town itself is a busy river port.
  Simonton boasts southern Caithness' only permanent outdoor market. In addi-
  tion to the normal agricultural products of Caithness, one can find Dwarven
  weapons, tools and jewelry, Elven silks and the furs and woodcrafts of the Great
  Forest, and ivory, ebony, gems, and spices brought by Megalan merchants. The
  market at Simonton is one of the few places in the Southlands where one would not
  be surprised to see a Goblin; many of the green folk trade on the River Smoke.
  Lord William of Wallace
  Age 39; Sandy hair and brown eyes;
  5'8”, 200 lbs.
  ST 12, DX 11, IQ 12, HT 11. 
  Advantages: Legal Enforcement Pow-
  ers (15 points); Status 4; Wealth
  (Wealthy).
  Disadvantages: Duty (-5 points); Glut-
  tony; Overweight.
  Skills: Broadsword-13; Shield-15;
  Riding-10; Savoir-Faire-13; Diplomacy-
  13; Strategy-12; Tactics-14.
  William appears a fool, but he is actu-
  ally a respectable foot soldier and an
  excellent strategist. Though known for
  his tact and diplomacy, William can deal
  out tongue-lashings second to none. He
  treats his subjects like sons and daugh-
  ters. William was loyal to Morill because
  he respected him; his respect for young
  Conall is growing. It is unlikely that Wal-
  lace will side against the Crown should
  civil war erupt.
  Baron Cabble of Denton
  Age 45; Black hair and beard, brown
  eyes; 5'9”, 175 lbs.
  ST 13, DX 12, IQ 12, HT 11.
  Advantages: Legal Enforcement Pow-
  ers (15 points); Status 5; Wealth (Very
  Wealthy); Literacy.
  Disadvantages: Duty (-5 points);
  Greed; Bad Temper.
  Skills: Broadsword-12; Shield-9; Rid-
  ing-11; Diplomacy-10; Administration-
  12; Law-12; Fast-Talk-14,
  Cabble is an unpleasant taskmaster
  and not well-liked by his people. Oddly,
  he is a loving father and a strong if stingy
  administrator. Cabble does not want
  Conall to become a proper king, and will
  plot, intrigue or even murder to keep
  Carrick weak.
  Lord Walton of Simonton
  Age 42; Black hair and eyes; 6'2”, 185
  lbs.
  ST 13, DX 12, IQ 11, HT 12. 
  Advantages: Legall Enforcement
  Powers (15 points); Status 4; Wealth
  (Very Wealthy); Combat Reflexes.
  Disadvantages: Duty (-5 points);
  Impulsiveness.
  Skills: Broadsword-13; Shield-15;
  Riding-12; 
  Lance-13; 
  Knife-16;
  Fast-Draw (Knife)-15; Leadership-12;
  Tactics-13; Strategy-11.
  Lord Walton is keen-witted, tactless
  and impatient. His zeal for battle is
  unmatched. Though loyal to his friends,
  he is a vicious foe with few scruples.
  There is strong enmity between Walton
  and Cabble of Denton. Walton has no
  desire to be swept into the king's sphere
  of power, but will not war on Conall
  unless he turns out to be a tyrant.
  —72—
  
  Al-Haz
  Al-Haz is the greatest of the Islamic nations, and sees itself as a rival to Mega-
  los for eventual glory. It also views itself as the heart of Islamic orthodoxy. The
  mullahs of al-Haz teach that someday the Faithful will conquer the world and con-
  vert it to Shia Islam... but not yet.
  Al-Haz is bordered on the north by the Great Forest and al-Wazif, on the east
  by Cardiel, and on the south by the ocean. Al-Haz and al-Wazif are allies, but each
  keeps a nervous watch upon the other. Relations between al-Haz and Cardiel are
  friendly. The exact location of the western border is a state secret; outsiders are not
  permitted to travel beyond the mountain range known as the Fence of God. It is
  known that the holy city of Geb'al-Din is nestled within the mountains, and that
  Hazi merchants trade with lands across the mountains to the southwest.
  History
  Al-Haz has been the center of Islam since the first years of the Banestorm, as
  it was the region that most of the mullahs and scholars brought to Yrth were
  deposited. It was here that they built the first great cities of the Faithful on Yrth,
  Gebel al-Hikmah and al-Ab'ra. Then, in 1160, Allah revealed to His people the holy
  rock in the Great Valley deep within the mountains; it was there that Geb'al-Din,
  the holy city and center of Moslems on Yrth, was built.
  These cities prospered, but the majority of Moslems did not live in them. They
  wandered the plains with their herds, ruled by tribal sheikhs. It was not until the
  Megalan incursion in the first half of the fifteenth century that the tribes united to
  form a nation.
  In 1442, the mullahs of al-Haz summoned the sheikhs to Gebel al-Hikmah.
  The northern tribesmen were already fighting for their lives against the crusaders,
  and needed organized support to maintain their strength. The predominantly Shi'ite
  mullahs of the south spoke in favor of a unified Moslem Nation, a central authori-
  ty to lead the fight against the invading Christians. They sought a Shi'ite nation,
  whose Sultan would be the one true ruler of Islam and a defender of the Faith
  against the Christian invaders.
  Islamic Names
  Names in the Islamic nations are —
  not surprisingly — in Arabic. Such
  names, especially of nobles, are likely to
  be rather long.
  The first part of a name is the given
  name. Common given names include
  Abbas, Bilal, Jafar, Hakim, Hasan,
  Hayyan, Ismail, Muhammid, Mahmoud,
  Hammid, Musa, Nizam, Omar, Khalid,
  Said, Walid, Yaqut. Female names
  include Ayesha, Fatima, Hafsa, Sagirah,
  Talibah, Umayman, Zobeida.
  Some given names have Biblical
  equivalents: Ayyub = Job, Maryam =
  Miriam or Mary; Ibrahim = Abraham,
  Ishaq = Issac, Yusuf = Joseph.
  Arabic names also include epithets;
  the epithet usually follows the given
  name. Some common forms for the epi-
  thet are:
  al- (word). Al- means simply the.
  Thus, al-Mansur means the victorious;
  al-Azrad, the destroyer, al-Safa, the pure.
  Such an epithet may be applied by
  friends (or a ruler) or chosen by the hold-
  er. Bards or historians may identify a
  man only by his epithet, if it is a very
  honorable or unique one. Common folk
  will be known by their work — al-Ham-
  mad, the smith, al-Saari, the thief.
  al- (place). In this context, al- means
  of. Sayyid al-Kifn is Sayidd from Kim.
  Abbas al-Haz is Abbas from al-Haz; one
  would not say Abbas al-al-Haz.
  ibn (father's name). Thus, Achmed ibn
  Haroun is Achmed, the son of Haroun. In
  great families son is not taken literally,
  and one who bad a famous great-grand-
  father might use his name after ibn.
  Abu (son's name). A man whose old-
  est son is Musa might add Abu Musa to
  his name, to indicate his pride in his son.
  This can also be used figuratively. The
  captain of an elephant troop, for instance,
  might style himself Abu Fiil — father of
  the elephant.          
  Continued on next page...
  —73—
  
  Many of the sheikhs opposed the mul-
  lahs' plan. They favored continued inde-
  pendence for the tribes, guerrilla raids on
  the infidel, and maybe a temporary defen-
  sive alliance. But the arguments of the
  mullahs and the rulers of the cities, often
  phrased in religious rhetoric, carried more
  weight. Eventually one tribal leader,
  known as a faithful son of the Prophet, was
  named Sultan, Sword of Islam, Leader of
  the Faithful. The men of al-Haz went
  bravely to war. Though their own home-
  lands were not yet endangered, they knew
  that if Megalos prevailed, it would only be
  a matter of time. They were greatly taken
  aback when a scant two years later the
  northern tribes rejected their decision.
  They chose a leader of their own, a Sunni
  tribesman, and named him Caliph of the
  new nation of al-Wazif. A year later al-
  Kard was formed to the East. Splintered
  into three separate political units, the
  Moslems still fought side-by-side against
  the invaders, even though internal disputes
  were frequent and tempers often ran hot.
  Eventually this infighting led to the fall of
  al-Kard to the Christians. The men of al-
  Haz felt overlooked, used, and at times
  even betrayed by their Wazifi counter-
  parts, and grew to distrust them.
  As the generations of war dragged on,
  this attitude hardened. The duty of a war-
  rior of al-Haz was to protect the homeland
  against invasion and pollution. The old
  ways were best; outsiders were suspect.
  Al-Haz was secure, with al-Wazif and
  Cardiel as buffer states shielding it from
  the Megalan menace. Thus it is today. And
  yet all is not peaceful.
  The current Sultan is Mamoun
  al-Mansur — the Victorious. In fact, the
  Victorious has never seen war, and is
  known to the lords of al-Haz as something
  of a weakling. He has produced no chil-
  dren, but has adopted several young nobles; one will eventually succeed him,
  though probably not without some bloodshed. In the meantime, Mamoun rules
  from his famed Blue Pavilion, amusing himself with poets and concubines. The
  land is run by the viziers and the greater pashas, and remains wealthy and strong in
  the Faith.
  Islamic Names (Continued)
  abd- (word, or name). Abd- means
  slave or servant. Abdallah means servant
  of Cod. Abd- may be placed before any
  one of the Ninety-Nine Holy Names to
  indicate that the bearer is a devout ser-
  vant of God. Or the liege-man of a noble
  may style himself with that noble's name;
  that is, a knight of Farabi might call him-
  self abd Farabi.
  So, for example, the full name of the
  scholarly ruler of al-Wazif is Caliph
  Hafsa al-Talib ibn Ishaq al-Wazif. Or
  Caliph Hafsa the Seeker, son of Ishaq, of
  al-Wazif.
  In many areas a full name known as a
  quadronimics is given. It consists of four
  parts: the given name, the father's name,
  the grandfather's name, and the surname.
  So a person might be named Faroukh ibn
  Faisal ibn Talib al-Hammad. One good
  way to find character names is to consult
  a history or encyclopedia article. For epi-
  thets, a dictionary of Arabic is perfect —
  almost any noun can be applied as an
  epithet.
  —74—
  
  Geography, Flora and Fauna
  Al-Haz is dominated by plains, dryer than those to the north and east, yet fer-
  tile. In the west rises the Fence of God, a huge mountain range stretching form the
  Great Forest to the sea. The upper slopes of these mountains are covered with
  forests of pine, spruce, fir, and birch. The foothills are dotted with cedar trees and
  olive groves. The rest of the country is completely barren of trees. The weather of
  al-Haz is hot and dry in comparison with most other lands. Even so, the Fence of
  God stops the sea winds and insures adequate rainfall, while the Alhallahan river
  waters the central plains. The only true wasteland lies in the northwest, where the
  hills are so dry and rocky that none live there but outlaws. The Great Valley and the
  mountains receive snowfall in winter, but even the highest peaks are bare and
  brown by the end of spring.
  Great fields of corn and wheat dominate the central plain, while vast stretches
  of the northern and eastern plains are as yet untilled. Here roam hardings, antelope,
  wild cattle, striders, bushwolves, lions and jackals. There are even a few shaggy
  elephants and bison. These are protected game, and may be killed only by the Sul-
  tan or his pashas. They are also favored prey of dragons flying from the southern
  mountains, a fact which much vexes the Sultan.
  Swine, being against Islamic dietary law, are not raised. Other domestic ani-
  mals are common, especially hardings; cats are greatly beloved.
  The wild plains are also home to many wandering tribes. These folk still fol-
  low the nomad way, driving their herds from one watering place to the next. The
  tribesmen's favorite activities are hunting and raiding, and they answer only to their
  own sheikhs. These sheikhs are vassals of the pashas, but are left alone as long as
  they confine their raiding to each other.
  Al-Haz is a normal-mana area.
  Society
  Supreme authority in al-Haz, both political and religious, rests with the Sultan,
  a hereditary monarch. However, the Sultan is advised — some say controlled — by
  his viziers. These are powerful nobles, mullahs, or scholars who aid the Sultan in
  making decisions and handle tasks with which the Sultan does not want to dirty his
  hands. Thus, if the Sultan is weak (as Mamoun most certainly is), much of the
  power in al-Haz lies in the viziers' hands.
  Technically, the nobles of al-Haz are merely pashas — appointed governors —
  who hold their positions by virtue of their talent rather than their birth. However,
  the governorships of many fiefdoms have been granted to certain families in per-
  petuity, to be passed on from father to son. In other areas, the recognition of an heir
  as pasha when his father dies is a mere formality, although the Sultan could grant
  the fiefdom to another if he wished. Lesser pashas are under the command of
  greater ones, with the rank of a pasha being shown by the number of horsetails car-
  ried on his standard.
  Status levels are Sultan (Rank 7); Vizier (only three or four exist - Rank 6);
  Prince (Rank 6); Pasha of Four Horsetails (Rank 5) on down to Pasha of One
  Horsetail (Rank 2); Mayor (Rank 1); and thence downward as for Christian lands.
  Islamic knights are Rank 2 like their Christian counterparts, but rarely hold land.
  The leader of a wandering tribe is a sheikh, Rank 1 or 2 depending on his tribe's
  size and status.
  Otherwise the government works much as it does in Megalos or Caithness,
  save that it is exclusively male at all levels. Talented young men are promoted to
  positions of responsibility. At the lower levels at least, birth is less important than
  ability.
  Adventuring in Al-Haz
  Martyrs. A good Christian knight
  from Caithness or Megalos, or a holy
  man, will proudly wear the cross on his
  shield or robe. This is entirely illegal in
  al-Haz. And a female Caithness knight
  will be expected to not only give up her
  arms, but wear a veil and not speak
  unless spoken to. There are many other
  ways for an outlander to run afoul of the
  strict religious laws of al-Haz.
  Bootlegging. Smuggling alcohol into
  or out of al-Haz, or manufacturing and
  selling it within the borders is a sure way
  to get in trouble. If caught, one can
  expect a flogging at best. Still, there are
  many thirsty people in the south, and
  only a few of them are non-Moslems.
  Jail Delivery. The logical conse-
  quence of one of the above... free your
  comrades from jail or slavery. Remem-
  ber that imprisonment lasts only until the
  next Holy Day, when a fierce punishment
  will be exacted.
  The Holy City. Infidels may never
  enter the city of Geb'al-Din; even to see
  it is punishable by blinding. This does
  not deter everyone, of course. Note that
  if a non-Islamic PC sees or enters the
  Holy City, and boasts of it later, he or she
  may be the target of assassins!
  The Beggar Prince. A ragged mendi-
  cant in the marketplace claims to be a
  noble. Possibly he is fleeing from foes;
  possibly they have already dealt with
  him and left him (blind or crippled?) to
  beg. He appeals to the PCs for help.
  —75—
  
  Wealth is respected as a sign of Allah's favor. The rich lead comfortable, even
  sybaritic lives, in walled houses whose courtyards hold beautiful gardens. Nothing
  in the Koran requires that the faithful be uncomfortable!
  There is prejudice at all levels (a general -1 on reaction) against anyone not of
  the Islamic faith, regardless of race, color, or nationality.
  Al-Haz has a number of small Christian and Jewish communities, mostly in
  the larger cities. These groups are tolerated out of respect for their common tradi-
  tions. They exist at the sufferance and under the protection of the local pasha, who
  benefits from the additional tax revenue. A conclave of infidels which loses its pro-
  tected status is in deep trouble. Two hundred years ago there were more of these
  communities in al-Haz than there are today; the promise of religious freedom in
  Cardiel has lured many eastward.
  Nonhumans
  Central al-Haz has almost no nonhuman inhabitants. In particular there are no
  Dwarves living in the mountains called God's Fence, and there are no Elves any-
  where in al-Haz.
  However, the great coastal cities are home to many merchant Halflings and
  some metal-working Dwarf families. There is no prejudice whatsoever against non-
  humans who accept Islam.
  And in the eastern plains is a tribe of civilized Reptile Men descended from
  escaped Megalan slaves. They are even more insular and xenophobic than the other
  wanderers of the area, having no use for anyone not in their tribe. They tolerate
  their Moslem neighbors no better than the other nomad tribes tolerate outsiders.
  Magic
  The magical arts are suppressed rather than encouraged in al-Haz, and magic
  is almost totally unknown in many rural areas. It is considered evil and not tolerat-
  ed by fundamentalist teachers and mullahs. In other areas, more moderate mullahs
  allow its use only with their permission, and then only for healing or in defense of
  the Faith — and usually under close supervision.
  The Sultan has resisted pressure to ban magic outright, recognizing the advan-
  tage that would give al-Haz's northern rivals. As a result, several fanatic groups, the
  Balikites foremost among them, have taken matters into their own hands.
  Warfare
  For the most part, al-Haz is at peace — at least on the surface. In reality there
  is fierce rivalry with the Sunnis to the north, mistrust of the Christians to the east,
  bandits and Balikite fanatics living in the northwestern wastes, and members of the
  Assassins' cult (see sidebar, p. 31) in all the major cities. Certain offshore islands
  are pirate lairs, but the pirates are few and cautious, and more often will base them-
  selves in al-Haz for raids elsewhere than vice versa. Thus despite the long years of
  peace, al-Haz maintains a strong fighting force which has seen its share of battle.
  True to their nomadic origins, the fighting men of al-Haz are virtually all
  mounted. Each pasha maintains a troop of men — mostly mounted infantry, with a
  contingent of true cavalry — to keep the peace. Any or all of this troop is available
  to the Sultan on command. All adult men of the wandering tribes are trained in the
  warrior's skills, and are practically born in the saddle. Still, its fighting force is
  nowhere near the size or strength of those of the crusading years. Were it involved
  in a true war, al-Haz would require the services of mercenaries to fill out its ranks.
  Beyond God's Fence
  The entire southwestern part of the
  continent is cut off by a chain of natural
  barriers, starting with the Maelstrom off
  the coast of al-Haz, then continuing to
  the mountain range called the Fence of
  God, the Great Desert, the icy reaches of
  Zarak and the parched, bitter Orcland.
  None is hospitable terrain; all are inhab-
  ited by folk notable for their hostility to
  travelers! Naturally, some adventurers
  will take this as a challenge.
  The actual location of the southwest-
  ern border of al-Haz is a state secret, as is
  what lies beyond. Some merchants know
  there is valuable trade to the southwest.
  Occasional caravans from Caithness, or
  ships from Cardiel, have gotten past
  these barriers to meet with independent
  Islamic tribesmen. These “sons of the
  plain” are ruled only by their own
  sheikhs, not by the pashas of al-Haz.
  They will trade ivory, jewels, fine glass-
  ware, and great chunks of raw copper —
  but they will not permit the traders to go
  deeper into their lands. They tell of the
  Djinns who rule the interior. Most folk
  who know that much will believe that the
  Djinns are actual demons!
  The most knowledgeable merchants
  or mages would know that a few travel-
  ers have evaded the tribesmen and
  entered the land of the Djinns (fewer yet
  have returned). They say the Djinns are
  actually powerful human mages, each
  with his own castle in a small high-mana
  area. The Djinns follow Islam, and war
  among themselves constantly. The
  tribesmen serve as buffers, and occasion-
  ally as mercenaries. Little else is known;
  the source of the copper, in particular, is
  a mystery.
  —76—
  
  The Law
  In al-Haz, the Sharia code is observed meticulously; its laws are the most strict
  and its punishments the most severe of any of the civilized nations. All cases are
  dealt with in the religious courts, presided over by a qadi or mullah. The Court of
  the Sultan is the highest authority, which has jurisdiction over any case the Sultan
  takes an interest in.
  The qadis, full-time judges, are highly respected in al-Haz (Status Rank 4), and
  virtually incorruptible. So even though the laws are harsh, they are interpreted fair-
  ly.
  Punishments often consist of maiming or flogging, with death by torture in
  extreme cases and for repeat offenders. Torture is considered a means to let the
  offender expiate his sins, as well as a deterrent to others. Therefore, it is conduct-
  ed in public, in a very businesslike fashion, on a Friday or Holy Day. Holy Days
  occur, on the average, once a month.
  Activities specifically outlawed in al-Haz include:
  Alcohol. Possession or use is a flogging offense; sale is a maiming offense.
  Public drunkenness is almost unknown.
  Non-Islamic worship. Anyone may belong to another faith, but may not preach
  publicly, display its symbols, or gather for worship in public places or groups of
  over ten. (Some pashas will relax the latter restriction for law-abiding Christian or
  Jewish communities.) Punishment is usually by confiscation of property; repeat
  offenses bring enslavement or death.
  Lewd display. This is any behavior by a female that offends a conservative
  mullah. Failure to wear a veil in public; displaying bare arms or legs; public dis-
  plays of affection; criticism of a male official — all are very risky. And foreign or
  non-Islamic women are not exempt. The customary punishment is flogging —
  behind curtains, so as not to offend modesty.
  The Maelstrom
  The Maelstrom is a huge, permanent
  storm/whirlpool off the coast of al-Haz.
  Its location is not fixed; it grows and
  shrinks, and sometimes actually buffets
  the coast of al-Haz to the west or the
  Ring Islands to the east.
  The Maelstrom makes sea travel
  around God's Fence practically impossi-
  ble. It takes four days to go through the
  Maelstrom; one Seamanship roll, at -6, is
  requited each day. Successful prediction
  of the Maelstrom's location, either
  through magic, Meteorology (again at
  -6), or Weather Sense, will let a captain
  make it in three days.
  A failed roll means a ship takes dam-
  age; two failed rolls, or a critical failure,
  sinks the ship. A ship which takes dam-
  age on the second or third day must
  decide whether to turn back, or to go on
  and hope repairs can be made at destina-
  tion. Of course, a ship that turns back
  must make one or more extra rolls on the
  way home. And the galleys of al-Haz, as
  well as pirates of the Ring Islands, are
  always on the lookout for storm-dam-
  aged ships...
  —77—
  
  Slavery is common in al-Haz. According to the Sharia, however, enslavement
  of Moslems is strictly forbidden; a slave whose conversion to the Faith is accepted
  as genuine by the mullahs must be freed within a month. It is perfectly permissible
  to keep Christians, pagans or other infidels as slaves.
  The Coast
  The southern shores of al-Haz consist of sandy beaches under the hot sun, pic-
  turesque fishing villages, and tall city spires overlooking bustling harbors. The
  weather is at least warm year round, and hot in the summertime. In the shallows
  offshore, young boys dive for pearls. Fishing boats follow the dolphins to schools
  of tuna and shrimp. Merchant ships from northern lands sail close to shore, keep-
  ing a sharp lookout for pirates.
  Al-Ab'ra
  Al-Ab'ra is the largest city of al-Haz, and its busiest port. It is located at the
  mouth of the Alhallahan River, on which countless barges carry the goods of the
  rich central plain to the sea. Merchants from many lands come here to trade for the
  fine tile, glassware, pottery and textiles made by Hazi craftsmen.
  The most sought after and expensive trade item, however, is not bartered in
  public — hashish. Also known as hemp, the drug is strictly illegal in al-Haz; the
  punishments for cultivating, selling, or using hashish are as severe as those for
  alcohol. But since the plant does not grow well in northern climes, there is a lucra-
  tive black market trade in al-Ab'ra. Because punishments for its sale are so harsh,
  the drug is smuggled out of the country by the local gangs and then sold abroad.
  This is usually done with a foreign merchant ship; these are less likely to be
  searched or seized by the authorities.
  Recently, competition between the two major hashish gangs has turned vio-
  lent. Hacked or mutilated corpses have been turning up with increased frequency.
  And only a few days ago, a qadi who had sentenced a hashish smuggler to death by
  torture on the last Holy Day was slain by an arrow through the throat as he left the
  mosque after Friday prayers. Pasha of Four Horsetails Abdul-Aziz ibn Ahmad has
  vowed to put a stop to the violence and bring the culprits to justice. The peasants
  in the street, however, are skeptical.
  Al-Abyad
  The city of al-Abyad lies on a bay near the foothills of the Fence of God. Small
  in size, the people of al-Abyad and the surrounding countryside survive by grow-
  ing wheat and raising harding and cattle for trade with the lands to the southwest.
  Just west of the city is the Gate of Allah, the pass through the God's Fence to the
  territory bordering the land of the Djinns. The great castle of Pasha of Three Horse-
  tails Madawi al-Hassoun stands at the Gate's entrance, and his guard allows only a
  few favored merchants to pass.
  Shipbuilding and repair are also an important industry in al-Abyad; timber can
  be cut in the nearby hills. Ships damaged by the Maelstrom often must stop here
  for repairs, and the shipwrights charge appropriately outrageous rates. Many ships
  are also wrecked on the rocky promontory southwest of the city. Scavenging along
  the shores provides an income for many poor families.
  PCs visiting al-Abyad may meet Crazy Ghalib. About forty years ago, Ghal-
  ib, then a middle-aged man, was found half-dead on the shore. Delirious and gib-
  bering, Ghalib managed to tell his rescuers that he had been aboard a ship that had
  been wrecked in the Maelstrom. The villagers who found him had guessed as much
  already — such things were not uncommon. Ghalib went on, however, to say that
  his ship had been returning from the land of the Djinns, where its crew had been
  living 
  for 
  the 
  last 
  twenty 
  years. 
  Ghalib 
  was 
  assumed 
  to
  Balik Abdallah al-Firuz,
  Shi'ite Mullah
  Age 48; silvery-gray hair, piercing
  black eyes, long thin beard; 5'11”, 130
  lbs.
  ST 10, DX 11, IQ 13, HT 11.
  Advantages: Charisma 3; Voice; Cler-
  ical Investment; Eidetic Memory (Level
  1).
  Disadvantages: Fanaticism (Shi'ite
  Moslem); Delusion (major, all mages are
  evil); Religious Intolerance; Overconfi-
  dence; Megalomania.
  Skills: Bard-16; Leadership-12; The-
  ology-14;  History-10; Administration-
  13.
  Balik is a the founder of the Balikites,
  a revolutionary order of Shi'ite fanatics
  who preach that magic is an abomination
  and forbidden by God. Balik truly
  believes this. It is this true belief, com-
  bined with his extraordinary charisma
  and speaking ability, that has caused oth-
  ers to flock to his call.
  He has organized his followers into an
  efficient vehicle to carry out his desire —
  the cleansing of Islam.
  Rhajid al-Garyhan
  Age 32; black hair, brown eyes, wiry
  athletic build; 5'8”, 120lIbs.
  ST 11, DX 14, IQ 10, HT 12
  Advantages: Combat Reflexes; High
  Pain Threshold, Intuition.
  Disadvantages; Fanaticism (Balikite);
  Religious Intolerance,
  Skills: Riding-12; Acrobatics-12;
  Knife-16; Fast Draw Knife-15; Tac-
  tics-11; Poisons-10; Shadowing-14;
  Stealth-15; Teaching-12; Holdout-12;
  Camouflage-13.
  Al-Garyhan is the combat leader of
  the Balikites. His is truly the hand that
  makes the Balikites a dangerous force.
  He is completely and totally devoted to
  Balik, and would sacrifice his life for the
  holy man without a second's thought.
  Al-Garyhan oversees the planning
  behind each attack, and has personally
  designed the defenses which guard the
  Balikite fortress in Firuz. He rarely
  leaves the area.
  —78—
  
  be maddened by thirst and the terror of his ordeal, and his tale discounted. Unfor-
  tunately, he never recovered his wits. Today, well over 70 years of age, he stills sits
  in the marketplace, begging for alms and talking to himself. The madman will
  regale any willing to listen with his tales of the Djinns, and the keys to recovering
  fabulous treasure that rest with his ship at the bottom of the sea.
  The Mountains
  The mountain range called the Fence of God stretches the length of al-Haz,
  from the Great Forest and the badlands in the north to the ocean and the Maelstrom
  in the south. Nestled among its slopes and valleys are al-Haz' greatest cities, Gebel
  al-Hikmah and Geb'al-Din, as well as the fortress eyrie of the Assassins' cult and
  the heartland of the Balikite movement. The simple folk of this region survive by
  herding sheep and goats, hunting, and planting crops in the rocky soil of the
  foothills.
  Gebel al-Hikmah
  Gebel al-Hikmah is the capital of al-Haz. It is here that Sultan Mamoun
  al-Mansur resides in the palace known as the Blue Pavilion, attended by his viziers
  and concubines. The city is also a way station for pilgrims heading to Geb'al-Din.
  Guards question anyone wishing to enter the city, and non-believers are turned
  back. The Sultan's guards, and the Knights of the Crescent Moon, watch visitors
  very carefully.
  As the Sultan's permanent residence, Gebel al-Hikmah is frequently the site of
  lavish entertainments and spectacles not seen elsewhere in al-Haz. Among them are
  great polo matches sponsored by the Sultan and members of his court. A large field
  is specially maintained for this purpose, complete with raised seating, where spec-
  tators can relax on silken cushions in the shade of brightly colored awnings. The
  teams are made up of hired professionals, paid for by the various pashas, mer-
  chants, mullahs and viziers in attendance upon the Sultan. Mamoun is so infatuat-
  ed with the game that sponsoring a team is a tried and true method of gaining his
  favor.
  Because of the political advantage to be gained, the behind-the-scenes compe-
  tition at the Sultan's polo tournaments is fierce. Bribes are common, as is the prac-
  tice of hiring away the star player of an opposing team. If the player can’t be
  bought, he can always be incapacitated, or even killed. Horses may be stolen,
  drugged or crippled prior to an important match. Games may be thrown in
  exchange for political favors. Threats, diplomacy, and treachery are the order of the
  day; a large tournament is a place where treaties and trade agreements are made,
  marriages arranged and old scores settled.
  Geb'al-Din
  Hidden in the Great Valley deep within the Fence of God, the Holy City of
  Geb'al-Din is the center of Islam on Yrth. It is the destination of every Moslem's
  mandatory, once-in-a-lifetime pilgrimage, and the qibla to which the daily prayers
  are directed. It has been called the “city of a hundred temples,” and indeed it has
  more, but the most important is the Shrine of the Rock. This building houses the
  great black boulder on which are carved thousands of passages from the Koran.
  Only Moslems are allowed to travel through the gates of the city. Any
  non-believer caught within the walls is immediately executed.
  Because of its role as the goal of the Hajj, Geb'al-Din has a large but transient
  population. Only the mullahs, a few qadis, temple guards, inn staffs, and the peas-
  ants and servants which support them live here year-round. Even the merchants will
  sell their wares to the pilgrims come and go as their stocks run
  Sultan Mamoun. al-Mansur
  Age 30; thick black hair and brown
  eyes; 5'6”, 180 lbs.
  ST 10, DX 9, IQ 11, HT 9.
  Advantages: Status 7; Wealth (Filthy
  Rich); Literacy; Legal Enforcement
  Powers (15 points).
  Disadvantages: Duty (-5 points);
  Overweight; Laziness; Gluttony; Lecher-
  ousness.
  Skills: Riding-11; Administration-10;
  Bard-12; 
  Artist-13; 
  Poet-12; 
  Sex
  Appeal-11; Shortsword-9.
  Mamoun is an excellent example of a
  spoiled rich kid who grew into a spoiled
  rich man. He takes only a casual interest
  in the day-to-day affairs of al-Haz,
  allowing his Viziers to run the country
  for him. His greatest interest is who will
  win the next polo match, the best verse
  for his newest epic poem, or what the
  new harem girl looks like.
  Unfortunately, Mamoun is also infer-
  tile, though he certainly never stops try-
  ing. He's considered having mages in to
  see if they could help him, but the current
  anti-magic hysteria has convinced him
  otherwise. He has developed a hatred for
  the Balikites, who slew one his favorite
  advisors on the (true) rumor that the man
  practiced magic. Mamoun wants Balik
  dead — now — and has offered a sub-
  stantial reward to anyone willing to do
  the job.
  —79—
  
  out. The transient nature of Geb'al-Din's population is a large part of the city's cur-
  rent crisis.
  Because, tragically, Geb'al-Din is afflicted with the plague. Every day in the
  last month dozens have died, too weak to return to their homes far away. Troops of
  the Sultan have tried to warn away pilgrims approaching the city, but few heed the
  warnings. It is just as hopeless trying to make them stay, and there is barely enough
  food as it is. In other places, wizards skilled in healing magic would be called in to
  battle the disease, but the conservative Shi’ite mullahs of the city forbid it. This,
  they claim, is Allah's punishment for ignoring His proscription of magic. Prayer
  and the efforts of mundane healers — many of whom have also died — have been
  ineffective. The Sultan's viziers have appealed to the mullahs to allow mage-heal-
  ers to enter the city, rightly pointing out that pilgrims might spread the plague
  throughout all the Islamic world. So far, their pleas have fallen on deaf ears.
  Firuz
  Firuz is the local name for the badlands located in the northwestern corner of
  al-Haz, running up to the foothills in the west and the Great Forest to the north. It
  is a treacherous and dangerous land of broken hills, dead-end canyons, and sudden
  cliffs. Very little vegetation grows here, as the land suffers from an almost constant
  drought. The native hardings and woolens are the only domestic animals capable of
  surviving unaided, and they provide much of the livelihood for the residents.
  The people who settled here were almost all originally outlaws from one place
  or another, driven to these broken lands to eke out what living they could. The lands
  have never had much organized government. Those who come here survive as best
  they can — often by stealing from their neighbors.
  Recently, however, this has changed. Balik Abdallah al-Firuz has sparked a
  fire among the tired and poor inhabitants, preaching that magic is an abomination,
  that its use is the root of evil, and the source of their problems. He has developed
  an amazing following over the last decade, organizing the scattered people of Firuz
  into strike groups of assassins, sent out to perform Allah’s work — slaughtering
  magicians. The Sultan has placed a price on Balik’s head, but the mullah has hid-
  den himself deep in the badlands, and hasn’t been seen by any but his most faith-
  ful for many years. Yet his following still grows.
  Unsuspecting travelers, or those hoping to reap the riches of the Sultan's boun-
  ty, will find Firuz quite well-guarded against incursions from outsiders. Most of
  Firuz is a low-mana area.
  The Plains
  The plains comprise most of the land area of al-Haz. These are rich, fertile
  lands set in soft, rolling hills. The central plains are dotted with small communities
  of Moslems who farm the land for wheat and corn. To the north and east are vast
  prairies, dominated by wild herds of antelope, zebra, bison, and cattle, as well as
  flocks of striders and the few lonely paladins who trace traditional paths across the
  land. Some of these animals are protected by and for the Sultan, with strict penal-
  ties for those caught harming them.
  The Viziers
  The Sultan's closest and most trusted
  advisors, the viziers are the true rulers of
  al-Haz, especially since Mamoun takes
  such little interest in the administration
  of his country.
  There are four viziers:
  Ahmed ibn Nabil al-Safa is a great
  scholar. He spends hours researching
  small points of history and theology in
  the great archives of Gebel al-Hikmah
  and is considered the scholor of Hazi his-
  tory. The other Viziers often look to him
  for advice on technical matters. All this
  researching leaves al-Safa with little time
  for other distractions, which suits him
  perfectly.
  Omar al-Acayib is the other scholar of
  the four, though his studies follow
  stranger paths. He is actually a practicing
  mage, though he keeps an extremely low
  profile nowadays. Because of his person-
  al interest, it is Omar who is overseeing
  the Balikite matter, and he constantly
  presses for more decisive action from his
  fellow advisors. They, on the other hand,
  wonder at his zeal in this matter.
  Salim ibn Marid at-Sofian is a conser-
  vative man who believes that the best
  way to handle any situation is the old
  way, whatever that may be. Despite his
  lack of innovation, Salim is an excellent
  administrator and general, and oversees
  the Sultan's armies in an efficient fash-
  ion. He sees the Balikite matter as some-
  thing that will blow over with time, and
  refuses to take any aggressive action on
  the matter.
  Sharif ibn Ali al-Abyad is an excellent
  administrator and merchant, known for
  being completely unbribable. He over-
  sees trade throughout al-Haz, as well as
  the bookkeeping for the palace. Though
  he is from the port city of Abyad, he has
  never favored it above any other, a fact
  that annoys his relatives no end.
  —80—
  
  Nomad Tribes
  These fierce, proud people follow the herds from area to area; each tribe has
  its own grounds, though rivalries and friendly raids between tribes are common-
  place. The most prized possession of any tribe are its horses — bred for stamina as
  well as speed and beauty, the horses of al-Haz are rivaled only by those of the
  Nomad Lands far to the north. Yearly meets are held between tribes, racing prized
  horses over long, treacherous courses, with the winner taking his pick of the com-
  petition's bloodlines to strengthen his own.
  These tribesman also serve as the first line of defense against invaders into
  al-Haz. They are extremely suspicious of anything out of the ordinary, and will
  often attack first and ask questions later. Strangers, especially non-Moslems, are
  always suspect, and usually detained for questioning. Border incursion against the
  Sunni tribesman in al-Wazif are not unheard of, even common for some tribes.
  Although this is officially frowned upon, it is how the Sultan gets much of his intel-
  ligence on Wazifi doings.
  Alhallabad
  Alhallabad is situated on the main fork of the river Alhallahan in the rich cen-
  tral plain region of al-Haz. The surrounding farmlands are prosperous enough to
  support the city's population, but the bulk of the wealth is derived from trade with
  the nomadic tribes. The only real city in central al-Haz, Alhallabad is a yearly stop
  for the bands who wander the plains, and is famed for its fabulous horse markets.
  It is also a magnet for scholars, doctors, artists, poets and mullahs, and houses the
  largest college and library in al-Haz. Governed by a Pasha of Three Horsetails,
  Alhallabad is a very wealthy holding.
  But all is not well. The current Pasha, Alihaba al-Khalil, is very old and very
  sick. He has three sons, each of which covets the power and riches of the city. In
  his delirium, the Pasha has decided to split the city equally between them, hoping
  to force them to work together for the peace of the whole. Constant rivals through-
  out their lives, the sons are more likely to destroy each other and the city. In addi-
  tion, Alihaba's favored adviser was recently murdered by Balikite fanatics, who
  claimed he practiced the magical arts. He reacted by purging all cultists from the
  city, unfortunately causing the imprisonment and death of several non-Balikites.
  Now the nomad tribes are up in arms, already agitated over rumors of war from the
  north. Open combat between the Pasha's forces and one uncooperative northern
  tribe on the streets of Alhallabad have increased the tension and bad feeling. It is
  only a matter of time before more blood spills.
  West Tredroy
  West Tredroy is the largest city in al-Haz, though it is the smallest section of
  the tripart metropolis. Set on the junction of the Blueshoal and Lorian Rivers, West
  Tredroy is a grand seaport and the center of trade for goods from the north coming
  into al-Haz. Goods move from there down the Lorian to Cardiel's Ten-Tiri and then
  west across the coast, or are picked up by the nomadic bands to be traded at Alhal-
  labad and Gebel al-Hikmah.
  West Tredroy is ruled by Khalid Abdallah ibn Ali al-Pradin, a Pasha of Three
  Horsetails. The young ruler is only 26 now, but has an intense desire to do right by
  his position, and is quite involved in the general welfare of his city.
  West Tredroy is much more tolerant than other areas of al-Haz; scandalously
  so, some say. However, it is by far the strictest section of that generally tolerant city.
  Non-Moslems must wear distinctive dress, or risk arrest and punishment for imper-
  sonating a Moslem. Anyone not so marked is expected to strictly obey the Sharia
  codes.
  For more information, see p. 32, and the GURPS Fantasy supplement, Tredroy.
  The Three Sons of Alhallabad
  Alihaba al-Khalil, Pasha of Three
  Horsetails and hereditary ruler of the city
  Alhallabad and its surrounding lands, is
  dying. His greatest wish is to see his
  three sons working in harmony, and
  rather than chose one of them as a suc-
  cessor, he has decided to give each of
  them one of the three quarters of the city.
  The sons are no happier about this than
  the townsfolk, who believe the resulting
  warfare will destroy their peaceful lives.
  Badem ibn Alihaba al-Asadel
  Age: 30; Thinning black hair, brown
  eyes; 5'9”, 170 lbs.
  ST 9, DX 11, IQ 10, HT 10.
  Advantages: Status 4, Wealth (Very
  Wealthy); Legal Enforcement Powers
  (15 points).
  Disadvantages: Weak Will -2, Near-
  sighted; Gullibility.
  Skills: 
  Riding-12; 
  Bard-10;
  Broadsword-12; Shield-12; Administra-
  tion-10; Diplomacy-11.
  Badem is the oldest son, and the
  weakest of the three. He is infuriated that
  his father has not given him his rightful
  due, but remains constantly by the old
  man’s side least he be cut out complete-
  ly. Perhaps his greatest asset is his wife,
  a sharp diplomat with a great deal of
  common sense.
  Fadil ibn Alihaba al-Azim
  Age: 28; Black hair, brown eyes; 5'7”,
  175 lbs.
  ST 13, DX 13, IQ 9, HT 10. 
  Advantages: Status 4; Wealth (Very
  Wealthy); Combat Reflexes; Strong Will
  +1; Legal Enforcement Powers (15 pts.). 
  Disadvantages: Bad Temper; Greed.
  Skills: Riding-14; Broadsword-15;
  Shield-14; Leadership-12; Strategy-11.
  Fadil is a strong warrior with little
  intellect. He plans to oumaneuver his
  older brother and then take his lands by
  force. Many of the family troops are
  loyal to him, but the townfolk fear him.
  Denyz ibn Alihaba al-Hassan
  Age: 24; Thick black hair, brown
  eyes; 5'8”,160 lbs.
  ST 11, DX 13 , IQ 13, HT 10.
  Advantages: Status 4; Wealth (Very
  Wealthy); Charisma 2; Legal Enforce-
  ment Powers (15 points).
  Disadvantages: Honesty; Impulsive;
  Sense of Duty (Alhallabad)
  Skills: Riding-13; Broadsword-13;
  Shield-12; Leadership-12; Diplomacy-11;
  Bard-12.
  Denyz is the wisest of the three sons.
  He thinks his father is completely mad.
  Were it not for his sense of duty to the
  city, he'd leave his two brothers alone to
  destroy the town. As it is, he's desperate-
  ly looking for a way to bring peace.
  —81—
  
  Al-Wazif
  Al-Wazif is bordered on the east by
  the sea, the south by al-Haz and Cardiel,
  the west by the hilly Caithness badlands,
  and on the north by its hereditary enemy
  Megalos. It is the bulwark against which
  Megalan crusaders have thrown them-
  selves for centuries. But its central posi-
  tion enriches it with trade by land and
  sea. And hundreds of years of hostility
  have hardened the borderlands; al-Wazif
  is well able to defend itself.
  History
  The Sunni Moslem tribesmen that
  roamed the hills and plains of central
  Ytarria first united to resist the conquer-
  ing legions of Megalos.
  In 1444, two years after the Shi'ite
  Moslems to the south had formed the
  Islamic nation of al-Haz, the northern
  tribes met for a fortnight of games, during which their best men competed in skill,
  strength, daring and cunning. The winner was named Caliph, Chosen of Allah; the
  losers swore to follow him to the death. Thus the nation of al-Wazif was born.
  The new nation bore the brunt of Megalan aggression for many years. Legions
  razed its towns and villages, and navies sacked its coasts. But the Wazifis stub-
  bornly fought on, drawing on their southern brethren in al-Haz for reserves and
  supplies. And when neighboring al-Kard was lost to the invaders, the Caliph took
  advantage of the short respite. By the time the Dragon once more turned its head
  west, al-Wazif was more than ready. Great defensive siege engines, corps of wiz-
  ards and fortified borders made the new invasion a slow one. The war dragged on
  for a hundred years before Cardiel broke away and brought peace.
  For the next two centuries, the Wazifis endured periodic invasions and border
  raids by Megalos. But with each successive attempt, Megalan victories were fewer.
  The rebellion of Caithness, defeats in the north, and the growth of the Blackwoods
  have all contributed to Wazifi security. Today, al-Wazif is a prosperous land.
  A few months ago, Caliph Ishaq al-Sharif, a wise and tolerant monarch, died
  after an extended illness. His middle-aged son, Hafsa al-Talib ibn Ishaq, succeed-
  ed him. The new Caliph is scholarly and easy-going, and takes little interest in
  affairs of state. He prefers to leave such matters to capable advisors. Recently, those
  advisors have been telling him to take advantage of apparent dissension within
  Megalos. They recommend that he invade the Empire and win glory for himself
  and followers for Islam. The Caliph has firmly vetoed these suggestions, unaware
  that his generals have already set the wheels of war in motion.
  Geography, Flora and Fauna
  Most of al-Wazif is rolling grassland, hilly in the north and flattening out as
  one travels south and east. The northeastern seacoast is rocky and barren, provid-
  ing few good harbors, but dozens of little outposts make a living for fisher-
  Sunni versus Shi'ite
  Though the origin of this schism
  between the followers of Islam is a polit-
  ical one dealing directly with the choice
  of leadership for the community, it has
  since grown to encompass theological
  differences as well. Shi'ites (“legit-
  imists”) have always held that the right
  to rule is a divine right held only by the
  holy family in direct descent from the
  Prophet. To support their arguments,
  they developed the theology that the
  political ruler is a manifestation of Allah
  who by his very presence bestows true
  knowledge on man. This leader alone is
  infallible. The Sunnis (“tradilionalists”)
  have chosen the more conservative path
  of selecting the leader deemed fittest by
  the majority of the community, Indeed
  their whole theology is based on the con-
  cept of the consolidated majority which
  defines a well-trodden path against the
  peripheral or wayward positions of the
  minority. Thus the Moslem community
  becomes a privileged entity, guided by
  the hand of Allah, and endowed with
  infallibility.
  Interestingly, while stressing the view-
  point of the majority and branding dis-
  sent as heretical, Sunnism simultaneous-
  ly developed the opposite principle of
  accommodation and tolerance. “Differ-
  ences of opinion among my community
  are a blessing,” said the Prophet, and it
  was taken to heart by the Sunnis. This
  principle allows diverse sects and
  schools of thought to coexist within
  al-Wazif, as no group may be excluded
  from the community unless it itself for-
  mally renounced Islam. Shi'ites, on the
  other hand, are remarkable for their
  intolerance of those who do not accept
  their theory of divine right. For truth
  comes only from the divine ruler, and the
  opinions of all fallible humans are use-
  less.
  The final fundamental difference
  between the two Moslem peoples on
  Yrth is the concept of free will. Sunnis
  hold that all actions are predetermined by
  Allah, and indeed that man has not the
  power to act before he actually does, that
  Allah created this power in him at the
  time of the action. In addition, man is by
  definition a fallible being, incapable of
  discovering good and evil through his
  own reason. Only Allah's Will makes
  acts good or bad, and thus divine law
  must simply be accepted. Conversely,
  Shi'ites adopted the doctrine of free
  human will, and the capacity of human
  reason to discern good from evil.
  —82—
  
  men who go out in tiny boats into the sea. Because of the difficulty of building
  roads to these villages, most are self-sufficient. Thus, the rest of al-Wazif sees lit-
  tle seafood, though some small trading ships buy rare delicacies from these fisher-
  man and resell them elsewhere at luxury prices.
  There is very little forest in al-Wazif; what trees there are — mostly poplars
  and willows — grow in small stands along rivers and streams. The waist-high grass
  harbors wildlife aplenty, however. Antelope, wild horses, striders and bison are
  common. The herds are followed by lions, wolves, bushwolves and jackals. Quail,
  grouse, hawks and a host of small mammals prosper here as well.
  Wazifi herdsmen raise all manner of livestock. The soil and climate is suitable
  for virtually any crop, but most especially grains. Timber must be imported by sea
  from Megalos or from the edges of the Great Forest in the west. Al-Wazif is a nor-
  mal-mana area, dropping off to low in the western hills and badlands.
  Society
  The ruler of al-Wazif is the Caliph (Rank 7), a hereditary monarch. His king-
  dom is divided into fiefdoms, governed by the descendants of the original tribal
  leaders. For the most part, the system works just as it does in Christian nations, save
  that the titles are different. Titles are a mishmash of Arabic and Turkish titles from
  old Earth: Bey (6); Emir (5); Atabeg (4); Khedive (3); Landed Knight (3); Mayor
  or unlanded knight (2); and so on.
  As in Caithness, almost any advance is possible to the talented or fortunate.
  Prowess with arms, in particular, is highly regarded; combined with skill in gov-
  ernment and leadership, it will always win notice.
  Peasants in the northern and eastern parts of al-Wazif are primarily farmers.
  However, some Wazifi peasants, especially in the southwestern part of the country,
  still lead a nomadic lifestyle. They roam their lord's lands with their herds, and pay
  him an annual tax in cattle, hardings, or horses.
  Al-Wazif has adopted much of the chivalric traditions of its Megalan enemies
  and Cardien friends. The Islamic orders of chivalry (see sidebar, p. 32) are partic-
  ularly strong here. Some of the greatest heroes of chivalry have come from al-
  Wazif; even haughty Megalos accepts the Islamic knights on an equal basis.
  Few nonhumans are native to al-Wazif, although those that do live there are
  well treated. There are few Elves, and almost no Dwarves. Halfling farm villages
  are seen occasionally, and many Goblin merchants live in the cities. Almost all of
  these folk have accepted Islam, and some even become mullahs!
  Magic
  The Caliph requires all mages in al-Wazif to spend two years in his service.
  Because the pay is generous (20% more than normal) many choose to stay longer.
  Most of these mages serve with the army, guarding the Megalan border or defend-
  ing against mountain bandits.
  Battle magic is particularly valued in al-Wazif, as are magic items. One of the
  Caliph's wizards' primary duties is the collection and manufacture of magical items.
  These objects are stored in secret locations around the country, and are distributed
  to the army in the event of invasion. (An adventure involving the legendary
  Umgazur, perhaps the greatest of these caches, is included in the supplement Tre-
  droy.)
  Warfare
  The Caliph maintains a standing army, garrisoned along the northern border,
  to repel invasions from Megalos. Each lord also maintains his own troops — with
  the border lords requiring much larger forces.
  The Plague
  The Moslem holy city of Geb'al-Din
  (see p. 79) is infected by the bubonic
  plague. Incubated amid the rodent popu-
  lation of the city, it has spread to the
  human occupants with great speed.
  Early symptoms are shivering, vomit-
  ing, headache, giddiness, and intolerance
  to light. Left untreated, the pain spreads
  to the back and limbs and the victim
  becomes sleepless, apathetic, or deliri-
  ous. Body temperature rises drastically.
  The most characteristic sign is the
  appearance of buboes, large purple welts
  on the arms and back. If a visitor is not
  aware that plague is in the city, a suc-
  cessful Diagnosis+2 roll will reveal what
  is happening on first sight of a buboed
  victim. The plague is rare on Yrth, but all
  doctors learn about it.
  Roll against HT+2 each day a person
  is in the city (see p. B133 for modifiers to
  this roll). A successful roll means the
  character avoided contracting the dis-
  ease; a critical success means the charac-
  ter is immune and no longer needs to
  make daily health checks. A failure
  means the character has contracted the
  plague; a critical failure indicates a very
  severe case, with doubled effects.
  An infected victim will fall sick with-
  in 24 hours. For each day of the disease,
  roll against HT:
  A critical success indicates recovery.
  Success means the victim remains stable.
  Two consecutive successes allow regain-
  ing of a point of HT. Three consecutive
  successes mean the victim is over the
  disease and may regain HT normally.
  Failure means the victim loses 1d of
  HT, DX, ST, and IQ, rolling separately.
  ST, DX and IQ will not be reduced below
  3 and will be regained at the same rate
  that HT is regained, should the victim
  recover.
  A critical failure indicates a loss of 2d
  HT and separate rolls for each stat as per
  failure.
  A loss of half the victim's starting IQ
  means they've become delirious.
  The city is full of quacks with false
  cures and preventatives. A successful
  Physician roll will reveal any such nos-
  trum to be false, though visitors must be
  careful who they denounce.
  True magical cures work as well
  against the plague as against any other
  diseases. Hidden in a few old grimoires
  is a specialized Plaguebane spell, which
  can cure many victims at once. There
  also exists at least one alchemical potion
  which is a specific against the plague.
  Unfortunately, neither of these is more
  than a vague rumor in the lands that need
  assistance.
  —83—
  
  The southern border is essentially undefended
  — at least in comparison to the northern one.
  Ongoing rivalries between the Shi'ite and Sunni
  tribesman have caused some minor skirmishes to
  the south, but as neither the Sultan and the Caliph
  wish open aggression between their countries,
  these local battles are ignored.
  Occasionally, the nobles of al-Wazif turn their
  armies on one another, just as the lords of Caithness
  and Megalos do. The constant threat of Megalan
  invasion, however, and the truly barbaric punish-
  ments the Caliph invents for traitors, help keep
  bickering to a minimum. Only four times in the last
  century has a fiefdom changed hands through vio-
  lence, and one of the new lords kept his head for
  only a fortnight thereafter.
  A good mercenary can always find work in
  al-Wazif, provided he can find someone at the local
  guild to vouch for him. Wazifis are particularly
  wary of hiring a Megalan in disguise. That trick has
  worked too often...
  The Law
  As in al-Haz, Wazifi law is embodied in the
  Sharia. Unlike al-Haz, however, the decrees of the
  Caliph as leader of the Faith carry almost as much
  weight as the opinions of the mullahs. Since few
  Caliphs have been theologians, a secular legal tra-
  dition has grown up alongside the Sharia. Usually,
  the royal decrees address issues about which the traditions are vague. Only on mat-
  ters in which the Caliph has a vital interest will he directly contradict the Sharia —
  the legal status of magic is such a case.
  Some of the greater nobles reserve the right to intercede in trials in their fief-
  doms. They may decide to pardon a person convicted by the qadis, or impose a
  harsher penalty, as they see fit. Prevailing upon a local lord for mercy is a risk, but
  one often worth taking.
  As a result, the Sharia laws tend to be observed less strictly in al-Wazif than in
  al-Haz. Alcohol is grudgingly permitted among the Christian and Jewish minori-
  ties, though drunkenness is not, and foreign women may go unveiled without fear
  of arrest or stoning. Of course, anyone who proclaims that the law doesn't apply to
  him may be in for a rude surprise!
  Al-Siyassi
  Al-Siyassi, on the shores of lake Bir Maj'in, is one of the oldest human cities
  on Yrth. Founded in 1074, al-Siyassi was for centuries the sole metropolis for hun-
  dreds of miles in any direction. It served as the cultural, religious and economic
  center for what was to become al-Wazif. The northern Moslem tribes met there for
  the first Great Games in 1435, and al-Siyassi became the capital of the new nation.
  Adventuring in Al-Wazif
  The Great Games. There is no quicker
  way for a newcomer to al-Wazif to earn
  fame and fortune. See (the sidebar on p.
  85 for more details.
  Caravan guards. In this trading
  nation, a caravan might run anywhere.
  Trips through the Caithness badlands or
  to the Great Forest — low-mana areas
  infested with monsters — might be espe-
  cially dangerous.
  Battles with slavers. Slave-takers from
  Megalos raid al-Wazif when they can —
  either overland or by the seacoast. This
  doesn’t happen often enough to warrant a
  general mobilization of troops, but when
  it does happen, the PCs may be caught in
  the middle.
  Border intrigue. Mercenary PCs could
  be hired by either Megalos or al-Wazif
  (or both!) to infiltrate the enemy's border
  defenses.
  Bodyguards. PCs might take jobs
  guarding the person of a noble or power-
  ful wizard. With members of the Assas-
  sins cult and Balikite fanatics about, their
  services are likely to be needed!
  Renegade wizards. The PCs might be
  mages dodging the draft and trying to
  leave the country, rather than give the
  required service to the Caliph. Or they
  might be in the business of smuggling
  such fugitives to safety. Or they might be
  enforcers, in the service of the Caliph or
  one of his lords, hunting down such
  recreants.
  —84—
  
  Today, the Wazifi capital is more prosperous than ever. Unlike the surround-
  ing plains, its fields of wheat and corn are well irrigated. Orchards of olive, peach,
  fig, and almond trees adorn the green landscape. Al-Siyassi boasts one of Yrth's
  greatest universities, several colleges of the wizardry arts, and many artists, poets
  and philosophers. Under the patronage of the scholarly Caliph Hafsa al-Talib (the
  Seeker) the arts are flourishing in the capital as never before. Learned men from all
  over Yrth — Christian, Jew, and Moslem — gather here to study and exchange
  ideas.
  The Caliph's interest in art and history is regarded as a pointless obsession by
  many of his advisors. Some of these men had served the Caliph's father Ishaq all
  their lives, and find the son sorely lacking. At least, say his supporters, he listens to
  counsel. But his opponents are concerned over the need for strong leadership. The
  old guard is particularly dismayed by the Caliph's total disregard for military mat-
  ters. This faction is led by the Caliph's older half-brother, Emir Harun abd Ishaq.
  Another concern is that the middle-aged Caliph lacks a male heir. Spending
  most of his time in his study poring over dusty scrolls, the monarch rarely visits his
  harem, and has not remarried since his first and only wife died many years ago.
  Qazr al-Sawh
  Qazr al-Sawh is the largest city in northern al-Wazif, and the strongpoint of the
  nation's northern defenses. It is nestled among rolling hills overlooking the River
  Conn. Every acre of land is used — if not for growing wheat or olive trees, then as
  forage for harding and woolen. This is necessary to support the garrisons of the
  many castles that dot the landscape.
  The folk of Qazr al-Sawh are accustomed to war. The city’s walls have with-
  stood countless sieges; its citizens proudly boast that no hostile army has ever
  passed through its gates. Yet Qazr al-Sawh is also a city of trade. The goods of
  Caithness and Craine pass down the River Conn, beneath Qazr al-Sawh's ramparts,
  and on to Bannock and Keyhole Bay; Wazifi exports travel in the opposite direc-
  tion. The folk of Megalos and al-Wazif have an understanding: whatever the state
  of affairs between the two rivals, the river that marks their shared border is neutral
  territory.
  The Great Games
  The Great Games of al-Wazif are held
  each spring, in commemoration of the
  games that selected the first Caliph.
  Competitions include unarmed com-
  bat; combat with swords and other
  weapons (blunted); jousting; hunting and
  hawking; chess, magic; acrobatics;
  extemporaneous poetry; musical per-
  formance; and many others.
  One of the greatest contests is called
  simply the Dare. It is essentially “follow-
  the-leader” for brave adults. A competi-
  tor is picked by lot. He performs some
  feat of his own choosing, anything not
  immoral or illegal. All other competitors
  must attempt the feat or drop out. Suc-
  cess is not necessary — but an honest
  attempt is required (use of magic is not
  allowed.)
  Thus, contestants will choose feats
  like wild bull riding, axe juggling, or
  bare-handed wolf-slaying. A panel of
  judges determines when a failed attempt
  is genuine; a panel of mages and
  physickers works to save injured com-
  petitors. Anyone requiring this sort of
  emergency aid, of course, is out of the
  game.
  When the first round is over, another
  contestant is picked, and the Dare contin-
  ues — until only one is able to go on.
  GMs and players will have a lot of fun
  coming up with unusual dares...
  Outsiders and foreigners are welcome
  to compete. Prizes are grand, as is the
  honor to be won.
  It is unusual, but not illegal, for a
  woman to enter the Games; the more
  conservative mullahs will object, but a
  persistent and diplomatic female will be
  allowed to compete unless the judges'
  reaction to her is worse than Neutral. A
  woman who wins will be the subject of
  controversy, but will receive great honor!
  —85—
  
  Emir Harun abd Ishaq is lord
  of Qazr al-Sawh and older half-
  brother to the Caliph. He is a sol-
  dier of great renown and has com-
  manded al-Wazifs border forces for
  fifteen years. It is known that
  Harun disagrees with his brother
  about Wazifs military strategy, and
  that he thinks little of the Caliph as
  a military leader. But the Emir is
  wise enough not to criticize him too
  openly. Instead, Harun has been
  quietly gathering his forces in
  anticipation of trouble with Mega-
  los, despite the Caliph's insistence
  on peace. Kharijite knights have
  been particularly in evidence on the
  city's streets.
  Rumors say that one of the
  Caliph's principal caches of magi-
  cal items is located in the hills
  southwest of the city. A thief or
  group of thieves who successfully
  looted the storehouse would have
  wealth 
  beyond 
  their 
  wildest
  dreams. Even the exact location of
  the cache would fetch a tidy sum
  from Megalan spies. But if it exists,
  the cache is bound to be guarded by
  arcane magics more formidable
  than a dozen armored knights...
  Shaniyabad
  Shaniyabad is the busiest port in al-Wazif, and the richest. Any trade goods
  which come into or leave al-Siyassi by sea pass through Shaniyabad. River barges
  link the city with al-Siyassi and the interior. Al-Wazif does not have a large navy,
  so the port is protected by strong magical safeguards and large numbers of merce-
  naries. The lands around Shaniyabad are fertile and well watered — most of it is
  used for agriculture rather than livestock (most meat is imported). In addition, the
  hills northwest of the city contain al-Wazifs only mines, where silver, iron, and tin
  are removed in large quantities.
  Shaniyabad's ruler is Bey Hisham al-Sharib, a fast-rising star in the Caliph's
  court. He is known both for his eloquence and his courage — Hisham won the
  Great Games three years ago. The Bey is greatly loved by his subjects, and many
  feel he is more worthy of the title Caliph than Hafsa al-Talib.
  Because the Megalan border is heavily fortified, southeastern Caithness is
  low-mana badlands, and al-Haz is hostile to mages in general, Shaniyabad is the
  major point of exit for wizards dodging mandatory service to the Caliph. Smug-
  gling fugitive mages, not to mention other contraband, is big business here. But this
  flies in the face of the Caliph's recruiters, whose job it is to apprehend those who
  shirk their patriotic duty. Any who dare oppose these skilled wizard-hunters —
  most of whom are powerful mages themselves — must be extremely careful.
  Caliph Hafsa al-Talib ibn
  Ishaq al-Wazif
  Age 36; Thinning black hair and
  brown eyes; 5'9”, 180 lbs.
  ST 10, DX 11, IQ 13, HT 9.
  Advantages: Status 7; Wealth (Filthy
  Rich); Literacy; Legal Enforcement
  Powers (15 points).
  Disadvantages: Duty (-5 points); Paci-
  fism; Weak Will (-1); Sense of Duty (to
  al-Wazif).            
  Skills: 
  Shortsword-10; 
  Administra-
  tion-11; Bard-11; Literature-15; History-13;
  Theology-13; 
  Artist-10; 
  Poetry-11;
  Writing-11; Cyphering-12.
  Hafsa is not happy as Caliph. He
  would much rather be free of the respon-
  sibilities of running a nation so that he
  could devote all his time to scholarly
  research. But he is haunted by what his
  father would think of him were he alive.
  The Caliph feels obligated to retain the
  throne and serve his people, which, he is
  convinced, does not include going to war
  with Megalos.
  One duty Hafsa cannot face is that of
  begetting an heir. Hafsa has not remar-
  ried since his beloved first and only wife
  died many years ago. He has a large
  harem of beautiful concubines, but visits
  them for companionship only, despite his
  advisors’ encouragement.
  Emir Harun abd Ishaq
  Age 47; Gray hair and brown eyes;
  5'10”, 170 lbs.
  ST 13, DX 11, IQ 11, HT 11.
  Advantages: Status 5; Wealth (Very
  Wealthy); Toughness (DR 1); Legal
  Enforcement Powers (15 points),
  Disadvantages: Duty (-5 points); Rep-
  utation (great general); Sense of Duty (to
  al-Wazif).
  Skills: Broadsword-13; Shield-15;
  Riding-13; Leadership-15; Tactics-13;
  Strategy-12; Bard-10.
  Harun is completely dedicated to
  al-Wazif, if not to his half-brother the
  Caliph. It's not that the Emir doesn't
  respect the office; in fact, he likes the rel-
  atively young Hafsa, and was his protec-
  tor when both were much younger. He is
  simply convinced that the scholarly
  Caliph will lead the kingdom to ruin.
  Harun feels it is imperative that al-Wazif
  attacks Megalos before the Megalans can
  finish bunding up their forces. The Emir
  is preparing to launch that attack, even if
  he fails to win the Caliph’s approval.
  —86—
  
  North Tredroy
  In keeping with the unique character of the city of the three laws, North Tre-
  droy is quite different from the rest of al-Wazif. Its people and its 120-year-old
  Emir — a powerful mage — show little interest in events outside their own city.
  But there is excitement enough in Tredroy for almost anyone.
  Law in North Tredroy is substantially different from that in the rest of
  al-Wazif. Emir Jannar abu Talha al-Pradin, in his many decades of leadership, has
  created an almost secular legal system. The Emir's courts supersede the Sharia
  court, and are run by handpicked judges, many of whom are not even Moslems! In
  addition, most Tredroyan nobles are empowered to mete out low justice on the spot.
  By Sharia standards, North Tredroy is a hotbed of sin. The city is home to many
  inns, taverns, brothels, gambling houses and usurers.
  North Tredroy is also home to the largest Christian and Jewish communities in
  al-Wazif.
  For more information, see the supplement Tredroy.
  Sa'Azraq
  The Emirate of Sa'Azraq is al-Wazifs easternmost fiefdom. The port city of
  Azraq is located on a peninsula, midway between Hadaton to the south and Yiby-
  orak to the north, and is Wazifs only decent harbor east of Shaniyabad. Many ships
  stop there, but few stay long. Sa'Azraq is populated by farmers and fisherman, and
  has little to offer in the way of native trade goods.
  Because of Azraq's remoteness and its proximity to Megalos, the people of its
  villages often fall prey to Christian slavers. Many a Moslem mother has seen
  daughters carried off while her husband was out fishing. But the Emir Ayyub ibn
  Qasim al-Azraq has a plan to get his subjects’ loved ones back. During a recent
  Megalan raid, his knights captured the eldest son of Earl Gavin of Dekamera. The
  Emir has demanded a large ransom in gold. In the meantime, he has dispatched
  agents to the slave markets of Megalos to find kidnapped Azraqis; once the ransom
  has been paid he will buy freedom for those that can be found. And if the ransom
  is not paid, the young Megalan noble will still be valuable as a hostage — insur-
  ance that the Earl won't sponsor further attacks on the emirate. (See sidebar, p. 51,
  for more about Earl Gavin.)
  Gebel Thamad
  The city of Gebel Thamad began as a way station on the Pilgrims’ Road to the
  holy city Geb'al-Din. The lands around it were parched; its springs drew nomadic
  herdsmen and weary travelers alike. Later, it became a major trading center, situat-
  ed as it was at the intersection of the north-south caravan route and the timber trail
  linking the Great Forest and al-Siyassi. Today, under the leader-
  Bey Hisham al-Sharib
  Age 25; Red hair and green eyes; 6'1”,
  185 lbs.
  ST 12, DX 13, IQ 12, HT 11.
  Advantages: Status 6; Wealth (Filthy
  Rich); Charisma +2; Luck; Legal
  Enforcement Powers (15 points).
  Disadvantages: Duty (-5 points);
  Overconfidence.
  Skills: Broadsword-15; Shield-15;
  Riding-15; 
  Bow-11; 
  Bard-12;
  Fast-Talk-12; Leadership-13; Politics-
  10; Savoir-Faire-12; Tactics-12; Strate-
  gy-10.
  Many of Hisham's subjects feel that
  their lord is better qualified to be Caliph
  than Hafsa ibn Ishaq. Hisham agrees
  with them, and intends to do something
  about it.
  Hisham’s agents are deliberately
  spreading rumors in Megalos that
  al-Wazif is preparing for war. The Duke
  of Craine’s defensive measures have trig-
  gered a buildup of Wazlfi forces — cour-
  tesy of Emir Harun's paranoia — fueling
  the tensions.
  Meanwhile, Hisham is preparing to
  save the day when the Megalans eventu-
  ally do attack, at which time his agent in
  the Caliph’s court will assassinate the
  childless monarch. If all goes according
  to plan, the grateful nobles will unani-
  mously proclaim Hisham the next
  Caliph.
  Emir Ayyub ibn Qasim
  al-Azraq
  Age 40; Dark brown hair and brown
  eyes; 5'7”, 145 lbs.
  ST 10, DX 11, IQ 12, HT 12.
  Advantages: 
  Status 
  5; 
  Wealth
  (Wealthy); Literacy; Legal Enforcement
  Powers (15 points).
  Disadvantages: Duty (-5 points);
  Sense of Duty (to subjects).
  Skills: Shortsword-12; Shield-14;
  Administration-12; 
  Diplomacy-12;
  Leadership-12; Seamanship-14; Strate-
  gy-12; Tactics-10.
  Ayyub is a model lord whose primary
  concern is for his people. His tireless
  devotion to his feudal duties has won
  him the loyalty of the folk of Sa'Azraq.
  Ayyub has struggled to defend the fief-
  dom from Megalan depredations for
  years, and the capture of Earl Gavin’s
  son was his first major success. It has not
  occurred to Ayyub that the headstrong
  Megalan earl would rather lose his son
  than suffer humiliation at the hands of a
  minor Moslem lord.
  —87—
  
  ship of the governor, Khedive Amin al-Burum, the city at the crossroads is one of
  al-Wazif s most prosperous.
  Trade is Gebel Thamad's lifeblood; anything that threatens the caravan routes
  threatens the city's very existence. The local lords take banditry very seriously.
  Mercenaries can always find work here, either with the forces of the Khedive or as
  caravan guards. Bounty hunters are also in demand, and will find that both the aris-
  tocracy and the merchants pay handsomely.
  Last month, a timber expedition discovered an old ruin in the forest where they
  were felling trees. The curious woodcutters laid down their axes to explore further.
  What they had found was the ruins of a fortress-town dating back at least to the
  time of the Banestorm. The explorers found no gold, but discovered one large stone
  block bearing inscriptions not only in Arabic, but in Latin and Norman French as
  well! They returned to Gebel Thamad with their lumber and this curiosity only a
  few days ago. Already a half dozen expeditions are being organized to search the
  ruins, while local scholars pore over the archaic grammar and spelling of the stone's
  inscription.
  One of the exploring parties is funded by Emir Hafiz al-Thamad, a scholarly
  eccentric. Another is backed by the reclusive wizard Jamal. The others are inde-
  pendent groups of adventurers, hoping to get rich quick. It will be a race to claim
  the prize, if such exists — a race in which good sportsmanship stands to be a lia-
  bility.
  The Pillars of Heaven
  On the western border of al-Wazif, at the very edge of the badlands technical-
  ly belonging to Caithness, stand the Pillars of Heaven. Hundreds of wind-sculpted
  columns of rock tower over the plain below. The greatest of the pillars are several
  hundred feet tall, and at their summits generations of Islamic holy men have made
  their homes. The Pillars of Heaven are held in reverence second only to Geb'al-Din
  itself.
  The communities on the Pillars are not monasteries or abbeys such as are seen
  in Christian lands; the Sufi mystics carve their hovels out of the rock itself. They
  are not feudal lords, owning no land. They live in abject poverty and total isolation.
  What food and water they require is hauled up from the valley below with ropes
  and buckets. And for that they are wholly dependent upon the pilgrims who come
  seeking enlightenment. Should war, famine, pestilence or bad weather prevent the
  pilgrims from coming for a time, the hermits must do without, fasting until the pil-
  grims return, or bring themselves to come down from the Pillars and see to their
  own needs.
  The most revered of the holy men at the Pillars is Rhazi al-Safa, a Sufi wise
  man of tremendous age. It is said that he was once a great nobleman, a Bey of al-
  Wazif, and a victor in the Great Games. Only a very few folk know for sure —
  Rhazi has dwelled at the Pillars for over 70 years. Most reckon him to be at least
  100 years of age. Forty years ago, disciples of Rhazi recorded his sayings and gath-
  ered them into a single book. In his youth the current Caliph was rarely seen with-
  out a copy in his hand, and made several pilgrimages to speak with the old man.
  Indeed, some blame Hafsa's unmanly ways on the holy man's undue influence.
  The Lost City of Autheuil
  The ruins uncovered in the Forest by
  the loggers are of the ancient city
  Autheuil. The story of Aulheuil’s fall
  was once well known in this part of the
  world, but has long been forgotten. Now
  only a seldom-read scroll in the library of
  the Moslem University in al-Syassi, and
  perhaps inscriptions at the ruins them-
  selves, tell the tale.
  Autheuil was the first true city built by
  humans on Yrth, having been founded in
  1068. It was populated by folk of many
  nationalities and religions, united by
  their common experience — bring
  wrenched from their homes on Earth by
  the Banestorm and deposited in a strange
  and hostile land.
  The city of Autheuil prospered for
  many years. Elves from the Great Forest
  gave food to the humans, and instructed
  them in the dangers of Yrth. The men of
  the town hunted in the wood and felled
  only enough trees to grow crops enough
  to feed themselves. Eventually, they
  made contact with other humans living
  north of the Forest, and with Islamic
  tribesmen to the east. Trade with these
  groups brought Autheuil wealth and
  prestige. The city began to grow in size,
  requiring more and more trees to be
  felled.
  During this period, the Christians of
  Autheuil began to dabble in the magical
  arts. Many of the Moslems objected
  strenuously, insisting that only evil
  would come of it. Then the Elves of the
  forest arrived at the gates of the city.
  They said that too many trees had been
  cut down, and that the fields thus cleared
  must be abandoned so that the forest
  might heal itself. The folk of Autheuil
  were outraged, and several of the Christ-
  ian wizards used their powers to drive
  the Elves from the gates, killing many.
  Made bold by their success, the wiz-
  ards of Autheuil delved deeper into the
  arcane mysteries. Many feared the retri-
  bution the Elves might exact; the mages
  searched for a magical weapon or spell
  with which to protect themselves. The
  Moslem mullahs, in particular, predicted
  disaster, and convinced many townsfolk
  to flee the accursed city. Christian lead-
  ers tried to prevent the exodus, claiming
  every man was needed to defend the city.
  A riot ensued. The fighting escalated,
  and when the bloodbath was through,
  most of Autheuil's Moslems were either
  slain or fled.
  What happened next was never
  known. Perhaps the Elves returned and
  massacred the exhausted defenders. Per-
  haps the wizards found their weapon,
  and were unable to control it. No one
  ever heard from Autheuil again; whatev-
  er happened, there were no survivors.
  Untended, the fields and ruins were
  quickly reclaimed by the forest, and have
  lain undisturbed ever since... until now.
  —88—
  
  Cardiel
  Bounded on the north and west by the Islamic kingdoms and on the south and
  east by the ocean, Cardiel is a product of the Megalan crusades. First a country of
  Islamic tribesmen, then an Imperial province, and now an independent nation,
  Cardiel is a cultural hybrid. Though nominally Christian, Cardiel is the most toler-
  ant of the kingdoms of Ytarria; it is home to Christians, Moslems, Jews, and pagans
  alike. The Cardien people are friendly and easy-going.
  In addition to their religious tolerance, the folk of Cardiel are known for their
  political independence. Cardiel has no king. Instead, the Cardien nobles choose a
  Prince from among their own ranks, reserving the right to depose him should his
  position go to his head. Despite their fractious nature, however, the nobles will
  readily join together to preserve Cardiel's sovereignty. Through diligence and
  friendly relations with their Islamic neighbors, Cardiel has enjoyed many years of
  peace.
  History
  A thousand years ago, the southeastern portion of Ytarria was uninhabited
  save for isolated Elven communities and Gnomish villages. Even after the
  Banestorm, this area of rolling hills and fertile grasslands remained empty. It was
  not until around 1300 that Moslem tribesmen began to move into the region, seek-
  ing new pastures for their herds and flocks. More and more humans moved east
  from the arid plains of what was to become al-Haz over the next hundred years,
  gradually filling up the new territory. Many of these were Sunni Moslems, fleeing
  persecution in the west, a Shi'ite stronghold (see sidebar, p. 82). Even so, the lands
  which would become Cardiel were sparsely populated compared to the regions
  west and north.
  In the year 1445, in response to the same Megalan invasions which had earli-
  er unified the tribes of al-Haz and al-Wazif, the nation of al-Kard was born. The
  men of al-Kard were never as unified as those of the other Islamic countries. Their
  self-proclaimed Sultan, Said ibn Mahmud, had to work hard to convince the rival
  sheikhs of the danger facing them. Through skilled diplomacy and scarcely veiled
  threats he prevailed, winning the allegiance of the major tribes.
  However, al-Kard did not feel the brunt of the Megalan crusade until almost
  twenty years later. By that time Said had died, and half a dozen sheiks, including
  Said’s son, were embroiled in a war of succession. The Megalan fleets landed at the
  mouth of the Blueshoal River, and the crusaders began their invasion of the divid-
  ed country. Within ten years much of al-Kard was conquered. After twenty the
  entire nation was under Megalan role. The region was renamed the province of
  Cardiel, and a viceroy was appointed.
  Megalos promptly opened the newly won lands to colonization. Second sons
  and power-hungry nobles brought their followers and subjects to the new province.
  Entire villages were transplanted. Many of the legionnaires who had fought in the
  crusades were rewarded with grants of land in the new territory. By 1500, Cardiel
  was heavily populated and intensely farmed. The remaining Moslem tribesmen,
  whose lifestyle depended on having miles and miles of open plains to roam, were
  completely dispossessed.
  Names in Cardiel
  Cardiel is a cultural mish-mash, com-
  bining most of the best — and a bit of the
  worst — of the nations around it. Thus,
  any name that would be appropriate in
  the surrounding nations would be appro-
  priate for a Cardien of equivalent back-
  ground.
  Sometimes elements from different
  cultures are combined, e.g. Baron Amal-
  ric ibn John al-Ten-Tiri.
  Adventuring in Cardiel
  Privateering. For a seafaring adven-
  ture, the PCs can take service on a Cardi-
  en ship and sail north to raid the Megalan
  merchant-ships. Since gunpowder is
  unknown and catapults are too unwieldy
  and inaccurate, most naval battles are
  boarding or ramming actions, enlivened
  with magic.
  Dockside adventure. The PCs may be
  hired to track down and capture smug-
  glers. What are they smuggling? It could
  be anything — untaxed slaves; illegal
  magic; silks; spices; or even drugs like
  hemp (see p. 78).
  The Ring Islands. These islands are
  known for their volcanoes, bizarre and
  dangerous creatures, pirate lairs, and
  high-mana. See the sidebars on pp. 58-59
  for more details.
  Polilical intrigue. PCs might become
  involved in the current jockeying for
  influence in the election of Prince Vin-
  cent’s successor. They could be paid to
  use strong-arm tactics to gain a noble’s
  support for their candidate, or defend a
  noble from such hooligans. Some partic-
  ularly ruthless nobles might even resort
  to murder or kidnapping to farther their
  chances.
  Sea Elf Surprise. The PCs have gotten
  ahold of a map that allegedly describes
  the location of a Sea Elf treasure horde.
  There are only a few catches — like the
  pirates that know the PCs have the map
  (and want it for themselves), and the Sea
  Elves (who don't want to be looted), and
  the fact that the horde is underwater, and
  the sea serpent which is guarding the
  stash...
  —89—
  
  In 1499 the city of Calder, still predominately Moslem, was forced by its new
  ruler to convert to Christianity — overnight. All who refused were executed. The
  effects of this heavy-handed decree were felt all the way back in Megalos, and
  future rulers learned a lesson in tolerance.
  Initially the invaders did their best to recreate Megalos in the new land. But
  things soon changed. The cowards stayed home; the weak died in battle. The rigid
  and uncompromising failed to flourish. But some nobles were wise enough to treat
  their Islamic subjects well and honor their customs. They found the tribesmen to be
  honest and trustworthy, brave in battle and skilled in husbandry. Moslem craftsmen
  and scholars had preserved earthly knowledge long forgotten in northern lands. The
  houses of these wise and tolerant nobles prospered; they inherited Cardiel.
  Over the next two centuries, the nobility of Cardiel grew to be a part of their
  new land; some lords married the daughters of Islamic families. War continued
  against al-Haz and al-Wazif, but ever more slowly. Occasional Islamic efforts to
  liberate al-Kard found less and less support within Cardiel. The Cardien people
  developed a relaxed and tolerant society; conflicts with their neighbors became
  more and more infrequent.
  Eventually, beginning in the western fiefdoms, the Cardien nobles realized
  they had more in common with the enemy than they did with the motherland. In
  1788, they declared independence, chose a Prince as leader, and made peace with
  the Islamic countries. After a brief but bloody conflict, Megalos was forced to
  accept this loss of territory. The navy that had taken al-Kard was now loyal to
  Cardiel, and the new nation had the full support of al-Haz and al-Wazif. Only the
  Duchy of Hadaton remained in Megalan hands, until twenty years later when
  Cardiel took the duchy by force, with the Caliph's help. Afterwards, the south-east-
  ern nations settled into their now-familiar borders.
  The current Prince of Cardiel is Vincent of Calder. Vincent is short, chubby
  and balding; he was elected Prince because the other lords thought he'd be inoffen-
  sive and easy to manipulate. They were wrong. He has been a strong and clever
  Prince, gaining cooperation through persuasion or threat, yet avoiding war. Vincent
  is now fifty, and though he is still hale and hearty, he has announced his attention
  to step down as of the New Year. Ambitious nobles are already jockeying for influ-
  ence.
  Geography, Flora and Fauna
  The northern parts of Cardiel's coast are rugged; there are few good harbors
  among the rocks and cliffs save for Hadaton at the mouth of the Blueshoal.
  Cardiel's other shores are quite hospitable. Cardiel boasts a fine navy and large
  merchant and fishing fleets. The land is fertile, flat inland and gently rolling near
  the coasts.
  All the largest cites are on the seacoasts, except for Tredroy, the trading center
  at the fork of the River Blueshoal. The rest of the countryside is well-farmed, less
  populous than Megalos but more so than most other lands. The roads are second
  only to those of Megalos.
  The climate in Cardiel is mild. Its southerly latitude insures warm weather and
  mild winters, and the coastal hills dampen the strength of the sea storms. Rainfall
  is most plentiful in the east and south, but the inland plains are by no means
  parched (unlike some parts of northern and western al-Haz). Most crops can be
  grown here, and Cardiel is the world’s only source of citrus fruits. Peaches and
  apples do not thrive here, as they require colder weather to set fruit. The vineyards
  of southeastern Cardiel are renowned for producing Yrth’s finest wines.
  Sailing Ships
  Cardiel is a maritime power. Next to
  Araterre, it builds the best, biggest, and
  fastest seagoing vessels in all of Yrth.
  The function of a ship is a major fac-
  tor in its size, shape, and speed. A mer-
  chant may be a local waremonger, plying
  an established route along a shoreline, or
  a long-distance trader, heading into
  unknown areas. A ship that sails up and
  down a coast, never too far from land, is
  usually much smaller than a ship that
  crosses open ocean with regularity.
  Cargo ships sacrifice speed for carrying
  capacity, while pirates favor quick, fast
  and maneuverable boats with smaller
  holds.
  Ships are categorized by the number
  of masts they have. One-masters are
  called sloops, cutters, smacks and a hun-
  dred other names. Two-masters include
  brigs (square riggers), schooners (fore
  and aft rigged), and brigantines (a com-
  bination). Three-masters are usually just
  called ships, but also include barques,
  galleons and frigates.
  Sloops are small, with only one mast
  and a triangular sail. They rarely sail
  more than two weeks away from land.
  Larger sloops (over 20 feet) are popular
  pirate craft. They are fast, maneuverable,
  can carry enough cargo for pirate's pur-
  poses, and have a shallow draft to slip
  past reefs where the larger ships can't fol-
  low.
  Brigs are larger, broader, and slower
  — most of them. Some are very fast,
  famous as pirate chasers. If a brig can
  carry enough provisions, it can cross an
  ocean.
  Ships range considerably in size, from
  just larger than sloops to the largest ves-
  sels afloat. They serve many purposes,
  from cargo to passenger to warship. Mer-
  chant ships have the worst lines and
  speed; warships have slightly better
  lines, but aren't much faster due to brac-
  ing and have higher crenelated “castles”
  fore and aft, where archers or mages may
  be stationed.
  For more about sailing ships and mar-
  itime battles, see GURPS Swashbucklers.
  —90—
  
  There are no great forests in Cardiel, and few woods; all the land is pasture or
  is under cultivation. Wild beasts are rare. As in eastern Megalos, hunting is not a
  popular sport, but hawking is.
  The western and central plains are famous for their fine cattle and large herds
  of woolen. Some of the best wool comes from Cardiel, and the best leather-work-
  ers are found in its cities.
  Cardiel is a normal-mana region.
  Society
  Cardiel is ruled by a loose federation of lords led by the Prince. The title of
  Prince is not hereditary. The greatest nobles of Cardiel elect one of their own num-
  ber to fill that post for life. The Prince is given the power to tax the nobles (very
  lightly), and to judge disputes between them. He also commands Cardiel’s two
  Legions. In theory he is their liege-lord; in practice he is merely first among a band
  of proud and well-armed equals. The Prince is considered to be Social Rank 6, but
  would be treated as an equal by the rulers of any friendly country — Megalos is not
  among these. All other ranks are as for Megalos.
  Social advancement in Cardiel is almost as limited as in Megalos. This is due
  to the lack of a wilderness frontier and the two centuries of peace which Cardiel has
  enjoyed. Titled nobles live long, uneventful lives; escaped serfs, freemen, and
  noble younger sons have nowhere to go where they can start a new life. And the
  Megalan practice of buying social rank is looked upon as the epitome of bad taste.
  Still, Cardien nobles are not as haughty as their Megalan counterparts, and bravery,
  skill, or extreme loyalty on the part of a subject is usually rewarded.
  Cardiel is a cultural melting pot. The majority of the people and almost all of
  the nobility are Christian, but there are significant Moslem and pagan minorities.
  Some of the richest merchants and craftsmen are followers of Islam. Many of
  Cardiel’s nobles reside in villas adorned with many arches, tiles and murals in the
  Islamic geometric art styles, rather than in the cold stone castles dating from more
  violent times. Arabic, not Latin, is the language of scholars, and aristocrats are as
  likely to know it as they are the tongue of the Church. As a result of Cardiel’s tol-
  erance for various traditions, a variety of local dialects have arisen, and in some
  regions derivatives of German, Italian, Spanish, Irish, or Ukrainian are spoken
  alongside Anglish.
  Nonhumans
  Before the coming of humans, the region was home to few intelligent beings.
  There were, and still are, several small Elven communities along the southern
  coasts and offshore islands. Gnomes once lived in the western hills, but have long
  since moved to more remote, quieter parts. The cities of Cardiel, however, are as
  cosmopolitan as those of Megalos. Dwarven smiths ply their trade, Goblin mer-
  chants sell their wares, and Kobold thieves work the crowds. Even an occasional
  Orc or Reptile Man can be seen.
  Prince Vincent of Calder
  Age: 50; balding gray-brown hair and
  blue eyes; 5'3”, 150 lbs.
  ST 9, DX 10, IQ 13, HT 11 
  Advantages: Status 6; Wealth (Very
  Wealthy); Lightning Calculator; Eidetic
  Memory; Legal Enforcement Powers (15
  points).
  Disadvantages: Duty (-5 points);
  Overweight; Pacifism (self-defense);
  Sense of Duty (Calder)
  Bard-11; Writing-12; History-14; Law-15;
  Administration-16; Diplomacy-14; Savoir-
  Faire-13.
  Prince Vincent has surprised his fel-
  low nobles with his strength. A compro-
  mise candidate in the last Princely elec-
  tions, he has done a good job for the
  nation and a very good job for his home
  barony of Calder. He has managed to
  arrange Cardiel’s affairs in such a way
  that his home was enriched... without
  any great injustice to anyone else. Now
  he is ready to retire, opening the gates for
  a vicious power struggle in Cardiel.
  Vincent is well aware of these strug-
  gles, and is pushing for his old friend
  Allan Micardene, whom Vincent himself
  appointed as Baron Bowvrey, to run.
  Micardene is competent and fair-minded.
  Furthermore, he knows that even if
  Micardene favors Tredroy, his own
  beloved Calder will not suffer greatly.
  —91—
  
  Warfare
  Cardiel is a maritime power,
  renowned for its sea-traders and fisher-
  men. Its navy, composed mainly of small,
  fast ships with a few huge war-galleys, is
  second only to that of Megalos — far
  inferior in numbers, but superior in skill
  and daring. Megalan raiders occasionally
  visit the Cardiel coast, but have learned
  to their sorrow that such ventures aren’t
  worth the cost. Cardien privateers return
  the favor, preying upon Megalan traders.
  Other than the occasional raids and
  privateering, Cardiel sees little warfare.
  The last war with al-Wazif — really a
  local dispute between two nobles who
  happened to be on opposite sides of the
  border — was over 150 years ago.
  Cardiel’s internal politics are also peace-
  ful — which is not to say that Cardien
  nobles don’t use the threat of violence to
  achieve political ends. Nobles do keep
  guard-forces, and can raise armies
  through levies and calling upon their vas-
  sal knights. The Prince has two Legions,
  but these are rusty and would be consid-
  ered shoddy in Megalos.
  The Law
  The Cardien legal system can be a
  jurisdictional nightmare. The Sharia
  code, Church canon law, the Jewish Tal-
  mud and feudal common law all exist
  side by side. Not infrequently, minor
  crimes go unpunished if there is a risk of
  offending one group or another. In general, each religious group polices its own
  members. The problems arise when a Moslem is accused of a crime against a Chris-
  tian, for example, or a Christian commits a crime against a Jew or pagan. The
  cleverest of criminals play this system like a fine instrument, especially in Tredroy,
  where international borders farther cloud matters.
  The final legal authority in Cardiel rests with the Prince and the other power-
  ful nobles. But they are careful not to anger their subjects by overturning decisions
  made by another court.
  For the most part, the various legal codes of Cardiel are no different than those
  of other kingdoms. There are two unique customs, however. The first is that reli-
  gious freedom is assured. No form of religion is outlawed in Cardiel; mosques and
  churches are built side by side. Even pagans may meet openly, though they must be
  careful about their manner of public worship! Any display of religious intolerance
  may lead to a charge of disturbing the peace. No one is immune. This led to the sec-
  ularization of the Order of Michael immediately after the rebellion, and the expul-
  sion of the Hospitaller order from Cardiel 60 years later.
  The Council of Lords
  The Council is a loose federation of
  the greatest nobles of Cardiel. Led by the
  Prince, who is elected from among their
  number, they govern their multicultural
  nation in a style more noted for individu-
  ality than overall harmony. Now that
  Vincent has decided to step down as
  Prince, it will be up to the Council to
  choose a successor. Battle lines are
  already being drawn. There are three
  main candidates: Count Faramon of
  Aliar, Baron Howarth of Alimar, and —
  if will agree to run — Baron Bowvrey of
  East Tredroy. Current voting would
  break down as follows:
  Barony of Calder: Vincent will con-
  tinue to serve as the Baron of Calder, and
  thus has a vote in the upcoming election.
  He favors Bowvrey, for his competence
  and loyalty. Faramon, he fears, will pull
  trade away from beloved Calder, or
  worse, launch Cardiel into a fruitless
  maritime war with pirates. And Howarth
  is simply incompetent.
  East Tredroy: Allan Micardene, the
  Baron Bowvrey, is the current governor
  of the Cardiel section of Tredroy. A suc-
  cessfull merchant elevated to nobility by
  Prince Vincent, many of Cardiel's nobili-
  ty find his presence a slap in their aristo-
  cratic faces, especially the Viscount of
  Lurnan and Baron of Dorilis whose fief-
  doms lie under him. Vincent and
  Anthemius are trying to convince
  Bowvrey to run, but so far he's resisted
  the idea. He favors Faramon, who he
  feels is certain to win, regardless. He
  doesn't want to antagonize the man he is
  sure will be the next Prince, and he does-
  n’t really want the job anyway.
  Continued on next page...
  —92—
  
  There is also no death by torture in Cardiel. Instead, the worst criminals are
  sold to the Mages’ Guild for magical experimentation. Megalans consider this a
  tragic waste of good entertainment — few wizards allow spectators — but most
  folk in Cardiel think of the practice as humane. After all, one or two out of every
  hundred actually survives!
  Calder
  Calder has been the capital of Cardiel ever since its lord, Vincent, was elected
  Prince fifteen years ago. Small by Megalan standards, but huge as inland Cardien
  cities go, Calder Town has prospered greatly during Vincent's reign. Located in the
  very heart of the northwestern plains, it has always been overshadowed by Tredroy
  to the north. The main industry of the region is cattle ranching, and Calder is the
  center where local lords go to sell their cattle and trade for the supplies and luxury
  items they need. In the past, Calder had been considered a backwater, and could be
  reached only by the poorest of the nation’s roads.
  Vincent changed all that. Using his tax revenues wisely, he improved the roads
  leading to the city, and constructed a new one to Tredroy. He built a brewery in the
  town, and then had one of the Legions permanently stationed there to provide a
  ready market. He subsidized trading ventures intended to bring new sources of
  income to the region. These missions brought back rare spice plants, citrus tree
  saplings, and fine breeding horses of northern stock. Now the merchants of Calder
  compete directly with the foreign suppliers of these goods. Over the last decade and
  a half, the Barony of Calder has been transformed from a dusty pasture lands to a
  thriving center of trade.
  Having enriched both himself and his subjects, Vincent of Calder recently
  announced his plans to relinquish the title of Prince. He has created more than a few
  enemies during his reign, however. Less fortunate lords envy and resent Calder's
  new prosperity. And many lords are disgruntled that the Prince, whom they had
  elected for his pliability, has proven himself a competent leader who does not auto-
  matically heed their “counsel.” But most, having been shown the potential for prof-
  it in the office, are now scrambling to gain the upper hand before the lords choose
  Vincent's successor.
  East Tredroy
  Tredroy is a thriving port, since the Blueshoal is navigable for almost its entire
  length. It serves large portions of southern al-Wazif, northeastern al-Haz and north-
  western Cardiel, including Calder. The good times brought to Calder by Prince Vin-
  cent have helped East Tredroy as well. The city's governor, Baron Bowvrey, sup-
  ports Vincent because of this — and because the Prince handpicked him for the job
  of governor, making him a noble in the process.
  With Vincent's imminent abdication, East Tredroy's internal politics have
  heated up. The Viscount of Lurnan and the Baron of Dorilis, whose fiefdoms lie
  within the territory of Tredroy, have long resented the Baron Bowvrey, their liege-
  lord, because of his common birth. Born Allan Micardene, he was a wealthy mer-
  chant descended from aristocratic Megalan stock, but was not a noble until the
  Prince made him one. Vincent passed over the available nobles in order to have a
  competent and loyal man in charge of the port which was vital to his plans for
  Calder. In the process he made enemies of Dorilis and Lurnan. Guillaume of Lur-
  nan, in particular, directed his anger towards Micardene as well.
  Now both lords are seeking to influence the election of the next Prince. They
  also want Allan Micardene stripped of his post and title, and someone more suit-
  able, preferably one of them, put in his place.
  The Council of Lords
  (Continued)
  Hadaton: Duke Anthemius Crivelli is
  the current ruler of Hadaton, a young
  schemer who is quite recent to Cardiel’s
  political scene. He finds Howarth an
  utter incompetent and Faramon of Aliar
  too likely to threaten trade in Hadaton.
  But he appreciates Bowvrey’s skills and
  his Megalan heritage. If Bowvrey can be
  convinced to run, he will find Crivelli a
  strong supporter. If not, Anthemius will
  be forced to support Howarth.
  Aliar: Aliar is ruled by Count Fara-
  mon, thought by many to be Vincent’s
  natural successor. In his early forties and
  at the height of his powers, this is Fara-
  mon’s best chance to succeed, and he
  plans on putting everything he has
  behind his campaign. He will face oppo-
  sition from the other port towns who fear
  he will favor Aliar over their own cities,
  shifting the balance of trade in Cardiel.
  His staunchest supporter is Caius of Min-
  der.
  Alimar: Baron Howarth of Alimar is a
  self-important righteous prig who feels
  that no one could possibly be as fit to be
  Prince as himself. Few of his fellow
  nobles agree. But as the only declared
  competition to Faramon, he may end up
  with more support than his contentiously
  narrow mind deserves.
  Minder: A veteran of such elections,
  Caius of Minder firmly backs Faramon.
  Ten-Tiri: Ten-Tiri's Moslem governor,
  the Baron Amalric ibn John al-Ten-Tiri,
  is much too busy with local problems to
  worry about the upcoming election. He is
  currently neutral, but anyone able to
  promise him help might be able to sway
  his vote.
  —93—
  
  Tredroy is the seat of one of Cardiel’s two
  Archbishops. Archbishop Victor Aillard, though
  old and almost completely blind, is an extremely
  competent and revered man.
  The city also holds Yrth’s largest Chinese
  community. Chinatown is the source of many
  unique export items, especially mechanical toys
  made on the Street of Gadgeteers.
  Hadaton
  The Duchy of Hadaton is the most Megalan —
  and the most Christian — of all the fiefdoms in
  Cardiel. It was this region Megalos conquered first
  and held longest. Located at the mouth of the River
  Blueshoal, with rocky, inhospitable coasts to the
  north and south, it is the largest seaport for several
  hundred miles. It is also the portal through which
  goods from Tredroy must pass in order to reach the
  open ocean. The surrounding land is green and fer-
  tile, though slightly colder than most of Cardiel.
  Despite the efforts of the Prince and many of
  the Cardien lords, Hadaton has remained a bastion
  of conservatism and, relatively speaking, religious
  intolerance. Moslems, while not physically
  harassed, suffer a -1 reaction penalty when dealing
  with the local Christians. And pagans must be par-
  ticularly careful not to arouse the superstitious fears
  of the city folk and the local lords.
  The Duchy has been held by the powerful Crivelli family for over a hundred
  years. The current Duke, Anthemius Crivelli, is a young schemer who inherited his
  father’s title a few years ago. Only 20, he has already shown himself to be an
  exceptionally crafty politician, more suited to the court intrigue of Megalos than the
  rough diplomacy of Cardiel. He is not a supporter of Prince Vincent, whom he con-
  siders to be nothing more than a country bumpkin... but for political reasons, he
  may back. Vincent’s chosen successor, Anthemius is too young to be a viable can-
  didate for the throne himself, but he is already a powerbroker, and is looking
  toward the next vacancy, 15 or 20 years down the line.
  Aliar
  The port of Aliar, on Cardiel’s eastern coast, is only a short distance by sea
  from islands controlled by Megalos. Thus it is usually the first port-of-call for
  Megalan merchant ships bound for southern waters, and is an important trading
  center. It is most famous for the fine wines produced in the hills south of the city,
  and for the quality of its woolen goods.
  The Count of Aliar, Faramon, is a likely successor to Vincent as Prince. In his
  early forties, he very powerful, and has many lesser lords as vassals. Furthermore,
  he is closely allied with the Baron of Minder to the south. Hadaton will likely
  oppose him, however, since the two ports compete for the Megalan trade.
  Count Faramon of Aliar
  Age: 45; black hair and brown eyes;
  5'11”, 145 lbs.
  ST 11, DX 13, IQ 12, HT 11
  Advantages: Alertness; Status 5;
  Wealthy (Very Wealthy); Strong Will 2;
  Legal Enforcement Powers (15 points).
  Disadvantages: Duty (-5 points);
  Overconfident; Truthful; Sense of Duty
  (Aliar)
  Quirks: Detests Pirates
  Skills: 
  Bard-12; 
  Swimming-13;
  Broadsword-14; Navigation-11; Sea-
  manship-15; 
  Heraldry-13; 
  Law-15;
  Administration-12; Leadership-14; Poli-
  tics-13; Savoir-Faire-14.
  Faramon is a straightforward man
  with a simple and honest manner of
  speech. He looks (and is) part Arab,
  though he is a Christian. He makes no
  attempt to hide his hatred of pirates, or
  the “sea-faring leeches” as he calls them.
  He feels that Cardiel should be aggres-
  sively hunting these bandits, and should
  he be made Prince, he will see that it's
  done.
  Baron Howarth of Alimar
  Age: 40; brown hair and pale blue
  eves; 5'8”, 150 lbs.
  ST 9, DX 12, IQ 10, HT 12
  Advantages: Status 5; Wealthy (Very
  Wealthy); Legal Enforcement Powers
  (15 points).
  Disadvantages: Duty (-5 points);
  Overconfidence; Megalomania.
  Skills: 
  Falconry-18; 
  Bard-10;
  Broadsword-14; Cyphering-11; Seaman-
  ship-11; Heraldry-14; History-15; Law-
  16; Theology-13: Leadership-9; Politics-
  11; Savoir-Faire-12.
  The only one who believes that Baron
  Howarth was born to rule is Baron
  Howarth. He is widely recognized as a
  self-important bag of wind, but he comes
  from a good family, and he's yet to do
  anything too detrimental to Alimar. He
  thinks himself an expert of the scholarly
  disciplines and will go on at length if
  allowed. He is running enthusiastically
  for the position of Prince — laughable,
  until one realizes the scarcity of good
  choices, and the desperation of those
  opposing Faramon.
  —94—
  
  South of Aliar is a range of hills that runs along the coast for many miles. The
  numerous streams and inlets along this coast are ideal havens for pirates and pri-
  vateers who prey on Megalan traders exclusively. The pirate problem has gotten so
  bad that Megalan merchants are turning more and more to the Aralaise for trans-
  port. The Aralaise vessels sail out of the open ocean and directly into port, avoid-
  ing dangerous shores. And since they find Alimar to the south a more convenient
  port, Aliar’s trade has suffered.
  Therefore, Count Faramon is using his private fleet to provide cheap escort
  ships to Megalan traders. Faramon has urged Vincent to move against the pirates,
  but the Prince has been slow to act — they're only Megalans, after all! Besides,
  Calder can only benefit from trouble on the southern coasts; it encourages reliance
  on the Blueshoal as a trade route.
  Alimar
  The city of Alimar was the second Cardien city to be chartered. (Tredroy was
  the first). It lies on a sheltered bay in the southeastern portion of Cardiel, nestled in
  the southernmost part of the country’s only real hills. The major crops of the region
  are grapes, oranges, lemons, sugar cane, and the byproducts of the successful milk-
  fish farms, all of which are in demand as export items.
  The peninsula and small islands south of Alimar are home to Cardiel’s Elves.
  The Elder Folk have a half dozen small communities here. Although they are tech-
  nically vassals of the Prince, they are left alone and keep to themselves. Now and
  then a young Elf will emigrate to the city, mostly out of curiosity, to sample human
  life for a while. As a result, Alimar is
  one of the few places on Yrth where
  half-breeds are relatively common
  (Sterling in Caithness is another; see p.
  71). In fact, Baron Arannior of Tabir, a
  rural fiefdom southwest of the city, is
  himself half-Elven.
  Before the opening of Araterre, it
  was a small port, used mainly by fish-
  ing boats and merchantmen bound else-
  where. Its remoteness from foreign
  coasts relegated Alimar to the role of
  waystation. But now Alimar is a grow-
  ing rival to the port of Aliar, whose peo-
  ple resent it deeply... not least because
  of the similarity of names!
  Nowadays, business is booming in
  Alimar's harbor. Pirate activity to the
  north has caused more goods to be
  routed through Araterre, which lies due
  east across the ocean from Alimar. This
  new business, gained at Aliar’s
  expense, has not made Governor
  Rankin eager to send warships into the
  area. And Baron Howarth seems more
  interested in politics than anything else.
  Rumors hint that the northern pirates
  are actually paid by the governor, or
  perhaps even the baron.
  Allan Micardene, Baron
  Bowvrey of East Tredroy
  Age: 58; light brown hair, green eyes;
  5'8”, 245 lbs.
  ST 11, DX 11, IQ 14, HT 9
  Advantages: Status 5; Wealth (Very
  Wealthy); Eidetic Memory; Empathy;
  Mathematical Ability; Legal Enforce-
  ment Powers (15 points).
  Disadvantages: Duty (-5 poults); Fat;
  Honest; Sense of Duty (Subjects).
  Quirk: Suspicious Nature.
  Writing-14; History-14; Heraldry-15;
  Law-16; Administration-20; Accounting-18;
  Economics-19; Diplomacy-20; Leadership-
  15; Merchant-19; Politics-17; Savoir-Faire-14;
  Detect Lies-14.
  Allan Micardene held a series of offi-
  cial posts in the city government, com-
  bining them with a successful merchant
  career. Around ten years ago the previ-
  ous Governor of Tredroy was mysteri-
  ously assassinated. Both Prince Vincent
  and the City Officials recommended
  Allan as the replacement. He reluctantly
  accepted. Prince Vincent bestowed on
  him the title of Baron, as the Governor of
  East Tredroy is traditionally a Cardiel
  noble. The title, the size of the holdings,
  and his own wealth have given Bowvrey
  not only the right to govern East Tredroy,
  but also to sit on the Council of Lords of
  Cardiel — annoying certain minor
  Cardiel nobility to no end. Now Vincent
  has come to Allan with an offer to make
  him Prince of Cardiel. So far he’s
  refused, but pressure on him to accept the
  offer increases daily.
  —95—
  
  Minder
  The major fiefdom on the Cardiel’s southern coast is the Barony of Minder. It
  is rich farmland, and produces many cash crops as well as plenty of food for the
  local populace. Orchards of citrus and olive trees are interspersed with fields of
  cane and wheat. Cattle are also raised in the region, and Minder leather goods fetch
  a good price as far away as Caithness. Minder is also the site of Cardiel’s largest
  shipyard; the city is not far from one of the country's few wooded areas, known
  locally as the Shipwright’s Wood.
  Over the years, the Shipwright’s Wood has dwindled. Never large to begin
  with, decades of felling timber for shipbuilding have taken their toll. However,
  recent events have stopped logging operations entirely. Several woodsmen have
  met their doom at the hands of a huge monster. Terrified survivors have given con-
  flicting accounts of the creature’s appearance. One witness claims that it is a wing-
  less cold drake with gleaming fangs; another described a gigantic creature like a
  huge bear. Whatever it is, terrified loggers refuse to enter the wood. Baron Caius
  thinks it is simply a nightstalker that has until now lived undisturbed in the forest’s
  heart, and has offered a substantial reward to anyone who slays it.
  Caius of Minder is an old and very proper Cardien aristocrat. Still in good
  health at the age of 64, he can remember the last Hazi jihad against Cardiel — real-
  ly just a minor border squabble — and boasts of his father’s role in turning it back.
  Caius himself, though once a frequent winner at the annual tourney, has never seen
  a real war. Still, he is a strong leader, and would probably make a good general.
  Caius is an ally of Count Faramon of Aliar, and will likely support him for the
  throne after Vincent steps down.
  Ten-Tiri
  Ten-Tiri is a small seaport at the extreme southwestern corner of Cardiel. At
  the mouth of the Wadi al Fayd, the river which is the western border of Cardiel, the
  port serves all of southeastern al-Haz and southwestern Cardiel. The land around
  Ten-Tiri is dry, and the weather is hot. Wheat and cotton are major crops; sheep and
  goats are the most common livestock. Small fishing villages dot the fine sand
  beaches along the coasts near the city.
  On the opposite end of Cardiel from Hadaton, Ten-Tiri is about as far from that
  city as one can get — politically and geographically. Whereas Hadaton is predom-
  inantly Christian, most folk in Ten-Tiri are Moslem. People in Ten-Tiri are tolerant
  and easy-going, and friendly to outsiders. And the Baron of Ten-Tiri, Amalric ibn
  John, is a middle-aged man known for his honesty and down-to-earth nature. He is
  also Cardiel’s only Moslem baron.
  Amalric’s fiefdom is large and underpopulated by Cardien standards, and Ten-
  Tiri is somewhat isolated from the rest of the country. This suits the baron just fine,
  as he is much more concerned with his subjects immediate welfare than the politi-
  cal wrangling which preoccupies the majority of his noble brethren. His devotion
  to his people has earned him their love; the folk of Ten-Tiri are intensely loyal to
  their lord.
  Lately, there has been some trouble in Ten-Tiri with Shi’ite fanatics from
  al-Haz. Several mullahs crossed the river and began preaching that all Moslems of
  the city must cast out the Christians in their midst, or suffer damnation. This
  offended many of the tolerant Sunnis of the city, including the Baron, and fright-
  ened Ten-Tiri’s non-Moslem population. Amalric had the mullahs jailed for a few
  days and then deported them to the al-Haz side of the river. But before they were
  released, the Shi’ites vowed that the wrath of Allah would fall upon Amalric and
  all who supported him. The PCs could get involved on either side of this dispute,
  as both are actively recruiting spies and agents.
  Viscount Guillaume of Lurnan
  Age 36, 5'7”, 168 lbs., brown hair,
  balding, grey eyes.
  ST 8, DX 9, IQ 10, HT 9
  Advantages: Wealth (Filthy Rich);
  Legal Enforcement Powers (15 points);
  Status +5.
  Disadvantages: Major Delusion (he
  should control Tredroy); Duty (5 points);
  Jealousy; Weak Will 2.
  Skills: Administration-9; Area Knowl-
  edge 
  (Tredroy)-11; 
  Broadsword-8;
  Diplomacy-8; Falconry-11; Heraldry-11;
  Riding (horse)-11.
  Owner of the largest fiefdom in East
  Tredroy, possessor of one of the oldest
  and purest bloodlines in all of Cardiel,
  the Viscount Guillaume has developed a
  hatred for both Micardene and the Prince
  that put him there. He fully believes that
  it is he who should control East Tredroy,
  and will stop at little to overthrow this
  “upstart merchant.”
  Sadly, Guillaume is not the stuff good
  administrators are made of, and should
  his plan succeed, he will be no match for
  the clever politicians and convoluted
  laws of Tredroy.
  Baron Adrien Dorilis
  Age 34,5'9”, 145 lbs., red hair, green
  eyes.
  ST 10, DX 11, IQ 11, HT 10.
  Advantages: Wealth (Very Wealthy);
  Common Sense; Legal Enforcenemt
  Powers (15 points); Literacy; Status +5
  Disadvantages: Duty (to Viscount);
  Sense of Duty (to Viscount); Stubborn-
  ness.
  Skills: 
  Administration-11; 
  Area
  Knowledge-12; Broadsword-12; Diplo-
  macy-11; Falconry-10; Fast Talk-12;
  First Aid-10; Politics-11; Riding (horse)-
  11; Shield-12; Swimming-11.
  Adrien Dorilis is Guillaume’s lifetime
  ally and confidant. He supports his friend
  in his various plots, even though he has
  enough common sense to question their
  wisdom. He bears Bowvrey no personal
  dislike, saving his enmity for the wily
  Prince that put him there. Loyal to the
  end, he will stand beside Guillaume no
  matter what his impetuous friend does,
  though he suspects he will live to regret
  it. He consoles himself with the knowl-
  edge that Cardien politics are expensive,
  but rarely fatal.
  —96—
  
  Sahud
  The kingdom of Sahud lies at the very northern edge of Ytarria. Only a few
  Megalan traders have ventured there; to folk in far southern territories even its
  name may be unknown. To the PCs, Sahud should be a land of exotic mystery and
  danger.
  The information given about Sahud is deliberately sketchy, so players won’t
  learn too much by reading this book. GMs who want to run a Sahudese adventure
  should flesh out the culture and geography, providing lots of surprises for the PCs.
  The GM should keep in mind that Sahudese culture is totally alien to outsiders —
  the PCs aren’t supposed to know what is going on. The more bizarre things seem,
  the better.
  GMs who don’t want to bother with Sahud should drop heavy hints to that
  effect. If the PCs insist on going there anyway, involve them in duels until they get
  the message.
  History
  The Earthlings transplanted to Sahud were different from those who settled the
  southern lands. They were from Japan and Korea, China, Mongolia, Siberia, South-
  east Asia, and pre-Columbian North America. These newcomers were peasants;
  almost no nobles or craftsmen were brought over by the Banestorm. The Sahudese
  quickly settled down to a life of farming in peaceful anarchy.
  Gradually, the Sahudese developed a culture that blended the beliefs and folk
  traditions of their ancestors with elements unique to their new environment. They
  created a society based on ritual-dominated trade and warfare, in which personal,
  family and clan honor are all-important. Since then clans have risen and fallen, but
  there has been no change in overall Sahudese life for many centuries.
  Geography, Flora and Fauna
  Sahud proper is a peninsula some 600 by 120 miles in area. The Sahudese also
  control a strip of land 750 miles long, south of the peninsula and north of the
  Bronze Mountains. Sahudese territory is bounded on the south by Zarak, on the
  west by a chilly, fertile area ranged by Centaurs and farmed by Giants, and else-
  where by the ocean.
  Most parts of Sahud are under cultivation — though, should a clan be
  destroyed, its territory may lie vacant for many years. Wilder areas quickly go to
  brambles and are sometimes infested with a nasty form of carnivorous plant.
  Forests are rare and composed mostly of pine, cedar and redwoods. Fox, deer,
  hares, cranes, eagles, treetippers and an occasional nightstalker inhabit the few wild
  regions. Sea-birds are common, and some kinds are considered a great delicacy.
  Cultivated areas are neat miniature farms. Domestic animals include cats,
  dogs, hardings, woolens, and cattle. Horses are considered a great curiosity. Fal-
  conry is also quite popular — Sahudese falcons are highly prized among Megalan
  devotees of the sport. Silk is Sahud’s greatest export, however, and most southern
  farms cultivate silkworms.
  Sahud is a normal-mana area.
  Society
  The ruler of Sahud is a hereditary noble whose title translates as Heavenking
  (Rank 7). He remains at the Imperial Palace, attended by powerful mages known
  as Eyes of Heaven (Rank 6). No foreigner has ever seen the Heavenking, or even
  been allowed to enter the Palace grounds, leading some to conjecture that the
  Names in Sahud
  Sahudese names are Japanese in char-
  acter, having several syllables and many
  vowels. Common folk have just one
  name. Nobles also have a clan name
  which serves as a surname. Sahudese
  names mean much the same things as do
  Anglish names though only those who
  speak Sahadese fluenlly can decipher
  them.
  Common Sahudese names are: Akiro,
  Ashiriwa, 
  Bunoketa, 
  Futsukiman,
  Hiyoshiwara, Kaoshuang, Kyushuonai,
  Matsuko, Nishiji, Ochiriwa, Okishaido,
  Shizuoka, 
  Soshogazawa, 
  Tanega,
  Tsukiyama, Yachikura, and Yoshigawa.
  In general, Sahudese names are com-
  posed of alternating single consonants
  and vowels. Names usually have three,
  four or even five syllables, and end in a
  vowel or the letter n. The few consonant
  combinations and diphthongs which are
  common are ch, sh, ts, ky, ng, ao, ai, and
  uo.
  These guidelines apply to place names
  as well. The literal translation of a place
  name will usually have a poetic sound,
  e.g.: Fruit Tree Mountain; The Waterfall
  That Is An Orchestra Of Bells; Midnight
  At Noon Forest.
  Women in Sahud
  Most women in Sahud seem to stay at
  home, perform domestic chores and obey
  their husbands’ every whim. But there
  are notable and fierce exceptions!
  Female warriors are accorded great
  respect, and some clans are governed by
  powerful matriarchs. Reasons why some
  women enjoy higher status than others
  will not be understood by southerners.
  Some travelers believe that the women
  are the real rulers of Sahud — that the
  Heavenking is a puppet, and the high
  wars just a game to keep the men busy.
  —97—
  
  monarch is actually a prisoner of Sahud’s most powerful clans. The Sahudese won’t
  verify this — in fact, one Megalan trader had his tongue cut out after suggesting it
  to a native.
  Almost everyone in Sahud seems to claim some connection to nobility. Titles
  are confusing to southerners; where does the Third Twilight Master stand in rela-
  tion to the Lord of the Western Spray — or, for that matter, to the Second and
  Fourth Twilight Masters?
  The keynote of Sahudese society is the constant maneuvering, between clans
  and between families within a clan, for honor and face. Trade is a vital concern, but
  it is part of the larger game. Indeed, the weight carried by certain nobles seems to
  fluctuate with their status in the eyes of their fellows. The wise visitor will avoid
  political involvement whenever possible. The foolish visitor may seek to partici-
  pate or even control; if he seems to succeed, it is most likely due to the manipula-
  tions of those he most seeks to impress. Only rarely will it be due to actual skill or
  even luck.
  There are no slaves in Sahud. Criminals, native and foreign, are punished in
  other ways.
  No nonhumans are native to the Sahudese peninsula; the mountain Dwarves
  keep strictly to their own side of the ancient boundaries. Visiting nonhumans are
  treated no better and no worse than any other visitors, except for Reptile Men, who
  are considered dangerous animals but good to eat.
  Magic
  Many Sahudese are mages, and some are quite powerful. But it is against cus-
  tom to use magic for showy effects (it is considered effeminate). Instead, the
  Sahudese are masters of the trivial spells that make life comfortable. Battle magic
  is known, but it is used mostly by (or against) thieves or assassins. Most warfare is
  conducted with bow and steel. Sahudese explanations of this will make no sense to
  outsiders.
  Adventuring in Sahud
  Trade. The only good reason to visit
  Sahud would be to trade for their silks
  and handicrafts. Unfortunately, the barri-
  ers of language and customs make this a
  risky business, leading to further adven-
  tures.
  High War. PCs talented in combat
  might be invited to participate in a high
  war as clan champions. There will be no
  pay — a high war is an affair of honor.
  Such an invitation would represent either
  a very sincere compliment, or a very
  devious political maneuver. To refuse
  would be to risk a loss of status, and
  would probably insult the clan making
  the offer.
  Low War. PCs with combat or magical
  skill, or thief/spy abilities, might be
  recruited for a low war — no-holds-
  barred battle against the foes of the clan.
  While this might be an affair of honor, it
  might also be a strict mercenary transac-
  tion, possibly with looting privileges.
  Note that if tile PCs are in any way doing
  business with a clan which becomes
  involved in low war, they may find them-
  selves targets, even if they had no wish to
  take sides.
  Duel. Any infraction of the complex
  and mutable Sahudese customs could
  involve a PC in a ritual duel with very,
  very strange rules — whatever the GM
  wants to introduce. For instance, both
  fighters could be blindfolded (-10 to hit,
  no active defenses). Or they might sim-
  ply be required to shout insults at each
  other at high noon!
  —98—
  
  Warfare
  There is no standing army in Sahud.
  Each clan fights as necessary to defend its
  land from sea-borne nomad raiders. The
  Sahudese have no interest in expanding
  their territory, and no other foes.
  However, noble families fight among
  themselves bitterly and routinely. There are
  two sorts of wars. A high war is fought
  entirely with weapons — no magic —
  between picked fighters. Times and places
  are rigidly agreed upon. Some high wars
  may have additional rules. Ranged
  weapons, or all weapons, may be outlawed.
  Normally, only the flower of Sahudese
  society takes part in high war, and nothing
  is at stake except face (which is of great
  importance).
  In low war, on the other hand, anything
  goes. There are rules, but no outside
  observer can tell what they are. Poison,
  assassins, magic, and hordes of screaming
  mercenaries may all be used. If not stopped,
  a low war ends with the total destruction of
  one side. Low wars are most often fought
  over severe insults or for economic reasons.
  However, the reasons for beginning and ending either type of war — or changing
  from one to the other — should not be apparent to the PCs, even if a Sahudese
  attempts to explain.
  Judo and Karate: These skills are unknown on Yrth — at least the known parts
  of it — except in Sahud, though a few secret cults and orders, mostly Islamic, do
  know similar martial arts which are equivalent in game mechanics. In Sahud the
  skills are common knowledge, and a traveler could learn them. It would be reason-
  able for a Sahudese PC, if such are allowed, to have either of these skills.
  The Law
  Normal crimes against persons are illegal in Sahud. Except during low war.
  Usually. Other actions may or may not be crimes...
  As far as any PC will be able to tell, Sahudese law is almost totally random. It
  is usually connected with political maneuverings and face. Courts are places of
  great pomp. Judgments can be almost instant, or can drag on for weeks. Decisions
  usually favor the Sahudese rather than strangers, but this seems to be because the
  Sahudese know the rules rather than actual bias. Foreigners are not accorded any
  special treatment, and ignorance is no excuse. But the visitors can sometimes win.
  One trader returned to tell how he’d been hauled into court on a charge of improp-
  er haggling. The judge heard the testimony, fined the trader ten copper pieces, and
  had the prosecuting attorney executed...
  Pleas and bribes will sometimes be effective, and sometimes not. And offering
  a bribe may be construed as an insult. So might not offering one. It is up to the GM
  how to treat those embroiled in Sahudese law, but courtesy and cleverness should
  be rewarded.
  Sahudese Religion
  To folk in southern lands, Sahudese
  religious beliefs are confusing at best.
  What little is known about them comes
  from the few merchants who trade there
  and have learned the difficult Sahudese
  language.
  The gods of Sahud number in the
  thousands; virtually every thing, place,
  trade or phenomenon has a separate god
  associated with it. Some of these gods or
  spirits are nature-related, associated with
  trees, streams, hills, animals, etc. Other
  deities are patrons of specific trades or
  crafts. Even doorways, beds and hearths
  have spirits assigned to them. The deities
  of the sun, earth, sky and sea are most
  important, but even seemingly trivial
  gods are accorded respect.
  The Sahudese worship their gods
  through prayer and sacrifice. There is no
  formal priesthood or liturgy. Although
  some ceremonies are conducted with
  great pomp, most worship is done pri-
  vately. Wealthy persons or clans main-
  tain private shrines where sacrifices may
  be made; roost peasant villages build
  shrines for public use. Otherwise,
  prayers are said in any appropriate loca-
  tion — i.e., over the cooking pot when
  praying for an end to famine, on a hilltop
  when praying for rain.
  When the Sahudese pray, they expect
  results. To them, the only reason to call
  upon a god is to request a favor or insure
  his good will; the idea of humility in the
  face of the divine seems foreign to them.
  Perhaps this is why Christian missionar-
  ies have had so little success in Sahud.
  They are usually laughed at rather than
  persecuted — unless the locals decide
  that the missionaries are angering one or
  more of the gods.
  —99—
  
  Kinkaku
  This is Sahud's greatest city and capital. It is also its primary trading center.
  Kinkaku is located at the base of the Sahudese peninsula, on the banks of a slug-
  gish river deep enough to accommodate ocean-going vessels. Kinkaku is a large
  city even by Megalan standards; its streets teem with rickshaws, and vendors’ cries
  fill the air.
  Visiting traders in Kinkaku will find merchants eager to purchase their wares,
  and luxury goods aplenty to take back home. One must be careful, however, to obey
  local customs. There is a fair-sized foreign community in the city — the only one
  in Sahud — where guides and translators can be hired. Few Sahudese bother to
  learn Anglish; most seem to consider it beneath them.
  Uulinn
  On a great hill overlooking the city of Kinkaku is Uulinn, the Imperial Palace.
  Actually, palace is an understatement. Uulinn is a city unto itself, covering a seven-
  acre high-mana tract and housing thousands of guards, servants, concubines and
  courtiers. The Heavenking never sets foot beyond its walls, and none but nobles of
  high status and the Heavenking's personal servants may enter.
  The walls are said to enclose magnificent gardens, a zoo, natural hot springs
  and magical laboratories, in addition to the Illustrious One's private quarters. Court
  magicians tend to the Heavenking's every need, and the Eyes of Heaven enable the
  monarch to rule his kingdom without leaving his luxurious surroundings.
  PCs may find the idea of sneaking into the Imperial Palace too intriguing to
  pass up. There is no doubt that the compound houses great treasures, both magical
  and mundane. The penalty for those caught trespassing in Uulinn, however, is
  death, in a slow and most unpleasant manner.
  Tsushuo
  Tsushuo was the name of a powerful clan in eastern Sahud. Its territory, known
  by the same name and located just a few days’ sailing from the shores of Megalos,
  was rich and fertile. Until a few years ago, that is.
  The Tsushuo came out on the losing side of a low war that had raged for years
  between them and their arch-rivals, Clan Nyodo. After their final stronghold had
  been taken and the looting was about to begin, a large nomad raiding party swept
  ashore in their dragon-ships. In the ensuing battle, the victorious Nyodo were
  forced to abandon their spoils and retreat. Finding the town already half burned and
  no women to carry off, the nomads left as well. The Nyodo quickly became
  involved in another conflict elsewhere and the ruins of the ancestral home of the
  Tsushuo were left to the brambles and wild creatures. Until the Nyodo come to
  claim them, its riches lie there for the taking.
  The Heavenking
  The monarch of Sahud is regarded as
  a god by his subjects, who appear to
  believe that this world is heaven. It is,
  after all, where the gods live, they say.
  Thus, their ruler is the king of Heaven
  (hence Heavenking), and divine. Out-
  siders argue over whether the Heavenk-
  ing is thought to command, or have the
  right to command, the other divine
  beings which dwell in his domain. It has
  proven unwise to ask this question of the
  Sahudese.
  The Heavenking is the closest thing to
  a high priest that there is in Sahud.
  Whenever a crisis affecting all of Sahud
  arises, it is the Heavenking’s duty to
  make sacrifices on the behalf of his sub-
  jects. Similarly, a clan leader acts on
  behalf of his clan, a father for his family.
  Some traders have suggested that this
  explains why the Sahudese place such
  importance on honor or face — if a man
  has been dishonored or shamed, the gods
  are less likely to listen to his prayers.
  —100—
  
  The Nomad Lands
  One Megalan chronicler accurately described this region north of the White-
  hood Mountains as a land where huge hairy men and animals devour one another
  indiscriminately. Its semi-nomadic inhabitants are primitive (Tech Level 2) but
  tough. They have resisted every Megalan effort to conquer their lands. Indeed, the
  northmen consider raiding Megalos fine sport!
  Coastal nomad tribes build single-masted dragon-ships, in which they hunt
  whales and raid Megalos or Sahud. They are excellent sailors and their simple ships
  are solidly built, though not as technically advanced as Araterre vessels.
  History
  The men who settled the harsh northern lands were taken by the Banestorm
  from northern Eurasia. Celts, Scandinavians, and even a few Mongols mixed with
  folk of the same racial stock as that of Megalos. Generations of outdoor life bred a
  strong, tough race. No one else survived.
  Centuries ago, Megalan legions conquered large portions of the Nomad Lands.
  The stubborn northmen retreated to the most remote areas. Eventually, however, the
  nomads united under Ross Gatecracker — now a hero of northern legend — and
  drove the Megalans south of the mountains. Then they began raiding Megalos
  proper. The Emperor's Wall was built, 200 years ago, to stop raids to the west —
  so the nomads raided east instead.
  Today the coastal nomads prosper from trade with the south, when they are not
  actually attacking it. Inland, however, the barbarians fight mostly among them-
  selves, and cast a jealous eye toward their brethren’s riches. Their newest target is
  the Megalan city of Kethalos, which appears to them to have been abandoned by
  its warlord!
  Geography, Flora and Fauna
  The southern part of the Nomad Lands is hilly, sloping downward to the north-
  ern plains. Much of the region is covered with pine forests; the rest is grassland,
  crossed by many rivers and finger-like glacial lakes. The land suffers from a
  warped mana, varying from low to high without any warning; it is even possible for
  the mana in a single area to change in the space of a week or two. This has caused
  many strange effects in the inhabitants, and makes spell-casting a dangerous enter-
  prise. Were-creatures are common here, along with many of the other strange beasts
  of legend — gryphons, pegasi, hippogriffs and so forth. Even normal animals grow
  larger and fiercer: beaver, mink, elk, wolves, bears, and even nightstalkers of
  incredible proportions. The nomads, toughest and fiercest of all, kill these for food
  and hides; the finest pelts come from this land.
  Other than sowing wheat and barley for making bread and brewing beer, the
  nomads have no real agriculture. They survive by hunting, fishing, and raising a
  few harding. They breed fine, strong horses; the best warhorses of civilized coun-
  tries have a strong dash of northern blood.
  Society
  The Megalan term Nomad Lands is not entirely accurate — some of the hardy,
  violent folk of this region are truly nomadic, but others are not. Most tribes and
  clans build several small villages or hill forts, inhabiting different ones during dif-
  ferent parts of the year. Each clan is ruled by a chieftain, khan, or jarl (Rank 4). The
  only honorable occupations are those of a warrior (Rank 1), druid or shaman (Rank
  3), and bard (Rank 2); farming, trading, or practicing a craft are considered part-
  time jobs only. Some clans afford smiths high status (Rank 2).
  Nomad Names
  The northern nomads use single
  names, usually of Anglo-Saxon, Celtic,
  or Scandinavian origin, and almost
  invariably adding an epithet. The epithet
  will usually commemorate either great
  deeds or a personal peculiarity. Names
  that alliterate or rhyme are especially
  prized.
  Examples: Hugh Bearkiller, Smelly
  Tam, Berd Bloodhand, Deg Burnt-nose,
  Silly Will, Arn the Goat, Goff Greybeard,
  Eric the Skinny, Giles Greedyguts.
  Sometimes a nomad will prefer his
  nickname to his given name, and use it
  alone. Examples: Shieldtaker, Spider-
  biter, Gryphon. This privilege is usually
  reserved for chiefs and heroes.
  Adventuring in the Nomad
  Lands
  The nomads will find high technology
  interesting — especially if it produces
  better ships or weapons. They will fear a
  wizard with good battle magic but their
  respect and comradeship is reserved for
  those like themselves — tough, brave,
  irresponsible fighters.
  Diplomacy. Dealing with a nomad
  tribe requires a judicious combination of
  gifts, threats, flattery, and single combat.
  Nomads will react at -3 or worse to any-
  one they deem weak or cowardly, and +2
  or better to anyone displaying unusual
  bravery or honor. Berserkers are respect-
  ed but not especially feared.
  Beast-Hunting. The finest furs come
  from the mountains and forests of the
  Nomad Lands. However, they belong to
  large, dangerous animals who violently
  object to giving them up. And a
  beast-hunting party must deal with the
  nomads as well — by alliance, evasion,
  magic, or force.
  Treasure-Hunting. The borders of
  Megalos once extended well past the
  Whitehood Mountains, until the north-
  erners drove back the invaders. The
  ruined towns and towers of several
  Megalan fiefdoms now lie within nomad
  territory. A band of adventurers might
  find worthwhile loot, lost or abandoned
  in the final flight. Who knows... there
  might even be hastily-drawn maps, two
  centuries old, to guide such a search.
  —101—
  
  All nomads love raiding, and will travel great distances to attack and loot
  another village or Megalan town. When they are not raiding, nomad warriors hunt
  the northern monsters or fight each other. Often, singly or in small groups, they
  enter Megalos peacefully, looking for glory or adventure. They can easily find work
  as guards, mercenaries or arena fighters.
  The status of women varies tremendously from tribe to tribe. In some places,
  women are simply property; in others, they are equals, and courtship rites are elab-
  orate and violent. A few clans are entirely female; male slaves are kept for breed-
  ing only and boy-babies are sold or given away as soon as they are weaned.
  Some tribes keep slaves. These are most often women captured in raids,
  although male prisoners of war are occasionally taken as well.
  Nonhumans
  There are a few isolated settlements of Elves in the northern forests. The
  superstitious nomads fear them greatly, and stay clear of their territories. The
  nomads are quite friendly with the Dwarves of the Whitehood Mountains, espe-
  cially since they share a common enemy in Megalos. The nomads trade amber, furs,
  grain and meat to the Dwarves in exchange for weapons. The nomads believe that
  weapons of Dwarven make possess special powers — civilized men think this is a
  clever ploy of the crafty Dwarves. Other nonhumans are rarely seen in the north-
  lands, and regarded by the nomads as curiosities. The first thing most nomads will
  want to do is fight them, just to see how tough they are.
  There are also a number of giant communities scattered about. The nomads
  respect them, and will even trade with them. Conversely, the nomads are really the
  only humans that the giants trust even a little bit.
  Nomad Religion
  Most nomads are pagans of a tolerant
  nature. They will cheerfully acknowl-
  edge God (or Allah) if pressed to do so,
  while retaining their old beliefs and
  refusing to see any inconsistency
  between the religions. “Sure, God real.
  All gods real. Thor real. Water-spirit real.
  Why you bothered?”
  The paganism practiced by the
  nomads varies tremendously from tribe
  to tribe, but the glorification of courage
  and prowess in battle are universal.
  Unlike their Christian or Islamic counter-
  parts, nomads look forward to a Heaven
  of endless battle rather than peace or lux-
  ury.
  The religious leaders of each clan —
  usually male — are called druids or
  shamans. They make sacrifices to the
  gods, read omens for the future, conduct
  marriage and burial ceremonies, and
  bless warriors going into battle. Most can
  cast at least a few spells having to do
  with nature, the weather, and the ele-
  ments. In some clans aging chieftains are
  ritually slain by the Druid, who then
  foretells the clan’s future by observing
  the dying leader’s convulsions.
  The nomads believe that all of nature
  — the trees, sky, hills, rocks, streams,
  ponds, etc. — is inhabited by spirits, who
  have as many names as there are nomad
  tribes. Their primary goddess, however,
  has but one name — Eardra, Mother of
  the Earth. To her are attributed the phe-
  nomena of birth, growth, and reincarna-
  tion. Her seasons are the spring and sum-
  mer. Her consort is known by several
  names, of which Wotan is most common.
  He is the god of war, hunting, death,
  storms and winter. The last of the gods is
  Loki, the Trickster. He is blamed for all
  misfortunes and bad luck. The nomads
  believe that each man has a wyrd or des-
  tiny — totally unknown to him, and
  wholly inescapable. This belief gives
  nomad warriors a reckless courage
  unmatched among their “civilized” coun-
  terparts.
  —102—
  
  Magic
  Magic is common in most areas, but not well developed due to its inherent
  unpredictability. Mages or shamans often wield tribal power far out of proportion
  to their skills. Some shamans will be eager to learn from visiting adepts; most will
  regard them with suspicion, and try to do away with their “rivals.”
  Nomad magic is primarily concerned with nature and the elements, divination,
  and battle. It has a highly ritualistic leaning, as rituals tend to make the spells more
  predictable. Healing magic is thought to be unmanly by most tribes, and is shunned.
  Magic which enhances fighting ability or resistance to pain is appreciated. Rune
  magic (GURPS Magic, p. 80) is practiced by some shamans; these are often the
  most powerful among nomad mages.
  Natural shapechanging is common. There are whole tribes of weres among the
  nomads. In general, assume the nomads will have no spells requiring IQ better than
  13, or Magery better than 1. The nomads are neither stupid or powerless — many
  are cunning and very adept — but almost none are literate, and teachers are hard to
  find.
  The Law
  Law among the nomads is a matter of custom rather than decree. The traditions
  and taboos of a given tribe apply to everyone, even the chieftain, equally. Judg-
  ments are made by the chieftain or druid after consulting with the older warriors.
  Punishments are either very light or very harsh — humiliation or forfeiture of prop-
  erty for slight offenses; death, exile or slavery for serious ones.
  Only crimes affecting the clan as a whole are generally brought before the
  chieftain. Individual fights are settled by duels. Women are usually represented by
  their nearest male relative, although in some tribes they fight for themselves!
  Heolford
  Four hundred years ago, the county of Heolford was the richest Megalan
  province north of the Whitehoods. It extended inland along the River Banduch for
  three score miles; its fields were rich and its cattle fat. The lords of Heolford grew
  rich from the furs, amber and horses that they sold in the south, and used their
  wealth to construct a mammoth castle-town in the center of their territory.
  When the nomads overran the northern provinces, it was at Heolford castle
  that the Megalans made their last stand. After it became apparent that no hope
  remained, the defenders sallied forth to certain death. The women slew their chil-
  dren and then themselves, rather than suffer slavery or worse at the barbarians’
  hands. The few surviving wizards then conjured great magics. Fire consumed the
  bodies, the mages themselves, and any nomads who had the misfortune to have
  scaled the walls. Earthquakes shattered the lands, catching the hordes outside in
  landslides and great cracks which swallowed dozens at once. Afterward, only a
  burned-out shell remained in a devastated landscape.
  The tale of Heolford was carried south by a handful of survivors, and became
  a favorite subject of bards and minstrels all over Megalos. The lost gold of Heol-
  ford has become legendary: the castle's treasure trove is said to contain the wealth
  of a dozen counties. Some say that these riches were destroyed in the magical con-
  flagration. Others maintain that the treasures of the castle were hidden away first,
  to be recovered later. The nomads believe the ruin is haunted by the ghosts of the
  murdered children, and speak of it with fear in their voices.
  The exact location of Heolford is known only to the nomads. Many adventur-
  ers from the south have gone in search of it in lands much changed from the old
  maps, now riddled with small lakes, irregular ridges, and deep, deep crevices. If
  any found it they never returned to tell the tale.
  Bards
  Although writing among the nomads
  is limited to runes carved upon stones
  and wooden tablets, there is an entire
  class of oral historians and storytellers
  known as bards. Bards are skilled musi-
  cians and performers who memorize the
  ballads, genealogies, fables, and histories
  of their clans. They compose new tales
  and songs celebrating the feats of great
  warriors and leaders. Some travel about
  the land, moving from clan to clan, gath-
  ering and telling tales of far-off places.
  Bards have an almost sacred status
  among the northmen — he who slays a
  bard except in self-defense is said to
  have ill luck for seven lifetimes.
  Blind Lars
  Age 39, 6'2”, 210 lbs., blond hair, blue
  eyes.
  ST 10, DX 13, IQ 14, HT 10
  Advantages: 
  Absolute 
  Direction;
  Acute Hearing +3; Animal Empathy;
  Handsome; Musical Ability +5; Reputa-
  tion +2 (everyone, all the time); Voice.
  Disadvantages: Blindness; Poor.
  Quirks: Pretends that he isn’t blind;
  Gets mad if someone tries to treat him as
  handicapped.
  Skills: Acting-14; Animal Han-
  dling-15; Area Knowledge (Megalos)-
  14; Area Knowledge (Nomad Lands)-15;
  Area Knowledge (Sahud)-14; Bard-20;
  Carousing-13; Fast Talk-15; First Aid-
  15; Heraldry-13;   Judo-13;   Language
  (Dwarvish)-13; Language (Elvish)-13;
  Language 
  (Sahudese)-14; 
  Musical
  Instrument (flute)-16; Musical Instru-
  ment (harp)-16; Performance-15; Poetry-
  13; Riding (horse)-15; Savoir Faire-16;
  Singing-16; Streetwise-13; Survival
  (woods)-14; Swimming-12.
  Blind Lars is one of the most famous
  bards in Ytarria. He began his travels at
  age 14, and has been playing around the
  country for the past 25 years. He rarely
  stays in one spot for long (although he
  did remain in Sahud for a two-year peri-
  od that he refuses to talk about), prefer-
  ring to travel about with any group that
  will accept his company (and few
  refuse).
  Although more diminutive than his
  brothers, Lars is obviously from the
  Nomad Lands. He still returns there reg-
  ularly to pass along the latest news from
  the outside world and pick up clan gos-
  sip.
  Lars’ only concession to his blindness
  is that he avoids travelling alone when at
  all possible. This isn’t to say that he’s
  helpless if stranded — between his sense
  of direction and his survival skill, he is
  quite capable of fending for himself.
  —103—
  
  Zarak
  Zarak is the Dwarves' name for both the mountain range which stretches
  across the north edge of Ytarria and the underground kingdom which exists
  beneath. To them the two are one and the same. Zarak is bordered on the south by
  Caithness, on the west by the foul Orclands, and on the east by mighty Megalos.
  The Dwarves trade openly with their human neighbors.
  Zarak is the only nonhuman kingdom on the known part of Ytarria. Elsewhere,
  nonhumans live in small, scattered communities, and most acknowledge human
  rulers. Only the Dwarves are independent and powerful... far more powerful than
  most realize.
  History
  Dwarves have lived in Zarak for thousands of years, long before the
  Banestorm, when only the Gnomes, the Elves and the Orcs shared the riches of
  Yrth with them. They have always been reclusive, with little love for the other
  races. Thus they turned inward, seeking treasures deeper and deeper within their
  mountains, concentrating on the subtleties of their own politics and the perfection
  of their crafts, often ignoring that which went on above them. Strangers foolish
  enough to venture into their underground lairs uninvited (usually Orcs) were caught
  and enslaved.
  The outer world crashed in at their door when the backlash of the Dark Elves'
  spell destroyed in a single flash the southern tip of Zarak — that part which now
  lies in the Great Desert. Even now these areas are considered polluted and cursed.
  No Dwarf will travel there.
  Recovering in their slow and sure way from this tragedy, it was many, many
  years before the Dwarves noticed the new inhabitants of their land. Indeed, it was
  not until the year 1235, when a scouting party from the newly founded Empire of
  Megalos ventured into the area they called the Bronze Mountains, that Dwarf first
  met human. Initial encounters were bloody, but the humans were persistent, and
  eventually they thought to offer trade instead of warfare.
  From this beginning, an increasingly strong relationship has developed
  between the Dwarven kingdom and its nearest neighbors. Dwarves now trade freely
  with many areas, bringing items crafted with their exquisite workmanship, and tak-
  ing away cloths and delicacies unavailable in the dark caves. And still the Dwarves
  are reclusive. While they do allow humans to co-exist on the surface of Zarak, they
  are still quite particular about who they let into their fine underground cities. Few
  humans have had the opportunity to witness their splendor.
  Geography, Flora and Fauna
  The Dwarves claim, but rarely use, the mountain's surface. Their cities all lie
  underneath. No man knows how far they go. The Dwarves mine for the plentiful
  metals, for jewels, for stones with virtues only they know; the worked-out mines
  become their homes as they search ever deeper.
  All manner of creatures live underground in the less frequented tunnels —
  bats, rats, lizards, great worms, reeks and less nameable things. But the Dwarves
  do not willingly share their tunnels with other living creatures, destroying them
  whenever they find them.
  Underground, the Dwarves cultivate mushrooms. They could (and have been
  in the past) self-sufficient on this one food. Nevertheless, since the coming of the
  humans, they have found that they relish other victuals, trading with outsiders for
  meat, grain, and (of course) spirits.
  Seven Brother Kings
  High King Ekarron III
  Age: 150; Thick blond hair and blue
  eyes; 4'7”, 230 lbs.
  ST 12, DX 12, IQ 13, HT 13.
  Advantages: Charisma 2; Eidetic
  Memory; Status 7; Legal Enforcement
  Powers (10 points); Wealth (Filthy Rich).
  Disadvantages: Duty (-5 points);
  Nearsighted; Honesty; Pacifism (self-
  defense); Sense of Duty (all Dwarves);
  Vow (High King).
  Skills: Administration-12; Armoury-
  16; Bard-13; Brewery-14; Blacksmith-
  15; Detect Lies-13; Diplomacy-15;
  Herbalist-10; Heraldry (Dwarven)-12;
  Jeweler-17; Law-14; Leadership-13;
  Politics-12; Savoir-Faire-16; Two-Hand-
  ed Axe-12.
  Ekarron is a very well-educated and
  well-spoken Dwarf. He believes in keep-
  ing a subtle but firm hand on his King-
  dom. Thus, it may take him a while to act
  on a given issue, but once he does he’s
  decisive. He is very well liked by his clan
  and the other six Kings, as shown by
  their willingness to name him as High
  King despite his youth.
  He has had very little interaction with
  non-Dwarves. His clan is one of the most
  removed from the human lands, and he
  has never left Zarak. Generally he con-
  siders humans a beneficial influence, as
  long as they stay out of his lands.
  Durinann II
  Age: 385; reddish hair streaked with
  gray, stone gray eyes; 4'0”, 195 lbs.
  ST 14, DX 11, IQ 9, HT 13. 
  Advantages: Legal Enforcement Pow-
  ers (10 points); Status 7; Wealth (Very
  Wealthy); Empathy. 
  Disadvantages: 
  Lazy; 
  Duty 
  (-5
  points). 
  Skills: Administration-10; Armoury-
  15; Blacksmith-13; Diplomacy-13; Her-
  aldry (Dwarven)-10; Law-12; Leader-
  ship-11; Savoir-Faire-14; Two-Handed
  Axe-13.
  Durinann is an unimpressive leader.
  Were it not for the fundamental conser-
  vatism of the Dwarven clans, he would
  have been replaced years ago. Once a
  vibrant young Dwarf, Durinann has
  grown lazy in his older years, to the point
  where he can barely be bothered to stir
  from his quarters to visit the forge. Con-
  sequendy he keeps a very loose rein on
  his Kingdom, almost letting it run itself.
  But the existing mines are beginning to
  run dry, and the High Crafters are start-
  ing to grumble. Durinann will have to
  wake up soon, or he'll find himself out of
  a job.
  Continued on next page...
  —104—
  
  Society
  Zarak is ruled by seven “brother kings,” one of whom is the High King of all
  the Dwarves (see sidebars, pp. 104-107). Even Dwarves of other areas, such as
  Thulin's Folk in the Whitehood Mountains, acknowledge the authority of the High
  King of Zarak. The seven kings (each of Status 7) rule over clans in different parts
  of the mountains, each clan being known by the name of its leader.
  Next to noble birth, the Dwarves respect craftsmanship. Status of levels 5 and
  6 is reserved for the best craftmasters. These High Crafters attract young followers
  who support the craftsman in his various endeavors in return for his training.
  Though Dwarves don't have formal guilds, this structure serves essentially the
  same purpose. Until a craftsman is recognized as a High Crafter in his own right,
  he is considered to be a student or vassal (both words apply) of one of his clans'
  High Crafters. Next to hereditary clans, these contingents are the most powerful
  political entities in the Kingdom.
  Other than the Kings, no governing Dwarf is higher than Status 4, and these
  governors will always defer to a craftsman of higher rank. The Dwarves view man-
  agement the same way humans view ironworking: a useful and honest job, carry-
  ing no particular prestige.
  Non-Dwarves
  Men, and others, live on the surface of the Dwarves' mountains, with their per-
  mission and their sufferance. For the most part, they are hunters or farmers who
  make their living in trade with the folk under the mountain.
  Only rarely, though, do the Dwarves welcome other folk into their subter-
  ranean halls. Even then, visits will not ripen into permanent residency, except for a
  few unlucky slaves.
  Slaves are the most common non-Dwarven residents, most being outsiders
  who crept into Dwarven lands hoping to steal their treasures or spy out their secrets.
  Some are bought from traveling slave-takers. Most are put to work as miners or
  mushroom farmers, doing work that even the industrious Dwarves don't want to
  touch. The life of these slaves is not happy; the Dwarves tend to treat them with the
  same concern they would a pick or a shovel. A useful tool is maintained — as long
  as it's useful, and no longer.
  Slavery is not universal throughout Zarak. Some Dwarven rulers will not per-
  mit it. Others will. It seems to be a matter of personal taste, though Dwarves will
  never enslave other Dwarves.
  Magic
  Many Dwarves are powerful mages. Like the other native races of Yrth, they
  consider magic to be just another force of nature — one that can be manipulated in
  very useful ways. The Dwarves concentrate primarily on Earth and Fire magics,
  and on the creation of magical objects. The best weaponry, enchanted or otherwise,
  comes from the Dwarven smiths living deep within Zarak. Little more is known.
  Warfare
  The Dwarves maintain no standing army as such. Guard forces patrol all
  entrances to the Land Under the Mountains. These are made up mostly of young
  Dwarves, with a few seasoned captains. They are armed with axes (which they use
  well). These forces are meant to keep out thieves and spies, not to repel a genuine
  invasion.
  Should such an invasion occur (and it is not unknown — especially along the
  western edge of the mountains, bordering the Orclands), all able-bodied Dwarves
  of both sexes will fight fearlessly in defense of their homes.
  Seven Brother Kings
  (Continued)
  Thransiravst
  Age: 320; Black hair and green eyes;
  4'10”, 260 lbs.
  ST 14, DX 14, IQ 11, HT 12.
  Advantages: Legal Enforcement Pow-
  ers (10 points); Charisma 2; Absolute
  Direction; Intuition; Strong Will 2; Sta-
  tus 7; Wealth (Very Wealthy).
  Disadvantages: Lame (crippled leg);
  Gluttony; Overconfidence; Duty (-5
  points).
  Skills: Administration-14; Armoury-
  15; Bard-14; Blacksmith-16; Diploma-
  cy-14; Heraldry (Dwarven)-12; Jeweler-
  16; Law-11; Leadership-13; Politics-12;
  Pottery-15; Savoir-Faire-15; Two-Hand-
  ed Mace-9.
  Thransiravst is a merry, jovial sort of
  Dwarf. He's also busy, industrious, and a
  talented and gifted leader, so his clans-
  men choose to overlook his sometimes
  inappropriate sense of humor. During his
  reign, he's increased his clan's productiv-
  ity and trade greatly. Now his clan eats
  better than most Dwarves, and they are
  pressed to make enough items to keep up
  with the human demand.
  Blainthir VII
  Age: 265; Brown hair and brown eyes;
  5', 265 lbs.
  ST 14, DX 13, IQ 8, HT 14. 
  Advantages: Legal Enforcement Pow-
  ers (10 points); Charisma 2; Combat
  Reflexes; High Pain Threshold; Status 7;
  Wealth (Very Wealthy).
  Disadvantages: 
  Absent-Minded;
  Greed; Gluttony; Gullibility; Duty (-5
  points).
  Skills: Two-Handed Axe-17; Thrown
  Axe-15; Blacksmith-14; Armoury-15;
  Heraldry (Dwarven)-10; Law-8; Admin-
  istration-11; Diplomacy-10; Leadership-
  13; Politics-7; Savoir-Faire-12.
  Blainthir is a tough but likable Dwarf
  who excels in combat. He's none too
  bright, but he lets his Governors worry
  about the administrative details, much to
  the benefit of his clan.
  Blainthir spends much of his time with
  his hand-picked guard who defend the
  main eastern entrance to Zarak. And
  despite his status, he can often be found
  on the front line when a conflict occurs.
  A very charismatic figure, most of his
  clan admire his bravery and courage and
  love him all the more for it. However, he
  is a hopeless clod when it comes to poli-
  tics, believing everything he's told. Only
  his complete faith in his loyal advisors
  has kept him from giving away important
  mining rights to Morthrinn.
  Continued on next page...
  —105—
  
  Wars between Dwarf-clans are not unknown, but the last one in Zarak ended
  two Dwarven generations ago.
  The Law
  Dwarven laws were made for Dwarves, and rarely need concern anyone else.
  They teach respect for authority, for elders, for property, and for things of craft and
  beauty. Most Dwarves are law-abiding, and few are violent except when protecting
  their homes, loved ones or precious objects. Dwarves are more likely to punish by
  enforced community works or fine than by any sort of violence. Banishment is the
  ultimate punishment.
  It is thought by some that all Dwarves who live or travel outside their moun-
  tain communities are criminals who have been sent away as punishment for their
  crimes. The Dwarves themselves are not communicative on the issue.
  Seven Brother Kings
  The Seven Brother Kings of Zarak each rule one of the mighty clans living
  beneath its surface. One of their number is chosen to be High King, his clan becom-
  ing the High Clan, and his word taking on the slightest bit more power. The current
  High King is Ekarron III, a hearty young Dwarf barely 150 years old. His clan is
  known as Ekarron's Folk, and they inhabit the great underground city of Ekarriel.
  The other six Brother Kings currently are Durinann II, Thransiravst, Blainthir VII,
  Morthrinn, Ginnargrim III, and Solginyarl (see sidebars, pp. 104-107).
  Each King oversees the health and welfare of his clan, as well as the growth
  and prosperity of its living and mining areas. They are also responsible for main-
  taining a guard over the entrances to their caverns, and governing trade with the
  outside. Each Brother King is autonomous, though they will often work together.
  Each clan has its own policies governing trade, mining, dealings with outsiders,
  slavery, and many other matters of interest only to the Dwarves.
  Thulin's Folk
  Thulin's Folk are a clan of Dwarves living beneath the Whitehood Mountains
  which stretch across the Nomad Lands. Despite their separation from Zarak, they
  acknowledge the High King of Zarak as sovereign, and they pay homage to him by
  sending a selection of their finest work each year. Thulin is an old Dwarf, almost a
  thousand years old, and his patience for the quick-lived, slick-tongued humans has
  almost reached an end. He has retreated almost totally from his role as leader, con-
  tent to concentrate on his lifework — a magical item that he's been working on for
  over a century. Among the Dwarves, he has Status 7... 6 for his position as leader
  of a separated clan, plus 1 for his great age and skill. The High King himself will
  stand when Thulin enters the room, on the very rare occasions when the old Dwarf-
  lord visits Zarak.
  Meanwhile, his governors take care of business for him. Thulin's Folk trade
  openly and freely with the nomad tribes who live around and about their lands.
  They do not willingly trade with Megalos, preferring to send their own agents out
  to Caithness or Sahud rather than sell their heritage to the Megalans. Twenty years
  ago, Thulin petitioned Zarak for a total boycott of the Imperial humans. His request
  was denied, and he returned home disillusioned with the other Dwarven kings and
  vowing to maintain his own boycott. Even Thulin doesn't know how close the
  Seven Brother Kings came to granting his wish.
  Seven Brother Kings
  (Continued)
  Morthrinn
  Age: 820; Gray hair, gray eyes; 4'2”,
  200 lbs.
  ST 15, DX 13, IQ 13, HT 13.
  Advantages: Legal Enforcement Pow-
  ers (10 points); Absolute Direction;
  Alertness; Danger Sense; Strong Will 2;
  Toughness 2; Status 7; Wealth (Very
  Wealthy).
  Disadvantages: Bad Temper; Bully;
  Greed; Miserliness; Stubbornness;
  Duty (-5 points).
  Skills: Administration-13; Armoury-
  20; Blacksmith-17; Detect Lies-16; Fast-
  Talk-14; Heraldry (Dwarven)-12; Histo-
  ry-12; Jeweler-15; Law-14; Leadership-
  15; Politics-12; Savoir-Faire-13; Two-
  Handed Maul-16.
  An old and powerful Dwarf, Morth-
  rinn runs his clan with an iron fist. He
  was once a High Crafter and gained his
  current status through carefully planned
  revolt, one of the few times such a thing
  has occurred in Zarak. In fact, Morthrinn
  has been behind most of the last few cen-
  turies' inter-Dwarven conflict within
  Zarak. Some now say the old Dwarf has
  mellowed with age. In reality he's quite
  ill, but refuses to let it be known least his
  fellow clansmen (many of whom have
  adequate reason to dislike him) think him
  weak.
  Ginnargrim III
  Age; 135; Brown hair, blue eyes; 4'5”,
  210 lbs.
  ST 14, DX 12, IQ 11, HT 12.
  Advantages: Legal Enforcement Pow-
  ers (10 points); Eidetic Memory; Magery
  2; Toughness 2; Status 7; Wealth (Very
  Wealthy).
  Disadvantages: Stuttering; Shyness
  (Severe); Racial Intolerance (Elves);
  Duty (-5 points).
  Skills: Administration-16; Armoury-
  20; Axe-14; Blacksmith-20; Brewery-
  14; Heraldry (Dwarven)-14; Jeweler-20;
  Law-14; Leadership-10; Savior-Faire-
  10; Scrounging-12; Shield-13.
  Ginnargrim is the sole remaining
  member of his clan's noble line, except
  for his two teen-aged sons. His clan once
  ruled over the now uninhabitable halls in
  the southernmost tip of Zarak, and it was
  there that most of his family was killed.
  Another freak accident (this time the col-
  lapse of a newly cut mine) took the life
  of his father and elder brother, leaving
  only the young Ginnargrim. He is a shy,
  retiring Dwarf, suffering from a speech
  impediment that has kept him out of
  society.
  He is only too aware of his own short-
  comings as king, and he leaves public
  appearances to his Governors. In actuali-
  ty, Ginnargrim is a very capable adminis-
  trator and an extraordinary craftsmen,
  well deserving of the position he holds.
  But few are aware of this, and most
  clansmen can't wait until Ginnargrim's
  sons are old enough to replace their
  father.
  —106—
  
  The Elves
  There are no Elven kingdoms on
  Yrth, as Elves on the whole do not believe
  in such things. There are, however, com-
  munities of Elves throughout Ytarria,
  ranging in size from tiny (two to three
  families) to large (hundreds of families).
  Elven dwellings always blend into the nat-
  ural landscape, almost invisible to the
  untrained eye.
  History
  Elves have existed on Yrth from time
  immemorial. In the ages before the
  Banestorm, they were quite numerous,
  with small communities spread all
  throughout Ytarria, flourishing off the land
  they tended so lovingly. Since the
  Dwarves stayed mostly in their mountains
  and the Gnomes were quiet and unassum-
  ing neighbors, the Elves' only real compe-
  tition was the dreaded Orcs who indis-
  criminately trampled and destroyed the
  Elves' beloved lands.
  And thus history was made. In a des-
  perate attempt to rid the world forever of
  the Orc menace, the Dark Elves cast a
  mighty spell, which failed disastrously —
  thereby creating the worst magical catas-
  trophe in the history of Yrth. The backlash
  destroyed the great Elven forest-towns in
  the area now known as the Great Desert,
  leaving scattered ruins which can still be found today by those intrepid and lucky
  enough to survive the harsh wastes. The incidental destruction of the southernmost
  section of Zarak increased tension between the Dwarves and all Elves.
  Since then, the Elves have gradually lost control of their world. While not as
  voraciously destructive as the Orcs, humans have proven to be far more insidious.
  Slowly the forests have been chopped down, leveled to make way for ordered rows
  of crops and herded beasts. Slowly the Elves are driven deeper and deeper into the
  few areas that remain, forcing them to fiercely defend themselves and their homes,
  or face the extinction of their way of life.
  Society
  Elven communities are very loosely organized. Age is considered to bestow
  wisdom, so serious problems are referred to a council of elders. However, the opin-
  ions of all are welcome, and decisions are not binding upon members of the com-
  munity. In practice, though, the word of the council is treated as a general mandate,
  and only those Elves with a strong personal interest will speak at a council gather-
  ing.
  Elvish societies are egalitarian, with work split as equally as possible between
  male and female. Children are rare, and seem to belong to the community
  Seven Brother Kings
  (Continued)
  Solginyarl
  Age; 290; Ruddy red hair and gray
  eyes; 4'9”, 220 lbs.
  ST 12, DX 12, IQ 11, HT 9.
  Advantages: Legal Enforcement Pow-
  ers (10 points); Toughness 2; Voice; Sta-
  tus 7; Wealth (Very Wealthy).
  Disadvantages: Nearsighted; Delusion
  (minor, 
  hypochondriac); 
  Gluttony;
  Greed; Stubbornness; Duty (-5 points).
  Skills: Administration-12; Armourer-
  14; Axe-13; Bard-15; Blacksmith-15;
  Brewery-12; Diplomacy-13; Heraldry
  (Dwarven)-12; Law-12; Leadership-10;
  Politics-11; Savoir-Faire-13; Shield-14.
  Solginyarl is one of the old guard, an
  extremely conservative Dwarf. He has an
  old rivalry with Morthrinn dating back to
  a struggle over mining rights to a certain
  passage (the last armed conflict between
  Dwarves). Morthrinn won that one, and
  Solginyarl has never forgotten. He now
  goes out of his way to foil the old Dwarf
  at every turn. Solginyarl runs his king-
  dom in a brusque, but efficient manner.
  Death of a Nation
  The Elvish race is slowly being exter-
  minated by the continuing expansion of
  humans into their territory. Because of
  their unique relationship with nature, an
  Elven community requires a large
  amount of unspoiled wilderness to flour-
  ish. Such sites are becoming less and less
  available as forests are chopped down to
  provide timber for buildings and ships,
  and land is cleared for cultivation.
  A possible solution to the problem has
  been proposed by some of the mightiest
  Elf wizards. They intend to summon a
  controlled Banestorm, and use it to trans-
  port the entire Elvish race to another
  plane. Currently this is only in the plan-
  ning stages, as many fear a repetition of
  the Dark Elves' disaster — and Elvish
  debates lend to stretch out over decades!
  Note that this is a different solution
  than the one proposed by the Dark
  Elves... (see sidebar, p. 37).
  —107—
  
  as a whole. Elves have no true marriage customs, although many bond with a sin-
  gle mate for life. Creativity in all its forms (music, poetry, dancing, storytelling,
  etc.) is highly valued. Individual status usually depends solely on age and family,
  although a particularly talented bard or artist, or one who is particularly well
  attuned to nature, will gain a wide reputation.
  Elves have three different racial types, most easily distinguished by their habi-
  tat. These types have remained essentially pure, mostly because the nature-orient-
  ed Elves don't care to adjust to a completely new environment.
  Wood Elves
  By far the most numerous and common Elven type on Yrth, Wood Elves live
  in heavily forested regions. They are great hunters and trackers, but will never kill
  an animal for sport or spite. Of all the Elves, Wood Elves get along with humans
  best, mostly from necessity. Almost all remaining Wood Elves live in areas con-
  sidered to belong to one of the human kingdoms. Many are curious about the
  strange inconsistencies presented by humans, and quite a few will spend some part
  of their life traveling human lands, learning whatever they can about their neigh-
  bors.
  Wood Elf communities can be found in the woods east of Sterling in Caith-
  ness, spread throughout the Great Forest separating Caithness and al-Wazif, and
  sprinkled in the forests north of the Nomad Lands.
  Sea Elves
  Sea Elves live on small islands and coastal areas. They are considerably shyer
  than their woodland cousins; most avoid men whenever possible. Many Sea Elves
  are masters of water magic, and can spend long periods of time underwater. Some
  sailors believe there are entire Sea Elf cities under the ocean. Of course, an under-
  water kingdom would have a great deal of treasure that they collected from sunken
  ships...
  The only well-known Sea Elf communities are those on the peninsula and
  islands south of Alimar. Some claim that Sea Elves can also be found in the scat-
  tered isles of Araterre. Sailors consider it very good luck to have a Sea Elf aboard
  a ship — Sea Elf sailors are rare, but are always able to find work (many Sea Elf
  “youngsters” see the world in this manner).
  Mountain Elves
  Many humans are not even aware of the reclusive Elves who call the moun-
  tains their home. They are hardier and more martial than the more common Wood
  Elves, often fighting the Dwarves for territory. A few young ones will at times
  come down from their tall mountain homes, wishing to see the world and do battle
  for the good. Eventually, most tire of man's wars and return to their mountains.
  No Mountain Elf settlements are known to men. Rumors say that there are one
  or two communities high in the mountains the Dwarves call Zarak, a few more lost
  in the rocky peaks bisecting the Great Forest, and perhaps even some amid the
  strange wonders of the Ring Islands. Wherever they are, it is surely at extremely
  high elevations, in homes shaped directly out of bare rock and well guarded against
  intruders.
  The halls of a Mountain Elf community are as magnificent as the finest Dwar-
  ven creation, for what little the Elves lack in workmanship they make up in cre-
  ativity. Thus, the Mountain Elves are the only ones of their breed that the Dwarves
  truly respect, even though they are often at odds! There are legends of mighty
  magic items that were made by a team of Dwarves and Mountain Elves cooperat-
  ing!
  Elven Ruins
  Strewn throughout the lands of Yttaria
  are ruins of old Elvish dwellings. Elves
  once lived in great numbers throughout
  the continent; many of their communities
  were much larger than those of today.
  Most of these ruins have been destroyed
  by humans as they level the land for their
  own buildings. Most remaining Elvish
  ruins are in harsh or uninhabitable areas,
  notably the Great Desert. Though most
  humans believe the desert to be a natural
  occurrence, it was created by the magical
  backlash that brought on the Banestorm.
  That area was once rich forest and wood-
  land, housing most of Yrth's Elves.
  Elvish ruins are never easy to locate;
  their buildings were meant to blend into
  the surrounding terrain. They will usual-
  ly be above ground — only the Mountain
  Elves bury their houses below the earth.
  And since Elves have never used money,
  and did not often trade with the Dwarves,
  excavators will not find large treasure
  rooms or fine armories.
  However, the Elves are quite magical
  and literate, and vast storehouses of mag-
  ical lore can be found in their ruins. From
  texts to scrolls to magical items, the
  Elves were quite prolific. For those not
  magically inclined, the Elves also
  wrought fine jewelry.
  —108—
  
  Dark Elves
  The Dark Elves are not a race, but a cult or philosophical group. They believe
  that the Orcs in particular, and the non-Elven races in general, represent an aberra-
  tion... a crime against nature. Therefore, they must be tamed or destroyed. See the
  sidebar on p. 37 for more information.
  Many Elves hold more than a trace of sympathy with this belief, but few act
  on it. They often form communities hidden even from the other Elves. Many
  believe that the Blackwoods are a creation of the Dark Elves.
  Non-Elves
  Elven communities will never co-exist with those of other races; their single-
  minded devotion to nature puts them at odds with all Yrth's other races. Individu-
  als will from time to time wander through the human cities, but very few will stay
  for any length of time. Humans and Goblins are only rarely allowed in Elven com-
  munities, most of which are deliberately hidden from prying eyes. Orcs and Rep-
  tile Men are not tolerated at all. Dwarves and Gnomes are generally ignored, and
  usually have no desire to stay anyway.
  Magic
  Magic is viewed by the Elves as a force of nature — a manifestation of the
  Eternal, like the wind and the rain. The ability to use magic is universal among
  them, and considered simply another skill. Elves are careful not to use any spells
  which may pervert the natural order, always seeking to embrace the Eternal, not
  change its character. Only the Dark Elf cult explores these magics, and for that they
  have been ostracized and ignored.
  Warfare
  While Elves generally avoid warfare, they are both skilled and disciplined
  warriors when they need to be. These days, most of their efforts are confined to
  keeping their homes free of human interference.
  Law
  Elvish law forbids anything that disrupts the harmony of the community or the
  environment. Minor transgressions require some kind of atonement rather than a
  punishment; serious crimes are punished by swift, painless death.
  Lasaril of Sterling, Wood Elf
  Age: 145; Silver-blond hair and blue-
  green eyes; 6'2”, 175 lbs.
  ST 10, DX 15, IQ 13, HT 10
  Advantages: Very Handsome; Charis-
  ma +2; Danger Sense; Voice.
  Disadvantages: Alcoholic; Impulsive-
  ness; Lecherousness; Bad Temper.
  Quirks: Likes Humans
  Skills: Bard-20; Bow-17; Carousing-
  14; Detect Lies-12; Diplomacy-12; Fast-
  Draw  Arrow-15;   Fast-Talk-13; Histo-
  ry-13; Lute-15; Naturalist-17; Pickpock-
  et-15; Scrounging-12; Sex Appeal-13;
  Shortsword-12; Singing-16; Slealth-14;
  a few simple spells at the GM's discre-
  tion.
  Lasaril is one of the few Elves who
  prefers to live among humans. He is orig-
  inally from the forests east of Sterling. In
  his impetuous youth he married a human
  from the Barony; she's long dead now,
  along with their first generation of chil-
  dren, but he still has descendants there.
  After her death he wandered the lands of
  Caithness, then Megalos, Arraterre, and
  Cardiel. He avoids the Moslem nations,
  finding them in general too dour for his
  merry tastes.
  By now he's been married five differ-
  ent times, always to humans, and has
  fathered a double-dozen half-Elven chil-
  dren. He returns to Sterling rarely, pre-
  ferring the sophisticated wonders of
  Megalos to more rustic pleasures. His
  crystal-clear voice is a legend in the tav-
  erns of Megalos, as well as his drunken
  debauchery and quick temper.
  —109—
  
  The Orclands
  Beyond the Great Desert, west of Caithness and Zarak, lie the Orclands. It was
  here that the Orcs fled when the people of Caithness defeated them 200 years ago.
  It is a desolate country of cool, open steppes and rocky hills, populated by antelope,
  bison, wolves, and monsters of all sorts. Forests are rare. And now it's teeming with
  Orcs...
  Parts of the Orclands have low mana, especially those lands adjoining the
  Great Desert. Other areas are known to have normal mana.
  The Tribes
  The Orcs of the lands west of the Great Desert are divided into a dozen or so
  great tribes, and many lesser ones. Some tribes are nomadic, wandering the steppes
  in search of a good fight. Others inhabit labyrinthine underground complexes and
  sally forth to attack their neighbors and hunt food. Orcish life is a constant round
  of intertribal warfare, characterized by ever-shifting alliances and coalitions. Each
  tribe has its hereditary allies and enemies, as well as more temporary ones. The
  Orcs' naturally combative nature keeps any one faction from becoming too power-
  ful — Orc chieftains are incapable of getting along for more than a few minutes
  unless there is a common enemy to be fought or treasure to be won.
  Orc tribes are ruled by a single chieftain — always a powerful, violent indi-
  vidual who holds his position through threats and intimidation. Larger tribes dom-
  inate smaller ones in similar fashion. Leadership is not hereditary; it changes hands
  whenever somebody tougher than the current chieftain comes along. Orc chieftains
  often have very short reigns.
  The names of Orc tribes, when translated, are usually violent or grotesque.
  Some of the most powerful clans are the Blackskulls, Bloody Fang, Poisoned
  Talon, Death Birds, and Carrion-Eaters.
  Magic
  Orcs rarely manifest magery. Those that do usually become powerful, and seek
  out apprentices to bolster their stature. They tend towards destructive magic rather
  than creative; they love battle-spells, scrying magic, and cantrips of insidious
  destruction. Thus, magic learning, like other martial arts, is respected and preserved
  by the Orcish race.
  Warfare
  Orcs are in battle throughout their lives. This makes the survivors mean, tough,
  and dirty fighters. An Orc chieftain will fight only those battles worthy of him,
  sending lesser Orcs out to handle trivial foes. Much of a chieftain's power can be
  measured by the number of battles he can avoid in this manner.
  Law
  The only generally accepted law among Orcs is survival of the meanest. Those
  who can cow other Orcs into obedience can do whatever they like, for as long as
  the victims will put up with it. Punishment tends to be quick and brutal... death in
  hard times, enslavement if there is a use for slaves at the moment. Orcs do not have
  prisons, and maimed tribesmen are of little use. Public torture is common, in order
  to strike fear into the hearts of would-be rebels.
  Castle Defiant
  Castle Defiant is the main keep of the
  humans dwelling on the borders of the
  Orclands, west of the Great Desert. The
  folk are of Caithness stock, having set-
  tled here after the last Orc wars of 60
  years ago.
  After the Orcs had been defeated,
  Lord Jerrik, one of the leaders of the
  Caithness forces, decide to remain on the
  far side of the desert and carve out a
  kingdom for himself. Considered foolish
  and greedy by King Terrill, Jerrik was
  told not to expect any aid from Caith-
  ness. Jerrik agreed, and the King's men
  returned to Caithness, leaving Jerrik and
  a small band of followers.
  For many years all went well, and the
  colony prospered. As time went on it
  became more and more self-sufficient,
  and the need to travel across the desert
  diminished. Trade with the Dwarves of
  western Zarak and with Moslem cara-
  vans from the south finally made contact
  with Caithness unnecessary.
  Lord Kerin is the current leader of the
  humans at Castle Defiant. Forty-two
  years old, he is Jerrik's oldest son. Kerin
  and his people are struggling for survival
  against the Orcs, who have resumed raid-
  ing eastward. The brutes were turned
  back once a few years ago, but the castle
  suffered damage and heavy losses. Now
  the Orcs threaten again, and this time a
  human defeat seems certain. Will Conall
  relent and send aid to the beleaguered
  keep?
  —110—
  
  4
  CHARACTERS
  An Yrth campaign, or any fantasy campaign, lets players
  give full play to their imaginations. Characters can be inspired by
  any Earth historical figure, or by any creation of a favorite fanta-
  sy author including wizards and clerical mages.
  In general, create characters for Yrth (or most other fantasy
  worlds) as described in the Basic Set. For the average campaign,
  100-point characters are suggested. Characters will be illiterate
  unless they pay 10 points for the Literacy advantage. All skills
  appropriate to TL3 and below may be learned. (For a number of
  alternate campaign ideas, see Chapter 6.)
  This section will cover some advantages, disadvantages and
  skills as they apply specifically to a fantasy campaign, and dis-
  cuss some new skills.
  —111—
  
  Clerical Investment 
  see p.B19
  On Yrth, or in any historical medieval background, the
  church is very important, and clerical investment is a serious mat-
  ter. Most clerics will get a significant reaction bonus from their
  co-religionists, and a significant penalty when dealing with oth-
  ers, except in the tolerant land of Cardiel. In general, Clerical
  Investment on Yrth should cost 5 points; a highly-placed prelate
  would pay for his extra reaction bonuses as Status.
  In a campaign with common clerical magic, or “miracles,”
  the cost of Clerical Investment will be higher for magic-using
  sects or orders. See GURPS Magic, p. 84.
  Anyone who takes Clerical Investment must play the role!
  Even if the character is secretly an unbeliever, he or she must act
  as society expects a cleric to act, or suffer penalties up to and
  including the Inquisition.
  Legal Enforcement Powers                    see p.B21
  A medieval law officer has more power than a modern
  policeman, because the citizens have fewer rights. An ordinary
  guardsman, empowered to knock heads as he sees fit would have
  10 points of Legal Enforcement Powers. So would a knight of a
  religious order; technically he's not a lawman at all, but in point
  of fact his word would not be questioned if he chose to pursue and
  arrest a suspect.
  A Michaelite (see p. 20), or a knight sworn to a noble, would
  have 15 points of Legal Enforcement Powers. He can go almost
  everywhere and do almost anything. If a knight decides a serf
  needs hanging, that serf hangs, right then. And, of course, a rul-
  ing noble has equivalent powers, though he will rarely exercise
  them in person!
  A knight of a religious order has 10 points of Legal Enforce-
  ment Powers. He would not have the “high justice,” but would be
  empowered to deal with ordinary wrongdoers on sight. He would
  have to make an explanation to the lord of the land.
  Almost anyone of noble birth, regardless of age and status,
  could be considered to have 5 points of Legal Enforcement Pow-
  ers. Just his family connections would let him order searches and
  arrests, and perhaps mild punishments!
  Literacy                                       see p.B21
  Peasants can't read, nor can many freemen. Even among the
  “middle class,” literacy is the exception rather than the rule.
  And many nobles seem to take pride in their ignorance. But
  almost all Christian, Moslem and Jewish clerics are literate, as are
  other scholars, and willingly teach those who wish to learn.
  Patrons                                  see p.B24
  The most obvious patron in a medieval or fantasy world is a
  great lord. But note that not all lords are patrons! A patron is at
  least somewhat likely to appear, either to give you an assignment
  or to help you out. Many lords expect nothing from their liege-
  men than a yearly tax payment and a levy of troops in time of war.
  And they aren't likely to help the liege-man out unless the prob-
  lem is one that threatens the whole fiefdom.
  However, if a character is a knight, it is far more likely that
  his liege-lord will be a true Patron. A knight's purpose is to do
  dangerous jobs for his lord, so the lord gives assignments. And
  since the knight risks his life for the lord, the lord will usually feel
  an obligation to come to the knight's aid whenever possible. Other
  possible patrons include:
  Merchant guilds. A wealthy guild would be powerful
  indeed. Even an individual merchant might be influential enough
  to be a worthy Patron.
  A great mage. This, of course, assumes that the mage does
  not consider his servants to be expendable tools. A Patron isn't a
  Patron unless he will offer help in time of trouble.
  The ruling council of a free city. Some cities are very rich
  indeed, and have their own foreign policies.
  A dragon. The great creatures don't like to approach human
  territories; those that desire peaceful commerce with mankind
  will require trusted agents and will reward them well.
  The Church. Any specific religious order is a possible
  Patron. Some of the more secretive sects and orders have their
  own agendas...
  A god! In a fantasy campaign with many active deities, a
  god is a very powerful — although perhaps untrustworthy —
  patron.
  Reputation                                     see p.B17
  In a world without photographs or news media, names are
  better known than faces. Almost anyone can escape a reputation
  by offering a false name. Knights and nobles wear coats of arms
  (see sidebar, p. 16) so that they can be recognized, even at a dis-
  tance, by those who have heard of them but don't know their
  faces.
  —112—
  Advantages
  Disadvantages
  Code of Honor                                see p. B31
  Any good knight or noble would have the Chivalric Code of
  Honor (-15 points). Even a bad knight or noble would offer lip
  service to those ideals! A craftsman might follow a Professional
  Code of Honor.
  Duty and Sense of Duty                       see p.B34
  The feudal responsibilities of a lord to his overlord, and vice
  versa, are a perfect example of a Duty. On Yrth, a lord may
  assumed to have particular duties “quite often,” on a roll of 12 or
  less. This is worth -10 points normally. However, since the duty
  does not often require the lord to risk his life, it is only worth -5
  points. (It would be quite legitimate to create a lazy or well-served
  noble whose position is no more onerous than an ordinary job,
  and thus is worth no points.)
  The duty of a knight to his lord or order is far stronger. A
  knight is on duty almost all the time (15 or less), and does risk his
  life regularly, so the duty is worth the full -15 points.
  As for Sense of Duty, this is entirely up to the personality.
  No character has to feel a Sense of Duty. A good feudal lord will
  feel a Sense of Duty toward his liege-lord and his people; this is
  a -10 point obligation.
  Intolerance                                   see p. B34
  By today's standards, racial and religious intolerance are
  obnoxious. In Earth's Middle Ages — and on Yrth — both are
  facts of life which varies from nation to nation. In particular, reli-
  gious intolerance was praiseworthy, a significant virtue, among
  the warriors on both sides of Earth's Crusades. The same is true of
  their modem descendants on Yrth. In Al-Haz or Megalos, a great
  hero would be expected to be cold and harsh (if not actually
  1
  
  —113—
  rude) to unbelievers. In Cardiel, he'd be guilty of breach of the
  peace if he made any public display of intolerance.
  An religiously intolerant character has a -3 reaction against
  anyone not of his own religion or faith. On a neutral or better reac-
  tion, he will try to convert the unbeliever to his own faith; on a
  worse reaction, he may attack, or refuse to associate with the
  unbeliever, as appropriate.
  Intolerance directed only against one specific religion is
  worth -5 (for a commonly encountered religion), down to -1 (if
  extremely uncommon).
  Racial intolerance may be taken as a separate disadvantage.
  Intolerance of all races is worth -10; intolerance of a specific race
  is worth -5 to -1, depending on frequency.
  Vow                                  see p.B37
  Vows are very common in a medieval background. Almost
  all Vows are religious in nature — if the object of the Vow is not
  itself religious, the one making the Vow will swear by the
  Prophet's beard, the Virgin Mary, or something he takes equally
  seriously!
  Skills
  Criminology 
  see p.B58
  This skill is more advanced on Yrth than one might expect
  from a TL3 culture; some more advanced techniques (such as fin-
  gerprinting) are known through cultural leakage from Earth,
  though execution is sometimes primitive. Of course, scrying mag-
  ics are a great help in catching criminals!
  Heraldry                                  see p.B58
  This is a vital skill in a medieval world. Only one who
  knows something about heraldry will be able to recognize the
  great and near-great. Note the bonuses (up to +5) for a well-
  known device; remember that the devices of the local nobility will
  be very well-known. And no roll would be required for even the
  lowest serf to recognize the arms of his ruling noble or his King.
  Interrogation                                  see p.B66
  “Interrogation,” in a medieval culture, implies physical
  interrogation. When this is combined with mind-reading magic, it
  becomes apparent that prisoners do not keep secrets. Many don't
  even try. If one would show bravery, the way to do it is to refuse
  to be taken alive.
  Note that this does not apply to the nobility. As a general
  rule, a noble prisoner will be treated very well indeed. It would be
  discourteous to invade his mind by magic, so this won't happen.
  The prisoner will be kept comfortably and offered for ransom.
  Interrogation is for commoners.
  Judo and Karate                             see p.B51
  These skills were not known in the Western Middle Ages,
  and are foreign to southern Ytarria and to any “classical” fantasy
  background. On Yrth, these skills are known and taught in Sahud,
  but nowhere else. It would be reasonable for a fantasy GM to for-
  bid them entirely. Brawling, on the other hand, is a common skill!
  Physician                                  see p.B56
  At TL4 and below, this is largely the ability to find healing
  herbs in the wild and create useful medications from them. Note
  that the “germ theory” of disease has reached Yrth and is gener-
  ally accepted, though the Yrth word is ‘demonet,’ and many peo-
  ple think that demonets are invisible magical entities. Still, doc-
  tors do wash their hands with boiled water before performing an
  operation or delivering a child, a fact which has saved almost as
  many lives as the best healing magic.
  Savoir-Faire                                    see p.B64
  In a medieval campaign, different social levels are entirely
  different worlds. It is hard to impersonate someone of a different
  social class. In general, a Savoir-Faire roll is required to imper-
  sonate someone more than 3 Social Levels away from your own.
  If your “native” social level is negative and you are trying to pass
  yourself off as someone of Status 1 or better, or vice versa, a roll
  is required at -2.
  New Skills
  Most of these skills would be common enough in a TL3 cul-
  ture that a default would be allowed. In a more complex and strat-
  ified culture, such as our present-day one, no default should be
  allowed for skills like masonry, glassblowing or dyeing... the
  ordinary citizen has never seen these things done and has no idea
  where to start.
  Artistic Skills
  Illumination (Physical/Average)         Defaults to Artist-2
  or DX-5
  This is the ability to decorate written text with miniature
  paintings and pictures. When combined with Calligraphy, it
  allows the user to produce official scrolls, texts and other docu-
  ments. It is primarily used to earn a living.
  Craft Skills
  Distilling (Mental/Average)                 Defaults to IQ-4
  This is the ability to distill or brew fine ales, meads, and
  wines. It is a most important skill, for in many places the water is
  too foul to drink. Proper equipment and ingredients are necessary.
  Dyeing (Mental/Average)                  Defaults to IQ-4
  This is the ability to mix and apply dyes of various colors.
  It is used primarily as a source of income. It is necessary to have
  the proper ingredients, but a trained dyer will recognize them in
  the wild.
  
  —114—
  Glassblowing (Physical/Hard)            Defaults to DX-6
  This is the ability to make vases, glasses, and other fine
  objects out of glass. It requires a hot forge and the proper equip-
  ment. This skill is usually found only in the densely populated
  areas of the more civilized regions.
  Masonry (Physical/Easy)                   Defaults to IQ-3
  This is the ability to build things out of brick or stone. It is
  used primarily as a source of income. Simple tools (hammer, chis-
  el and crowbar) are required. A mason will have some knowledge
  of simple engineering, such as might be required to erect scaf-
  folding and move large blocks; this sort of Engineering defaults to
  Mason at -3.
  Needlecraft (Physical/Average)            Defaults to DX-4
  This is the ability to sew decoratively. It is not just used to
  accent clothing and furnishings; it is a form of fine art. It is com-
  mon among ladies of good breeding, as well as those who make
  their living at it. Nothing more is required than a fine needle and
  colored thread.
  Netmaking (Physical/Easy)               Defaults to DX-6
  This is the ability to make and repair fishing nets out of
  strong cord. It is used primarily as a source of income in seashore
  towns. It may also be used to make nets used as weapons, com-
  mon in the gladiatorial arenas of Megalos.
  Tanning (Physical/Average)                Defaults to IQ-4
  This is the ability to create leather out of animal hide. It is
  very useful in wilderness areas, or as a source of income for 
  trappers and other game hunters. A tanner will be able to find
  everything necessary to make good, serviceable leather by walk-
  ing through the forest, though fine suede, dyed leather, etc., may
  require special ingredients, A professional tanner will have a shop
  and large vats, on the downwind side of town; tanning is the
  smelliest of all medieval professions.
  Wearing (Physical/Easy)                  Defaults to DX-2
  This is the ability to use a loom to weave fabrics from yam.
  It is used primarily as a source of income, A weaver would know
  how a loom is constructed, but actually building one would be a
  job for a mechanic.
  Scientific Skills
  Cyphering (Mental/Easy)                  Defaults to IQ-2
  This is the ability to do simple mathematical manipulations
  — add, subtract, multiply, and divide. In any society where illit-
  eracy is the norm, this skill must be specifically learned. It is nec-
  essary to any but the most primitive merchant or administrator,
  and is a prerequisite to Accounting and Mathematics. One who
  has Mathematics skill need not roll against Cyphering.
  Most peasants never need this skill, and many others —
  even nobles — never bothered to learn their cyphering. Default
  use of this skill is “counting on fingers,” feasible only for adding
  and subtracting numbers below 20.
  Mathematical Ability adds directly to Cyphering skill. The
  Lightning Calculator ability makes this skill unnecessary.
  Social Status and Wealth
  Status is very important on Yrth. Each status carries certain
  rights and duties — GMs should assign appropriate Duties to
  those of noble or knightly ranks. PCs should not start above Sta-
  tus 3 except in very unusual circumstances.
  Standard starting wealth on Yrth is $1,000 — 1,000 copper
  farthings. Characters should have a level of wealth appropriate to
  their status. In general, almost any noble should be Wealthy or
  Very Wealthy; those of knightly rank (Status 2 or 3) should be
  Wealthy or Comfortable; anyone of Status 1 (merchant, squire,
  etc.) should be of Comfortable or Average wealth. Like-
  wise, characters with negative status should have appropriate
  poverty. Remember: in a medieval society, wealth and status go
  hand in hand!
  If there is a great discrepancy between status, skills, and
  wealth, it should be explained in the character's story. If a farmer
  is very rich, he obviously has a big farm. If a talented mage is
  dead broke, he is clearly spending his time at non-paying pursuits.
  If a noble has merely average wealth, he may be a younger son,
  or a victim of revolution or natural disaster.
  Jobs and Income
  In civilized areas, PCs may find jobs to provide income
  when they are not in play. Of course, not every job is available in
  every part of the world — there is little call for a fisherman in
  landlocked Caithness! Jobs can help cover the PCs' cost of living,
  as required by his Status. The Job Table (p. 115) lists a
  number of jobs; the OM may add others as appropriate. Some
  have skills or experience prerequisites. Default values don't count
  here; the character must have at least a half-point invested in the
  skill.
  
  Job (Required Skills), Monthly Income
  Success roll   
  Critical Failure
  Poor Jobs
  Servant, Helper (no attribute below 7), $120
  IQ
  LJ/LJ whipped, 2d
  Thief* (any 4 Thief skills at 13+, or 2 at  16+), $150
  DX
  3d/3d,caught and tried
  Barmaid (Diplomacy, Carousing or Sex Appeal 11+), $130
  Best PR+1
  LJ/1d, LJ
  Laborer/Longshoreman (ST 11+), $15 X ST
  ST
  2d, LJ/2d, LJ, -li
  Struggling Jobs
  Bravo*: low class bodyguard, thug or fighter
  (ST 13+ and any combat skill 14+), $300
  Best PR-2
  2d/4d and jailed
  Fisherman* (Fishing 12+), $20 X skill
  PR
  2d/3d, -li
  Gambler* (Streetwise, Gambling, Fast-Talk all at 10+), $35 X IQ
  Best PR-1
  3d,chased out of town/lose 
  a hand
  Jongleur* (Bard or any music skill 14+), $25 X skill, plus
  PR-2
  1d, audience throws
  $5 X skill for each additional musical ability
  tomatoes/2d, audience 
  throws rocks!
  Porter (ST 12+), $300
  ST
  1d, LJ/2d, LJ
  Runner (Move 6+, DX 12+); $60 X Move
  DX
  1d, LJ/2d, LJ
  Shepherd, Teamster (Animal Handling 12+), $325
  PR
  1d, LJ/3d, LJ
  Tenant farmer* (Agronomy 12+, ST 10+), $300
  12
  -li/-2i, LJ
  Average Jobs
  Animal handler/trainer (Animal Handling 14+, Vet); $75 X skill
  Worst PR
  2d/3d,-li
  Artisan, Crafter (any craft skill 14+), $80 X skill
  Best PR-2
  LJ/-2i, LJ
  Bard* (2 music stills 15+, Bard 15+), $50 X Bard
  Bard-2
  LJ/2d, LJ
  +$5 X total of music and performance skill
  Bureaucrat (Literacy, IQ 12+); $850
  IQ
  LJ/LJ
  Castle guard (as town guard, plus Savoir-Faire), $750
  Best PR
  2d/4d,C
  Free farmer* (Agronomy 12+, ST 10+, some land), $800
  12
  -li/-3i, 2d
  Mercenary* (3 combat skills 14+, any Survival), $775
  Best PR
  3d/4d,C
  Retainer (varies), $60 X most appropriate skill
  PR
  LJ/-2i, LJ
  Shopkeeper* (Merchant 14+, $1,000 in cash or goods), $80 X skill
  PR-1
  -li/bankrupt
  Town guard (3 combat skills, levels totaling 40+), $700
  Best PR
  2d/4d,C
  Tracker (Tracking, any Survival, any Bow, 2 other weapons), $1,000
  Best PR-2
  2d/4d,C
  Traveling merchant* (Merchant 14+, $1,000 in capital, Diplomacy 12+), $90 X skill
  Best PR-1
  -li/bankrupt
  Traveling priest/mullah* (Theology 13+, Survival 12+), $800
  Theology
  -1d/2d, -li, declared 
  heretic
  Comfortable Jobs
  Administrator (Adminislration 14+, Politics 12+), $150 X skill
  PR
  LJ/-li, LJ
  Assassin* (Stealth 12+, Shadowing 12+, Knife 12+), $200 X skill
  Worst PR-1
  4d/4d,C,caught and tried
  Master artisan* (any Craft skill at 20+), $30 X skill
  PR-4
  LJ/LJ, -2i
  Master guildsman* (any Craft skill at 20+, Administration 14+), $170 X skill
  PR
  -2i/-4i
  Master merchant* (Merchant 16+, $10,000 capital), $175 X skill
  PR
  -2i/-6i
  Military officer (Weapon skill levels totaling at least 60;
  Best PR
  -2i,-3d/-3i,-5d, LJ, lose 
  appropriate equipment; Strategy 14+), $1,100 
  equip.
  Professional (e.g., Healer, Lawyer, Herald, etc.) (professional skill 14+), $120 X skill
  PR
  LJ/-li, LJ
  Scholar (Teaching 15+, Research 14+), $100 X skill
  PR
  LJ/LJ
  Ship Captain (Navigation 13+, Boating 14+), $145 X skill
  Best PR-1
  -li/2d,-3i
  Spy (Stealth 12+, 2 thief/spy skills 12+), $155 X skill
  Best PR-2
  2d/3d, LJ, C
  Squire (Savoir-Faire 13+, 3 weapons skills 12+), $925
  Best weapon-1
  2d/3d, C, lose horse,
  weapons, armor
  Priest/Mullah (Theology 13+, Diplomacy 12+), $900
  Theology-2
  -li/1d,-2i, LJ, declared 
  heretic
  Wealthy Jobs
  Court Noble/Diplomat (Diplomacy 12+, Politics 12+, Savior-Faire 14+), $100 X PR total
  PR-1
  -li/-2i, expelled from court
  Church official (Theology 15+, Administration 12+), $5,000
  Best PR
  -li/-2i, LJ, declared heretic
  Knight (As Military Officer, plus Savoir-Faire 14+, Riding 14+,
  Best Weapon
  2d/3d, C, lose horse,
  Lance 12+, Status 2+, Duty), $2,500
  weapons, armor
  Noble Landholder (Savoir-Faire 14+, Administration 12+), $5,000+
  PR-2
  -li/-3i or lose title
  Member of Noble Family (Status 2+), $5,000+
  IQ
  -2i/banishnient, loss of title
  —115—
  Jobs Table
  Critical Failure Key
  “LJ” stands for Lost Job — you were fired, demoted or
  lost the client. The “d” indicates dice of damage (“3d” is 3
  dice of damage, “10d” is 10 dice, etc.) — you were in an acci
  dent, fight, etc. The “i” indicates a lost month's income (“-2i”
  means losing 2 months' income) — you were fined, forced to
  pay for damages, had to replace equipment, etc. If there are
  two entries separated by a “/”, use the second 
  result only when a natural 18 is rolled. “C” indicates a crip-
  pling injury. Pick a limb randomly, and make a HT roll (see p.
  B129) to see how permanent the injury is.
  Note that for some dangerous jobs, the result of a criti-
  cal failure can be serious injury. The GM may choose to play
  out these episodes to give the PC a fighting chance.
  
  This section describes some typical fantasy/medieval char-
  acter types; it is by no means a complete or exhaustive list. Mages
  are omitted; refer to GURPS Magic, p. 95 for examples of those.
  Note, though, that any of the characters listed below can be given
  magical powers and a few appropriate spells, to create an inter-
  esting specialist-wizard!
  The listings below are stereotypes; very interesting charac-
  ters can be made by mixing and matching!
  The listed Advantages, Disadvantages, and Skills are mere-
  ly suggestions, common abilities (or disabilities) for people of this
  class or profession.
  Administrator
  Administrators are glorified clerks — but every nation
  needs them. They are most common in towns and big cities. They
  often have a unique perspective on politics, and access to unusu-
  al information... a senior administrator can easily become the
  power behind the throne. Administrators are not a typical PC
  type, but they might come into an adventure by hiring an adven-
  turing party.
  Common advantages include Alertness, Lightning Calcula-
  tor, Literacy, Mathematical Ability, Patron (his employer), and
  Wealth — a good administrator can get rich without even stealing.
  Common disadvantages include Addiction, Compulsive
  Behavior, Dependents, Greed and Miserliness. Any physical dis-
  advantage is possible.
  Important skills would be Accounting, Cyphering, Detect
  Lies, any Language (often several), Heraldry, History, Law,
  Research, Scrounging, Social skills and Writing. In some posi-
  tions, Streetwise might become important.
  Assassin
  Assassins are professional killers. Most specialize in quiet,
  efficient murder, priding themselves on the ability to strike and
  vanish before anyone notices. However, some assassins (particu-
  larly religious would-be martyrs) don't care about being caught; in
  fact, they wish to draw attention to the death of their target, even
  if they must die too.
  Useful advantages for an assassin include Alertness, Com-
  bat Reflexes, Danger Sense and Night Vision. Some have a Patron
  (their employer), but most are on their own; their employer will
  deny he ever heard of them!
  Appropriate disadvantages would include Enemy, Fanati-
  cism, Overconfidence (which could be fatal) and Sadism (very
  unprofessional!).
  Any weapon skill could be useful to an assassin, especially
  Knife and unarmed combat. Likewise, all Thief/Spy skills are
  useful. Other vital skills include Acrobatics, Acting, Disguise,
  Fast-Talk, Poisons, and Tactics.
  Bard
  Bards are performers: singers, actors and anyone else who
  makes a living by entertaining others. A bard may be a wanderer,
  or a permanent fixture in a tavern — or a noble's court! A bard
  with a few magic abilities can be interesting. Some bards are also
  thieves, or sell information to thieves. In many areas, the person
  of a storyteller is sacred (see p. 103).
  Useful advantages are those which give a reaction bonus or
  otherwise help make friends: Attractiveness, Charisma, Empathy,
  Musical Ability, Reputation, Voice. Language Talent and Literacy
  are useful but not required. Eidetic Memory will serve a story-
  teller well!
  There are no ‘typical’ disadvantages. Fictional bards are
  often afflicted with personal problems like Addiction, Compul-
  sive Behavior, Compulsive Lying, Laziness, Lecherousness or
  Overconfidence.
  Classical bardic skills would include Bard, Carousing,
  Dancing, Detect Lies, Disguise, Fast-Talk, History, Languages,
  Literature, Musical Instrument (or several), Poetry, Singing,
  Sleight of Hand, any Social Skills, Streetwise and Ventriloquist.
  Few bards would have all those talents, of course! A traveling
  bard might also want some appropriate weapon skills in order to
  deal with bandits and tough audiences.
  Cleric
  Clerics dedicate their lives to their religion — often, but not
  necessarily, to public service in the name of that religion. A cler-
  ic can be a humble brother, or a powerful Archbishop or Mullah.
  Certain religious orders will lave specific requirements for their
  members. See the sections on different religions for more about
  the different types of clerics. See also Monk, p. 118.
  A medieval priesthood tends to attract talented misfits. A
  very intelligent serf child, or a physically-disadvantaged but
  clever or active child of a noble family, would both find them-
  selves aimed toward the clergy at an early age.
  A cleric must have Clerical Investment. Other typical
  advantages include Empathy, Literacy, Patron (the order). Repu-
  tation (as a member of the order) and Voice. A high-ranking cler-
  ic may have both Status and Wealth. Some orders seek out those
  with Magical Aptitude; others have nothing to do with magic.
  Disadvantages would usually include Dependents (his
  ‘flock,’) Duty, Pacifism (only in some orders). Sense of Duty and
  Vow (see p. 25 for specific Vows). Many medieval and Yrth cler-
  ics would have Fanaticism and even a strong degree of Religious
  Intolerance.
  The choice of skills would depend entirely on the type of
  cleric. A generic “parish priest” type might have Area Knowl-
  edge, Administration, Bard (for sermons, of course!), Cyphering,
  Detect Lies, Diplomacy, Heraldry, History, Law, Politics,
  Research, Savoir-Faire, Singing, Teaching, Theology (required!)
  and perhaps Writing. But more specialized clerics might make
  more interesting PCs. Fighting priests like the Templars (p. 26-27)
  would require knightly skills. Healers like the Karrollites (p. 28)
  would have medical skills. Intriguers like the Jesuits (p. 27)
  would have scholarly abilities and, perhaps, spy-type talents —
  certainly including Intelligence Analysis!
  Crafter
  Crafters — those who make their living with craft skills —
  are often the most important economic commodity an area has.
  Farmers are necessary, too, but there are lots of farmers. Rarely
  will there be more than a few experts at a given craft in any but
  the largest cities. Most specialize in a single craft. See pp. 16-20
  for more about craftspeople and guilds.
  In a wide-ranging campaign, crafters (except armourers and
  the like) would find little to do as PCs. In a city-based campaign,
  a crafter might make an excellent PC, as he would be in a position
  to participate in both open politics and midnight guild intrigue.
  Typical crafter advantages are Reputation, Status (as guild
  member), and Wealth. Of course, a journeyman would have less
  reputation and status, and little wealth, and an apprentice owns lit-
  tle more than the shirt on his back.
  There are no specific disadvantages associated with the craft
  trades. Any physical disadvantage is a possibility. A city-based
  —116—
  Character Types
  
  craftsman will have dependents. A professional Code of Honor
  (do only the best work, no matter what, and support the guild and
  its laws) would be worth -5 points in a campaign where the PC
  actually spent time working at his craft. Personality quirks, espe-
  cially general grouchiness, are very appropriate for master crafts-
  men.
  Obviously, a crafter PC must have the appropriate artistic
  and/or craft skills for his Tech Level. A master will have one or
  two skills at very high levels, and a few related skills at lower lev-
  els. Other useful skills might include Area Knowledge, Detect
  Lies, Diplomacy, Fast-Talk, Merchant, Politics (to deal with
  guild-brothers and the nobility) and Teaching.
  Diplomat
  Diplomats serve as emissaries and part-time spies. A diplo-
  mat need not serve a lord; a powerful trading guild might send an
  ambassador to a foreign country, for instance. They often spend a
  great deal of time traveling; a diplomat and his retinue would
  make a good PC party. The best diplomats are keen observers and
  careful spokesmen. They are usually noble by birth themselves,
  often younger sons.
  Useful advantages include Attractiveness, Charisma, Dan-
  ger Sense, Eidetic Memory, Empathy, Intuition, Language Talent,
  Literacy, Patron (the diplomat's lord), Reputation, Status, Voice
  and Wealth.
  Significant disadvantages would include Duty, Enemy (rep-
  resentatives of hostile powers), Fanaticism (perhaps), Sense of
  Duty and maybe even a Vow. Other interesting disadvantages
  could include Alcoholism, Compulsive Behavior, Dependents,
  Lecherousness and Overconfidence. A diplomat might be Mega-
  lomanic, not on his own behalf but on behalf of his nation.
  Any skill might be useful to a diplomat. Some of the most
  important would be Acting, Bard, Cyphering, Dancing, Detect
  Lies, Heraldry (required), History, Holdout, any Language (usu-
  ally several), Law, Poisons, Research, any Social skills, Strategy,
  Theology and Writing. A diplomat who has no combat abilities
  had best hire guards.
  Healer
  Healers (also called herbalists or physickers) are welcome
  almost everywhere. In a low-tech environment, their abilities are
  most effective when supplemented with healing magics, but it is
  possible to be a healer on knowledge alone. See p. 138.
  Appropriate advantages would be Empathy and Strong Will.
  Clerical Investment and Magical Aptitude would fit some healers.
  Common disadvantages include Pacifism, Sense of Duty
  and Dependents.
  The most important skills, of course, are the medical ones.
  Since a low-tech physician is a herbalist (see p. 113), Naturalist
  and Poisons are both appropriate. Area Knowledge, Cyphering,
  Diplomacy and Research might all benefit some healers.
  Knight
  Knights are combat-trained nobles who belong to a chival-
  ric order or who swear themselves to a liege lord. Each order has
  particular requirements for knighthood. The knighting ceremony
  will require taking one or more Vows or Duties, in return the new
  knight gets a Patron (the order or the new lord) and a Reputation
  (as a member of that order or a follower of that lord). Knighthood
  carries Status 2 in most cultures, and a knight must have at least
  Comfortable wealth (owning and maintaining a warhorse and full
  plate armor is not cheap!) A good knight will have social skills as
  well as combat abilities, and will be expert in local law and cus-
  toms in order to mete out justice as his lord would wish.
  Historically, knighthood was available only to men. On
  Yrth, Caithness grants knighthood to women.
  Appropriate knightly advantages include Alertness, Combat
  Reflexes, Patron, Status (usually 2), and Wealth. If he is either a
  very good or a very bad knight, he will have a Reputation of his
  own, and he will in any event share the reputation of his lord or
  order when he wears his surcoat — which should be all the time.
  Any knight has at least 10 points of Legal Enforcement Powers;
  the liege-man of a powerful noble has 15 points.
  A knight might have a brother-knight, or a very competent
  squire, as an Ally. A very young squire, on the other hand, would
  be a Dependent.
  A knight must have a Duty. A good knight will also have the
  Chivalric Code of Honor (p. B31), a Sense of Duty and a Vow. He
  may have an Enemy (the enemy of his lord or order). Significant
  physical disadvantages are unlikely. Family Dependents are quite
  in character and might be held for ransom by a foe.
  A knight must have useful levels of skill in Area Knowl-
  edge, several Combat/Weapon skills (Broadsword and Lance are
  required), Heraldry, Law, Riding and Savoir-Faire. He should
  have Dancing, Diplomacy, Falconry, Savoir-Faire, several other
  Social skills, Strategy and Tactics, though not every wearer of the
  white belt will be such a “compleat knyght.”
  Mercenary
  Mercenaries are warriors for hire. Some are loners; others
  belong to organized mercenary bands. They favor weapon skills,
  but will often have other specialties. A mercenary may also be a
  spy, an assassin, a tracker or a healer. Most will have one or two
  preferred weapons with a related Fast-Draw skill.
  Useful advantages include Combat Reflexes, Common
  Sense, High Pain Threshold, Military Rank, Rapid Healing and
  Reputation. A mercenary leader would probably have at least
  Comfortable wealth, even if it's all tied up in his horse and armor.
  Common “bad merc” disadvantages include Bloodlust,
  Cowardice, Greed, Megalomania and Overconfidence. A good
  mercenary, on the other hand, might have a Code of Honor, Hon-
  esty or even Truthfulness. Any merc might have an Enemy earned
  in an old campaign, and perhaps even a price on his head. And
  any merc might be Impulsive or Stubborn, or have a tendency to
  Berserk.
  Gross physical disadvantages are rare, but minor maimings
  (One Eye, One Hand) would be very common in a campaign
  where magical healing is expensive.
  Combat/Weapon skills, Armoury, Strategy and Tactics are
  all very useful. Architecture (for sieges), Carousing, Engineering
  (siege engines), Gambling, Heraldry, Leadership, Mechanic, Rid-
  ing, Running and Streetwise would also be common.
  Merchant
  A merchant may be a street peddler, a wealthy shop owner,
  or a caravan-master who doesn't see the same city twice in a year.
  Merchants may also be part-time explorers looking for new trade
  routes and unique goods. The merchant's god is Cash, and his
  creed is “Buy low, sell high.”
  Useful advantages include Alertness, Common Sense,
  Eidetic Memory, Empathy, Intuition, Lightning Calculator, Liter-
  acy, Reputation and — if he's a good merchant — Wealth.
  Common disadvantages for a merchant are Dependents,
  Greed, Miserliness, Overconfidence and Pacifism. But a merchant
  might Berserk when his money is threatened... 
  Appropriate skills include Accounting, any Animal skills,
  —117—
  
  Cyphering, Detect Lies, Fast-Talk, Holdout, any Language (often
  several), Law, Merchant, Research, Scrounging, any Social skills
  and Streetwise. A merchant will also have skills appropriate to his
  particular trade. For instance, a weapon-seller would know
  enough Armoury to talk intelligently to a smith, and at least
  enough Broadsword to heft a blade and know if it was properly
  balanced.
  Monk
  A monk is a specific type of cleric — a humble servant of
  the Church. A monk may wander among the people, helping,
  preaching and living on charity. Or he may live in a monastery,
  learning and teaching. These are the types of monk most suitable
  as PCs.
  Some monks are cloistered — they remain within a
  monastery at all times and see no outsiders, spending their lives in
  study and prayer. Others choose to live in harsh climes with few
  luxuries, and have few possessions. Neither of these two types is
  very appropriate for a PC; it is hard to see how a cloistered monk
  could enter an adventure even as an NPC!
  Typical advantages include Literacy, Strong Will, and
  Patron (the order). Clerical Investment is required. Charisma
  could be very useful.
  Disadvantages would be as for a Cleric, p. 115.
  Appropriate skills for a wandering monk could include
  Bard, Diplomacy, Fast-Talk, any Language (perhaps several),
  Heraldry, History, Law, Scrounging, Singing, Streetwise, Theolo-
  gy, Teaching or Writing.
  An intellectual monk, a resident of a non-cloistered
  monastery who might sometimes leave to visit the outside world,
  could include Artist, Bard, Calligraphy, Cyphering, Diplomacy,
  any Language (perhaps several), Heraldry, History, Law, any
  other Scientific Skills as a specialty (as appropriate for the TL and
  order), Singing, Theology, Teaching or Writing.
  Noble
  Nobles are members of the ruling class of a medieval soci-
  ety. In general, PCs should not be high-ranking nobles unless all
  PCs are. Alternatively, a noble PC may be very young, or have
  many older brothers and little hope of succeeding to a title — so
  the other PCs won't have to defer to him in order to roleplay well.
  Keep in mind that the responsibilities of a feudal noble are great.
  Advantages appropriate for one of noble rank include Legal
  Enforcement Powers (5 to 15 points, depending on exact posi-
  tion), Patron (parent or feudal lord) and Wealth. A noble might be
  literate, but many were not!
  Common disadvantages of nobility include the Chivalric
  Code of Honor, Duty, Enemy, Honesty and Sense of Duty. “Bad”
  nobles may have any interesting psychological disadvantage;
  Greed, Megalomania and Sadism are all typical.
  Likely skills include Administration, Area Knowledge
  (required), any Combat/Weapons skills. Cyphering (perhaps),
  Dancing, Detect Lies, Falconry, Fast-Talk, Heraldry (required),
  any Language, Leadership, Politics, Riding, Savoir-Faire, and any
  Social skills. Craft skills, except for Armoury and the more deco-
  rative crafts, are very unlikely; nobles weren't expected to work
  with their hands. Artistic skills are more likely for a female noble
  than for a male.
  Ranger
  Rangers or woodsmen can make a living in many different
  ways. Trackers specialize in tracking or hunting game. When the
  game is human, they are called Bounty Hunters. Woodsmen with
  identical talents but a different job description might be
  “foresters,” guarding a lord's woodlands, or “scouts,” elite
  troops specializing in scouting and guerrilla warfare. Specialized
  rangers can be found in mountains, swamps, deserts, or any other
  terrain capable of supporting wildlife.
  Common advantages include Absolute Direction, Alertness,
  Animal Empathy, Combat Reflexes, Danger Sense, Rapid Heal-
  ing and Toughness.
  There are no truly typical disadvantages. A powerful
  Enemy, or Shyness, might explain why the person had chosen a
  woodland life. Only minor physical disadvantages will be
  encountered; a tracker must be fit.
  Good skills would include any Animal or Outdoor skills,
  most Combat/Weapon Skills (especially Bow and Crossbow),
  Area Knowledge, Camouflage, First Aid, Jumping, Running,
  Stealth and Weather Sense (see Meteorology, p. B61).
  Retainer
  Retainers are the trusted servants of the nobility. It's a gener-
  ic term; a “retainer” is any member of the noble's retinue. They
  may be trusted bodyguards, secretaries, servants, animal-han-
  dlers, artisans, confidants, teachers, or all of the above.
  There are no particular advantages common to all retainers,
  except, usually, the Patronage of the noble they serve. No retain-
  er will have a Status less than 0; many retainers of high nobles
  will have a Status of 1 or even 2, and some will have Comfortable
  wealth of their own.
  A good retainer would have the disadvantages of Code of
  Honor, Duty and Sense of Duty. The retainer might even have
  made a Vow. If their lord or lady is young, the retainer can take
  them as a Dependent.
  Almost any skills are possible, depending on the retainer's
  specialty.
  Scholar
  Scholars are devoted to learning; they may be researchers,
  teachers, explorers, naturalists, technicians or librarians. Most
  specialize in a specific area: magic, theology, history and so on.
  They may be found in large cities or in remote monasteries (many
  scholars are clerics). Even if they're not mages, they are often
  feared for their knowledge; the common people can't tell the dif-
  ference between magic and science.
  Unless a scholar is independently wealthy, he must find
  some way to support himself. Some make their living as teachers.
  Others are supported by noblemen who are (or wish to be consid-
  ered) lovers of knowledge. Some are fortunate enough to earn
  money directly from their research — for instance, a historian
  may discover clues to treasure.
  Common scholarly advantages include Alertness, Eidetic
  Memory, Intuition, Language Talent, Literacy, Lightning Calcula-
  tor, and a noble Patron.
  Typical disadvantages are Absent-Mindedness, Age, Delu-
  sions, Gullibility, Honesty, Pacifism, Phobias, Shyness, Stubborn-
  ness or Truthfulness. Almost any sort of physical disadvantage is
  possible. A medieval “mad scientist” could have some chilling
  mental disadvantages as well.
  Skills might include Administration, Cyphering, Heraldry,
  History, any Language (usually several), Law, History, Linguis-
  tics, Literature, Mathematics, Naturalist, Research, any other Sci-
  entific skills as a specialty (as appropriate for TL), Teaching, The-
  ology, Writing.
  Spy
  Spies collect information for a master — a feudal lord, or a
  powerful mage or trading guild. Some spies travel; others work
  close to home (for instance, watching for treason within a king's
  own capital). In addition to the abilities listed below, a spy will
  —118—
  
  need to have the appropriate skills of his “cover” for it to hold up
  over time,
  Common advantages include Absolute Direction, Absolute
  Timing, Alertness, Combat Reflexes, Danger Sense, Double-
  Jointed, Eidetic Memory, High Pain Threshold, Literacy, Strong
  Will and Patron.
  Likely disadvantages are Compulsive Behavior, Enemy,
  Fanaticism, Overconfidence, Impulsiveness, Stubbornness and
  Sense of Duty.
  Good skills for a spy include Acrobatics, Acting, Area
  Knowledge, Carousing, Climbing, any Combat/Weapon skills,
  Cyphering, Diplomacy, Fast-Talk, any Language (usually sever-
  al), Heraldry, History, Jumping, Law, Research, Savoir-Faire,
  Strategy and any Thief/Spy skills.
  Squire
  A squire is in training to be a knight. Thus, he should
  emphasize all skills necessary to qualify for knighthood, but does
  not yet have the Vows, Patron or Reputation required of an actual
  knight. However, some squires will need to take certain vows, and
  often the order or training knight is considered a Patron. Certain-
  ly it would be a poor knight who would not move mountains to
  rescue his squire, and vice versa!
  A squire's advantages are as for a Knight, except that he has,
  at best, 5 points of Legal Enforcement Powers, and his Reputation
  will be “squire of such and such an order or lord” — not as great
  as a knight's reputation.
  He has no required disadvantages other than his Duty to his
  knight or the training order. A good squire will have Honesty, a
  strong Sense of Duty toward both his knight and his knight's mas-
  ter, and other knightly mental and social disadvantages.
  Skills are as for a Knight, though not at such high levels.
  Sybarite
  Sybarites do nothing, and they do it with great enthusiasm.
  They have the money to simply enjoy life. Many are young nobles
  who haven't yet (or never will) come into a responsible position,
  and are always looking for new thrills. A sybarite might
  join an adventuring party for the excitement, or be drawn into a
  city campaign as part of some intrigue.
  Wealth is required, and Status is very likely. Also likely are
  Allies (other wastrels, or faithful retainers), Attractiveness,
  Charisma and Literacy.
  Appropriate disadvantages are plentiful: Addiction, Bully,
  Compulsive Behavior, Delusions, Gluttony, Gullibility, Impul-
  siveness, Phobias, Racial or Religious Intolerance, Jealousy,
  Lecherousness or Overconfidence. Nastier mental disadvantages
  are also possible. Laziness is common, but not necessary — a
  Sybarite might work very hard at a favorite pursuit, which he
  doesn't consider work! Any physical disadvantage is a possibility,
  and might help explain why the individual has abandoned the
  responsibilities of a noble. Duty and Sense of Duty are usually
  right out! But a sybarite might follow the Gentleman's Code of
  Honor (p.B31).
  A sybarite is likely to have a full range of social skills, and
  might also be very good with dueling-type weapons. Carousing is
  required! Consider in particular Acting, any fashionable Artistic
  skills, Diplomacy, Falconry, Fast-Talk, Gambling, any Language,
  Riding, Savoir-Faire and Sex Appeal.
  Thief
  Thieves can range from gentlemanly cat burglars to out-and-
  out thugs. A thief must be brave, desperate or stupid to ply his
  trade in a world like Yrth, where punishments are severe and
  often permanent.
  Good advantages for a thief are Alertness, Danger Sense,
  Double-Jointed, Luck, Night Vision, and Patron (perhaps a
  Thieves' Guild).
  Common disadvantages would include Enemy (perhaps the
  local guards, or even the Michaelites), Greed, Kleptomania, Over-
  confidence, Poverty and low Status. One Eye or One Hand might
  indicate a thief who had been caught.
  Skills would start with the whole list of Thief/Spy abilities.
  Also useful are Acrobatics, Area Knowledge, Carousing, Climb-
  ing, Fast-Talk, Gambling, Jumping, Knife, Running and Throw-
  ing. Other weapon skills, or unarmed-combat skills, are less like-
  ly but still possible.
  —119—
  Nonhuman Characters
  In a fantasy world, many types of nonhuman characters are
  possible. Most nonhuman races have special powers or abilities.
  Being a member of one of these races is therefore an advantage
  (or, in some cases, a disadvantage), costing character points.
  Nonhumans are created using the same attribute table used
  for humans — but nonhumans can get bonuses or penalties in one
  or more attributes. These bonuses and penalties affect the final
  attribute level, not the point cost. For instance, a Dwarf gets a +2
  bonus to ST. This means that if he pays 0 points for ST, he gets a
  10 (from the Basic Attributes table) plus a 2 (this bonus) for a
  total ST of 12. If he pays 10 points for ST, he gets an 11 (from the
  table) plus the bonus of 2, for a total of 13. And so on.
  Many nonhuman races have “automatic” disadvantages.
  These do not count against the limit of 40 points for a character.
  To the nonhuman, these are perfectly normal traits. A nonhuman
  PC can buy off a racial disadvantage at creation, with the GM's
  permission. It is possible to create a Halfling without Gluttony!
  Where not described otherwise, assume that nonhumans are
  like humans. In most “classic” fantasy worlds, nonhumans are
  much less common than humans, and their homes are far from
  humans places. GMs should remember this when deciding how
  many nonhumans to allow into a continuing campaign.
  In Yrth or similar human-dominated worlds: When nonhu-
  mans are in human lands, they will usually react at +1 or better to
  chance-met members of their own kind!
  Note: The races below are greatly simplified, “capsule” ver-
  sions of races defined in full in GURPS Fantasy Folk. The point
  values below were reached by using racial generation rules found
  in that book. Some of the racial advantages and disadvantages
  below are not found in the Basic Set, or their racial point cost is
  different from their individual point cost. For more detail on the
  races below, or itemized point cost breakdowns, see Fantasy Folk.
  It gives thorough descriptions of more than 20 fantasy races, and
  rules for creating new races.
  Centaurs 
  65 points
  Centaurs have the torso, arms and head of a man with the
  body of a horse. They are intelligent creatures who usually inhab-
  it temperate plains or brushlands near Elvish forests. They prefer
  to keep to themselves.
  Advantages and Disadvantages: Centaurs have ST +3, HT
  +2, and IQ-1. A Centaur's lower body ST is 13 greater than his
  upper body ST. This lower-body ST score is considered to be the
  Centaur's Fatigue score for all activities except spell-casting.
  
  They have DR +1, and the advantage Alertness +1. Centaurs
  have a maximum running speed of twice normal on any relative-
  ly flat, straight surface.
  They have the Disadvantages Overconfidence, Phobia: Mild
  Claustrophobia, and Stubbornness. Their large, awkward forms
  are frequently an inconvenience in other races' cities. All Cen-
  taurs have the Animal Handling and Survival (Plains) skills at
  their individual IQ levels and the Running skill at HT.
  To determine a Centaur's height (at the top of his head), use
  the height given by the ST table, and add 8”. His weight will be
  eight times normal for a human of his height.
  Friends and Enemies: Centaurs react at +1 to Elves.
  Likes and Dislikes: Centaurs don't really like being in any
  buildings. They get along reasonably well with anyone who does-
  n't bother them, but have a -2 reaction to intruders on their terri-
  tory.
  Dwarves
  30 points
  Dwarves are short, stocky, gruff miners and cave-dwellers.
  All male Dwarves are bearded (Dwarf-women are rarely seen).
  Dwarves are moody: some are vulgar, others merry, surly, cruel or
  dignified — but their personalities are always empathetic. No
  Dwarf is an introvert.
  All Dwarves are craftsmen; status among them is deter-
  mined as much by craft ability as by birth or heroism. They love
  gold and jewels, and will happily work all day to mine precious
  things and build with them. Anything they build will be both use-
  ful and beautiful; they make very fine weapons.
  Their own preferred weapons include the hammer and the
  pick (martial versions of the tools they spend practically every
  waking moment with) and axes. Their great strength lets them use
  massive weapons efficiently,
  Advantages and Disadvantages: Dwarves have ST +2 and
  Fatigue +2. All Dwarves have +1 DR. They have the racial advan-
  tage of Longevity; further, they only begin aging rolls at age 100,
  and roll only half as often as humans. Dwarves can carry more
  than humans of the same ST. Their encumbrance levels increase
  at 5, 10, 20 and 30xST. Dwarves have a -1 to Move due to their
  short legs. They have the racial quirks Distrust Elves (the remnant
  of an ancient tragedy), Prefer Enclosed Places and Never Shave
  Beards. They are also Intolerant of Orcs; on Yrth, this is just a
  quirk, but elsewhere, in places where Orcs are more common, it
  might be a significant disadvantage.
  All Dwarves have an automatic +3 on any Craft skill they
  leam. They have Axe/Mace skill at DX level. However, they are
  typically very poor with missile weapons, and get a -2 on missile
  weapon skills.
  A Dwarf is 1 1/2 feet shorter than the human average for his
  ST, but weighs, on the average, 100 lbs. more than a human of his
  height. Usually this extra weight is solid muscle.
  Friends and Enemies: Dwarves have a -2 reaction to Elves;
  this is an ancient enmity. They disdain ordinary Elves, but their
  dislike for the Mountain Elves is tempered by healthy respect.
  They react at -3 to Orcs and +1 to Gnomes. They hate Dragons —
  no reaction better than Poor is possible. Their overall reaction to
  men is neutral; men, after all, are clumsy and short-lived, but they
  are also clever at some things, and appreciative customers.
  Likes and Dislikes: Dwarves love good craftsmanship and
  react at +1 (or better) to any good craftsman or to any proposal
  involving a challenge to their skills. They despise things that are
  shabby or ill-made. Some Dwarves are afraid of open spaces, but
  they stay happily underground and are never seen; most
  Dwarves are quite comfortable outdoors. However, they don't
  care about nature (except for metals and gems); shown a moun-
  tain stream, they start planning dams and water-wheels. They
  have a keen sense of personal pride and honor. In their dealings
  among themselves, they are clannish and political. They respect
  and protect Dwarf-women.
  Elves
  40 points
  Elves are slender, long-lived humanoids. Most Elves live in
  small tribes (20 to 100 members) apart from the lands of men.
  They multiply slowly; the teeming hordes of men and Orcs are a
  great threat to their existence. All Elves are of the same basic
  race, but tribal habits differ greatly; see p. 108.
  Advantages and Disadvantages: All Elves get a +1 to IQ, a
  +1 to DX and a -1 to ST. Elves automatically have Charisma and
  Appearance +1 each, and the advantages Combat Reflexes,
  Magery 1 and Musical Ability +2. All Elves get +1 bonuses to
  Bard or Savoir-Faire if they choose to study these skills.
  Elves are incredibly long-lived. They have the Unaging
  advantage; most humans believe that the Elves are literally
  immortal! In reality, few Elves over 700 or so are encountered;
  some become hermits, others seek out one adventure after anoth-
  er until they perish, and many simply seem to vanish. On the other
  hand, some Elves, especially mages, have lived and remained
  active for thousands of years, and take careful precautions to pro-
  tect their long lives,
  Elves have what amounts to a Sense of Duty toward all
  nature. This is a -15-point disadvantage. They also have a Code
  of Honor which would be described, in human terms, as “Always
  behave with elegance and style.'”
  Friends and Enemies: Elves react to Orcs at -2, to Dwarves
  at -1,and to Gnomes at +1. Otherwise, the Elves will judge on the
  basis of behavior rather than race.
  Likes and Dislikes: Many Elves have Animal Empathy. No
  Elf will willingly allow needless harm to trees, animals, or people
  of any sort (Dark Elves don't consider non-Elves to be people).
  Dark Elves
  30 points
  These are not a separate race, but a separate “cult.” It costs
  only 30 points to be a Dark Elf, because of their Intolerance of all
  other races — an additional -10 points.
  Half-Elves
  30 points
  Elves can (rarely) mate with humans and produce offspring.
  A Half-Elf automatically has IQ +1 and Magical Aptitude. Half-
  Elves have the racial advantage of Longevity. They appear
  human, but tend toward a lighter-than-average build. Cost is 30
  points.
  Giants
  175 points
  Giants are humanoids nine or more feet tall. They are rarely
  seen by humanity, preferring to live above and below ground in
  extreme seclusion.
  Yrth's Giants are generally a gentle, private folk, preferring
  the solitude of their homes. However, they can be remarkably
  dangerous if roused.
  Advantages and Disadvantages: Giants get a +16 to ST!
  They have DX -1. They have HT +4 and three extra Hit Points.
  They have PD 1, DR 2, and the High Pain Threshold advantage.
  They have a reach of 2 hexes and have a maximum speed of twice
  normal score on a flat, straight surface. They have Acute
  Taste/Smell +3.
  —120—
  
  Giants have the disadvantages Bad Temper, Severe Shyness
  and Stubbornness. Their size is also often an inconvenience
  among smaller folk. Humans and most other small races have an
  irrational fear of Giants because of their size and power, and
  Giants have Reputation -2 around such folk.
  For a PC Giant, base height on the Giant's strength before
  adding the +16 — then increase it by 60 %. Average weight is 4
  times that of a man of the same ST before the +16.
  Friends and Enemies: Giants resent being compared to
  Ogres, They react at a -3 to Ogres, and a -2 to anyone who men-
  tions Ogres in any but the most disparaging terms. Most smaller
  races react at a -2 to the thought of a Giant coming near them,
  Likes and Dislikes: Most Giants have very “human” per-
  sonalities, but they are uncomfortable in human lands, where all
  the furniture is built for midgets! Giants at home will react at a -
  2 or worse to non-Giants intruding on their privacy.
  Gnomes
  20 points
  These cousins of the Dwarves live on the surface, most
  often in mountains or foothills, tending flocks and herds. They are
  smaller and slighter than true Dwarves, and wear their beards
  trimmed short. They are very versatile, and can be found almost
  anywhere humans are, doing almost anything. Those who live
  over a Dwarf-clan's mountains will accept the leadership of the
  Dwarf-lord; others will give their loyalty to whatever race claims
  dominion over the area. They are almost never ambitious for
  themselves. Their love of nature is perhaps equal to that of the
  Elves, in their own unassuming way.
  Advantages and Disadvantages: Gnomes have the advan-
  tage of Longevity. They have Fatigue +1, DR +1, and the Dwar-
  ven bonus (0 Encumbrance and -1 to Move. With any craft skill
  not involving metal working and engineering (especially wood-
  working skills) Gnomes have a +4 to DX. They have a -1 to Move
  due to their short legs.
  Friends and Enemies: Reaction to other races is generally
  neutral, unless the Gnomes are disturbed on their own territory;
  then they react at -1. They react at -3 to Orcs. Elves and Dwarves
  both react ro Gnomes at +1, and Gnomes react to both these elder
  races at +1 at all times.
  Likes and Dislikes: Gnomes like herding, the rustic life, and
  good craftsmanship. They never forget a favor or an injury. They
  are solid, centered and matter-of-fact.
  Goblins
  5 points
  Goblins have green skin, pointed ears and sharp white teeth.
  They like magic and respect mages. There are few mighty Gob-
  lin wizards, but the race produces a remarkable number of hedge
  wizards and dabblers. They are great traders and merchants; they
  travel everywhere, trading where they travel, and wherever they
  trade, a few will stay to live. There are no exclusively Goblin
  nations or even cities on the known part of Yrth, but they are the
  majority population in several parts of Megalos.
  Advantages and Disadvantages: A Goblin gets a -2 on ST,
  +1 on DX and +1 on IQ. They are small and slender; height is
  normal for their ST, but weight is 10 pounds less. Goblins have
  the advantage Night Vision and the disadvantage Impulsiveness.
  Friends and Enemies: Goblins have no particular racial
  friends or foes.
  Likes and Dislikes: Goblins react at +1 to anyone who
  knows magic — more for an obviously powerful mage. Because
  of their impulsiveness, they have a -1 reaction to any cautious or
  cowardly person or plan.
  Hobgoblins
  -25 points
  These ancestral kinsfolk of the Goblins are large, brutish
  and savage. A few live among Goblins as servants. Those that
  remain in the wild live in small bands in forests or wastelands,
  fleeing from powerful foes and attacking the weak. They are sim-
  ple hunters and gatherers. A typical Hobgoblin owns nothing but
  a weapon (which he made himself or stole) and some rags or ratty
  furs to keep him warm. They are brutal and direct, but not as cruel
  and devious as Orcs. They speak either a pidgin version of the old
  Goblin tongue, or a human language.
  Create a Hobgoblin using the normal human tables for
  height and weight.
  Advantages and Disadvantages: Hobgoblins have -2 IQ, +1
  DX and +1 ST. They have Night Vision and the disadvantages of
  Stubbornness and Poverty: Dead Broke.
  Friends and Enemies: Hobgoblins react normally to Gob-
  lins, and toward other races at -2; other races also react to them at
  -2.
  Likes and Dislikes: Hobgoblins have simple tastes. They
  like food and loot, and dislike anyone outside their immediate
  band.
  Halflings
  10 points
  These small, peaceful folk are mainly interested in farming,
  eating, drinking and the “good life,” but they make determined
  warriors when pushed. Halflings are stocky and round-faced; they
  almost never grow beards. Most live in small villages of their
  own, but some inhabit men's cities.
  Advantages and Disadvantages: A Halfling gets DX +1,
  HT +1, and ST -3. They have the disadvantage Gluttony.
  Halflings can also take a 5-point Addiction to tobacco that does
  not count against their personal limit of 40 points in disadvan-
  tages, reducing racial point cost to 5. Halflings get the Stealth
  skill at DX +1, with an extra +1 against Hearing rolls (+2 if com-
  pletely immobile). They have a +1 with Bow, Sling, and any
  throwing skills. They have a -1 to Move due to their short legs.
  The Halfling code of honor could be summed up simply as “hos-
  pitality.”
  Halflings are 1 1/2 feet shorter than normal humans of their
  ST, but have normal weight for humans of their ST.
  Friends and Enemies: Halflings have no particular friends
  or foes. Because they generally seem cute and harmless, they get
  a +1 reaction from humanoid races — but not from Reptile Men,
  monsters and so on.
  Likes and Dislikes: Anyone who sets a generous table, or
  offers to share his ale, will get a +1 reaction from a Halfling. Any-
  one who seems “wild” or “dangerous,” will get a -2 reaction from
  a village Halfling (though city-bred or adventuring cousins will
  be less timid). A bad reaction from a Halfling usually means
  snubs and closed doors rather than combat; rare indeed is the
  Halfling who will attack someone who hasn't threatened his life,
  or at least his comfortable home. Halflings have the racial quirk
  Dislike Travelling by Water.
  Kobolds
  -30 points
  Kobolds are small, blue-colored and belligerent. A single
  Kobold is no great menace... but they usually travel in troops of
  12 to 20. Most are wanderers — travelling from one place to the
  next, doing simple jobs or stealing as the mood strikes them.
  Advantages and Disadvantages: Kobolds get -2 on IQ, -2
  on ST, and +1 on DX. They have the Disadvantage Weak Will -1
  and the racial Quirks Love Practical Jokes and Easily Offended.
  PC Kobolds should not buy up IQ or ST past 10 — even excep-
  tional Kobolds aren't very strong or smart. Starting Kobolds
  should never be more than 25-point characters. PC Kobolds work
  best in a “silly” campaign.
  —121—
  
  Kobolds have normal human proportions; figure height and
  weight normally.
  Friends and Enemies: Kobolds have no particular racial
  friends or foes.
  Likes and Dislikes: Kobolds love jokes and pranks. They
  don't understand subtlety, but a hotfoot or a bucket of slop in the
  face (of someone else) will amuse them immensely. They are
  quick to take offense for real or imagined slights — and equally
  quick to forget, if they can be distracted. Whenever a distraction
  is offered, a Kobold must roll vs. IQ to keep his mind on the sub-
  ject!
  Minotaurs
  75 points
  A Minotaur is a large humanoid with the head of a bull.
  They are most often found in wild forests and deserted plains.
  Minotaurs tend to be solitary and aggressive, and will eat just
  about anything, up to and including human flesh. Males are reput-
  ed to prefer a diet of human virgins. Minotaurs are as close to
  monsters as a character race should ever become.
  Minotaurs rarely use armor, unless they have looted it from
  a human victim. Their weapon of choice is a large axe, or chance
  branch used as a club.
  Advantages and Disadvantages: A Minotaur gets +3 on ST,
  +1 on DX, +3 on HT and -2 on IQ. They have a +3 to DR, and an
  extra +2 on the head. They have Magic Resistance +2, Peripheral
  Vision, and Absolute Direction, and the Brawling skill at DX
  level.
  Minotaurs have the disadvantages Hideous Appearance,
  Berserk, Bloodlust, Intolerance, and the Odious Racial Habit “Eat
  Other Sentients.”
  The Minotaur's horns each do normal impaling damage for
  his ST. The Minotaur's head butt is treated as a slam. If the Mino-
  taur hits, the victim may roll against his Shield skill to see if he
  got his shield in the way of the horns. Otherwise, he takes dam-
  age from both horns.
  A Minotaur stands 3” taller than a human of similar ST, and
  has the weight appropriate for his height.
  Friends and Enemies: Minotaurs get a -3 reaction from oth-
  ers due to their dietary habits; they are Intolerant, reacting at -3 to
  almost everyone.
  Likes and Dislikes: Minotaurs like battle and slaughter. The
  few that enter “civilized” territory do so in order to find jobs as
  guards, bullies or soldiers.
  Ogres
  90 points
  Ogres are massively-built, appallingly stupid humanoids of
  incredible strength. They stand 7 to 8 feet tall. They weigh a half
  a ton or more of pure muscle.
  Many live among Orcs, who they serve as heavy laborers
  and shock troops. On their own, Ogres have nothing resembling a
  culture. Most are just lone wanderers, haunting the wilderness and
  eating whatever they can kill.
  They are not related to Giants at all, and Giants will strong-
  ly resent any suggestion that there's a connection.
  Advantages and Disadvantages: Ogres have a +10 to ST, a
  +4 to HT, DX -2 and IQ -3. Their thick hide gives them DR 3 and
  PD 1. They have the advantages High Pain Threshold, Night
  Vision, Magic Resistance +1 and Acute Smell/Taste +1. They also
  have the Brawling skill at DX level. Ogres have the disadvantages
  Ugly Appearance and Reputation -3. Their massive size is also an
  inconvenience.
  For a PC Ogre, base height on the Ogre's strength before
  adding the +10 — then increase it by 40%. Average weight is 5
  times that of a man of the same ST before the +10.
  Friends and Enemies: Ogres sometimes associate with
  Orcs, but have a -3 Reputation among others. In the wild, Ogres
  have normal reactions to other races unless they are hungry. But
  few people stay to see if an Ogre wants to be friendly.
  Likes and Dislikes: Ogre personalities are just what one
  might expect from large, stupid humans. Some are sullen; some
  just want to be liked. Most enjoy fighting.
  Orcs
  -10 points
  Orcs are the most common “cannon fodder” of fantasy
  worlds. They are generally considered to be stupid, dirty and
  aggressive. All these things are, in fact, true. Whether Orcs are
  primitive savages or disciplined legionaries, they will usually be
  led by the strongest and most ruthless among them.
  Advantages and Disadvantages: Orcs have IQ -2, HT +1,
  two Extra Hit Points (see p. B101), and Acute Hearing. Individ-
  ual orcs, or even whole tribes, have the advantages Acute Vision,
  Alertness, Combat Reflexes, High Pain Threshold, Night Vision
  and Rapid Healing. Common disadvantages include Unattractive
  Appearance (not all Orcs are ugly, but most are!) and Bully. Orcs
  are Intolerant, and have a -3 Reputation among all civilized races.
  Height is 2” less than normal for ST. Weight is 10 lbs. over
  human average for their height.
  Friends and Enemies: Practically every race on Yrth dis-
  likes Orcs, reacting to them at -3 due to their evil reputation.
  Humanity is their greatest rival, because only humans can match
  Orcs for aggressiveness, fecundity and sheer orneriness. The
  Elves and the Dwarves' feud with the Orcs is particularly ancient
  and bitter, however. An Orc will gladly sacrifice his own life for
  a chance to take an Elf or Dwarf with him. Elves and humans will
  defend themselves from Orcs, and seize any reasonable opportu-
  nity to push them back from their homes, but the Dwarves are par-
  ticularly ruthless and aggressive in their genocidal hatred of the
  Orcs.
  Likes and Dislikes: Most Orcs are brutal and treacherous,
  respecting only force. They enjoy revelry, luxury and torturing
  small animals.
  Half-Orcs
  0 points
  Half-Orcs are the offspring of Orcs and humans. A Half-Orc
  can pass for a husky human, but is usually quite unattractive.
  They have HT +1 and IQ -1. A Half-Orc has one extra hit point
  and Acute Hearing +1. In most areas a Half-Orc would have a -2
  reaction from anyone, including Orcs.
  Reptile Men
  75 points
  These creature are not at all related to humans — they seem
  to be descended from dinosaurs. They look like huge, two-legged
  lizards; they come in many colors. Their shimmering scales make
  them beautiful; their huge teeth and claws make them fearsome.
  They are decidedly carnivorous.
  They prefer hot, open plains and savannas where they can
  chase their prey; many live in desert and badlands areas where
  other races can't survive. Though there are exceptions, most Rep-
  tile Men live in small, savage tribes.
  A Reptile Man has normal height for his ST, and weighs 30
  lbs. more than a human of the same height.
  Advantages and Disadvantages: A Reptile Man gets a +4 on
  ST, +2 on HT and -1 on IQ. Because of his claws, he gets a +2 to
  damage in hand-to-hand combat. He can also bite in close com-
  bat, doing cutting damage appropriate to his ST. His scales give
  him a natural DR of 1 (he can still buy Toughness at the normal
  cost), and his wide-set eyes give him natural Peripheral
  —122—
  
  Vision. A few tribes of nomadic Reptile Men are likely to view
  men, elves, etc. as dinner, and Halflings as hors d'oeuvres; this
  gives the whole race a bad Reputation (-3 on reactions). They are
  very suspicious of all other races and prefer to keep to themselves
  — they have the disadvantages Intolerance and mild Shyness.
  Mammalian tongues are difficult for the Reptile Men to master —
  they can never leam a non-Reptile language beyond their individ-
  ual IQ level, and they cannot take the Language Aptitude advan-
  tage.
  Horses unused to Reptile Men will be terrified; a rider must
  make a Riding roll to keep his mount from shying and throwing
  him when if first encounters Reptile Men. Or the horse may try
  and kick them...
  Reptile Man hide makes good armor. It weighs 50% more
  than regular leather armor, costs at least twice as much, has PD 3
  and DR 3. An uncured Reptile Man hide weighs 30 lbs. and is
  worth $500. Reptile Men react at -4 to anyone wearing such
  armor!
  Friends and Enemies: Most races view Reptile Men with
  fear and react to them at -3. Dragons react to them at +1, and vice
  versa. Reptile Men react normally to most others, except for the
  nomad tribes who view non-Reptile Men as potential meals.
  Likes and Dislikes: Reptile Men enjoy hunting, combat, and
  lying in the sun; the females are just as big and tough as the males.
  Vampires
  100 points
  Vampires are magical, undead creatures who still walk upon
  the earth. They must feed on the blood of living beings in order to
  continue their undead existence. Not all vampires are evil, but
  most are, and even the good ones must be totally ruthless to sur-
  vive! There is no “race” of vampires; all vampires were once ordi-
  nary beings who were bitten by another vampire.
  Advantages: A vampire's ST is doubled; HT is increased by
  5, and they have a DR of 2. Vampires also have the Night Vision
  and Immunity to Disease advantages. Metal weapons pass
  through them without effect, but they take full damage from any
  weapon made of wood or other plant material. They cannot be
  poisoned. Magical attacks (and high-tech ray guns) affect them as
  normal. Vampires do not age. They also have powerful magics
  (see below) which they can use at no energy cost.
  Disadvantages: Vampires are magical; they require mana in
  order to exist. A vampire in a no-mana area loses 1 HT per turn,
  soon aging to a powder-dry corpse. The level of mana doesn't
  affect them — they are just as powerful at low mana as high. 
  Almost all vampires are (justifiably) Paranoid.
  Vampires cannot cross open running water under their own
  power. A vampire cannot enter a dwelling for the first time with-
  out being invited by someone within.
  If exposed to direct sunlight, the vampire takes one hit of
  damage per minute. Heavy clothing halves this damage. Even
  indirect sunlight (e.g. indoors) hurts their eyes terribly; they are at
  DX-4 on all actions.
  Vampires lose one HT every day at noon. If they do not
  spend the daytime hours in a coffin filled with the earth of their
  home-land, they lose two extra HT at noon each day. A vampire
  whose coffin is opened between sunup and sundown is mentally
  stunned; it must make an IQ roll before reacting!
  A vampire will take 2 dice of damage from holy water.
  However, a mere vial-full will only annoy him. It takes a pint of
  water to do 2 dice damage.
  Daily HT loss can only be replenished by drinking the blood
  of an intelligent mammalian creature using the Steal Health spell
  (see below). A vampire cannot repair his daily HT loss through 
  healing (though healing spells will cure other injury). A vampire
  has no reserve of HT below 0. If his HT is reduced to -1, he crum-
  bles to dust!
  Friends and Enemies: Everyone reacts with hatred and fear
  (usually justified) to a known or suspected vampire. If a reaction
  roll is needed, make it at -6.
  Likes and Dislikes: A vampire can sometimes be turned by
  a holy symbol in the possession of a true believer, as long as the
  wielder is conscious and actively presenting the symbol. If such
  an attempt is made, try a Contest of IQ between vampire and foe
  (Strong Will counts!); if the vampire loses the contest, he may not
  touch the holy symbol or its user on that day, and must stay at
  least 3 hexes away from the symbol when possible (even if it
  means fleeing). If the vampire ties or wins, then the symbol does-
  n't affect him! If affected, the vampire may try a Contest of Fast-
  Talk vs. IQ, modified by Strong or Weak Will, to charm his vic-
  tim into putting down the holy symbol.
  A vampire must roll vs. HT-5 to cross any portal sealed with
  garlic, or, in general, to tolerate the odor of garlic without fleeing.
  Vampire Magic
  Vampires automatically know five spells at level 15:
  Shapeshifting, Steal Health, Control Mammal, Charm, and Body
  of Air. These spells may not be studied or improved; they are
  inherent to the vampire (though the vampire may learn other
  spells, and even be a mage). There is no energy cost for them to
  use any of these spells.
  Shapeshifting — The vampire can take the form of a giant
  bat; the change (either way) takes 3 seconds. Stats are the same as
  for a wereeagle (p. 122).
  Steal Health — For every minute the vampire spends feed-
  ing on the blood of an unconscious or helpless victim, the victim
  loses 3 HT, while the vampire gains either 1 HT or 1 ST, as the
  vampire chooses. If the victim's HT drops below 0, he dies. The
  marks left by this feeding are unmistakable.
  Mammal Control — The vampire may control the actions of
  one large mammal (any size) or a group of small ones (up to 100
  lbs. total weight). This spell can be used on intelligent mammals
  (IQ 8 or greater), but it is resisted at +2.
  Charm — A victim who fails to resist this spell (roll vs. IQ)
  becomes the vampire's faithful slave and obeys any command, no
  matter how dangerous. The vampire must instruct the subject ver-
  bally or in writing, though the victim will automatically protect
  the vampire, even without orders. In all other respects, the subject
  will be mentally normal and alert. He will be unable to explain
  (and unwilling to think about) his loyalty to the vampire. This
  spell takes 3 seconds to cast, and lasts one minute after the vam-
  pire leaves the subject's presence. Once a person successfully
  resists a vampire's charm, that person is immune to this particular
  vampire's charm forever. However, once successfully charmed,
  each successive attempt by the same vampire will be resisted at -
  2 (with a maximum of -10). After five successful charms, the
  vampire may make that subject an “agent” who will remain
  charmed 24 hours a day, and will devote themselves to caring for
  and protecting the vampire. A vampire may have only one agent
  at a time.
  Body of Air — The body of the vampire becomes vaporous,
  along with his clothing and any small objects he carries. In this
  misty form, he can change shape, seep through cracks, float
  through the air. He can no longer by affected by physical attacks,
  but he cannot do physical harm either. This spell may not be used
  in combination with the shapeshifting spell — the vampire must
  return to human form first. If exposed to direct sunlight while in
  mist form, the vampire dies instantly.
  —123—
  
  Weres
  varies
  Weres are humanoids with the ability to shapechange into a
  single animal form. This form is indistinguishable from the natu-
  ral creature, except for its special powers. Weres are themselves
  neither good nor evil; some individuals are very evil, while some
  are powerful fighters for good. Most simply hide their abilities to
  avoid persecution. Were-powers are unaffected by mana level.
  Weres will automatically change into their beast form one
  night a month, on the full moon. A “good” person will simply run
  around and bay at the moon. An “evil” one must make an IQ-5
  roll to avoid committing atrocities, and may be penalized for bad
  roleplaying if he tries to be good. The GM is the final arbiter,
  based on the character's actual behavior, of who is good and evil!
  Some weres can deliberately change at other times (an addi-
  tional 5-point Advantage), others cannot. The change from human
  to beast form, or vice versa, takes 3 seconds. During this time, the
  were can do nothing and take no active defense.
  Legend has it that natural weredom is contagious — if you
  are bitten by a were you will become a were yourself! It is com-
  pletely up to the GM whether this legend is true or not; the play-
  ers shouldn't know. If it is true, a roll on HT is necessary to avoid
  becoming were after a bite. If you become were, you will change
  shape at the next full moon. To be cured, you must find powerful
  magical help. Since being a were is considered an advantage over-
  all, a PC who wants to remain a were must immediately take extra
  disadvantages, or commit unearned character points to pay for the
  change.
  Advantages and Disadvantages: Weres have a special
  advantage: Regeneration. An injured shapeshifter, regardless of
  his form, regains HT lost to injury at the rate of 1 extra hit per 12
  hours, in addition to any “normal” healing or medical aid. Crip-
  pled limbs regenerate; lost limbs do not.
  However, weres are very vulnerable to silver. They can han-
  dle silver objects without physical damage, but the presence of
  silver negates their Regeneration ability, and they will take dou-
  ble damage from silver or silver-coated weapons. Contrary to
  myth, though, other weapons will affect a shapeshifter. For those
  wishing to buy silver weapons: hand weapons (swords, etc.) cost
  5 times the price of ordinary steel ones, but break as though they
  were “cheap.” Silver-headed arrows also cost 5 times normal
  price. If guns exist, silver bullets cost 10 times normal price. None
  of these can be bought in ordinary shops, unless the area has suf-
  fered a plague of weres!
  Weres have normal stats when in human form. However,
  they have special ST, DX, and HT stats, as well as extra DR and
  possibly PD, when in beast form. The exact amount is determined
  by the type of beast they change into. Anyone with a 14 or greater
  DX gets a +1 to the listed DX in were form. If their DX is 9 or
  less, they get a -1. IQ is unaffected by the change. A were in beast
  form can use its DX only for fighting and other animal functions
  — not to open locks, write letters, play badminton, etc. It can
  understand human speech, but can't talk.
  All wounds taken in beast form carry over into human form
  after the change back. If your human HT is much lower than your
  beast HT, you could transform from a somewhat wounded beast
  to a badly wounded, or even dying, person! A dead or uncon-
  scious were reverts back to human form.
  Described below are the six main types of weres found on
  Yrth. Legends of were-creatures include all sorts of beast shapes
  — usually that most frightening to the person telling the tale
  (Polynesians told stories about weresharks). GMs may create
  other types as their campaign requires.
  Werewolf
  15 points
  The most common type of were. A werewolf has his natural
  ST, DX 14, HT +2, PD 1, DR 3. Speed becomes 9. He attacks by
  biting (close combat) for cutting damage (p. B140). Weight does
  not change. This is a true beast form. The two-legged, hairy-
  faced, humanoid “wolf-man” is unknown on Yrth.
  Werebear
  15 points
  A werebear has double normal ST, DX 13, HT +2, PD 1,
  and DR 4. Speed becomes 8. He attacks by biting (close combat)
  for cutting damage (p. B140), or strikes with paws (reach 1 hex)
  for cutting damage (based on ST, +2 damage for claws). His
  weight is quadrupled! Size: 2 hexes normally, 1 when he stands to
  fight. All werebears have the Berserk disadvantage (p. B31).
  Wereboar
  25 points
  Wereboar: A wereboar has double normal ST, DX 14, HT
  +2, PD 1, DR 3. Speed becomes 8. He attacks by slashing with
  tusks (thrust/cutting damage, based on ST) or trampling (1d-1
  crushing damage). His weight triples! Size: 2 hexes.
  Weretiger
  40 points
  A weretiger has triple his normal ST, DX 14, HT +2, PD 1,
  DR 3. Speed becomes 10. He attacks by biting (impaling, as per
  p. B140) and clawing (thrust/cutting damage, based on ST), both
  in close combat. Weight is quadrupled! Size: 2 hexes.
  Were-eagle
  15 points
  A very large eagle — wingspan of 12 feet. He has normal
  ST, DX 13, normal HT, DR 3. Speed becomes 20! He attack by
  slashing with his talons in close combat, doing thrust/impaling
  damage based on his ST. Weight is halved. Size: 1 hex.
  Were-snake
  10 points
  A giant, nonpoisonous python. ST doubles, DX 13, HT dou-
  bles, DR 3. Speed becomes 4. He attacks by crushing (p. B143).
  Weight remains unchanged. Size: 4 hexes (12 feet).
  Creating New Races
  GMs can easily create new races (or translate races from lit-
  erature or other games). Use the races here as examples.
  There will be a point value for the “advantage” or “disad-
  vantage” of belonging to a certain race. To compute this, start by
  calculating the value of the race's attribute modifiers. Use the cost
  to a human. For instance, a +1 on any attribute is worth 10; a +3
  is worth 30, a +4 is worth 45, and so on. Negative modifiers, of
  course, have negative cost.
  Advantages and disadvantages have their normal point
  value.
  Advantages and disadvantages which involve reaction
  bonuses and penalties can be ignored unless they apply to most of
  the races the race will contact (or, alternatively, the most common
  or important race in the campaign). The Charisma advantage is
  considered universal. A Charismatic character gets the bonus
  against any creature, no matter how strange.
  A race may have other strong or weak points that don't have
  a direct counterpart in the Character Creation section. GMs
  should just select a reasonable “cost” for these. A complete racial
  generation system, including many exotic, non-human abilities,
  can be found in GURPS Fantasy Folk.
  Example: Half-Orcs have HT +1 (10 points), IQ -1 (-10
  points), the advantages of one extra hit point (8 points) and Acute
  Hearing +1 (2 points), and the disadvantage of a bad Reputation,
  giving a -2 reaction from anyone (-10 points). Taken together,
  these balance out to the racial cost of 0 points.
  —124—
  
  CREATURES
  Ravening monsters to be slain... quarry for noble
  huntsmen... faithful steeds and companions. A fantasy
  campaign needs a wide variety of animals. This section
  presents a number of the most important “classical” fan-
  tasy creatures, starting with dragons, as well as a variety
  of new beasts and monsters.
  For many more creatures, see the new GURPS Fan-
  tasy Bestiary, or the original GURPS Bestiary. Many of
  the creatures in the GURPS Space Bestiary could also be
  used with little or no change.
  —125—
  5
  
  Dragons
  Dragons are huge, long-lived reptilian monsters of terrible
  beauty. They are native to Yrth, and live and breed in mountain-
  ous areas. A newly hatched dragon is about the size of a man. He
  immediately sets out to find his own territory. Most perish at the
  hands of men, monsters, or other dragons. A few survive.
  Dragons continue to get larger, older, and wiser throughout
  their lives. They never get weak or senile. It is said that they are
  immortal, dying only as a result of violence. They are intelligent,
  born knowing their own language and capable of learning any
  other. They are also very magical, storing mana in various parts of
  their bodies. Most dragons know magic, though it is unknown just
  how they learn and practice their spells. An adult dragon may
  know dozens of spells (which they can learn just as if they were
  human — treat all dragons as having Magery 3), all at level 21 or
  better.
  Dragons' powers are not affected by low or high mana, but
  they are almost helpless in no-mana areas, taking one hit per turn
  until they escape or die. Many dragons prefer low-mana areas,
  because wizards are less likely to attack them there. On Yrth,
  Dragons are most common in the Ring Islands, the Great Forest,
  and the northem parts of the Whitehood Mountains.
  Dragons are never common. It takes a large territory to pro-
  vide enough fresh meat; a full-grown dragon can eat two cows a
  week, and will attack elephants and mammoths for variety. Even
  a hatchling eats as much as a man! And, because they rob men of
  their lands and cattle, and Dwarves of their caves and gold, they
  are the enemy of both races.
  Thus, dragons have gradually been exterminated in the civ-
  ilized lands. No young dragon can hope to survive long in the
  nations of mankind; only a mature dragon, flying from far away
  for reasons of its own, will be able to overcome the local guards-
  man. Such a monster may soon grow fat, flying out at night to pil-
  lage, or even demanding tribute from the people it terrorizes.
  But always, eventually, the champions come to do battle. If
  nineteen die, still the twentieth will come. Or (awful thought) a
  whole human army will lay siege to its lair. Eventually, the drag-
  on must return to the mountains, find new lands to terrorize — or
  die. Of course, not all dragons are hostile raiders; some are will-
  ing to talk.
  Dealing with Dragons
  Dragons' motivations will vary from individual to individ-
  ual. Some care only for food and treasure, and some are extreme-
  ly proud and haughty, while others may choose to cooperate with
  humans for their own reasons. A dragon's oath, once given, will
  never be broken. Some dragons will use human servants or
  agents. And although a human army is one of the few things a
  dragon really fears, they may sometimes participate in wars. A
  few of the greatest heroes have even ridden dragons. A dragon
  can carry no more than Light encumbrance (6xST) in flight; this
  reduces its flight move by 4.
  The best way to approach a dragon is to be very polite and
  offer treasure. Food is welcome, but only a young or very hungry
  dragon will be mollified by food alone. Threats are unlikely to
  work, and usually result in the early demise of the adventurer.
  Dragons have Alertness +2, and are very difficult to sneak
  upon.
  Fighting with Dragons
  Dragons have several methods of attack. Like most beasts,
  they can bite and claw, doing the damage listed below. Younger
  dragons do cutting damage; adult dragons do impaling damage.
  A dragon may also lash with its tail. This may be a sweep
  to knock foes over, or a strike against one particular foe. The drag-
  on may lash into any of its rear hexes. A dragon over 4 hexes in
  size can lash into any back hex and/or any hex adjacent to a back
  hex!
  For a sweep, the dragon picks either the rightmost or left-
  most foe in range and rolls a quick Contest of ST. If the dragon
  wins, the foe falls over and the dragon rolls against the next foe
  — and so on. If the dragon ties or loses, the foe remains standing
  and the sweep is over.
  A strike is a tail attack rolled against one foe at the dragon's
  normal DX. It does crushing damage equal to the dragon's normal
  biting damage.
  Most dragons breathe fire. Some have no breath weapon;
  some breathe other substances besides fire (these are rare indeed).
  The range of a dragon's breath is equal to its area in hexes; a 10-
  hex dragon can breathe fire 10 hexes away! Each breath costs the
  dragon 2 fatigue points; thus, a young dragon will likely conserve
  its breath, but an old one will breathe as many times as needed.
  The bigger the dragon, the hotter the breath — damage is one
  point less than the dragon's biting damage. Thus, a large dragon
  does 3d-1 damage with each breath. Dragons' breath affects only
  one target per breath; it automatically hits (but cannot fire through
  one figure to get to another). The only defense is to Block, or
  Dodge and Retreat (see Flame, p. B129).
  Dragons who know spells will also use them in combat.
  Friends and Foes
  Dragons have a general -4 reaction from most races, and
  never better man a Poor reaction from Dwarves. However, Rep-
  tile Men respect dragons, reacting at +1, and likewise receive a +1
  from dragons.
  Hatchling Dragon
  ST: 10-15
  Speed/Dodge: 8/4/#
  Size: 2 hexes
  DX: 9
  PD/DR: 1/1
  Weight: 150-200 lbs. 
  IQ: 10         Damage: 1d-1 cut# 
  Habitat: Mountains
  HT: 10-15     Reach: R,C
  #Speed on the ground is 4.
  Young Dragon (20 fears old)
  ST: 15-25
  Speed/Dodge:10/5#
  Size: 4 hexes
  DX:11
  PD/DR: 2/2
  Weight: 500-800 lbs. 
  IQ: 11
  Damage: ld+1 cut#
  Habitat: Mountains 
  HT: 15/15-25 Reach: R,C,1
  #Speed on the ground is 5.
  Likely to know at least one non-dragon language.
  Adolescent Dragon (100 years old)
  ST: 25-40
  Speed/Dodge: 12/6# 
  Size: 7 hexes
  DX: 12 
  PD/DR: 2/3       
  Weight: 800-1,500 lbs.
  IQ: 12
  Damage: 2d cut#
  Habitat: Mountains
  HT: 15/25-40 Reach; R,C,1
  #Speed on the ground is 6.
  Likely to know several languages and 1d spells at level 15+.
  Adult Dragon (300 years old)
  ST: 50-60
  Speed/Dodge: 18/6#
  Size: 10 hexes
  DX:14
  PD/DR: 4/6
  Weight:1,500-2,500 lbs.
  IQ: 14
  Damage: 3d imp#
  Habitat: Mountains
  HT: 15/55-70 Reach: R,C,1,2
  #Speed on the ground is 6.
  Likely to know many languages and 4d spells at level 21+.
  —126—
  
  Monstrous Dragon (1,000 years old)
  ST: 70+
  Speed/Dodge: 26/6#
  Size: 14+ hexes
  DX: 14
  PD/DR: 4/7
  Weight: 3,000+ lbs.
  IQ: 16+
  Damage: 3d+2 imp#
  Habitat: Mountains
  HT: 15/90+
  Reach: R,C,1,2
  #Speed on the ground is 6.
  Likely to know all languages and 2d x 10 spells at level 21+.
  Elder Beasts (5,000+ years old?)
  Some dragons have lived practically forever. These are far
  beyond human understanding — as large as hills, very wise, and
  intensely magical. Some Elves would say that they are living
  examples of the Eternal. Whatever the case, they are extremely
  powerful — should one care to want you dead, you are. Now and
  then they will bestir themselves to take an active role in their
  world, but more often they simply sit and watch.
  —127—
  Wild and Fantastic Creatures
  Yrth's wilderness areas hold most of the beasts of Earth, and
  many more... some native, some imported from other worlds by
  the Banestorm.
  Basilisk
  ST: 3
  Speed/Dodge: 4/6
  Size: 1 hex
  DX: 12
  PD/DR: 1/0
  Weight: 1-2 lbs. 
  IQ: 3
  Damage: *
  Habitat: Desert
  HT: 12/4      Reach: R
  The basilisk is a three-foot-long snake with a hideous face
  and a crest atop its head; some legends claim that it is winged. It
  is believed by some to be the deadliest creature in existence, and
  is found only in the Great Desert.
  The basilisk kills with its gaze — the only safe way to view
  one is through a mirror. It is immune to all spells and kills with a
  native psionic ability, a modified form of the Telekinetic Attack
  (p. B172). It possesses this ability at a Power and Skill of 16.
  With certain exceptions, the basilisk must be able to see or
  touch its victim in order to initiate the attack. It must concentrate
  for one turn before attacking — unless the victim is looking
  directly at it, in which case its innate homing sense allows an
  instant connection to the onlooker.
  To make the attack, the basilisk rolls against the Telekinetic
  Attack skill, modified by -1 for every yard of distance to the tar-
  get. If the roll is successful, the victim takes 2d+2 damage every
  second. No further skill roll is required unless the basilisk's con-
  centration is broken or the victim leaves its sight. At that point a
  new roll is needed (at the new range) to keep contact, DR and
  Toughness offer no protection from this attack, and no defense
  roll is allowed.
  Any attackers are at -2 to hit a basilisk due to its small size,
  plus an additional -5 if using a mirror to sight the target, or -10 if
  attacking with eyes closed. A basilisk's blood is rumored to be
  highly poisonous, but so far no one has lived long enough to sub-
  stantiate this rumor.
  Basilisks on Yrth are found only in the Great Desert.
  Bushwolf
  ST: 15-20
  Speed/Dodge: 7/6
  Size: 2 hexes
  DX: 12
  PD/DR: 1/1
  Weight:50-120 lbs.
  IQ:4         
  Damage: 1d+1 cut
  Habitat: Plains 
  HT: 11-13
  Reach: C
  The bushwolf is a strange beast. Actually a marsupial, com-
  plete with rear-facing pouch, the bushwolf has the head and teeth
  of a wolf, a long supple tail more like a kangaroo's, and a tiger-
  striped body. They are about 5-6 feet long, smaller and lighter
  than a true wolf, and not nearly as quick or coordinated. They
  have a rather odd shambling gait — either a leisurely trot which
  they can maintain for hours at a time, or an offbeat canter that they
  use when they're in a hurry. They're even capable of hopping on
  their back legs for a short period of time, should circumstances
  warrant.
  Bushwolves feed on small grazing animals and ground
  birds, generally wearing down their prey in long, slow chases.
  They live in small caves, rock piles, or in the hollows of trees or
  logs and hunt singly at night.
  They appear almost comical until one gets a close look at
  their powerful jaws and wicked teeth. Invariably the bushwolf
  kills by crushing the skull of its prey.
  Bushwolves are most commonly found in the badlands of
  al-Haz and al-Wazif.
  Caustigus
  ST: 15
  Speed/Dodge: 4/4
  Size: 1 hex
  DX: 14
  PD/DR: 2/2
  Weight: 200 lbs.
  IQ: 10
  Damage: *
  Habitat: Swamp
  HT: 16
  Reach: C,1,2
  The caustigus is one of Yrth's strangest creatures. Although
  intelligent, it is vicious and solitary. It is known only in the Acid
  Swamps of Solfor, somewhere in the Orclands. It is immune to
  the burning acid of the swamps (see below). Its exact appearance
  is unknown; it has a distorted humanoid head, no neck, and four
  long arms with taloned hands. Some can speak Anglish or Orcish,
  but they normally react to intruders only as prey.
  Its arms each have a 2-hex reach; it can use them all at once.
  It attacks by reaching up to pull its victims into the acid. It must
  win a quick Contest of DX to grab someone.
  If it succeeds, a quick Contest of ST ensues on its next turn.
  (If it uses two hands on the same person, it gets a +3 to its ST.) If
  the caustigus wins, the victim is pulled one hex toward the acid.
  Anyone who falls into the acid will take damage each turn, and is
  doomed unless the creature flees.
  It is hard to hurt. Damage to arms regenerates at 1 point per
  turn for each arm, unless the arm is completely severed (each arm
  has HT 8).
  Its only vulnerable spot is the head, which cannot regener-
  ate damage. Furthermore, its eyes are used to the swamp's dim-
  ness, and are very sensitive. It is unable to see in any bright light.
  Reduce its DX by 1 for each torch within 6 hexes; a Flash or fire-
  ball would make it flee immediately. Also, eye-piercing shots do
  the same damage that they would on any other creature.
  The caustigus will not fight to the death. Should it feel its
  life is in danger, it will release its prey and flee beneath the water.
  The Acid Swamps: The “water” in these midnight swamps is
  a thick, soupy acid. It does one point of damage for each second
  a victim is immersed in it. DR and Toughness protect for only as
  many seconds as the DR is worth (e.g., DR 2 protects for 2 sec-
  onds). The acid will also eat through almost any armor. For each
  two seconds spent in the acid or in contact with it, subtract 1 from
  both DR and PD.
  Earth, certain types of stone, glass, and a few rare organic
  items (including the swamp's vegetation) are immune to the acid.
  Cloth, normal vegetable matter, and so on will be eaten away at 1
  DR per turn. Metal items are destroyed at one hit per 2 seconds.
  
  Reptile Man hide is also immune to the corrosive effects. (In
  fact, it could be fashioned into a container for the liquid.) Anyone
  wearing Reptile Man armor takes only half damage if they fall in.
  Reptile Men are not harmed by the acid, but cannot drink it!
  A Caustigus attack is a good way for the gamemaster to
  weed out unwanted magic items; those too-powerful magic
  swords of total destruction (that seemed like such a good idea at
  the time) will lose more than their edge if immersed in the
  swamp's deadly acid for a turn or two...
  Gryphon
  ST: 30-35
  Speed/Dodge: 15/7#
  Size: 2 hexes
  DX: 14
  PD/DR: 1/1
  Weight: 500-600 lbs.
  IQ: 5
  Damage: 2d-l cut
  Habitat: Mountain 
  HT: 15/20-25 Reach: C
  A gryphon is a beautiful creature with the head, wings and
  forefeet of an eagle and the hindquarters of a lion. It is a fierce
  predator of the forests and mountains. Its feathers store mana,
  which aids in flight.
  Gryphons can be tamed if captured young, but their han-
  dlers suffer a penalty of -3 to any animal-control skills. Being half
  bird and half mammal, they cannot be controlled by either the
  Control Bird or Control Mammal spell! An untamed gryphon
  might sell for $5,000; a tame one is almost priceless but will not
  cooperate with anyone but its trainer.
  In flight, the gryphon's maximum load is Light encum-
  brance. It has a Speed of 6 on the ground, 15 in flight (11 if
  encumbered). It attacks by clawing and pecking in close combat
  for 2d-1 damage.
  Gryphons are common to all forested and mountainous
  areas of Yrth, especially the Fence of God, the Great Forest, and
  the Emperor's Forest in Megalos.
  Harpy
  ST: 12-17
  Speed/Dodge: 20/10#
  Size: 1 hex
  DX: 14
  PD/DR: 1/1
  Weight: 100-200 lbs. 
  IQ: 5
  Damage: 1d cut
  Habitat: Mountain 
  HT: 13-16
  Reach: C
  Harpies are vile creatures, appearing to be half woman and
  half bird. In reality, there is nothing human about them at all —
  they are not intelligent, do not use tools, and do not speak. They
  have no hands, but have large claws on their wings. They are
  found in groups of five or more, and are active day or night.
  Harpies are exceedingly unwholesome and dirty, and delight
  in befouling food and drink so badly as to make them totally unus-
  able; the stench is enough to warn most people away. Anyone so
  foolish (or desperate) as to eat the rood anyway must make a roll
  against HT. On a successful roll, the person merely feels sick and
  loses 2 HT. On a failed roll he will be seized by painful stomach
  cramps and lost ld+1 HT immediately; he will be at -3 to all skills
  and attributes until the lost HT is restored.
  Harpies will not harm anyone who does not get in their way,
  but will viciously attack any who interfere with them. They attack
  with claws and talons in close combat (flying at the head espe-
  cially) for 1d cutting damage. Anyone wounded by a harpy must
  make a successful HT roll to avoid infection (p. B117). On the
  ground, harpies have Speed 3, Dodge 7.
  Harpies are most commonly found in the badlands of al-Haz
  and al-Wazif, and in the mountainous areas of the Great Forest
  and the Emperor's Forest.
  Hellshark
  ST: 75-90
  Speed/Dodge: 10/6
  Size: 20 hexes 
  DX: 13
  PD/DR: l/l
  Weight: 10+ tons 
  IQ:3
  Damage: 3d+1 cut
  Habitat: Saltwater 
  HT: 12/60-80 Reach: C
  Hellsharks are the most deadly and ferocious creatures
  swimming in Yrth's oceans. So huge that they can swallow a man
  in a single gulp, hellsharks are living, breathing eating machines.
  They swallow anything and everything that comes into their path,
  fearing nothing — not even the great kraken of the deep. Hell-
  sharks have even been known to go after boats, especially low-
  riding sailboats, and are a particular problem near milkfish farms
  where a quick snack is always waiting.
  Hellsharks have huge, gaping jaws filled with rows of sharp
  teeth. Their bodies are slender and tapered and they are incredibly
  fast, gliding quickly and quietly through the murky waters.
  Hippogriff
  ST: 32-40
  Speed/Dodge: 15/7#
  Size: 3 hexes 
  DX: 14
  PD/DR: 1/1
  Weight: 
  600-700
  lbs. 
  IQ: 4
  Damage: ld+2 cr
  Habitat: Mountain 
  HT: 15/20-25
  Reach: C
  The hippogriff has the hindquarters and legs of a horse and
  the forequarters of a gryphon — in other words, the head and
  wings of an eagle with the chest of a lion. It flies with the aid of
  mana stored in its feathers.
  Hippogriffs are exceedingly rare; a young one would be
  worth $20,000 or more, a wild adult at least $10,000. The horse
  blood makes them much easier to tame — there are no penalties
  to animal control skills. Hippogriffs attack by kicking with the
  hooves like a horse (ld+2 crushing) or biting with the beak (1d
  cutting).
  Due to its horse-like legs, the hippogriff is much faster on
  the ground than the gryphon: Speed 12, Dodge 6. In flight, the
  hippogriff can carry up to Medium encumbrance — for Light
  encumbrance, reduce Speed by 4; for Medium, reduce speed by 8.
  Hippogriffs are most common in the northern areas of the
  Whitehood Mountains.
  Hydra
  ST: 20-25
  Speed/Dodge: 7/6#
  Size: 3 hexes
  DX: 12
  PD/DR: 2/3#
  Weight: 
  600-800
  lbs.
  IQ: 3
  Damage: ld+1 imp
  Habitat: Swamp 
  HT: 16/24-30#
  Reach: C,1
  The hydra is a unique reptilian monster with many heads.
  According to legend, two heads will grow whenever one is lopped
  off, unless fire is immediately applied to the wound. They are
  solitary, diurnal creatures, attacking anything on sight.
  Each turn the hydra can attack with up to three heads into
  any front or side hexes; each head bites for ld+1 impaling dam-
  age.
  A hydra may be encountered with only one head, or with
  more than a dozen. Each head has PD 1, DR 1, and 6 hits. These
  values apply only to the heads — the body values are listed above.
  The heads are at -4 to be hit; damage done to one head does not
  affect the others or the body.
  The hydra can never be stunned or rendered unconscious,
  only killed. A head dies if it takes 6 hits; the body dies if it takes
  damage equal to the hydra's full hit points. If all heads are killed,
  the body will also die. If the body is killed, the heads will survive
  for a time, losing 1 HT per hour.
  Whenever a head dies, it shrivels and falls off. In 3 turns, two
  new heads will begin to grow in its place. After 7 more turns, the
  —128—
  
  new heads have reached full growth and can attack. At any time
  before these ten seconds are up, 6 points (total, not per new head)
  of fire damage will permanently cauterize the wound and wither
  both of the new heads.
  Hydras on Yrth are known only in the coastal marshlands of
  Cardiel.
  Kraken
  ST: 7-20#
  Speed/Dodge: 10/6# Size: 30-1,000 hexes
  DX: 13
  PD/DR: 3/2
  Wt: 500-10,000+(!) tons
  IQ: 3
  Damage: *
  Habitat: Saltwater
  HT:15/20-200
  Reach: C, 1-70
  Krakens are giant squids which inhabit the deep seas of  
  Yrth. They rarely come anywhere near shore. They continue to
  grow throughout their lives and thus range considerably in size —
  anywhere from a mere 35 feet long to over 100 yards. Their bod-
  ies are streamlined, with width being only 1/6 of total length.
  The ST listed above is actually for each of the kraken's ten
  tentacles. Two of these range from 10-70 yards in length (de-
  pending on the size of the kraken), with the other eight being
  much shorter. In diameter, the tentacles run from less than half a
  yard for the smaller krakens to more than a full yard for the larg-
  er ones.
  In one turn, the kraken may grapple with any two of its ten-
  tacles and still defend normally — if it uses more tentacles it gets
  no active defense. Out of the water, a tentacle can reach one-third
  of its total length in height. The tentacles get no Dodge, unless the
  kraken's body is lying on the surface of the water — it must be
  able to see to defend.
  The turn after it has grappled its victim, the kraken will try
  to draw its prey towards its beak. Each tentacle can lift 20 times
  its ST in pounds, and move at a rate of one yard per second. If a
  victim is too heavy for one tentacle to lift, the kraken will try to
  grapple with a second one. Grappling with all tentacles, the krak-
  en can drag up to ten times its own weight at two yards per sec-
  ond. Thus, a large kraken is capable of sinking small ships!
  To break free from a tentacle, the victim must roll a Contest
  of ST (p. B87). An attempt to pull off more than one tentacle can
  be made — simply add their ST together before rolling the Con-
  test. The tentacles do crushing damage according to their ST. Roll
  a Quick Contest — the tentacle's ST versus the victim's HT. If the
  kraken wins, the victim takes as many hits of damage as the krak-
  en won by. Otherwise, nothing happens. In addition, if a victim is
  dragged below the water, he will begin to drown (see Drowning,
  p. B91). Should he be brought to the mouth still living, the beak
  does cutting damage based on its ST (see p. B136), the ST of the
  beak being 3 times that of a tentacle.
  Each tentacle can take damage up to 20% of the kraken's
  total hit points before being disabled, and can only be amputated
  by cutting damage. Impaling damage against a kraken's tentacles
  is not doubled. Damage to the tentacles does not affect overall
  HT. Reaching the kraken's head or vitals normally requires going
  into the water to attack — the mark of a true hero!
  Nightstalker
  ST: 40-45
  Speed/Dodge: 7/6
  Size: 4 hexes 
  DX: 13
  PD/DR: 1/2
  Wt: 1,700-2,000 lbs.
  IQ: 5
  Damage: 2d+2 cr#
  Habitat: Forest 
  HT: 15/40-50 Reach: C,1
  The nightstalker is the largest carnivorous mammal on Yrth,
  They are giant bear-like animals of incredible ferocity; as the
  name implies, they are nocturnal. A nightstalker encountered in
  its den by day will fight at -1, or -3 if driven into the blinding sun-
  light.
  Day or night, most nightstalkers will charge on sight. They
  attack with their claws for crushing damage, or bite for the same
  amount of cutting damage. A nightstalker usually ambles along
  on all fours, but they are capable of standing on their back legs
  and crushing their opponents in powerful “bear-hugs.” They hunt
  the large herbivores of the forest, but they relish human meat.
  They cannot climb trees, but a full-grown nightstalker can knock
  down a tree up to 6” thick.
  Nightstalkers inhabit the wooded areas of Megalos and
  Caithness.
  Paladin
  ST: 10-15
  Speed/Dodge: 3/3
  Size: 2 hexes 
  DX: 12
  PD/DR: 4/6#
  Weight: 400-600 lbs.
  IQ: 3         
  Damage: ld+1 imp#
  Habitat: Plains 
  HT: 16/20-25 Reach: C
  Paladins are turtle-like grazing mammals, covered in tough
  bony plates, articulated over the head and tail, and set in a solid
  dome covering the top of the main body. The stomach and belly
  are, however, quite soft. The tail, on the other hand, is long and
  supple, protected by durable plates and ending in a ball of sharp
  thorny spikes. They are very slow-moving, and so well protected
  that little bothers them. When trouble threatens, they generally
  continue ambling forward, swinging their deadly tail back and
  forth. Even the most ferocious of predators is usually dissuaded
  by this tactic, and leaves well enough alone. The tail works like a
  spiked mace, is equally difficult to parry, and does 1d +1 impal-
  ing damage. It is their only form of attack.
  Paladins have PD 4, DR 6 over the hard parts of the body
  armor. The head and tail are PD 3, DR 4. The soft belly and under-
  sides of the limbs (generally only accessible by flipping the beast
  over onto its back) are PD 1, DR 1.
  Paladins only inhabit the southern areas of Ytarria, and are
  particularly common on the plains of al-Haz.
  Pegasus
  ST: 40
  Speed/Dodge: 20/10#
  Size: 3 hexes 
  DX: 14
  PD/DR: 1/1
  Weight: 1,100 lbs.
  IQ: 7
  Damage: -
  Habitat: Mountain 
  HT: 15
  Reach: -
  Pegasi are shy winged horses living in the hidden valleys of
  high mountain ranges. They are extremely difficult to capture and
  can never be truly tamed. Pegasi will never attack; if threatened,
  they will fly away.
  A pegasus flies with the aid of mana stored in its feathers.
  In flight, it has Speed 20, Dodge 10. On the ground, it has Speed
  14, Dodge 7. Flying, it can carry up to Medium encumbrance —
  reduce Speed by 4 for Light encumbrance, and by 8 for Medium.
  On Yrth, pegasi are only found in the northern ranges of the
  Whitehood and Bronze Mountains.
  Reek
  ST: -
  Speed/Dodge: 1/0
  Size: 1 hex
  DX: -
  PD/DR: 0/0
  Height: 20-60 lbs.
  IQ: -
  Damage: *
  Habitats: Caves, jungles
  HT: 5-20
  Reach: C
  A reek is a nasty, slimy creature found in caverns, deep
  woods, and jungles. It looks like a huge decaying lump of brown
  jelly, though there are some slight color variations. It feeds by
  covering and dissolving organic matter, both living and dead.
  Reeks hate sunlight, and are active any time that it isn't too bright.
  They are usually solitary, though they can occasionally
  —129—
  
  be found two at a time, as their mating season lasts the whole year.
  Like worms, reeks are hermaproditic.
  Reeks attack by contact, doing 1 hit of damage per turn. No
  DX roll is required — if they can reach your hex, they hit. Armor
  protects for the number of turns equal to its DR. They ignore
  impaling weapons, but are affected by cutting and crushing dam-
  age, as does fire. Reeks cannot fall down, be stunned, lose their
  balance, etc., and there is only the general body to hit. Reeks do
  not exactly lose consciousness, but become unable to move at 0
  HT, and are destroyed when they are at -3 x HT (there is no roll
  at -HT, etc).
  Most reeks cannot climb and aren't fast enough to catch
  prey. They are most dangerous when unseen — make an IQ-2 roll
  to avoid stepping on one in your path! Anyone stepping into a
  reek can pull free by making a ST roll; otherwise the creature
  must be killed to get it off. All rules about striking into close com-
  bat apply.
  Those reeks that can climb use trees or cave walls as plat-
  forms to drop on unsuspecting visitors. Certain types have magi-
  cal abilities powered by mana stored in their nuclei. These can
  cast one or two spells at level 15, and store up to 15 fatigue points
  of mana at a time, recharging expended points at a rate of 1 per
  hour. The GM may develop new types of magical reeks as
  desired.
  Some reeks reach gigantic proportions. In general, multiply
  weight, hit points and damage by the number of hexes of size.
  Reeks are not affected by any of the control animal spells.
  Strider
  ST: 25-30
  Speed/Dodge: 18/8
  Size: 1 hex
  DX: 15
  PD/DR: 0/0
  Weight: 900-1,100 lbs.
  IQ: 3
  Damage: 2d+l imp#
  Habitats: Plains, Desert
  HT: 15/20-24 Reach: C,1,2
  The strider is a huge flightless bird, standing up to 10 feet
  tall, of which most is feet and neck. It has bristling hair-like feath-
  ers covering its elliptical body, while its long serpentine neck and
  flat wedge-shaped head are bare. Though the bird's greatest
  defense and favorite tactic is to run when threatened, a strider is
  also quite dangerous when cornered. Its claws are heavily taloned
  and able to kick out in a 2-hex radius — tales are told of striders
  reaching out and disemboweling a mounted knight as he rides
  past. Its beak is sharp and pointed, the strong neck endowing it
  with all the properties of a broad-headed spear. The beak will do
  2d-l impaling damage to whatever it hits.
  For all its ferocity, the strider does not normally attack men.
  It is an omnivore; it uses its beak to dig up succulent tubers and
  small rodents in its native desert lands. Striders can live in better
  country, but thrive in the wild only in the badlands of al-Haz and
  al-Wazif and the dry plains of Cardiel. They can be domesticated,
  but remain stupid, skittish and dangerous (-2 to Animal Handling
  rolls). Only magical control allows them to be ridden.
  A real treasure anywhere is the egg of a strider. These mon-
  strosities are over 3 feet in circumference and contain several gal-
  lons of fluid. They are extremely heavy. A whole one is equal to
  at least a thousand hen's eggs.
  Treetipper
  ST: 35-40
  Speed/Dodge: 4/5
  Size: 5 hexes 
  DX: 10
  PD/DR: 0/2
  Weight: 2,000-2,500 lbs. 
  IQ: 3
  Damage: 1d+l cr#
  Habitat: Forest
  HT: 15/25-30 Reach: C
  Treetippers are big, unwieldy animals with long shaggy fur
  over their entire body, four short, strong limbs ending in long
  curved claws, and heavy tails which they use for balance. They
  are slow-moving eaters of plants, insects and carrion — anything
  they can get their rake-like claws into. But their most common
  eating posture is to move up next to a tall tree, squat on their
  haunches, and use their forepaws to drag tree branches down into
  their mouth. Hence the name “treetipper.”
  Treetippers have only their size, claws and the layer of thick
  bone plating underneath their skin to protect them. They have
  become rarer and rarer in Ytarria, with the ever-decreasing forests
  and increasing human population.
  Treetippers attack by slashing with their claws for ld+1
  crushing damage, or biting for 1d-1 crushing damage. This will
  sometimes fend off their natural foes, wolves and nightstalkers,
  but avails little against bow-wielding humans.
  Treetippers are found only in the northern forested areas,
  and were once quite common in Caithness.
  Troll
  ST: 20-30
  Speed/Dodge: 5/5
  Size: 1 hex
  DX: 13
  PD/DR: 1/1
  Weight: 250-300 lbs. 
  IQ: 10
  Damage: *
  Habitats: Forest, Jungle
  HT:12+/20+# Reach: C, 1,2
  Trolls are huge, greenish humanoid monsters. They are rare,
  but may be found almost anywhere — wilderness, jungle, or
  skulking in city ruins or sewers. They are carnivorous and love
  children.
  A troll attacks by ripping and striking with its huge, clawed
  hands. Figure damage as for “biting” (p. B140), based on ST, but
  doubled and with a 2-hex reach!
  Trolls have a powerful regeneration ability. Only damage
  done by acid, fire, or lightning will be permanent. All other dam-
  age regenerates at the rate of one hit every third turn. If a Troll is
  hacked to bits, the pieces will rejoin within an hour unless burned.
  If the pieces are separated, each will grow a mouth immediately,
  and crawl around eating offal until it can grow into a new Troll (1-
  6 weeks, depending on the size of the piece). The flesh of a troll
  is unwholesome; nothing will eat them.
  Unicorn
  ST: 35-40
  Speed/Dodge: 18/9#
  Size: 3 hexes
  DX: 15
  PD/DR: 1/1
  Weight: 800-1,200 lbs.
  IQ:5
  Damage: 2d+1 imp#
  Habitat: Forest
  HT: 15-17
  Reach: C
  A unicorn resembles a horse or a goat, with a goat's beard
  and a single sharp, twisted yard-long horn growing out of its fore-
  head. The horn is usually black at the base, white in the middle,
  and red at the tip, though some are pure white. The unicorn is a
  solitary, reclusive creature — most people will never see one, and
  no one has ever seen two together. It is not sentient and cannot
  speak any human language. Nor is it magical (except for the
  horn); it cannot cast spells.
  In combat, the unicorn is reputed to be the fiercest animal in
  nature, and no sound is more horrible than its braying. Most say
  that it can be killed but never captured, and mat it can never be
  tamed. Some legends say that it has a weakness for female vir-
  gins, and will put its head on a virgin's lap and allow itself to be
  stroked until it falls asleep. At this point it may be captured, but it
  cannot be tamed, and capturing one will not win its friendship.
  The unicorn's horn, or “alicorn,” is reputed to have many
  magical abilities — including neutralizing any poison on contact.
  They are very rare and valuable... a true alicorn would be worth
  at least $100,000!
  Unicorns have keen senses (Vision, Hearing, Taste/Smell
  18) and are quite stealthy (Stealth 18). If they detect anyone ap-
  —130—
  
  proaching, they will steal away before they can even be seen. If
  cornered, they will fight viciously, though they will likely take the
  first opportunity to flee if the battle is going against them.
  In combat, the unicorn fights primarily with its horn, though
  it can kick and bite as a horse. The horn attack is handled as a
  slam attack, with the unicorn doing 2d+1 impaling damage on a
  successful slam. If the unicorn wins the Contest of DX (in the
  slam) by 8 or more, it automatically does maximum damage. Crit-
  ical success by the unicorn means that it has hit its opponent in the
  vitals. The unicorn can also parry with its horn (Parry 7). Biting
  damage is 1d crushing; kicking is ld+2 crushing. The only known
  location of unicorns in Yrth is the Great Forest.
  Wyvern
  ST: 20-30
  Speed/Dodge: 20/10
  Size: 10 hexes 
  DX: 14
  PD/DR: 2/3
  Weight: 800-1,100 lbs.
  IQ: 6
  Damage:*
  Habitats: Mountain
  HT: 14/24-30 Reach: C,1,2
  A wyvern is a dragon-like creature with only two legs and a
  long, snake-like, barbed, poisonous tail. Like dragons, wyverns
  are fierce predators and fly well. However, they are not intelligent
  and have no flame-breath. They are solitary diurnal crea-
  tures found in remote wilderness, and seldom come close to civ-
  ilized lands; those that do are immediately hunted down.
  A wyvern will strike with its tail (2-hex reach!) from above,
  then land to carry off its prey; it can carry up to Medium encum-
  brance. Due to its barb, the tail does 1d+2 impaling damage. It can
  penetrate up to heavy leather armor or chainmail (plus any tough-
  ness), but nothing thicker. Against a metal-armored foe, a wyvern
  is fairly helpless, though it will slamattack a knight to get to less
  armored prey.
  The tail's venom is very strong. Anyone stung must make a
  roll against HT-6. Failure means the venom does 2d damage in
  addition to any damage done by the barb, and the victim is at -4
  DX for the next three days — critical failure means instant death.
  If the HT-6 roll is made, the victim takes only half damage (in
  addition to the damage done by the barb), and is at -2 DX for the
  next three days. The wyvern can strike up to 20 times before
  exhausting its venom, and takes about 8 hours to replace each
  dose used.
  Its talons are used for grasping its prey, doing 1d-1 cutting
  damage in close combat. On the ground, its Speed is reduced to 3,
  Dodge to 7. Wyverns are common to all the uncivilized moun-
  tainous, forested areas of Yrth, especially thie Firuz region of al-
  Haz.
  —131—
  Domestic Animals
  Harding
  ST: 9-13
  Speed/Dodge: 8/6
  Size: 1 hexes
  DX: 12
  PD/DR: 1/0
  Weight: 100-350 lbs.
  IQ:4
  Damage: ld+2cr#
  Habitat: Mountain, Plains
  HT: 15/7-11 Reach: C
  Hardings are goat-like creatures native to Yrth. They have
  short, thick tusks curling beside their mouths; they use these to
  dig food out of otherwise inaccessible spots. They thrive in the
  most dismal of areas, seemingly able to eat anything that nature
  offers. Hardings provide a thin nutritious milk which is often
  made into Harding cheese; a long wiry fur that can be woven into
  a warm cloth (Harding wool); and a tough, chewy meat whose
  taste has been unfavorably compared to leather.
  Horses
  As a vital form of transportation, and the primary vehicle for
  battle, horses are very important to Yrth. The distance a horse can
  travel in a day is normally no greater than that for a man (see p.
  B187), but the horse is the one who gets tired!
  There are other types of horse — but these two are the vari-
  eties most likely to be important in the campaign.
  Destrier
  ST: 40-50
  Speed/Dodge: 15/7#
  Size: 3 hexes
  DX: 9
  PD/DR: 0/0
  Weight: 1,500-2,000 lbs.
  IQ: 4
  Damage: ld+2 #
  HT: 12-15
  Reach: C,l
  Large, mean beasts bred for warfare, these are the rarest and
  most expensive of horses. They attack by kicking with their rear
  hooves and striking out with their forehooves. They may also bite
  in close combat, doing 3 hits of crushing damage. Destriers are
  the standard mounts for noble knights and high-ranking cavalry
  officers. Combat destriers are all stallions, and are almost certain
  to fight with other stallions, or to attack any human in range, when
  not under the supervision of their master or a groom they know.
  Destrier mares, not having been combat-trained, are less danger-
  ous.
  Saddle Horse
  ST: 28-35+
  Speed/Dodge: 12/6
  Size: 3 hexes
  DX: 9
  PD/DR: 0/0
  Weight: 900-1,200 lbs.
  IQ: 4
  Damage: 1d cr#
  HT: 12-14
  Reach: C,l
  Saddle horses are lighter mounts, generally used for pleas-
  ure riding or for traveling from one place to the next. They are
  bred for a comfortable gait and a pleasant disposition. They may
  be trained to fight like a destrier, but this is quite rare.
  Milkfish
  ST: 30-50
  Speed/Dodge: 3/3#
  Size: 3 hexes
  DX: 9
  PD/DR: 2/3
  Weight: 1,500-3,000 lbs. 
  IQ: 4
  Damage: 1d-3 cr#
  Habitat: Saltwater
  HT: 14-16
  Reach:C
  #Land speed is 3; water speed is 6, still with a Dodge of 3.
  Milkfish are not really fish at all. They are large mammals
  which live in shallow and sandy places along seashores, grazing
  on seaweed. They have squat ugly faces covered with whiskers,
  thick, bony front limbs used for digging and balancing themselves
  in the water, and long, lumpy bodies which end in a flat whale-
  like tail. The hide is tough and leathery, with thick blubber under-
  neath. Their only attack is an ineffectual tail-slap.
  They are extremely easy to domesticate. Enterprising
  herders have found that in addition to the rich milk that give the
  animals their name, milkfish meat is tender and tasty, and the fatty
  layer underneath the tough outer skin can be used to make useful
  oils.
  Woolens or Blacksheep
  ST: 5-9
  Speed/Dodge: 8/6#
  Size: 1 hex
  DX: 13
  PD/DR: 1/1
  Weight: 50-150 lbs.
  IQ: 5
  Damage: 1d-3 cr#
  Habitat: Plains 
  HT: 14/6-8
  Reach: C
  Woolens are small grazing beasts which closely resemble
  sheep. Always black, their fur is thick and fine and easily spun,
  making it a preferred textile throughout Ytarria. Their meat is also
  quite delicious.
  
  FANTASY
  CAMPAIGNS
  Of all the genres of fiction and gaming, fantasy is
  the widest. There is no single conclusive definition of
  fantasy. If a story includes magic, it's probably fantasy.
  Elves, dragons, and a pseudo-medieval background are
  common, but not required. There are many distinct sub-
  genres: heroic fantasy such as Tolkien's and Howard's,
  Celtic fantasy about the creatures of Faerie, urban fan-
  tasy set in the here-and-now, fantasy realism, which
  does not have to be a contradiction, and more.
  In the final analysis, fantasy is what the writer cre-
  ates when he says “This is a fantasy.” There are as many
  different fantasy worlds as there are creators. And, by
  changing a single assumption — for instance, the fre-
  quency of magic — another new world is created. Even
  within a single game world, many different kinds of
  campaign are possible.
  This section will discuss the things that go into cre-
  ating a fantasy world and a fantasy campaign
  —132—
  6
  
  Setting
  The very first question to answer when a new world is being created is “Where
  is it?” Before the creator can write a million words of description, he must be able
  to sum up the setting in a single sentence. Here are a few of the possible choices
  for a fantasy setting:
  Unrecorded History
  This is our own Earth, but not the Earth we know today. It assumes that mighty
  races and nations thrived, hundreds of thousands of years ago, only to fall into
  oblivion. Robert Howard's Conan stories, set in the prehistoric “Hyborean Age,”
  are perhaps the best-known example.
  Such a background lets the writer use almost any mythological element he
  pleases, in any way he likes. Thor and Odin become real northern chieftains (or per-
  haps real living gods), the Fenris-wolf a real monster to slay (or perhaps the origi-
  nal werewolf). He can take today's continents and change them as much or as little
  as he likes.
  Historical Earth
  This is our own Earth, but not quite. Starting with a familiar background, the
  writer adds elements of magic, conspiracy, and whatever else he likes. In a novel,
  this becomes a story of “what really happened that the history books don't tell you.”
  In a game, this allows the GM and players to do detailed research into any histori-
  cal period while maintaining a fantasy atmosphere. When campaigning in such a
  world, the GM may want to enforce the rule “Do nothing that will change written
  history.” In other words, the PCs can use magic to foil the Gunpowder Plot — they
  can even be the real reason Guy Fawkes was caught. But they can't decide to let
  him escape and blow up Parliament after all! Or, if they do, the GM is entitled to
  make up a reason why Fawkes failed, despite the PCs' aid.
  Among the writers who have succeeded with this kind of pseudo-historical set-
  ting are Tim Powers (The Anubis Gates, On Stranger Tides) and K.W. Jeter (Infer-
  nal Machines).
  Parallel Worlds
  A parallel world is one in which history proceeded like that of our own Earth,
  with some difference which made the present day very different. Suppose Julius
  Caesar had survived the assassins' knives? Suppose Pasteur had caught rabies and
  died?
  The challenge of creating such a world is to work out, logically, everything
  that might have happened thanks to the chosen change. Randall Garrett's “Lord
  Darcy” stories are set in a parallel world, much like our own, which also happens
  to include magic.
  Parallel worlds, especially those which diverged from our own history fairly
  recently, let the GM introduce NPCs based on today's famous figures in entirely
  new roles. For instance, L. Neil Smith's The Probability Broach features a small-
  time housebreaker known to his friends as Tricky Dick...
  Alternate Earth
  An “alternate Earth” is like a parallel world, but less so. It is recognizably sim-
  ilar to our own world, but with no common points of history and geography. It may
  contain significant cultural parallels, depending on the whim of the creator. For
  instance. Harry Turtledove's Videssos Cycle tells the story of a Roman legion trans-
  ported 
  between 
  worlds. 
  Their 
  destination 
  is 
  wholly 
  Earth-
  Crossover Campaigns
  One of GURPS' strengths is its ability
  to mix different roleplaying genres with-
  out sacrificing playability. This leads to a
  number of potential “crossover” cam-
  paigns.
  Horror
  From arcane, eldritch demons to
  grave-yards full of animated, sword-
  bearing skeletons, horror and fantasy fit
  each other perfectly. The only problem is
  determining what will really scare the
  PCs — after all, in many worlds it won't
  be uncommon to get attacked by a pur-
  ple, tenlacled blob. Instead of trying to
  frighten them with monsters, the GM
  should concentrate on atmosphere. Play-
  ers expect certain elements in a fantasy
  campaign. If the GM takes these and
  twists them just a shade to the dark side,
  the players will notice.
  What if the players ride into an Elvish
  village and find everyone in it frozen to
  death — in the middle of summer? Or
  perhaps an evil mage has found a spell
  that requires fifty pounds of Pixie wings
  — the PCs keep discovering dead, muti-
  lated sprites along the side of the road.
  Supers
  In a world where magic is common, a
  super is nothing more than a wizard in
  tights. Still, it makes for an interesting
  surprise (especially if the CM begins his
  fantasy campaign by teleporting the
  characters from his (or a friend's) Supers
  campaign!
  Bricks would become known far and
  wide as mighty warriors — knights
  might travel the length and breadth of the
  land for the opportunity to vanquish such
  a mighty foe. Most others would simply
  be thought of as strange wizards. A psi
  might be hailed as a prophet or seer — or
  burned as a witch. In the Moslem lands,
  a super would be required to serve time
  in the army, just as Islamic mages (see p.
  83),
  Cyberpunk
  There are two ways to combine fanta-
  sy and GURPS Cyberpunk. The first is
  the approach taken by FASA's Shad-
  owrun — Elves 'n' Orcs in a cyberpunk
  background. No problem; just take all of
  your standard fantasy races and give
  them guns, mohawks and an attitude.
  An alternative approach is to keep the
  attitude (and maybe the mohawks) but
  drop the technology. Imagine a fantasy
  background run with the cyberpunk
  ethos... with magic taking the place of
  bionics and the Net as the “source of
  power.” Wizards aren't sages or mer-
  chants; they're hard-edged, alert busi-
  nessmen. They and their bodyguards
  have all the magical augmentations that
  money can buy... Dark Vision instead of
  IR eyes, and so on. Anything that cyber-
  punk technology can do, mages can do as
  well.
  Continued on next page...
  —133—
  
  like, but not Earth. And the nation they come to serve is not Byzantium, but it is
  very much like Byzantium!
  Similarly, the Thieves' World series, edited by Robert Asprin, is set on no rec-
  ognizable Earth, past or future. But the people and lands are convincingly
  medieval.
  Yrth is an alternate world, brought into closer similarity with Earth by the
  Banestorm.
  Future Worlds
  Fantasy may also be set thousands or millions of years from now, giving magic
  to the distant future rather than the distant past. No effort need be made to explain
  why magic now works, and the echoes of today's world will be at once spooky and
  familiar. The premier example in fiction is Jack Vance's Dying Earth cycle.
  Michael Reaves' The Shattered World is another good specimen,
  Science Fiction
  This is also a future setting, but everything is justified; part of the art of creat-
  ing this sort of world is inventing the explanations. Magic becomes a force, perhaps
  psionic, to be harnessed by the wise. Elves and Dwarves become gene-modified
  races, perhaps created as servants or amusements. An example is James Kahn's
  novel World Enough, and Time.
  Magic
  If fantasy has a “common denominator” at all, magic is it. Almost all fantasy
  worlds include magic-users, and are largely defined by the nature of their powers.
  Still, the first question to ask is “Does this world contain magic at all?” If a
  world is similar to that of Earth's Middle Ages but has its own invented history and
  geography, it will read like a fantasy even without magic. An example is the world
  of Lantara, setting of the adventure “All In A Night's Work” on the GURPS Basic
  Set. The people of Lantara believe in magic, but it is either nonexistent or so rare
  that the average person never encounters it at all. If a world has no magic, it might
  be because it is a no-mana area (making magic impossible) or because no one there
  knows any spells... yet.
  But if the fantasy world does include magic, there are several important deci-
  sions to be made. How strong is the magic, how widespread is it, and how does it
  work?
  If the world is to include magic, the GM will find GURPS Magic very useful;
  Chapter 9 of that book includes more discussions of alternative magic systems. If
  the system used is not GURPS, acquire the appropriate book of magical stats, crea-
  tures and spells.
  Mana Strength
  The GURPS Basic Set defines mana, the force behind magic, as being “very
  high,” “high,” “normal,” “low,” or nonexistent for game purposes. See p. B147.
  The world's overall mana strength determines how well magic works.
  Mana level need not be uniform throughout the world. On Yrth, for instance,
  Caithness has low mana while Megalos has normal mana; the boundary between
  the nations is determined by the mana change. So Megalos makes heavy use of
  magic in daily life, and Caithness doesn't!
  Normal mana means that spells work exactly as described in the rules, and
  only “mages” (those with magical power — see below) can use them. This is the
  “generic” condition of most fantasy worlds.
  Crossover Campaigns
  (Continued)
  Space
  This is a very commmon theme in sci-
  ence fiction literature — one of the best
  examples is Poul Anderson's The High
  Crusade. Imagine a world where the
  knights of the crusade got their hands on
  interstellar spaceships, and took the Holy
  Crusade against the infidel into the far-
  thest reaches of the galaxy!
  There is also the “pulp” campaigns
  suggested by Edgar Rice Burroughs'
  Barsoom or Venus books — swords and
  blasters and bug-eyed monsters, all
  intent on defiling human women.
  Ultra-technology can also be intro-
  duced into a fantasy world (one method
  for Yrth is suggested in the sidebar on p.
  55). This will quite likely result in the
  “Techno Wars” as the wizards attempt to
  eradicate all evidence of the advanced
  technology.
  Special Ops
  Life in a fantasy army is a long-neg-
  lected subject Especially in times of war
  and dissent (such as Yrth is about to
  enter), the life of a legionary is only dull
  for very brief (and usually welcome)
  periods.
  Perhaps the characters form an elite
  unit, such as a Fist of Michaelites (see
  sidebar, p. 20), or are highly-trained
  spies for the Megalan Emperor.
  In a modern-day twist, the PCs could
  be a mercenary team from the 20th cen-
  tury who got caught in the Banestorm.
  They've arrived with full clips and a lot
  of questions — and why are all of these
  guys in robes trying to kill them?
  Survivors
  A fantasy world does not have to rep-
  resent a young civilization — many
  interesting “fantasy” worlds (Robert
  Adam's Horseclans stories, for instance)
  are really post-technological rather than
  pre-technological.
  Perhaps the nuclear or genetic cata-
  clysm that nearly destroyed the world
  triggered a mana upheaval. Machinery
  suddenly ceased to work correctly (or
  was destroyed) and children began to
  display strange... powers. Stephen
  Boyett's Ariel would make an excellent
  game background.
  —134—
  
  Low mana means that magic works poorly and is hard to cast, but it does work.
  Few wizards will choose to live in such a place, if there are higher-mana areas they
  can reach. Those who remain will find their talents proportionately more in
  demand. Magic may have little impact on daily life for the common people. If the
  whole world has low mana, then magic may be common but will usually be feeble
  (see sidebar, p. 71).
  High mana means that everyone can learn spells, and cast them relatively eas-
  ily! In a high-mana nation or world, magic will be an important part of daily life.
  A small spot of high mana will likely be the object of wizardly battles; it would be
  valuable as a home base.
  Very high mana makes magic so powerful that it is hard to control and there-
  fore very dangerous. A world of very high mana would be an unusual place indeed!
  Aspected Mana
  There can be areas of unusual mana, as described on p. 84 of GURPS Magic.
  In such an area of “aspected” mana, some types of magic do especially well, while
  others work poorly or not at all. It is even possible that all mana could be aspect-
  ed.
  Mana levels may also change over time. These changes may be slow or rapid,
  predictable or random. Imagine the cultural effects if, for instance, everyone knew
  that a certain no-mana area would be covered by a “wave” of normal mana within
  10 years. Or imagine the effect on a campaign if the capital of a magic-using nation
  changed, without warning, to a low-mana area!
  Scientific Justification
  There need be no scientific explanation at all for mana; it's just there. On the
  other hand, the GM can create a reason for mana to exist, and perhaps for it to
  change. Even if the GM has an explanation of mana, he doesn't have to tell the PCs
  what it is! Perhaps they can eventually find out — and the knowledge may or may
  not bring power.
  The GURPS rules assume that mana is a renewable resource; it cannot be
  exhausted. For a detailed treatment of the idea that an area's mana can be exhaust-
  ed, see Larry Niven's The Magic Goes Away and its sequels.
  Magery
  Magery, or “magical aptitude” (see p. B21) is the inborn talent for magic. One
  with magery is called a mage. In areas of normal and low mana, only a mage can
  cast spells. In areas of higher mana, mages still get an advantage in spell use. There
  are three levels of magery, of increasing potency.
  This follows the general fantasy assumption that not everyone can use magic,
  and that even among wizards, some are born with more power. The GM who wish-
  es to abolish this distinction may of course do so!
  Frequency of Magery
  If some people are born magic-users, the GM should determine the frequency.
  This is described for Yrth on p. 11; it is a good “average” number, making wizards
  relatively common but not quite an everyday sight. It also assumes that more wiz-
  ards will be born where the mana is higher.
  The GM may vary this by making mages very common, or so rare that each
  one is famous. (In this latter case, few PCs should be mages!) Or, perhaps, “ordi-
  nary” mages are common, but those with Magery 3 are few and far between.
  Character Points
  Two very significant factors in the
  “flavor” of a campaign are the starting
  point level and the rate at which charac-
  ter points are awarded.
  100 points is the default starting level
  for a fantasy campaign. This will allow
  the PCs to be much belter than average,
  but will put them significantly below the
  serious Yrth “power brokers.” If a player
  is trying to create a knight, he will have
  to settle for a very inexperienced one —
  the average bright is between 150 and
  200 points!
  150 points allows the characters to
  assume the role of up-and-coming heroes
  (or villains). They've been around long
  enough to have established a reputation
  of some sort, and will probably have sev-
  eral valuable Patrons or Allies. By the
  end of Lord of the Rings, Merry and Pip-
  pin were probably 150 points each.
  200 points will give the player a
  full-fledged hero. Whether this be a
  knight, a noble or a powerful priest, he
  will be renowned (throughout his home
  lands, at least) as a foe to be reckoned
  with.
  Different rates of CP awards also pro-
  duce different effects. 1-3 points per play
  session will result in very slow character
  development. The advantage of this style
  is that it forces the player to develop the
  character's role — not his point total. The
  disadvantage is that many players will
  feel like their character isn't progressing
  at an acceptable rate.
  Awards of 4-6 points are considered
  the norm — this is a good blend of char-
  acter advancement and controlled point
  expenditure
  10-15+ points per session will result in
  a wild ride down the road to stardom.
  Almost before they know it, the PCs will
  be rocketed into the arena of serious pol-
  itics and adventuring. This style forces
  the pace of a campaign, and can result in
  overpowered characters. It works well
  for a short campaign, however.
  —135—
  
  Degree of Spell Knowledge
  A related question: what spells are known? In most fantasy worlds, some
  spells are common, while others are close-held secrets of a few guilds. And some
  powerful spells may have been lost in the dim past. The GM who wishes to limit
  spell use in this way should go through his spell list and designate which spells are
  which. In general, the more powerful a spell, the less widely known it will be —
  but variations are interesting.
  The existence of secret spells is a good adventure hook. In order to learn a new,
  powerful spell, a mage must earn a lot of money, or do a favor for a more knowl-
  edgeable wizard, or discover a book of secrets. And such books are rarely on the
  shelves at the downtown library!
  In an area of high or very high mana, the creator should also decide how many
  non- mages are users of magic, and what sort of spells they know.
  Knacks
  A knack is the inborn ability to use a spell, as described on p. 86 of GURPS
  Magic. For a world in which all magic is by knack, see Piers Anthony's Xanth nov-
  els. Orson Scott Card's Alvin Maker stories also include this style of magic. The
  GM should determine the frequency with which knacks are found among the pop-
  ulation.
  Types of Magic
  There are many different possible types of magic. The creator of a fantasy
  world must decide which ones exist. Perhaps there is only one type of true magic;
  perhaps there are many. If there are many types, are they equally powerful? Can a
  single person use any type of magic, or must each magic-user choose only one sort
  of skill?
  If there are many different types of magic, one can add interesting color by
  assigning a different name to the users of each type. For instance, a “wizard” might
  be someone who uses regular magic, while a “sorcerer” is one who works by ritu-
  al, and a “shaman” casts runes.
  “Regular” Magic
  This is the type of magic described in the Basic Set and GURPS Magic. There
  are a large number of spells, each of which must be learned separately. One must
  learn the simple spells of a given “college” before more complex ones can be
  attempted. Most spells can be cast fairly quickly and have a fairly limited effect.
  Spells are powered by the caster's own energy.
  Ceremonial Magic
  Ceremonial magic (see p. B151) is an alternative way to cast the “regular”
  magic spells. The ritual takes a long time, but it adds to the chance the spell will
  work, and lets the caster draw on the energy of others to help power his spell. In a
  world where ceremonial magic was the only way of casting spells, magic would
  usually be reserved for important purposes. However, ceremony might still be used
  to create “mundane” magical items. A circle of wizards would not convene to bring
  light to a dark room, but they might take the time to create a permanent magical
  light. Tactical battle magic (see p. 138) would be rare, but great strategic spells
  might be cast to blight the enemy land or shake down a castle.
  Inherent Magic (Knacks)
  As described above, this is magic which is inborn in an individual — the per-
  son can cast the spell as a natural ability. A world of knacks might be a world of
  “wild” magic, depending on which knacks were allowed.
  Op Teams
  “You all meet in a tavern...” That line
  has started more fantasy campaigns
  (some good, many bad) than any other.
  There are other options for assembling
  the PCs into one group (and ensuring that
  the group doesn't degenerate into a back-
  stabbing brawl by the campaign's end!).
  The “op team” is a group of specialists
  assembled for a specific mission by a
  specific employer — maybe the crown,
  or  possibly a Patron such as an elderly
  wizard or mystic priest. In this particular
  case, party loyalty is (or should be) guar-
  anteed by the large bonus they stand to
  collect when the job is over. One or two
  party members nay not make it through
  — but it will be in everyone's best inter-
  est to have a large enough group to com-
  plete the mission.
  After the job is done, such a team
  might conceivably stay together if they
  performed well. They wouldn't necessar-
  ily have to remain in the employ of their
  original patron — there is usually a good
  market for freelance adventurers!
  Typical positions that need to be
  accounted for in any good op team
  include a medic, a mage, a stealth-orient-
  ed character, and a couple of good fight-
  ers. Depending on the size of the group,
  there are many more positions that could
  be added.
  If the GM and players are up to the
  challenge, each player could have a pool
  of 3-5 characters from which he chooses
  at the beginning of a mission, represent-
  ing a large mercenary team. This allows
  a finely-tuned group to be assembled
  (“Ok, we've got an Alchemist, a Cartog-
  rapher, a Sailor and two Bodyguards. All
  we need is a Butterfly Collector and we
  can hit the road.”)
  —136—
  
  Improvisational Magic
  This type of magic is described on p. M76. It can be used to cast a spell which
  the wizard doesn't know — or it can be the only variety of magic, in a world where
  there are no fixed, permanent spells. Improvisational magic makes wizards very
  powerful — but very unpredictable.
  Rune Magic
  This kind of magic, especially appropriate for a Norse or Celtic background,
  is described on p. M80. It is a special type of improvised magic, which can be used
  either to create magical objects or to cast improvised spells. The possessor of a
  “runestone” can improvise spells very quickly.
  Cantrips
  Cantrips, or magical poems, are another kind of improvised magic; see p. 86.
  To cast a spell, a mage must create a poem asking for the desired effect. This kind
  of magic will be enjoyed most by players who enjoy thinking on their feet, and it
  works well in a less-than-serious campaign.
  Clerical Magic
  In many fantasy worlds, gods or other supernatural powers are a direct source
  of magic, if not the only source of magic. A properly-ordained servant of a god —
  a cleric — can use spells, usually only those of a type associated with that god (see
  p. M84).
  There are many possible ways to regulate and limit clerical magic. Perhaps
  only the truly pious can use it — or perhaps belief isn't necessary if the god's will
  is being done. Perhaps clerical spells can never be used in any fashion of which the
  god would not approve. In a world in which clerical magic is common and effec-
  tive, religions will have even more power than they do in a society like Yrth!
  Psionic “Magic”
  Psi powers (see p. B165) could exist in a fantasy world. Non-psis would not
  be able to tell their effects from magic. Even the psi users themselves might think
  that they were using magic of a “different kind.” Of course, psi is not dependent on
  mana level... unless the GM decides it is. Psi would be especially effective to cre-
  ate a world with two entirely independent and mutually incomprehensible types of
  “magic.”
  Magic Items
  Enchanted objects are as much a part of fantasy as is magic itself, from the
  hero's enchanted sword to the Quest for the Magic Thingie. The Basic Set and
  GURPS Magic rules assume that it is difficult and expensive to make magic items,
  but not so difficult or expensive that it isn't done!
  But this assumption could be changed in many ways. Magic items could be so
  hard to make that they are almost unknown. Or they might be common, but unreli-
  able, with a large chance to malfunction each time they are used. (If they are cheap
  and reliable, of course, they simply form an alternate technology — see below).
  Magic as an Alternative Technology
  In the real Middle Ages, life was “nasty, brutish and short.” Writers often
  assume that the presence of magic would make a fantasy Middle Ages cleaner and
  pleasanter, but rarely go into detail. The world-builder should give it some thought.
  Here are a few of the most obvious points:
  Predestination
  There are many players who rebel vio-
  lently at anything they perceive as
  attempted coercion from the gamemas-
  ter. Other players, however, are very
  interested in becoming involved in the
  developing plotline of the campaign —
  and if this means occasional cooperation
  with the GM, ttien so be it.
  A GM can achieve some interesting
  results if he lets a player know that per-
  son's character has a destiny. This can be
  anything from “He is bound by birth to
  slay the great lizard Kvornak during a
  night or the full moon” to “You were
  marked at birth as the future king of all
  Moravia. Claim your crown from the
  demon-prince Agoroth and all shall hail
  you.”
  If presented correctly to the other
  players, it results in their enthusiastic
  cooperation with fulfilling the fates. If a
  player 
  balks 
  at 
  this 
  perceived
  “favoritism,” the GM can always recruit
  his character as an agent of the enemy.
  This is a very appropriate technique
  for a “story-telling” GM. The player cho-
  sen to fulfill the destiny should either be
  a very good roleplayer or a very bad one.
  A good roleplayer will be most creative
  and flexible within the bounds of the pre-
  determined character destiny; a poor
  roleplayer often has trouble determining
  direction for his character — this will
  help him define his role. If the GM uses
  this plot device extensively, he should
  take care to rotate the destiny from play-
  er to player, or cries of favoritism will be
  just!
  If the destiny grants any special pow-
  ers, the GM should feel free to charge an
  Unusual Background cost to the charac-
  ter so enriched.
  —137—
  
  Public Health
  If healing magic exists, ordinary injuries need not lead to permanent maiming
  or quick death by infection, and disease need not turn into plague. Open sewers, the
  bane of the medieval city, would be unnecessary if Earth spells allowed cheap tun-
  neling. No one need drink filthy river water when the Purify Water spell is cheap
  and easy.
  On the other hand, powerful healing magic would allow the rich and powerful
  to live indefinitely, as long as they could afford rejuvenation spells. Even the dead
  can be revived by a powerful enough spell. This could easily lead to a permanent
  aristocracy of immortals! The GM who doesn't want this effect should decide how
  he will prevent it or explain it away. Perhaps the Church doesn't permit it...
  Feeding the Masses
  Many fantasy medieval cities are far larger than any of their historical coun-
  terparts. The size of a city is limited by the amount of food that can be brought in
  from the surrounding countryside. Perhaps a great city might be served, not just by
  river traffic, by fleets of flying carpets. Or perhaps the wizards just create food and
  water at need.
  Of course, if food and water can easily be created, a besieged city will not fall
  to starvation.
  Everyday life
  How much does magic affect the visible, everyday life of the simple farmer or
  townsman? Good question. Most world-creators seem to want just enough effect to
  make the magical nature of the world obvious... without making too much differ-
  ence in the way the world “looks.” For instance, while it would be all right for a
  wizard's cart to be drawn by magic, ordinary farmers should use ordinary horses.
  Magical items of a mundane nature are often less “intrusive” than spells. Here
  is a useful assumption to justify a profusion of minor but permanent magic items:
  If an object has had the same spell (e.g.. Light) cast on it over and over again, a
  likely result of a critical success is to make the spell permanent. Thus, if a wizard
  walks around town every night, casting a Light spell on a hanging globe at each
  street corner, then after a few years the town will have a number of permanent
  night-lights.
  Battle Magic
  Man is a warlike creature, and magic — if it exists — will certainly be used
  for war if at all possible. Battle magic can be divided into tactical and strategic
  spells.
  The GURPS spell lists includes many tactical spells — quick, short-range
  spells that a wizard can use to discomfit a single foe or a small group. Such spells
  make the game interesting, and are possible with many different kinds of magic,
  including knacks, improvisations and clerical magic.
  However, strategic spells, though beloved of fantasy authors, can easily unbal-
  ance a game. If a single wizard can wipe out armies or topple towers, what use are
  the other characters?
  GURPS Magic includes a few spells, such as Earthquake, which can be used
  as strategic battle spells, but they are difficult and require a great deal of energy. If
  other, easier strategic spells are allowed, magical wars become possible. But the
  world-builder must either accept wizards as the “arm of decision” in any conflict,
  or create other limitations on their power. See Glen Cook's Black Company series
  for a world in which wizards are decisive in open battle, but still require the sup-
  port of spies and armies.
  Is There a God in the House?
  In many fantasy worlds, gods are
  thrown in as sort of an afterthought — a
  supernatural mana-recharger that can get
  someone good seats at the Astros' game
  if they can roll a 3 on three dice. When
  designing a campaign, the GM should
  think about the type of divinity — that he
  wishes to allow. In some cultures
  (including those of medieval Earth and
  its derivative, Yrth) the rulers' power is
  based on the peoples' belief that they rule
  by divine will, and the Church (or
  churches) have huge political power.
  No Gods: Active churches do not nec-
  essarily imply “real” deities. While a
  cleric might believe every word he
  preaches, in reality he may just be a
  mage that suffers the delusion “I get my
  powers from a god.” This makes issues
  simple, as there is no question of divine
  influence, and each faith has an equal
  claim to be the “one true path.”
  One God: In a campaign with multiple
  churches, this can create something of an
  imbalance. If only God A is real, then
  why can God B's priests cast spells? If
  there is no difference in God A's priests
  and other mages, then what difference
  does He make? And if he does make a
  difference, then why would any PCs
  choose not to worship him?
  Of course, if there is only one religion
  in the campaign, matters are greatly sim-
  plified.
  A Few Gods: There is a small group of
  gods who either created the universe or
  were a byproduct of its creation. They
  each have a particular sphere of power in
  which they are the final authority, and
  constantly vie with each other over wor-
  shipers. Many times these gods are relat-
  ed to each other (usually siblings), and
  inter-family rivalry can get ugly...
  Chock Full O’ Gods: There are literal-
  ly hundreds or thousands of gods. Every
  god that has ever been thought of,
  dreamt, hypothesized or hallucinated
  exists. There is a god of bottle washing,
  a god of tree bark, a god of beetles —
  more than anyone can keep track of.
  There is no set rule for divine interven-
  tion — some gods are aloof, preferring to
  let their subjects work out their own
  lives. Others are involved and manipula-
  tive, always interfering with their sub-
  jects' lives. And, of course, many of the
  gods are constantly competing for power
  and prestige, and some are engaged in
  bitter warfare, using their human wor-
  shippers as pawns.
  —138—
  
  Magic will certainly change the art of siege. Historically, most sieges were a
  race between starvation inside the city, and disease among the army camped in the
  mud outside. Wizardry would eliminate both threats. But towers could be toppled
  by earthquakes, or by tunnels quickly created by Earth to Air spells. Meanwhile,
  the army outside is scourged by summoned windstorms and fireballs from the bat-
  tlements...
  Society
  Most fantasies assume a vaguely Western-medieval form of society and gov-
  ernment: an agricultural economy ruled by feudal nobles, policed by armored
  knights. Again, a creator can stay with this stereotype and be sure that his players
  will know what to expect. Also, it's possible to research the Middle Ages enough
  to be as realistic as you like — except for the effects of magic, as discussed above,
  which are entirely up to the world-builder anyway!
  Other forms of government and society are possible, of course. They can be
  assigned to different nations or different races. Some players will enjoy the con-
  trasts and the challenge of learning new customs. Others — those who are more
  interested in the interpersonal aspects of roleplaying, as well as those who just want
  to kill orcs — can be put off by this kind of social detail.
  Tech Level
  The medieval stereotype implies a Tech Level of 3 (see p. B186) — good
  enough to make steel weapons, not good enough to make gunpowder. If gunpow-
  der exists, many other elements of the background must change... unless it is too
  rare and costly to use for mass battles. Gunpowder will also make magic less pow-
  erful. In a pre-gunpowder society, only a mage can slay at a distance, or kill many
  with a single blow... which is why the wizards of Yrth have suppressed gunpowder.
  Fish Out of Water
  One of the most enjoyable parts of
  GMing is thrusting characters into a situ-
  ation for which their players were unpre-
  pared and unsuspecting. Fantasy cam-
  paigns are the most cliche-ridden in the
  hobby (“Oh no. Not another invasion
  from the Evil Country to the North”). To
  shake things up, the GM may have to
  resort to drastic measures.
  One of the simplest is to transport the
  PCs into someplace completely different
  than they were expecting — say, Times
  Square on New Year's Eve. If they use
  even 10% of the force that they are
  accustomed to in their home country, at
  least some of them will wind up in jail.
  And getting back to their homeland will
  take some doing!
  The GM can provide a sympathetic
  NPC or two — perhaps some teenage
  boys who believe the fantastic story, or a
  curious reporter who helps them navigate
  through the pratfalls and pits of 20th-cen-
  tury USA. There will certainly be occult
  groups that are quite prepared to believe
  that the characters are who they claim to
  be — but they might not be interested in
  helping...
  The GM can also reverse this process
  — the characters are modern-day, normal
  people who find themselves suddenly
  transported into a world they don't
  believe exists (as in A Connecticut Yan-
  kee in King Arthur's Court). For the truly
  brave (and self-analytical), the GM can
  require that the players create GURPS
  versions of themselves!
  The PCs could slip in through a
  dimensional 
  portal 
  (such 
  as 
  the
  Banestorm), or perhaps be summoned by
  a critical spell failure. Or perhaps the
  spell that summoned them was success-
  ful, and someone (or something) on Yrth
  really wants the Earthlings here. Or
  maybe the sununoner really wanted
  Earthlings, but not this particular bunch!
  —139—
  
  Of course, magic can be added to any tech level. For a wonderfully-worked-
  out example of magic in a Tech Level 5 background, see Randall Garrett's “Lord
  Darcy” stories. One could even combine ultra-tech scientific wizardry with real
  magic!
  Magic and Technology
  At any tech level, the world-builder must decide how wizards get along with
  scientists and technicians. The story of Yrth assumes that the mages have done their
  best to suppress technology. But if wizards see their craft as one science among
  many, they will be neutral or even cooperative toward other researchers.
  This harks back to the replacement of technology by magic. If magic can keep
  people clean, safe and healthy, and make travel and communication simple, there
  is little need for technology. But wherever magic is limited, technology has a
  chance to take hold. And in some situations, if wizards and scientists cooperate,
  interesting hybrids can appear!
  Magic and Society
  Another important question: How does society feel about magic-users? Are
  they admired? Are they treated as honest tradesmen? Are they feared, shunned, per-
  haps even attacked on sight? Are they treated as powerful weapons or valuable
  resources, and impressed into the service of their rulers? What laws (see p. M108)
  exist to control magic and mages?
  How are mages trained? Are they apprenticed to other mages, or self-taught?
  Are there guilds of wizards (see p. M109)?
  Races
  The first decision for the world-creator to make is whether to include any non-
  humans at all. Some fantasy stories are human-only, but most include nonhuman
  races. And, of course, it would be possible to create a fantasy world with no human
  characters at all!
  What Races Exist?
  A staple of many fantasy stories is the existence of several other races — sim-
  ilar to humans in some ways, different in others — sharing the world, more or less
  peacefully. Most such races trace their ancestry directly to the Celtic tales of the
  Sidhe and to Norse mythology. J.R.R. Tolkien, creator of the Lord of the Rings tril-
  ogy, drew on both these sources, but his own interpretation was so compelling that
  obvious “Tolkien Elves,” “Tolkien Dwarves,” and “Tolkien Halflings” are every-
  where — especially in fantasy game worlds.
  The advantage of using such familiar archetypes is that they are familiar.
  Everyone will have a good idea what an Elf is and how to deal with one. The prob-
  lem comes when players' views of Elves differ from those of the world-builder. No
  creator wants to be told “You can't have an Elf do that! That's not what an Elf is!”
  If this is a danger... or if the creator just wants to get away from Tolkien... it's
  time to find some new nonhumans. These can be made up entirely, or taken from
  unusual sources. Eastern and Indian mythology, for instance, offer a whole variety
  of new intelligent nonhumans. Or races from science fiction can be adapted to gam-
  ing terms and, perhaps, touched with magic (of course, any sufficiently advanced
  technology is indistinguishable from magic anyway, so who knows?). And, of
  course, gaming sourcebooks are available for nonhuman races, including SJ
  Games' own GURPS Aliens and GURPS Fantasy Folk.
  Where Did You Want This
  Dragon?
  One of the grossest cliches of all gam-
  ing is the dungeon. In its most offensive
  form, a dungeon is nothing more than a
  randomly generated set of corridors and
  rooms rilled with traps, treasure and
  monsters. The entire complex is located
  in a secluded area where it will sit, undis-
  turbed, until the intrepid band of looter...
  errrrr, characters comes along to pillage
  it. In the best of these, there is a power-
  ful artifact or magical item hidden deep
  within its bowels — once this arcane
  object is removed, the dungeon will
  begin to fall apart.
  Nice, but hardly realistic. It is highly
  unlikely that any large complex would
  stay abandoned long enough to be popu-
  lated by monsters. There might be one or
  two beasts that use it as a lair, but these
  would be easily driven off by the first
  group of people that thought there was
  treasure to be had.
  There is also the matter of ecology.
  The larger beasts that could drive off any
  human incursions (dragons, basilisks,
  etc.) simply require too much food to
  survive. A dragon that needs a cow or
  three a week is not going to fare well in
  a 40' by 50' room in the third level of the
  tombs of Baja the Sandy.
  If such a thing as a dungeon exists, the
  most likely occupant is a group of intel-
  ligent creatures. A band of Orcs, possibly
  with a few dozen Hobgoblin servants,
  will turn a dungeon crawl into an inter-
  esting experience. And, as a bonus, the
  Orcs have usually gathered all the treas-
  ure into one place! Of course, this makes
  the dungeon-delvers into a gang of
  racially-motivated thugs, breaking into
  strangers' homes to kill them and take
  their property.
  —140—
  
  Nonhuman PCs
  If nonhuman races exist in the campaign, someone will eventually want to play
  one. The GM should decide whether each race will be usable as PCs. A race which
  is too powerful, too opposed to humanity, or just too alien, will not work well in a
  party with human PCs. Make this decision when the race is first created. A race
  which is not to be used for PCs need follow no standard of “reasonableness” when
  its powers and statistics are chosen; it exists for dramatic effect. But a PC race must
  be “balanced” in game terms.
  Nonhumans in Society
  Most fantasy worlds assume that humanity is the dominant race... perhaps a
  latecomer, but still the most numerous and powerful species. Nonhumans are
  described in terms of their interaction with humanity. This is the most comfortable
  world for most players, who like to think of mankind at the top of the heap.
  Like any assumption, this begs for contradiction. A creator can turn things
  around and create a world ruled by, for instance, Dwarves... with humans as ser-
  vants, farmers and expendable warriors.
  Campaigns
  Creating the world is only half the job. Almost any world can house almost
  any kind of campaign. The Fantasy Campaign Plan, in GURPS Magic, sets out
  many of the specific decisions; this section will cover the basic questions.
  Campaign Style
  There is no one “right” style of fantasy roleplaying. It depends as much on the
  players as on the GM: what kind of people do they want to portray, and what do
  they (the characters as well as the players) hope to accomplish?
  The Serious Campaign
  In this sort of campaign, the GM and the players start by setting the “ground
  rules” very firmly. Any purely fantasy elements, such as magic, are rigorously
  defined. Once these definitions are established, play proceeds as realistically as
  possible. Characterization is stressed; PCs can be cautious or even cowardly. The
  object is to play out “What would things be like if all this were real?”
  The Cinematic Campaign
  In this campaign, reality takes a back seat to storytelling. Certain rules —
  especially those having to do with injury and death — are relaxed. This is a swash-
  buckling campaign; the GM should reward flash and style, even when the realistic
  result would be “You're dead.” If a PC is a coward, he should be a spectacular cow-
  ard!
  The object of the campaign is to tell a good story. The details of magic and
  spellcasting become less important; if the story requires that a spell or a scheme
  work, it will. See p. B183. Watch The Princess Bride for a cinematic fantasy, or
  read any of the Conan stories.
  The Silly Campaign
  Why not? Fantasy is fun, and fractured fantasy is the most fun of all. This type
  of campaign features Kobold PCs, magicians who fumble their spells, lots and lots
  of inept gods (see sidebar, p. 138), and very odd quests. The cinematic combat rules
  should be used, to give PCs a chance to survive their foolishness. Cantrip magic,
  possibly based on limericks, is appropriate. Play up characters' quirks and Odious
  Personal Habits.
  Learning From History
  When developing a campaign, many
  GMs find themselves pulling their hair
  out by the roots, trying to come up with
  ideas that haven't already been hacked to
  death. The best source of info for the GM
  at the end of his rope is the local library.
  Any good history book will provide
  dozens of good campaign ideas — espe-
  cially a book or two on legends from
  around the world. While they might rec-
  ognize Paul Bunyan if the GM has a big
  blue ox show up, it is very unlikely that
  the average player will know if the entire
  campaign was cribbed from the Irish leg-
  ends of Tuan.
  If the players are history buffs, the
  GM should remember that just because it
  happened that way once, it doesn't have
  to happen that way again. The players
  will make certain automatic assumptions
  based on their knowledge of history. The
  GM can turn these to his advantage,
  keeping the PCs off balance.
  For instance, if the characters see a
  Viking longship approaching, they'll be
  expecting to deal with a crew of blond
  Nordic types. They will be thrown for a
  loop if a group of Orthodox Jewish
  Kobolds disembark and demand that the
  party join them in a candle-lighting cere-
  mony or perish!
  Required Reading
  For a campaign based specifically on a
  particular work of fiction, the GM should
  define the “required reading” for players.
  Alternatively, he may ask them not to
  read the source material until the cam-
  paign is over, to preserve some secrets!
  Even if the campaign is not based on
  any single story, the GM may want to
  suggest appropriate reading for his play-
  ers, to give them some general back-
  ground or put them in the mood. This
  might easily be nonfiction, if the cam-
  paign has historical parallels.
  —141—
  
  For a literary example (using the term loosely), see the Harvard Lampoon's
  Bored of the Rings. In cinema, watch Monty Python and the Holy Grail.
  Campaign Scope
  The “scope” of the campaign — the physical area that it covers — is another
  important decision. Any type of world can hold a campaign of any scope, but the
  campaign's scope determines the breadth and detail in which the world will be
  filled out.
  The Wanderers
  At one extreme, a campaign can be “picaresque.” The PCs are wanderers,
  going from one adventure to the next. There is no rhyme or reason to their journeys.
  The characters are content to follow the whims of Fate, and the players are happy
  to go on whatever adventure the GM concocts.
  On Yrth, such a party might be vagabonds or mercenaries. They might also be
  a Hand of Michael (see p. 20), agents of a king or sultan, and so on. They serve a
  master and have loyalties, but they are unlikely to sleep twice in the same place.
  This style of campaign has several advantages. PCs can come and go freely.
  The GM need not work up any single locale in great detail, but he has the chance
  to create and display wide areas of his world. The players will have as much trav-
  el and variety as they can stand. On the other hand, there may be little sense of “his-
  tory,” because neither players nor characters will come to know any place well.
  The Natives
  At the other extreme, the campaign can stay in one area forever. Usually this
  will be a big city, to allow a variety of adventures.
  This type of campaign allows much more depth, in several senses. The GM
  can create a huge continuing cast of NPCs who will interact with the PCs over a
  long period of time. The players will have the chance, if they like, to get deeply
  involved in politics and intrigue. Jobs and non-combat skills will become more
  important; players can create characters who wouldn't work in a wandering cam-
  paign, but who are right at home (literally) in the city. PCs are far likelier to marry,
  build houses, and work on their own long-term schemes. In fact, the GM may find
  that he no longer has to work to create adventures, because the PCs' own plots, and
  the machinations of the NPCs, will take on their own life.
  The GM who enjoys this kind of background will find a number of “city sup-
  plements” available, including Tredroy, which is set on Yrth and uses the GURPS
  system.
  The Questers
  This campaign takes a middle ground. The party is journeying, and may have
  adventures on the way, but they have a single important goal, the subject of a long-
  term campaign. This combines some of the advantages of both extremes; the PCs
  have a home base and a sense of history. But character types are still limited to
  those who could reasonably go “on the road,” and the players may come to feel
  “channeled” toward their objective.
  The Final Goal
  Whatever the style and scope of the campaign, the objective should be the
  same: to showcase the world the GM has created, in such a way as to allow the
  players the greatest possible chance for roleplaying creativity.
  Money in a Fantasy World
  What is used for money in a fantasy
  world? It all depends on the background.
  Yrth uses generic gold, silver and cop-
  per; these are recognized by all players.
  But strange systems of coinage can add
  to the “fantasy” feel. What about a soci-
  ety that values only dragon-claws? Or
  one where drugs and potions are the only
  common currency?
  It is possible, of course, to create a
  society that doesn't use money. But be
  careful. Some players will enjoy the
  challenges of dealing with a barter econ-
  omy or a pure socialist state. Others will
  be frustrated.
  Counterfeiting
  Counterfeiting is a risk in any society.
  And unless all wizards are holy clerics,
  magical counterfeiting will happen in
  any fantasy world. There's an old legend
  that fairy gold melts away when it touch-
  es cold iron, but not all wizardly fakes
  will be as cooperative. It shouldn't be
  impossible for a mage to create fake cur-
  rency, but it shouldn't be easy, or all the
  PCs will be doing it!
  Cost of Living
  The GM should also decide how much
  money is available in the campaign. In a
  wandering campaign, the PCs will not
  have regular jobs, but must live by their
  wits. In a city campaign, anyone who
  does not have a regular job will probably
  be watched by the guardsmen! The Yrth
  job table and cost of living will allow
  quite a bit of disposable income for PCs
  in “average” jobs. To make the PCs work
  harder for their money, double the cost of
  living...
  To a certain extent, this is determined
  by the game world. Some worlds will be
  wealthy and comfortable, while others
  are comparatively stark and starving. But
  it is basically a campaign issue. The GM
  decides how important money should be
  to the PCs, and how hard it should be for
  them to get it and keep it.
  —142—
  
  INDEX
  Administrator, 116.
  Adrien Dorilis, 96.
  Adultery, 23, 33.
  Adventuring in the Isles, 39.
  Ah'zinenthl Dharsis Rxtlyin, 45.
  al-Ab'ra, 78.
  al-Abyad, 78.
  al-Amut, 31.
  al-Ashraf, 29.
  al-Asima, 8.
  al-Haz, 7, 8, 9, 30, 31, 32, 33, 34, 39, 41, 73.
  al-Kard, 7, 9, 30, 41, 74, 89, see also Cardiel.
  al-Siyanni, 7, 84.
  al-Wazif, 7, 8, 9, 29, 30, 30, 33, 34, 41, 50, 51, 55, 56, 73, 82.
  Alcohol, 33.
  Alhallabad, 81.
  Aliar, 94.
  Alimar, 95.
  Allan Micardeno, 95
  Almaric ibn John, 96.
  Anglish, 11.
  Angus of Scariswic, 49.
  Ansonne, 60.
  Anthenius Crivelli, 94.
  Anti-Semitism, 35.
  Antiochus the Firemage, 47.
  Apprenticeship, 17, 18.
  Arabic, 11.
  Arraterre, 8, 27, 41, 57, 58, 95.
  Archibishop Jacques-Jude LeBlanc, 61.
  Archibishop Nikolai of Serrun, 51.
  Archibishop of Raphael, 55.
  Archibishops, 25; see also Curia and Conclave.
  Arenas, 44, 114.
  Arms and Devices, 16; see also Coats of Arms.
  Arms Control, 43,
  Armsmens' Guild, 20,
  Arnod de Sauvons, 58.
  Arvey, 55.
  Assassin, 31, 34, 79, 84, 116; guild, 19, 20.
  Attacking, with two weapons, 63.
  Autheuil, 88,
  Azer, 47.
  Balik Abdallah al-Firuzm 34, 78.
  Balikites, 34, 76, 79, 80, 81, 84.
  Banestorm, 4, 6, 7, 8, 9, 26, 36, 38; new, 107.
  Bankers, 35.
  Bannock, 54.
  Barbarians, 47.
  Bards, 103, 116.
  Baron Bowvrey, 93.
  Baron Deneral, 69.
  Baron Tolhen of Min, 52.
  Baron Tunstall, 54.
  Baron Tremaine, 54.
  Barter, 15.
  Basilisk, 127.
  Basket hilts, 60.
  Battle magic, 21, 28, 83, 136, 138.
  Benedictine, 61; monks, 59; order, 60; rule, 25.
  Bestiary, 125.
  Bey Hisham al-Sharib, 87, 88.
  Bible, 22.
  Bilit Iland, 57, 60.
  Black Gold, 54, 55.
  Black Magic, 21, 34, 60.
  Blacksheep, see Woolens.
  Blackwoods, 48, 50, 53, 54, 65.
  Blainthir VII, 105.
  Blind Lars, 103.
  Blythe, 72.
  Brennan, 46.
  Bribes, 45.
  Bride price, 23.
  Bronze Mountains, 55.
  Brothers of Mercury, 53.
  Bruce of Sterling, 71.
  Buddhism, 33, 34.
  Cabble of Denton, 72.
  Caithness, 8, 9, 42, 55, 56, 64.
  Calder, 8, 90, 93.
  Caliph Hafaar al-Taib ibn Ishaq al-Wazif, 85, 88.
  Caliph, 30, 32, 34, 55.
  Calligraphy, 31.
  Campaigns, 141.
  Canon law, 22, 23.
  Cantrips, 137.
  Captain Rashid al-Marqab, 52.
  Cardiel, 7, 8, 9, 27, 33, 39, 41, 42, 51, 52, 57, 89.
  Carick, 65, 69.
  Castle Defiant, 72, 100.
  Cathedrale de Saint Michael, 59.
  Caustigus, 127.
  Centaurs, 38, 29, 119.
  Character, points, 135; types, 116.
  Chivalry, 14, 15; Islamic, 15.
  Christianity, 7, 21, 22, 23.
  Church, 43, 57, 58; hierarchy 25.
  Cinematic Campaigns, 60, 141.
  Cities, 15; free or open, 16.
  City Guard, 17.
  Claudius Maskill, 49.
  Clergy, 25; Islamic, 32.
  Clerical Investment, 112, 116, 118.
  Clerical Magic, 112, 137.
  Clerics, 116.
  Climate, 4.
  Cloak skill, 61; heavy cloak, 61; light cloak, 62.
  Cloistered, 25.
  Coats of Arms, 112.
  Code of Honor, 112.
  Coins, 15.
  Communication, 11.
  Connal VI of Craine, 9, 42, 64.
  Constantine, the Archbishop of Clintus, 64.
  Constantinians, 28.
  Corps of Wizards, 45.
  Corpsa-a-corps, 63.
  Cost of Living, 142.
  Counsil of Lords, 92, 93.
  Count Aloysius of Zehan, 53.
  Count Marcus, 47.
  Count Sergius of Shandaray, 51.
  Craft Skills, 113.
  Crafter, 116.
  Craine, 26, 41, 56.
  Craine, 55, 56.
  Creating New Races, 124.
  Creatures, 125.
  Crime, 19, 32, 59; and punishment, 22.
  Criminology, 113.
  Crossover Campaigns, 133.
  Crusades, 7.
  Culture, 10.
  Curia, 21, 22, 25, 28, 49, 57, 65.
  Cyphering, 114.
  Dark Elves, 6, 36, 64, 104, 109, 120; cult, 38.
  Deities, see gods.
  Dekamera, 51-53.
  Denton, 72.
  Diophrates, V, 8; VI, 8; XII, 42, 48, 54.
  Diplomat, 117.
  Disinherit, 13.
  Distilling, 113.
  Divorce, 22, 32; Islamic, 33.
  Djinn Lands, 9, 65, 76, 78.
  Domitian Code, 22, 24.
  Dowry, 22; Islamic, 33.
  Dragons, 41, 55, 70, 112, 126, 140; magic, 126.
  Drift Abbey, 7, 57, 59, 60, 61.
  Druids, 38.
  Dueling, 59.
  Duke Bran, 55.
  Duke Thomas Mehan, 50.
  Duke Yivirrl of Sho'joor, 53.
  Durham, 71.
  Durinann II, 104.
  Dwarf Kings, 104-107.
  Dwarves, 6, 8, 27, 36, 38, 44, 54, 55, 65, 68, 76, 91, 102, 104, 108,
  120; mages, 105.
  Dyeing, 113.
  Earl Gavin of Dekamera, 87.
  Earl Hadrian of Quartedec, 54.
  Earl Sigmund, 46.
  Earth, 9.
  Ekhans, 50.
  Ekkaron III, High King, 104, 107.
  Elder folk, 36.
  Elves, 6, 8, 27, 36, 44, 48, 65, 67, 68, 76, 88, 91, 95, 102, 107,
  120, 140; magic, 109; communities, 38.
  Emir Ayyub ibn Qasim al-Azraq, 87.
  Emir Harun abd Ishaq, 88.
  Emir Jannar abu Talha al-Pradin, 87.
  Emperor's Forest, 47, 50.
  Emperor's Guard, 45.
  Emperor's Wall, 8, 41.
  Ental Island, 57.
  Eternal, 36.
  Excommunication, 22.
  Faramon of Alier, 94.
  Fast-Talk, during battle, 63.
  Father Jobert, Abbot of Evrow, 26.
  Father Sir Richard of Valmont, 47.
  Fealty, 12.
  Fedayeem, 31.
  Fence of Gods, 30.
  Fencing, 59, 60.
  Ferrier, 72.
  Feudal economy, 15.
  Feudal society, 10-14.
  Fines, 22.
  Firuz, 80.
  Five Pillars of Islam, 31.
  France, 8.
  Franciscans, 28.
  Freemen, 13.
  Gebrook, 8.
  Geb'al-Din, 7, 29-31, 34, 73, 75, 79, 83.
  Gebel al-Hikmah, 73, 79.
  Gebel Thamad, 87.
  Giants, 39, 120.
  Ginnargrim III, 106.
  Glassblowing, 114.
  Gnomes, 38, 65, 91, 121.
  Goblin, 8, 27, 38, 44, 58, 72, 121; names, 42.
  God's Fence, 76.
  Gods, 5, 36, 112, 138.
  Goverment, city, 16.
  Governor Taavjekii, 53.
  Grand Crusade, 7, 30.
  Grand Hospital, 56.
  Grand Master of New Jerusalem, 55.
  Grand Master Sir Gilford Perrennius, 27.
  Great Desert, 64, 66, 127.
  Great Forest, 65.
  Great Games, 84-85.
  Great Roads, 42.
  Greco-Roman cults, 36.
  Greek goddess Athena, 51.
  Greeks, 36.
  Gryphon, 128.
  Guard Mage, 17.
  Guilds, 16, 17, 51; adventures, 19; dues, 17; organization, 17; types,
  17.
  Guillaume of Lurnan, 96.
  Gunpowder Plot, 133.
  Gunpowder, 9, 20, 59, 139.
  Hadaton, 94.
  Hafsa al-Talib ibn Ishaq, 82.
  Half-Elves, 109, 120.
  Half-Orcs, 122.
  Halflings, 27, 38, 44, 68, 69, 76, 121.
  Herding, 131.
  Harpy, 128.
  Healer, 117.
  Healing, 113.
  Health, 113, 138.
  Heavenking of Sahud, 46, 97, 100.
  Hellshark, 128.
  Hemp, 89.
  Heolford, 8, 103.
  Heraldry, 16, 113.
  Heresy, 23, 25, 49.
  Heretics, 24.
  Hidelban, 28, 49.
  High mana, 57, 58.
  High war, 46, 98, 99.
  Hinduism, 33.
  Hippogriff, 128.
  Hobgoblins, 38, 65, 121.
  Holy City, 30.
  Holy Kingdom of New Jerusalem, 41.
  Holy Orders, 25.
  Homage, 12.
  Horned God, 38.
  Horror, 133.
  Horse breeding, 55.
  Horses, 54, 81, 131.
  Hospitallers, 9 ,25-27, 41, 55, 56, 92.
  Hospitals, 28.
  Hostilius, Viscount Rufus, 46.
  Howarth of Alinar, 94.
  Huguenots, 25.
  Hunt Tower, 50.
  Hydra, 128.
  Hyrnan, 53.
  Hyrnan, 54.
  Illumination, 113.
  Imam, 32.
  Improvisational Magic, 137.
  Income, 114.
  Indians, 60.
  Indulgences, 24.
  Infidels, 24.
  Inheritance, 23, 33.
  Initial Carving, 62.
  Insurance, 17.
  Interrogation, 113.
  Intolerance, 112.
  Islam, 7, 29, 55; history, 30; magic, 34; names, 73, sects, 34, univer-
  sities, 32.
  Islamic orders of Chivalry, 32.
  Isle de Nord, 57.
  Isle Entelle, 58-59.
  Jackues-Jude LeBlanc, 60.
  Jafar al-Siyassi, 60.
  Jesuits, 8, 27, 47, 57, 59-61.
  Jewish ceremonies, 35.
  Jihad, 8, 9, 30, 34.
  Job Table, 115.
  Johns River, 46.
  Jorneymen, 18.
  Judaism, 33, 35.
  Judgments of Blood, 22.
  Judo, 99, 113.
  Karate, 99, 113.
  —143—
  
  Keep of Redhall, 64.
  Kethalos, 46, 47.
  Keyhole Bay, 53.
  Khalid Abdallah ibn Ali al-Pradin, 81.
  Kharijites, 30, 56.
  King Conall, 69.
  Kinkaku, 100.
  Knacks, 11, 45, 136.
  Knife (Main Gauche) skill, 62.
  Kinghts of the Hospital of St. John of Jerusalme, see Hospitallers.
  Kinghts of the Stone, 18.
  Kinghts Templar, see Templars.
  Knights, 13, 14, 45, 68, 117; becoming, 15; female, 14, 66; duties,
  14.
  Kobolds, 38, 39, 58, 91, 121.
  Koran, 30, 33.
  Kosher, 35.
  Kraken, 129.
  Lady Bronwyn, 69, 71.
  Lake Acheron, 42, 46, 47, 49, 53.
  Lake Styx, 54.
  Language, 11.
  Lasaril of Sterling, 109.
  Law, 20, 22, 43, 45, 75, 81, 112; al-Haz, 77; al-Wazif, 84; Araterre,
  59; Caithness, 69; Cardiel, 92; Elvish, 109; Nomadic, 103;
  Orcs, 110; Dwarvish, 106.
  Law, Islamic, 32.
  Legal Enforcement Powers, 112.
  Legions, 14, 45, 47, 64.
  Lenox of Heydon, 46.
  Lifespan, 11.
  Literacy, 112.
  Lord Jerric, 110.
  Lord Kerin, 110.
  Lord Peredur, 9.
  Loren'dil, 8.
  Low War, 46, 98, 99.
  Lunther, 46.
  Maelstrom, 77.
  Magery, 135.
  Mages' Guild, 19.
  Mages' War, 9, 54, 55.
  Magic, 11, 98, 134; al-Haz, 76; Araterre, 59; Caithnes, 71; Orcs,
  110; Megalos, 44; items, 20, 138; aptitude, 11; duels, 47; heal-
  ing, 28.
  Magnus, Earl Gavin, 51.
  Mallorry, 57.
  Mamoun al-Mansur, 74.
  Mana, 11, 134, 135; aspected, 58.
  Manite, 25.
  Marriage, 22; Islamic, 33; Jewish, 35.
  Maskill Curse, 49.
  Masonry, 114.
  Masterwork, 18.
  Medicine, 11.
  Megalan Ranks and Titles, 43.
  Magalan women, 43.
  Megalos, 7, 8, 38, 39, 41, 47, 56, 64, 82, 94, 101.
  Mehan, 49.
  Mercenary, 117.
  Merchant, 117.
  Merciful Sisters of St. Karroll, see Sisters of Mercy.
  Mershall, 70.
  Michaelites, 7, 20, 112, 134.
  Midlands, 47.
  Milkfish, 59.
  Milkfish, 131.
  Min, 52.
  Minder, 96.
  Ministry of Serendipity, 9.
  Minoutars, 122.
  Miracles, 23, 112.
  Monastic orders, 28.
  Money, 15, 142.
  Money, 142.
  Monk, 25, 118.
  Morthrim, 106.
  Moslem, 7, 29, 41.
  Mother Earth, 38.
  Mountain Elves, 108.
  Muezzins, 29.
  Mullah, 30, 32, 34.
  Myrgan, 46.
  Mysteries, 18.
  Necromancy, 21.
  Needlecraft, 114.
  Netmaking, 114.
  New Jerusalem, 7, 56.
  Nightstalker, 96, 129.
  Noble title, 12; buying, 13; hereditary, 13.
  Nobles, 14, 118.
  Nomad Lands, 9, 39, 46, 75, 81, 101.
  Nonhuman races, 36, 44, 119, 140.
  Nordentury, 28.
  Northen Marches, 45.
  Nuns, 25.
  Oaths, 23.
  Octavius Magnus, 7, 41.
  Off-hand weapon training, 63.
  Ogres, 38, 121, 122.
  Old Goblin, 38.
  Old Religion, 39.
  Olybrians, 25, 26.
  Orclands, 9, 110.
  Orcs, 6, 8, 9, 36, 38, 64, 68, 72, 91, 110, 122.
  Order of Michael, 92.
  Order of St. Alyce, 71.
  Order of St. George the Dragon, 70, 71.
  Order of St. Olybrian, 51.
  Order of St. Thomas, 29.
  Order of the Crescent Moon, 32.
  Order of the Pegasus, 32.
  Order of the Stone, 66, 68, 69.
  Pagan rituals, 39.
  Paganism, 24, 38, 39, 92.
  Page, 14.
  Paladin, 129.
  Palais de Sauvons, 59.
  Parallel Worlds, 133.
  Patron Saints, 18.
  Patrons, 112.
  Pegasus, 129.
  Penance, 32.
  Penitentines, 25, 49, 50.
  Peredur Orcslayer, 71.
  Perjury, 23.
  Petronius, the Archbishop of Mehan, 49.
  Phocas, 48.
  Photius, 71.
  Physicians, 113.
  Piligrimage, 24, 31.
  Pillars of Allah, 29.
  Pillars of Heaven, 88.
  Pirate havens, 58.
  Pirates, 59, 90, 95.
  Poor Knights of the Temple of Solomon, see Templars.
  Priesthood, 25.
  Prince, Arnod de Sauvons, 61.
  Prince Connal, 65.
  Prince Militiades, 50.
  Pronunciations, 11.
  Prophet, 30.
  Protestants, 8, 9, 25, 57.
  Punishments, 32, 45.
  Qadi, 32, 33.
  Qazr al-Sawh, 85.
  Qartedec, 46, 54.
  Rabbis, 36.
  Rangers, 118.
  Rank, buying, 42.
  Ransom, 14.
  Raphel, 55.
  Rapier, 60.
  Reek, 129.
  Regeneration, 124, 130.
  Relics, 24.
  Religion, 5, 21, 99, 102.
  Remis, the Duc d'Ansonne, 60.
  Repentant Pious John, 50.
  Reptile Man, 8, 27, 38, 39, 45, 48, 64, 68, 91, 98, 112, 118, 122.
  Retainter, 118.
  Rhajid al-Garyhan, 78.
  Ring Islands, 58.
  River Conn, 54-56.
  River Regina, 51.
  Roger des Moulins, 26.
  Royal Council, 43.
  Ruins, 108.
  Rule of St. Benedict, 25.
  Rune magic, 103, 137.
  Sa'Azraq, 87.
  Saber, 60.
  Sabreurs Royales, 59.
  Sacraments, 21.
  Sahud, 7, 46, 97.
  Sailing, 58.
  Sauvons, 52, 59.
  Savoir-Faire, 113.
  Scholar, 118.
  School, 36.
  Sea Elves, 89, 108.
  Secret Orders, 18.
  Seneschals, 14.
  Sense of Duty, 112.
  Serfs, 12,
  Serrun Cathedral, 52.
  Serrum, 52.
  Seven Brother Kings, 106.
  Shaniyabad, 88.
  Sharia, 32, 33.
  Shi'ite, 30, 32, 34, 73, 82, 96.
  Shipbuilding, 58.
  Ships, 90.
  Sho'joor, 51, 52, 57.
  Shuuv'kopekk, 53.
  Silver Hand, 69.
  Silver, 124.
  Struon Menelaus, 7, 41.
  Simonton, 72.
  Sin, 24, 32.
  Sir Darius of Kethalos, 47.
  Sir Geoffry Freeman, 56.
  Sir Guildford Perrennius, 56.
  Sir Jordan, Siegebreaker, 28, 48.
  Sisters of Mercy, 28.
  Skills, 113.
  Slavery, 17, 18, 24, 33, 45, 46, 69, 78, 87, 102, 105.
  Smuggling, 60.
  Social rank, buying, 91.
  Social Status, 114.
  Society of Jesus, see Jesuits.
  Soginyarl, 107.
  Soldier, blank-shield, 16.
  Southlands, 50.
  Spy, 118.
  Squire, 13, 14, 117, 119.
  St. Gareth Aristophiles, 28.
  St. Giles Abbey, 26.
  St. Paul Cathedral, 49.
  Status, 43, 67.
  Sterling, 71.
  Strider, 130.
  Sufi, 29, 88.
  Sultan Mamoun al-Mansur, 79.
  Sultan, 32.
  Sunni, 30, 32, 34, 82.
  Sybarite, 119.
  Talmud, 35.
  Tanning, 114.
  Taxes, 14-16.
  Tech Level, 139.
  Technology, 11, 55, 57, 58.
  Templar College of Battle Magic, 47.
  Templars, 7, 25-28, 47, 48.
  Ten-Tiri, 96.
  Teridar, 46.
  Thief, 119.
  Thieves' Guild, 19.
  Thomasites, 25, 28, 29; orders, 59; hospitals, 46.
  Thransiravst, 105.
  Thulin's Folk, 41, 44, 105, 106.
  Thulin, 8.
  Thysdretum, 49.
  Timeline, 7-9.
  Tithes, 12.
  Torah, 35.
  Towns, 15.
  Townsfolk, 13.
  Trade, 8, 15, 60, 88, 92, 98.
  Trader's tongue, 38.
  Travel, 11.
  Tredroy, 7, 8, 33, 35, 81, 87, 92, 93, 142.
  Treetipper, 130.
  Trial by ordeal, 45.
  Troll, 130.
  True Dragon, 45.
  Tsushuo, 100.
  Unicorn, 130.
  Univercities, 36.
  Univercity of Sauvons, 59.
  Usury, 24, 33.
  Uulinn, 100.
  Valentine, Duke Aston, 51.
  Vampires, 49, 123; magic, 123.
  Verdien, Marquis Andre, 50.
  Vincent of Calder, 8, 90, 91, 93.
  Virgin Mary, 21.
  Vow, 113.
  Wali, 33.
  Wallace, 72.
  Walsham, Guildmaster of Myrgan, 46.
  Walton of Simonton, 72.
  Warriors of the Quill, 32.
  Wealth, 114.
  Weaponry, 11.
  Weather in Megalos, 42.
  Weather, 4.
  Weaving, 114.
  Were-creatures, 101, 103, 124.
  Were-eagle, 124.
  Were-snake, 124.
  Werebear, 124.
  Wereboar, 124.
  Weretiger, 124.
  Werewolf, 124.
  Western Empire, 53.
  Whitehood Mountains, 49.
  Wildlife, 83.
  William of Wallace, 72.
  Wizards' guilds, 44.
  Women, 22.
  Wood Elves, 108.
  Woolens, 131.
  Wyvern, 131.
  Yibyorak, 49, 53.
  Yrth, 4.
  Yttarria, 4, 7.
  Zarak, 8, 54, 55, 69, 104.
  Zehan, 51, 52.
  —144—
  
SOURCE: textdata/thevault/GURPS Classic/SETTING/GURPS - Fantasy (1).pdf