TEXT: The siege 
  perilous 
  The Siege Perilous 
   
  Hawkwind’s Gazeteer: 
  Perinia 
  Authored by Michael S / Chgowiz (chgowiz@gmail.com) 
  An interpretation of the Ultima: Age of Darkness Games (1-3) 
  using Swords & Wizardry Whitebox and Swords & Wizardry Companion 
   
  These rules and settings use content from the first three Ultima CRPG games: Ultima I – The First Age of Darkness, Ultima II – 
  Revenge of the Enchantress and Ultima III – Exodus. These three games were released from 1980 through 1983 and formed the 
  basis for the wildly popular Ultima series and the Ultima On-line MMORPG.  
   
  Any content stemming from the Ultima games is used without permission and all copyrights, registered trademarks and licenses 
  are property of Electronic Arts and Origin Systems. I am doing this interpretation as a fan derivative work. I hold no license to any 
  content save the adaptations to the Swords & Wizardry Whitebox rules that are my own.  The sole purpose of this work is to add to 
  the pleasure and experience of the Ultima world and to bring new fans to enjoy the fantastic story and setting that was created 
  almost 30 years ago.  
   
  Ultima® & Lord British® are Registered Trademarks of Origin Systems, Inc. & Richard Garriott. Ultima I – The First Age of 
  Darkness © 1980 Sierra On-line and Origin Systems. Ultima II – Revenge of the Enchantress  © 1981 Sierra On-line and Origin 
  Systems  Ultima III - Exodus © 1982 Origin Systems, Inc. All rights reserved. Swords & Wizardry, Copyright 2008, Matthew J. 
  Finch. Swords & Wizardry: Whitebox by Matt Finch and Marv Breig, Copyright 2008, Matthew J. Finch. Swords & Wizardry 
  Companion, Copyright 2009 Salvatore Macri. Minimal Space Combat, Copyright 1996 Timothy Swenson. All other content is 
  Copyright 2009 Michael Shorten.   
  
  This is the setting book. 
   
  Background 
   
   
  
  Geography 
  Lands of Lord British 
   
   
   
  Towns and Castles 
  Dungeons 
  Landmarks 
  1. Yew 
  1. The Dungeon of Perina 
  1. Pillars of Protection 
  2. Castle of the Lost King
  2. The Unholy Hole 
  2. Tower of Knowledge 
  3. Paws 
  3. Death’s Awakening 
  4. Grey 
  4. The Mines of Mt. Drash 
  5. Lord British’s Castle 
  Britannia 
  5. The Gates To Hell 
  6. Moon 
  6. The Lost Caverns 
  7. Fawn 
  7. The Dungeon of Doubt 
  8. Montor 
  8. The Mines of Montor 
  9. Tune 
  9. The Dungeon of Montor
   
  
  Designer Notes: I changed the names and moved things to suit me – I left the original Mt. Drash in 
  place between Britannia and Grey. I exchanged positions of “Death’s Awakening” and “Dungeon of 
  Montor”. I also renamed the “Mines of Mt. Drash II” to “Mines of Montor”.  
   
  NOTE: While I’m filling stuff in, whatever is “proposed” is in italics. 
   
  Geographic Divisions: 
   
  Perinia 
  Towns: Yew 
  Castles: Castle of the Lost King 
  Dungeons: The Dungeon of Perinia 
  Other Locations: Perinian Forest 
   
   
   
  Yew 
  The town of Yew has always been a rustic collection of spread-out buildings, markets, mills and living 
  quarters, looking less like a city and more like an extended antique village. Sitting nestled between the 
  sea and the Perinean Forest (also called the “Deep Forest” by some), much of Yew can be found in the 
  Forest itself, with the harbor for ships at the coastline. Yew serves as the hub for shipping farm goods 
  and wood to the other lands from Perina. Since the rise of Mondain, Yew has suffered constant raids 
  from the Dungeon of Perina, leaving some of its outlying buildings burnt and razed. 
   
  1. Harbor/Docks (Dockmaster is important leader in Yew) 
  2. Marketplace (near docks) 
  3. Acater/Provisions (near docks) - "Rations Unlimited" 
  4. 5 Taverns (near docks) - "Mary's Midway" 
  5. 2 Inns (near docks) 
  6. Shipwrights, Fishermen (near docks) 
  7. Blacksmith (near docks) 
  8. Woodsmiths  
  9. Weaponsmith – “The Duelo Shop" 
  10. Armorsmith - "Defense Specialities Unlimited" 
  11. Bowyer 
  12. Alchemy/Apothecary 
  13. Sage (important leader in Yew) 
  14. Hedge wizard or two 
  15. Temple of Light – “Circle of Light” 
  16. Transportation - "O.K. New and Used Transport" – Provides some options like horses and carts - 
  A caravan that will travel to the Castle of the Lost King starts from here as well. (safety in 
  numbers) 
   
  The Circle of Light was an important feature of Yew in the time of Ultima III. It is a circle made of lava 
  and water, constantly monitored by four clerics. Praying in the middle of it gave the Stranger the 
  password for the Great Earth Serpent: "EVOCARE". 
   
   
  Castle of Lost King 
  The Castle of the Lost King is a bit worse for the wear. The walls are a combination of wooden 
  structures and some stoneworks. Think a combination of Norse/Viking Hall with early Middle Ages 
  castles. There is a main 'hall' made of wood, but there are some smaller guard towers that are rocks 
  and stone piles with wood huts on top. The main courtyard is a large muddy area with smaller barracks. 
  There is an obviously very old structure which serves as the chapel (and is the location of entry to the 
  older tunnels under the Castle). 
   
  1. Armorsmith (in service to Lord of castle) 
  2. Weaponsmith (in service to Lord of castle) 
  3. Bowyer (in service to Lord of castle) 
  4. 1 Inn/Tavern 
  
  5. Marketplace (flea market/farmers market) 
  6. Chapel of Faith (older temple) - NPC Priest 
  7. Sage (in service to Lord of castle) - NPC 
  8. Lord of the Castle - "The Lost King" - NPC  
   
  Upon the death of the "Lost King", a successor is selected by the Priest of the Chapel and the currently 
  serving Sage of the Castle. The pool of eligible to serve at the post is drawn from the soldiers and 
  citizens from the Perinian lands who've served in distinction. They assume the title as their name. 
  Legend has it that the first King, "He who was Lost", ventured into the strange tunnels found beneath 
  the castle and never returned. These tunnels have been blocked off for generations. 
   
  Random Wilderness Encounters: 
  Type: (1d6) 
  1: Monster 
  2 - 3: Bestial 
  4 - 5: Men/NPCs 
  6: Special 
   
  Wilderness Random Encounter Tables for Perinia 
   
  Monsters (2d6) 
  2: Griffon (HD 7)  #:1-4 
  3: Giant Bat (HD 4)  #:1-4 
  4: Giant Viper (HD 4)  #:1-4 
  5: Bear (HD 4) #:1 - 4 
  6: Giant Rats (HD1) #:2 - 12 
  7: Viper (HD1) #:2 - 12 
  8: Skeletons (HD1) #:2 - 12 
  9: Ghoul (HD 2)  #:1 - 6 
  10: Pincher (HD 2) #:1 - 6 
  11: Wraiths (HD 4) #:1 - 4 
  12: Wyverns (HD 8) #:1 
   
  Bestial (2d6) 
  2: VR/R 
  3-4: Unc 
  5 - 8: C 
  9 - 10: Unc 
  11: R 
  12: VR 
   
  Men (2d6) 
  2: VR/R 
  3-4: Unc 
  5 - 8: C 
  9 - 10: Unc 
  11: R 
  12: VR 
   
  Special (2d6) 
  2: Set piece - Bestial encampment 
  3-4: Unc 
  5 - 8: C 
  9 - 10: Unc 
  11: Set piece - Battle scene between Bestials and Knights 
  12: Set piece - Bestials attacking a farmstead 
   
   
  NOTE NOTE NOTE: The rest of this are other areas of the main continent known as Sosaria 
   
  
  Paws - Paws is a poorer looking town, with it's obvious center the markets, stables and the pub. Most of 
  the small huts are dirty and ramshackle looking, but everyone here is cheerfully engaged in their 
  business - mainly farming. People will talk about the weather, the war and the bandits attacking 
  caravans, but they don't know much else. 
   
  Grey - Grey is a harbor town, based on sea commerce and fishing. It's harbor is protected by a series of 
  channels and towers, but the harbor now is full of ships, and lots of sailors and fishermen walking about 
  the town. The town itself has developed a feel for somewhat lawlessness, and the guards and Lord's 
  men are doing what they can, but it's clearly a losing battle. The town stinks, it's messy and there is 
  not a lot of happiness or color - the feel is 'grey' and the mood is desperate greediness. 
   
  Lord British’s Castle - Very large castle, well fortified and guarded. Pretty typical of what a castle would 
  look like. 
   
  Britannia – Previously known as Akalabeth, prior to the coming of Lord British. Large walled city with 
  many taverns, hotels, shops, houses and some larger buildings for the army and various government 
  offices. Many people moving about on their business, and although polite, none too friendly to stay and 
  answer questions. General sense of unease. Obvious signs of military buildup. 
   
  Moon - Moon is a 'shady' town - it's a mage controlled town, but it's capitalism and greed run wild with 
  magic power lust and all the trappings of lawlessness, except that the strongest keep the peace so that 
  they don't have to deal with chaos. The PCs will be stared at, followed and generally made to feel 
  uncomfortable while there. 
   
  Fawn – quiet, almost commune like – very spiritual and peaceful. 
   
  Montor - Montor is a fortress town. It's a Spartan like town, and everything is obviously geared 
  towards war. However, it's a battered town, with many ruined buildings and dead bodies. Constant 
  siege assaults are made by the surrounding forces and it's impossible to predict attack. There is hardly 
  any foot traffic, save for the many members of the Montor Watch. 
   
  Tune – Isolated and mainly left alone – serves as a semi-lawless refuge for thieves, pirates and those 
  who want to avoid problems with Montor and Britain. 
   
  http://www.rpgclassics.com/shrines/pc/ultima1/overworld.shtml 
   
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/Siege Perilous Ultima RPG/The Siege Perilous Hawkwind Gazeteer, Perinia.pdf