TEXT:  
   
  1
  
   
  City of Archendurn 
   
  Author/Maps: Aaron Smalley 
  Interior Artwork: Elizabeth Smalley 
  Cover Artwork: Joel Lovell 
  Editor: Nicholas HM Caldwell 
  PDF Formatting: David Mullin 
   
  A Guild Companion Publication 
   
  Please visit The Guild Companion on a monthly basis for a variety of gaming information, articles, fiction, and 
  product reviews at www.guildcompanion.com 
   
   
  Legal Notice 
  Copyright © 2002, Aaron Smalley and Guild Companion Publications. 
    
  All rights reserved. As a purchaser of this product you are entitled to print one copy for personal use. Reproduction, 
  re-selling, and re-distribution of non-Open Game Content of this work is strictly and expressly forbidden without 
  written permission from Guild Companion Publications and the author. See Appendix II for details on the Open 
  Game License and material designated Open Game Content and Product Identity. 
     
  Iron Crown Enterprises, I.C.E., ICE, Rolemaster and all products related thereto, are all trademark and copyright © 
  properties of Aurigas Aldebaron LLC, Charlottesville, Virginia 22902 USA. All rights reserved. Rolemaster and 
  associated trademarks are used in this product under license from Aurigas Aldebaron. Material derived from 
  Rolemaster Fantasy Role-Playing™ and associated products is used in this product under license from Aurigas 
  Aldebaron. 
   
  Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are 
  used with Permission. 'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and 
  are used according to the terms of the d20 System License version 3.0. A copy of this License can be found at 
  www.wizards.com. 
   
  Acknowledgements 
   
  The author would also like to give special thanks to Aran Mull for helping to flesh out a few of the details and some 
  of the NPC’s that appear in this module. If you have any comments or questions regarding this or any other Guild 
  Companion Publications Modules or products, you can post them at our Forums at www.guildcompanion.com just 
  follow the “Voices of Reason” link. 
   
  Thank you for purchasing this product. 
   
   
  2
  
  City of Archendurn 
   
   
   
   
  Table of Contents 
   
  Introduction........................................................................................4 
  Peoples and Cultures..........................................................................4 
  Surrounding Lands.............................................................................6 
  Flora and Fauna .................................................................................8 
  Political Structure ..............................................................................9 
  Economics and Trade.........................................................................10 
  City of Archendurn ............................................................................10 
  West Archendurn ...............................................................................12 
  North Archendurn..............................................................................20 
  South Archendurn..............................................................................26 
  East Archendurn ................................................................................32 
  Adventure Hooks/Ideas......................................................................39 
  APPENDIX I: 
  APPENDIX I.1 RMFRP stats............................................................41 
  APPENDIX I.2 d20 System stats.......................................................47 
  APPENDIX II: 
  APPENDIX II.1 Product Identity ......................................................53 
  APPENDIX II.2 Open Gaming Content............................................53 
  Playtesters: Ron Allard, John Bucholtz, Dan Bye, Eric Bye, Lance Day, Patrick Farley, Jon LaRue, Jason 
  McKenny, John Nelson, Anders Oftelie, Jake Schutte, David Smalley, Eric Smith, Steve VanHouten, Steve 
  VonHatten, Josh Weiland, Stephen Wilcoxon  
   
  This product: “City of Archendurn”, Copyright © 2002, jointly by Aaron Smalley and Guild Companion 
  Publications, is a d20 System Licensed Product. 
   
  “d20 System” and the “d20 System” logo are Trademarks owned by Wizards of the Coast and are used according to 
  the terms of the d20 System License version 3.0. Copies of this License can be found at www.wizards.com and 
  www.opengamingfoundation.org. This product is covered by the Open Game License version 1.0a. A complete list 
  of personages, places, items, and deities claimed as Product Identity can be found in Appendix II.1. The material in 
  Appendix I.2 and text highlighted like this elsewhere in this product is Open Game Content. Portions of this work 
  are derived from the System Reference Document, Copyright © 1999, 2000, 2001 by Wizards of the Coast, and are 
  used with permission 
   
  3
  
  Introduction 
   
  Welcome to the city of Archendurn. This is the capital 
  of the Archendurn Kingdom, from which King Argríl 
  Clement rules over a fairly large but sparsely populated 
  kingdom within the world of Aernth.   
   
  Within this document you will find the details behind 
  the city of Archendurn as they exist within this setting. 
  However, this small city can easily be placed into any 
  existing campaign setting or used for the starting point 
  of a single adventure.  
   
  As a layout note, you will see that some suggestions 
  have been placed in various parts of the text, all of 
  which appear in Italicized type. These suggestions are 
  meant to aid GMs in altering the information for use in 
  their own setting. 
   
  The Archendurn kingdom is set in a temperate climate 
  with warm summers and cool winters that result in 
  light snowfall. It is primarily a sparsely populated and 
  heavily wooded semi-wilderness area. There are 
  pockets of cleared farmland around the numerous 
  villages that are spread throughout the kingdom. The 
  largest of these is the city of Archendurn, which also 
  serves as the primary trade and governmental center. It 
  has a population of about 6,500 people living within 
  the city walls, and another 14,800 living in the 
  surrounding countryside (within two day’s walk) and a 
  standing army of 500 soldiers. Most of these people 
  live on farmsteads.   
   
  The city sits on the banks of the Clearwater River 
  where the Hoarsbey River dumps into it. The 
  Clearwater is a major river, which is navigable by large 
  riverboats resulting in Archendurn being a relatively 
  important river port for the local lands.  
   
  This module will not provide a detailed history of the 
  city of Archendurn as that is only relevant to the World 
  of Aernth setting, and it is likely that most GMs will 
  use this module within their own settings.  
   
  Notes on Pronunciations: The intention here is to give 
  a Celtic flavor to this medieval city, so the old Celtic 
  pronunciation conventions have been used. For starters, 
  the letter “c” is always pronounced with a “k” sound, 
  and a “ch” is pronounced with a slightly softened “k” 
  sound almost like an “x” (as in the Scottish English 
  word “loch”). Vowels that appear with a fada (the á, é, 
  í, ó, and ú) are always pronounced with a “long” vowel 
  sound, while those without are nearly always 
  pronounced with a short vowel sound. 
   
  Another item to note is the fact that there are two ways 
  to pronounce some of the consonant sounds. When 
  trying to determine the pronunciation of a consonant, 
  look at the vowels next to it. If the vowel before it has 
  a long “a”, a long “o” or a long “u” then the consonant 
  is pronounced as a slender consonant (it will have a 
  slight “i” quality to it). If the vowel sound before it is a 
  long or short “i”, then the consonant will be 
  pronounced as a broad sound (it will have a slight “u” 
  quality to it). 
   
  The “bh” that sometimes appears in these words is 
  pronounced with a “w” sound (as in the English word 
  “won”). The “mh” is pronounced as a “v” sound (as in 
  the English word “valley”). When a “gh” appears 
  within a word, it is not usually pronounced other than 
  making the vowel before it being pronounced with a 
  slightly more nasal quality. 
   
  Also note that there are no natural letters J, K, Q, V, W, 
  X, Y, or Z in the old Celtic alphabet. Of course, the 
  intention is to provide a tool for a Game Master, so 
  these are only suggestions and may be ignored at the 
  GM’s discretion. 
   
   
  Peoples and Cultures 
   
  Before the knowledge of iron forging came to the area, 
  the native peoples had primarily been a hunter-gatherer 
  culture with strong ties to Druidic beliefs. The 
  technology of iron forging was brought to the region 
  when the Ruglund Empire expanded its borders. 
  However it did not take long for the native peoples to 
  rebel and join forces with many of the other groups that 
  had come under the corrupt rule of the Ruglund 
  bureaucracy. The major factors in this were the joining 
  of the Archendurn peoples, the Firbulg peoples that 
  lived along the western coast of Clearwater Lake, the 
  wolf-men of the huge peninsula that juts into 
  Clearwater Lake, and the elves to the east. This was the 
  start of the downfall of one of the largest empires in 
  human history. 
   
  Once the local people broke free, they continued to 
  inhabit the Ruglund fort at the point where the 
  Hoarsbey river drained into the Clearwater River, 
  naming it after themselves and proclaiming that they 
  would never again be ruled by an outside force. One of 
  the leaders of the rebellion on the side of the 
  Archendurn people was elected as King and was 
  entrusted with the mission of protecting the people and 
  lands.   
   
   
  4
  
  It did not take long for the people to learn that they had 
  better quality iron reserves in the mountains along the 
  northern borders of their own lands. This resulted in a 
  thriving trade of iron goods, which is now an important 
  part of the Archendurn economy.   
   
  The current Archendurn kingdom extends east to the 
  shores of the great Clearwater Lake and north to the 
  Grey Mountains and includes several other peoples 
  besides the native Archendurn people. These include a 
  very small number of Firbulg. Dwarves also make up a 
  fairly large portion of the population along the 
  mountains. 
   
  The entire population of the kingdom is about 136,000 
  spread out over an expansive area with large tracts of 
  woodlands between them. About 85% of the 
  population belongs to the native Archendurn peoples, 
  5% are dwarves and a further 3% are Firbulg. The 
  remainder is very diverse in race and cultures of origin. 
     
  The Archendurn people tend to average 6’ tall for 
  males and 5’ 5” for females. Average weights are about 
  200 pounds and 140 pounds respectively as these 
  people are fairly stocky. Hair tends to be light brown or 
  reddish brown, with both men and women wearing it 
  long. Beards and moustaches are common among the 
  men, while women frequently wear their hair tied back 
  in ponytails or braided.   
   
  The clothing most commonly worn by the Archendurn 
  people is wool, with flaxen and hemp also being 
  common. It is often woven into various plaids or solid 
  colors using a lot of greens, reds, blues, grays, and 
  browns. Most of the material is dyed using various 
  natural dyes resulting in somewhat drab colors (the 
  colors are not normally very bright looking). Wide 
  leather belts are also common. Hooded cloaks are the 
  primary protection in harsh weather. Leather is also 
  used for soft-soled boots, often with fur linings in the 
  winter months. 
   
   Social activities of the people of Archendurn include 4 
  festivals each year (coinciding with the change of 
  seasons; i.e. Spring and Autumn Equinox and the 
  Summer and Winter Solstice).   
   
  The Spring Equinox festival is used to celebrate the 
  coming of spring and the rebirth of life.  It is also 
  accompanied by numerous wedding ceremonies.  
  Among the activities that occur are a community feast 
  where every family provides a dish or two to share 
  with others in the community, hurling matches, music 
  and dancing that lasts well past sundown, and voting 
  for various local elected positions. 
   
  The Summer Solstice also includes a community feast, 
  singing and dancing, hurling, archery and tracking 
  competitions, mock battles where no blood is drawn 
  (simply for the fun of comparing combat abilities of the 
  locals, wrestling competitions, and a grand tale telling 
  competition.  The prizes for most of these competitions 
  are often baked goods that are donated by the various 
  families within the community. 
   
  Autumn Equinox is a celebration of the harvest, and 
  involves the largest feast of the year, with roast pig or 
  cattle, and lavish dishes that are not normally served at 
  the other festivals.  The celebration also includes 
  competitions for the best pie, bread, cheese, and spirits.  
  In many communities there are also competitions to see 
  whose team of horses can pull the most weight, plow 
  13 furrows 100 paces long the fastest, and other farm 
  related contests. 
   
  The Winter Solstice is a much more somber festival 
  that is highlighted by the official lighting of each 
  households winter hearth fire (which legend tells are 
  not supposed to be allowed to go out until the Spring 
  Equinox festival otherwise bad luck will trouble the 
  household for the following year).  While there is a 
  feast that accompanies this festival; there is no music, 
  dancing, or singing.  However tales are told and poetry 
  is recited extensively (usually with an emphasis on 
  historical topics).  All festivities are ended and 
  everyone returns to their homes before sun-down. 
  Legends have it that anyone caught out after dark on 
  that night risks being caught by the spirits of the dead, 
  who roam the lands from dusk until dawn the next 
  morning to collect any spirits that have not yet made 
  their way to the underworld that year. 
   
  Another group of people that are native to the region, 
  despite being few in numbers and living primarily in 
  the wilderness areas between the fiefdoms, are the 
  Firbulg.   
   
  These are a somewhat barbaric race of hunter-gatherers 
  who live in small nomadic families. They are often 
  considered as giants by humans due to their incredible 
  stature (however they are not true Giants), with 8 feet 
  tall being common for males and 7’ 6” being average 
  for females. They typically weigh several hundred 
  pounds due to their stocky build and incredible height. 
  Large amounts of grayish-brown body hair also add to 
  their imposing and barbaric look. Spears are their 
  preferred weapons, although some do learn to use 
  bladed weapons such as great axes or swords (although 
  their idea of a broadsword is about equivalent to the 
  human two-handed sword). As a race, they have 
  incredible strength and are surprisingly agile for their 
  massive statures. However, they are not prone to 
   
  5
  
  magic, except that of the Earth Mother (thus their 
  worship follows the ways of Druidry).  
   
  They primarily dress in animal hides, which are 
  stitched together with thin strips of leather or animal 
  tendons. They do not usually build any sort of 
  dwellings (even temporary ones), but will sometimes 
  winter in the crumbling stone remains of their 
  ancestors’ villages. These huge monolithic structures 
  are amazing to behold despite their ruined condition. 
  Little is known about the builders, other than the fact 
  that they were the ancestors of the Firbulg, from the 
  observation that the doorways and ceilings are all very 
  high. Even when the Ruglund Empire expanded into 
  the area over a millennium ago, the Firbulg were 
  already living under the forest canopy for most of the 
  year. 
     
  Of Hurling 
   
  As mentioned above, Hurling is a popular sport, 
  especially at the Spring Equinox and Summer Solstice 
  festivals.  It is also very popular whenever large groups 
  get together in any competitive atmosphere, such as 
  military personnel when not performing their duties or 
  at large family or village gatherings. 
   
  For those not familiar with the sport of Hurling, it is 
  one of the fastest paced and oldest field games in 
  existence. It is reminiscent of field hockey but is much 
  older.  It uses a leather ball that is roughly the size of a 
  man’s fist, called a “sliotar”.  Each player also carries a 
  “hurley”, which is a curved stick (often made of ash) 
  that is typically about one yard in length and nearly 6 
  inches wide at the business end.  The sticks are used to 
  hit, pass, pick up, or carry the ball around the field.  
  The field, or “Pitch” as it is called, is roughly 150 
  paces long and 100 paces wide.  This equates to about 
  130% the size of a Soccer field or 150% the size of an 
  American Football field. 
   
  Each team is allowed 15 participants on the field at one 
  time, including the goalkeeper.  It is played in 2 
  periods that are roughly 30 minutes in length.  Scoring 
  is accomplished by putting the ball though the goal for 
  three points or over the goal for one point.  The goal is 
  similar in size to a soccer goal, being roughly 8 feet 
  high and about 21 feet wide. 
   
  The players are allowed to carry the ball in their hands 
  but may take no more than four steps when doing so.  
  They can bounce the ball off the stick and catch it and 
  take an additional four steps.  However, the player is 
  only allowed to catch the ball in the hand twice before 
  transferring it to someone else.  Carrying the ball on 
  the end of the stick is allowed, if the player is able to 
  balance it there while running. 
   
  Surrounding Lands 
   
  About 40 miles south-southeast of Archendurn is the 
  small farming village of Greenvale, with a population 
  of about 300 people and another 1,800 living within a 
  half-day’s walk. The king of Archendurn directly rules 
  over the people of Greenvale. The primary surplus 
  products of this small town are swine, cattle, and 
  grains. It sits on the banks of the Green River.   
   
  Another 33 miles as the raven flies to the south is the 
  village of Hoarsbey with a population of about 450. 
  Another 2,900 people live within a day’s walk. The 
  road between Greenvale and Hoarsbey is about 45 
  miles long as it winds through the hilly woodlands 
  between them. The farms here produce similar surplus 
  goods to Greenvale, as well as a fair number of 
  vegetables (especially potatoes), fruit, natural fibers, 
  and liquors. The banks of the fast flowing river that 
  gives the town its name provide waterpower for a large 
  gristmill that services the local farms as well as some 
  of the farms in Greenvale. 
   
  From Hoarsbey two roads head off to the south and 
  east for several days even on horseback. The villages 
  of Marshvale and Beywater both lie about 100 miles as 
  the raven flies down the east road, which forks and 
  goes to each town at about the two-thirds point. The 
  distance by road is about 85 miles to where the road 
  splits under the shadow of Signal Top Hill. Then it is 
  another 38 miles to Marshvale to the southeast and 34 
  miles to Beywater to the northeast of Signal Top Hill 
  respectively. Duke Borase Mholmarsen of the Crystal 
  Landing Duchy of the Archendurn Kingdom rules both 
  of these villages as well as the village of Crystal 
  Landing further to the east. Both villages supply the 
  same types of agricultural surpluses as most of the 
  other villages within the Archendurn Kingdom. 
  Beywater is also famous for its cheeses and pipe weed 
  (tobacco). 
   
  About 80 miles south of Hoarsbey is the village of 
  Gledamhelen, which is part of the neighboring 
  Gledlimhen Kingdom to the south near the coast of the 
  Great Sea. 
   
   
   
   
   
   
  6
  
  Southwest corner of the Archendurn Kingdom
   
   
   
   
  7
  
  About 100 miles northeast of Archendurn is the small 
  city of Libintat, which is the second largest population 
  center in the Archendurn kingdom. It is ruled over by 
  Duke Canster Marteleg, who is probably the most 
  powerful of the kingdom’s nobles. The city has a 
  population of about 2,000, with 7,300 in the 
  surrounding countryside, and a standing army of 300 
  men. Most of Libintat’s agricultural surplus is shipped 
  north to the large mining towns of Golsren-Dol and 
  Golsren-Solandis where the soil is unable to meet the 
  local demand for food. It also has several large 
  smithies that produce very high quality metal items as 
  well as smelting high grade metal ingots for shipment 
  to other parts of the world. 
   
  Due east of Albereth are the lands of the Clearwater 
  Duchy ruled over by Duke Mhadimir Canier. 
   
  The two roads that extend to the west and northwest 
  lead to the villages of Vorlheis of the Bornheld 
  kingdom (87 miles) and to Willow’s Ford of the 
  Willowdale Freehold (110 miles away). 
   
  The lands of the Bornheld kingdom are open and 
  lightly rolling grasslands and are perfect for the 
  herding culture of the excellent horsemen that populate 
  this kingdom. The lord of these lands is King Vladinov 
  Henrich who rules with a fair but firm grip. 
   
  The Willowdale freehold is as close to a democracy as 
  can exist in a land surrounded by feudal monarchies. It 
  is run by a Mayor who is elected by the residents of the 
  lands once every five years. The current mayor is 
  Relgan Crolar. Willowdale’s primary trade surpluses 
  include various wood and lumber products which they 
  sell to the people of Bornheld, and diverse agricultural 
  products, including apples, wheat, flax, and hemp. A 
  small fishing trade has also developed based in the 
  village of Willowdale by the marshy shores of Willow 
  Lake. 
   
   
  Flora and Fauna 
   
  Due to the sparse population, much of the lands of the 
  Archendurn Kingdom are woodlands, with the majority 
  of the open lands being cultivated or pasture.  As 
  previously stated, the kingdom has a temperate climate 
  with warm summers with occasional rainfall, mild 
  spring and fall with moderate rainfall, and cool winters 
  with light snowfall. 
   
  Since most of these woodlands are mature, they tend to 
  have a thick canopy with thin undergrowth; except at 
  the edges of clearings, in the early stages of recovery 
  from forest fires, and along river banks and lakes, 
  where the underbrush grows much thinker. 
   
  The few areas where the underbrush grows thick are 
  dominated by various berry bushes (raspberries and the 
  likes) and sumac.  Poison Sumac with its whitish 
  velvety berries (treat as being a minor poison that 
  causes considerable skin irritation if not resisted) is 
  common along riverbanks and other moist areas with 
  thick underbrush.   
   
  For Rolemaster, treat Poison Sumac and Poison Ivy as 
  a 5th lvl poison with a RR failure of 1 to 35 as a –15 
  penalty to all activities, RR failure of 36 to 70 as a –30 
  to all activities, and a RR failure of more than 70 
  results in a –50 to all activities.  It will typically take 24 
  to 48 hours after contact before the irritation begins, 
  which starts out as simply itchy skin and then develops 
  into a red inflamed rash, and in severe cases can even 
  develop pussy running sores.  The irritation will last for 
  4+1d6 days.  Poison Ivy is also common in areas of 
  moderate to thick undergrowth (treat the same as 
  Poison Sumac).   
   
  In d20 System terms, make a Fortitude Save with DC 
  of 15. If the Saving Throw fails by 1 to 5, the character 
  suffers a –3 penalty to all activities, a –6 to all 
  activities if failed by 6 to 10, or a –10 to all activities if 
  failure is greater than 10. 
   
  Low wet areas (swamps, bogs, and such) tend to be 
  dominated by Cedar, Tamarack, Hemlock, Willow, and 
  Spruce trees, with occasional corkwood and a few 
  other varieties of trees appearing. 
   
  Along riverbanks and lakes the dominant growth is 
  poplar, black walnut, bitternut hickory, butternut, elm, 
  sycamore, and silver maples. 
   
  Hilly and other drier or well-drained areas tend to be 
  dominated by a variety of pines, birch, oaks, elms, 
  maples, ash, beech, chestnut, and walnut. Dwarf sumac 
  (having reddish velvety berries) and berry bushes, as 
  well as various types of thorn bushes, are the dominant 
  undergrowth.    
   
  Poison Ivy can also be found in both the wet and dry 
  areas (see above notes) as well as a rare and dangerous 
  plant called Bás Lóchrann (or “Death Lamp”) [Base 
  Loke-ran].  This short and sprawling bush-like plant 
  has extremely dark green leaves (almost black).  
  During the day, the leaves heat up considerably due to 
  the direct sunlight in the areas, away from larger 
  canopy forming trees, in which it grows.  However at 
  night, this plant has flower-like buds, which open up 
  from just beneath its thick leaf canopy (this usually 
   
  8
  
  occurs away from the plant edges) and give off an 
  iridescent glow, attracting insects to the plant.  These 
  buds are coated with a fast acting poison that is easily 
  absorbed through skin or insect exoskeletons, causing 
  the insect or any other animal touching them to go into 
  a convulsive state (it is a nerve poison).  This usually 
  results in nearly immediate death to the insects, and 
  can sometimes even kill larger animals.  Any character 
  walking into the large growth more than two steps is 
  likely to come into contact with the poison (see below 
  for how to handle this situation).   
   
  This mechanism results in the soil under and 
  immediately around the plant being constantly 
  replenished with nutrients.  The plant also tends to 
  choke out any other plants next to it due to its 
  extremely thick foliage.  Despite the plant having an 
  incredible growth, it is rare, due to the fact that the 
  buds that produce seeds are rarely ever transported 
  away from the parent bush.  As most insects and 
  animals that come into contact with it do not get very 
  far away from the parent plant, it spreads to new areas 
  relatively slowly.  However, in areas where it is 
  established, it can easily choke out other small and 
  medium plants, often only leaving mature trees.  These 
  trees tend to grow to very advanced ages since the Bás 
  Lóchrann’s presence protects the trees from any other 
  threats other than weather, and indirectly provides 
  them with nutrients.  There have been occasions where 
  people, who are unaware of the plant’s nature, have 
  been drawn to it at night, thinking that it is a camp in 
  the distance, with fatal consequences. 
   
  In Rolemaster terms, treat it as a 20th level poison, with 
  a RR failure of 1 to 20 resulting in dizziness (for 2d6 
  hours), 21 to 75 in unconsciousness for 6+1d10 hours 
  and a temporary 1d10 reduction in Agility for 1-4 days, 
  and RR failures of more than 75 causing death in 2-12 
  hours if the poison is not neutralized. 
   
  In d20 System terms, treat contact with this plant’s 
  buds as a Poison with the exposed character making a 
  Fortitude Save with a DC of 25.  A failure of the roll 
  by 1 to 4 results in a temporary (2d6 hours) reduction 
  of 2 to Dexterity. A failure of 5 to 15 results in 
  unconsciousness for 6+1d10 hours and a temporary 
  reduction of 2 to Dexterity for 1-4 days. If the Save is 
  failed by more than 15 then death occurs in 2-12 hours 
  unless the poison is neutralized by a Cure Poison spell.   
   
  Fauna of the area includes the common animals of a 
  temperate climate, such as black bears, deer, rabbits, 
  various rodents, wolves, medium sized cats (bobcats, 
  etc.), wild boar, and other common woodland creatures 
  and insects.  A few species of snakes are present but 
  very few are poisonous.  Species of birds present 
  around the Archendurn Kingdom vary widely and can 
  be found in large numbers, from ravens, owls, and 
  hawks, to blue jays, robins, seagulls (near Clearwater 
  Lake to the east and along the river banks), turkeys, 
  grouse, pheasant, and many others. 
   
   
  Political Structure 
   
  The Archendurn kingdom is a feudal monarchy. The 
  Royal family rules over the City of Archendurn and 
  two other small villages in the area. There are 8 other 
  fiefdoms within the kingdom, with each ruled by a 
  noble who in turn pays homage to the king and helps to 
  defend the kingdom in times of need. The government 
  is fairly stable, but occasional squabbles break out 
  between the nobles over a variety of issues. For 
  example there is strong animosity between Duke 
  Borase Mholmarsen [Bor-as Vol-mar-sen] of Crystal 
  Landing and Duke Mhadimir Canier [Vad-I-mihr Kan-
  er] of Clearwater regarding the road through the 
  wilderness between their respective lands.  The King 
  insists that they should be patrolling this road, which 
  stretches for over 150 miles through thick wilderness.   
   
  The area through which the road passes is known as the 
  Dark Woods. Some say the name is due to the thick 
  canopy that allows little light through to the ground 
  beneath, others claim it is because the woods are home 
  to vile and mysterious creatures.  In fact, both are true.  
  There are also bandits who will raid nearly any caravan 
  or travelers who look like they have valuables.  Many 
  rumors abound about goblins or orcs attacking those 
  passing through the area as well.  Firbulg tribes also 
  live within the Dark Woods.      
   
  At one point, the Firbulg were a part of the kingdom, 
  shortly after the Ruglund Empire had pulled out of the 
  area, but they did not take kindly to being ruled over by 
  a king that was no match for one of their average 
  warriors.   
   
  Other human fiefdoms have existed as well. For 
  example, the ruins on Signal Top Hill were once a 
  small keep that was used as the homestead of a noble 
  who ruled both Beywater and Marshvale. However the 
  great-great grandfather of the current Duke of Crystal 
  Landing defeated him in battle. There was also a 
  fortress in the wilderness between Crystal Landing and 
  Clearwater, but this and the accompanying village was 
  laid waste by the Firbulg when the ruling lord tried to 
  force them to pay him homage. Rumors claim it has 
  been taken over by bandits or thieves who prowl the 
  road between Clearwater and Crystal Landing. A 
   
  9
  
  handful of other small ruined fortresses scattered 
  throughout the wilderness have similar histories. 
   
  Bandits or outlaws have settled some of these ruins, 
  while others are rumored to be haunted by a variety of 
  vile creatures or spirits. Any adventurers visiting 
  Archendurn might be interested in hearing the rumors 
  of some of these fortresses. 
   
  The Dukes of Crystal Landing and Clearwater are 
  constantly squabbling over who should be patrolling 
  the wilderness road between their lands and dealing 
  with the frequent raids that occur there due to its 
  remoteness. 
   
   
  Economics and Trade 
   
  As different gaming systems use different rules and 
  mechanics to simulate their coinage systems, prices are 
  not detailed in this module. GMs should determine 
  prices as appropriate for their coinage systems. 
  However a brief description of the coinage system that 
  is used in the World of Aernth will be given. It is 
  highly recommended that GMs use the coinage system 
  already present in their preferred game system, 
  however the system below can be used to add flavor to 
  the game if the GM wishes. 
   
  The Archendurn coinage consists of only three 
  different types: gold, silver, and copper. 100 Copper 
  Coins (CC) equal the value of a single Silver Coin 
  (SC), and 100 Silver Coins equal the value of a single 
  Gold Coin (GC). As a result of the wide differences in 
  value between coin types, the coins are sometimes cut 
  into smaller pieces. All of the coins can easily be cut in 
  1/2, 1/4, or 1/8. Thus the Copper Piece (CP) is 1/8 of a 
  Copper Coin; a Copper Quarter is equivalent to 1/4 of a 
  Copper Coin, etc. Using this reckoning, a Silver Piece 
  (SP) is equivalent to 12.5 Copper Coins, and a Gold 
  Piece (GP) is equivalent to 12.5 Silver Coins or 1/8 of 
  a Gold Coin.   
   
  A Copper Quarter is the equivalent of 1/4th of a Copper 
  Coin, or two Copper Pieces.  Likewise half a Copper 
  Coin is simply called a Half Copper.  Full coins of a 
  particular type are sometimes called Crowns rather 
  than Coins. 
   
  Using Rolemaster system, it is possible to have 
  “Quality” items ranging from +5 to +25. The +5 
  quality weapons or armor are the equivalent of a 
  Masterwork Weapon or Armor (thus +1 bonus).  
  Masterwork Tools (+2 bonus) in the d20 System would 
  be the equivalent of a +10 quality item in the 
  Rolemaster system. 
   
  Barter is a more common means of paying for goods 
  and services in Archendurn than actually using coins. 
  Most of the time, the nobles collect their taxes in the 
  form of goods rather than coinage.  
   
   
  City of Archendurn 
   
  Due to the size of the city and the detail that should be 
  shown, the maps of the city appear in four parts. Places 
  of interest appear with a letter and number. The letter 
  indicates which quadrant of the city (and which map 
  section) the building is in. Some of the buildings 
  include floor plans with the description. Prior to 
  printing these maps, it is recommended that you check 
  your color ink cartridge. The maps may not print with 
  the intended clarity if the cartridge is low on any of the 
  colors. 
   
  The four city maps each have a scale designation 
  (which is the same for all four maps), and direction. 
  Note that north is not directly to the top of the map, but 
  slightly to the right of top. Buildings with a red color 
  are inns or stables. Purple buildings indicate houses 
  (residence only). Most of the commercial buildings 
  (which are white) will have the business on the ground 
  floor and living quarters or apartments/tenements on 
  the upper floors. The olive green buildings are 
  warehouses. Blue indicates water and gray indicates 
  streets or roads. Light green is grass or fields with dark 
  green being trees. 
   
  The vast majority of the buildings are two or three 
  stories tall. Most have shops of various types on the 
  ground level and apartments on the upper levels. About 
  70% are of wood construction with the remaining 
  being fieldstone or brick. The smithies and taverns are 
  almost all stone or brick, owing to the high risk of fire. 
  Roofs vary from thatched to tile to slate and are 
  typically of a 6:12 pitch (~22°), although they can 
  range from 3:12 (~12°) to 12:12 (~45°). This makes 
  traveling over them tricky.   
   
  Walking on 6:12 to 8:12 roofs should be very difficult 
  (treat as a Very Hard (-20) maneuver for Rolemaster, 
  treat as a Balance DC of 13 if using the d20 System). 
  Anything greater than an 8:12 is extremely difficult 
  (treat as a Sheer Folly (-50) maneuver for Rolemaster, 
  treat as a Balance DC of 18 if using the d20 System) 
  unless the character remains on the ridges or valleys. 
  If the roof is thatched, then walking becomes less 
  difficult on 6:12 to 8:12 pitches and merely very 
   
  10
  
  difficult on greater pitches (modify by one level easier 
  for RMFRP, or by -2 to the DC if using the d20 
  System).  These difficulties should be modified to one 
  level harder if the surface is wet from rain or snow (+3 
  to +5 to the DC if using the d20 System).  However it 
  should be noted that walking on a thatched roof has the 
  possibility of alerting those within that someone is on 
  the roof as it will slightly disturb the integrity of the 
  roof. A character is unlikely to fall through due to the 
  thickness of a thatched roof, but walking upon it can 
  result in small bits of thatch falling due to the 
  disturbance.  If this happens during a storm or windy 
  weather, it is unlikely that anyone inside will become 
  suspicious. On a calm day, there is a (albeit very 
  slight) chance of being noticed.     
   
  As glass is a rare commodity within the kingdom, most 
  buildings do not have glass windows. Instead most 
  have open windows with heavy wooden shutters that 
  can easily be latched with a clasp from within. 
   
  The streets are primarily dirt, except for the three main 
  roads (Kings Road, East Road, and Bornheld Road), 
  which are cobblestone. All three of these roads lead 
  toward the city gate. The other ends of the East Road 
  and the Bornheld Road are at the ferry docks where a 
  rope tied off to the shore on either side of the rivers is 
  used to guide the ferries across to the far shore. Note 
  that the ropes have enough slack that they hang loosely 
  in the water when the ferries aren’t crossing, making it 
  possible for riverboats to cross over the rope without 
  too much difficulty. Rafts may have trouble and get 
  caught if they do not have a smooth prow. The cost for 
  passage is about twice as much for crossing the 
  Clearwater River as it is for the Hoarsbey River, due to 
  the size and stronger current of the Clearwater.   
   
  There is also an entrance tax to enter the city for 
  visitors from outside the kingdom. (Being a relatively 
  small city, the gate guards know most of the local 
  people.) Problems sometimes arise when people from 
  the other parts of the kingdom come to Archendurn. 
  Wise travelers will carry some form of identification 
  from the fiefdom to which they belong such as a letter 
  from one of the nobles. Sometimes the visitors will just 
  pay the (rather low) tax to avoid the hassle of trying to 
  prove their identity.  
   
  The stone wall around the city is about 25 feet thick 
  and 30 feet high, with crenellations around the outside. 
  Towers are located at the gate and the three corners, 
  which are 50 feet square and 40 feet tall. Each of these 
  towers houses a company (16) of archers that keep 
  watch over that portion of the wall. The only exception 
  is the twin gate towers, where one company of archers 
  and one company of Gate Guards are stationed. The 
  archers will occasionally patrol along the wall between 
  the towers, but this is rare. 
   
  All residents of the kingdom are taxed by their local 
  lord at 15% of whatever they produce (farmers give up 
  15% of their crops and livestock each year, potters 
  submit 15% of their wares, etc.). Of this, two thirds 
  goes to the local noble and the remainder to the king. 
  In the case of Archendurn, Greenvale, and Hoarsbey, 
  the entire 15% goes to the king. Trade caravans that 
  pass through the kingdom are also taxed at 5% of their 
  goods (or value thereof), as are ships passing up the 
  Clearwater River into or past the city of Archendurn.   
   
  The laws of Archendurn are simple and fairly effective. 
  If a person kills someone without just cause, the killer 
  may be imprisoned for a minimum of five years or 
  executed by beheading. The sentence is determined 
  according to the particulars of the individual crime. 
  There is also usually some form of payment required to 
  the family of the person murdered. Just cause is 
  defined as self-defense, defending one's family, or 
  one's possessions (resisting a robbery or burglary), or 
  killing someone in a formal duel.   
   
  When it comes to theft, the first offence results in 
  losing the index finger from the right hand, the second 
  offence is losing the index finger from the left hand, 
  third is loss of the right thumb, and fourth is loss of the 
  left thumb. Needless to say, there are very few thieves 
  within the kingdom. However those that do ply their 
  trade within the walls are very good at it. Disorderly 
  conduct (tavern brawls, obnoxious drunkenness, etc.) is 
  punishable by imprisonment in the castle dungeon for 
  one day for the first offence, three days for the second, 
  and a week for the third.  
   
  11
  
   
   
  12
  
  West Archendurn 
   
   
  W1- 
  Archendurn Shipyards  
  This is where many of the large riverboats that run up 
  and down the Clearwater River from the Gulf of 
  Aquinoch to Clearwater Lake are built. The remainder 
  of Archendurn’s boats are constructed in a shipyard at 
  Stanis Port at the mouth of the river where it empties 
  into the gulf.   
   
  The boats produced here vary quite a bit, but most are 
  thirty to sixty feet in length. They typically have a 
  single mast with a square sail and a bank of oars on 
  either side. The winds blow out of the southwest over 
  half the year, making it possible to sail up-stream part 
  of the time. The oars are used for traveling up stream 
  when the wind is not cooperative. Going downstream is 
  much easier, since the current is fairly strong along 
  most of the length of the river. 
   
  The shipyard usually employs about 40 people in a 
  variety of positions. While all of the woodwork is 
  performed at the shipyards, the various smithies (such 
  as W4 and others not detailed) in the city do much of 
  the metal work. The ropes are usually produced at the 
  Archendurn Rope Works [see W10].   
   
  The owner of the shipyard is Thaddeus Nubeins, who 
  is a fair but at the same time shrewd man. He pays his 
  people well for their craftsmanship, and does not 
  tolerate slackers. He is tall and very heavily built. He 
  usually dresses in bright colored clothing and always 
  wears a wide leather belt with a huge metal buckle to 
  hold his pants up under his portly gut.  He has long 
  thick grey hair with a hint of brown still in it, a closely 
  trimmed beard and moustache that is long and curls up 
  at the ends. 
   
  The buildings are fieldstone and mortar with high 
  ceilings (about 12 to 15 feet) and wood shingled roofs 
  with about a 3:12 pitch.  The walls around the shipyard 
  are also made of fieldstone held together with mortar 
  and are about 5 feet thick and 15 feet tall.  There is an 
  iron-bar gate across the entrance, which is usually open 
  during the day but is closed and locked at night due to 
  the fact that Thaddeus does not trust people in general.  
  He tends to be moderately suspicious of anyone that he 
  doesn’t know.  He lives in a small apartment above his 
  office and design area, which is in the southeast corner 
  of the southeast building. 
   
   
  W2- 
  Church of the All Father 
  This is one of only two buildings in the city that is over 
  40 feet tall (the castle is the other). It is a large 
  rectangular structure with a high peaked roof (12:12 
  pitch, looks almost out of place because of it), and has 
  a large bell tower that extends up to a height of 
  seventy-five feet. The roof itself is constructed of gray 
  tiles, many of which have become broken and are in 
  disrepair, although the roof leaks have not become too 
  bad yet. The building is of fieldstone construction and 
  has been in the city for many generations. It is the local 
  center for religious affairs for a significant portion of 
  the city residents.   
   
  Friar Claudin Danjreti, who is a very good-natured and 
  friendly person and always willing to help out those in 
  need, administers the church.  He is of average height 
  and of moderately heavy build. His gray hair is quite 
  thin on the top. He has not advanced to the level within 
  the church that would be expected of a man of his age 
  and knowledge, due in part to his lack of following the 
  bureaucratic doctrines that the church sometimes 
  institutes. He is a well-liked individual within the city 
  of Archendurn and gets along surprisingly well with 
  Giolla Na Naomh who is the Druidical Vergobretus of 
  the southern portion of the Archendurn kingdom and 
  Tainarie Dabha who is the local Druidical priestess 
  [see E1]. This is another reason why he has not 
  advanced, as the Church of the All Father as an 
  organization tends to ridicule the Druidic ways, 
  claiming they are in league with the demons of the 
  underworld. However the Friar feels that they are 
  simply misguided in their beliefs.   
   
  Friar Claudin Danjreti also serves as one of the trusted 
  advisors of King Argríl Clement, despite not being of 
  any of the Archendurn bloodlines. He was born far to 
  the south in the city of Elgoran, the fourth largest port 
  city of the Aquinoch Republic. His superior is the 
  Bishop of Aquinoch within Aquinoch City. 
   
  If you are using another religion system, I recommend 
  using this building as a temple for one of the more 
  prominent religions in your setting. However if you 
  wish to use it, the Church of the All Father is a 
  monotheistic religion, whose teachings are based on 
  the doctrine of several prophets who lived to the 
  southeast many generations ago.  It is very loosely 
  modeled after the Catholic Church of the Middle Ages. 
   
   
   
   
   
   
  13
  
  W3 
  Clearwater River Ferry 
  The stone pier here has a massive rope tied off to it that 
  is attached to a double capstan pulley system which is 
  used to pull the ferry back and forth across the wide 
  and fast flowing Clearwater River. The owner of the 
  ferry is Chraimer O’Donnel, who is of average height, 
  but very large around the middle. He is a very jovial 
  man with a love of good jokes and stories and has a 
  distinctive laugh where he throws his head back and 
  lets out a sound that carries across the river.  His long 
  and somewhat frizzy light brown hair often looks 
  disheveled due to being exposed to the weather and the 
  winds on the open river.  
   
  His residence is a medium sized stone building on the 
  far side of the river, with a small stable next to it, for 
  those that do not wish to bring their horses into the 
  city. The cost of stabling a horse is about the same as 
  for bringing it across the river. His prices are so 
  reasonable because he gets quite a bit of traffic - nearly 
  half the farms within two days’ walk are on the west 
  side of the river, and his stable is located on the main 
  road to Bornheld and Willowdale. 
   
  He has five sons and two daughters. All five of his sons 
  help out with the ferry. Three of them have reached 
  adulthood within the last few years. His daughters and 
  wife handle the stables and the docking on the west 
  side of the river. His eldest son, Gergen, handles all the 
  affairs on the east side of the river within the city of 
  Archendurn. He lives in an apartment overlooking the 
  pier and keeps a small rowboat there for crossing when 
  the ferry is on the far side of the river or for 
  emergencies. 
   
   
  W4- 
  Gailegmónd Smithy 
  As one of the largest iron smithies in the city, it does a 
  booming business in tools, utensils, metal fixtures, 
  hardware for the shipyard, and occasionally weapons 
  and armor (quality weapons and armor are available for 
  a premium, Masterwork weapons and armor are 
  available for the usual premium prices). The same 
  family has run the business as far back as anyone can 
  remember. It employs some three dozen people, most 
  of whom are related to the owner.  
   
  Garimon Smith IV is currently running the smithy. 
  Rumor has it that Gailegmónd was the name of the 
  founder, but that knowledge is lost in the depths of 
  time.   
   
   
   
  W5- 
  McArdnath Farm 
  This farm along the eastern banks of the Clearwater 
  River, just north of the city walls, is of average size. Its 
  owner is physically unremarkable with the typical long 
  brown hair and beard of Archendurn. However, Ronan 
  McArdnath is a very outspoken man when it comes to 
  his opinions of public policy within the kingdom and 
  on religious matters. 
   
  In the evenings, he can often be found at the Dancing 
  Pig Inn [see W7], spouting off about something. He 
  tends to drink quite a bit, and gets very loud and 
  obnoxious. He will not usually start fights though, as 
  he is only average sized and not very skilled in such 
  matters. He receives free drinks from Ruairi at the Inn 
  as partial payment for supplying the inn with 
  ingredients for its home brews. Despite Ronan and 
  Ruairi having been friends since childhood, they still 
  get into friendly arguments over their differing 
  religious beliefs. Ronan is a devout follower of the 
  Church of the All Father (despite not living by all the 
  church’s doctrines), while Ruairi is a devout follower 
  of Druidry.   
   
   
  W6- 
  Cethlian Leather Works 
  This leather shop produces reasonably good quality 
  products such as harnesses, whips, bags, backpacks, 
  waterskins, leather chaps, leather aprons, etc. Many 
  customers bring in their own leather for tanning and 
  shaping, trading in exchange for the service four times 
  the raw leather needed for the finished product. In this 
  way, the leather works gains leather for producing 
  products that they can then trade for other goods or sell 
  for coins.   
   
  The owner, Seth Cethlian, is a shrewd bargainer and 
  always makes sure that he gets something for the 
  services he and his people provide. His young wife, 
  Sile, is also very skilled with engraving fine details and 
  patterns into the leather that her husband tans. Despite 
  Seth being in his late middle age (late forties or early 
  fifties, no one knows for sure since he doesn’t talk 
  about it and isn’t from the area), he and Sile (only 
  twenty-three years old), have five children and a sixth 
  on the way. 
   
  Tarien Dolhaist supplies the organic materials that Seth 
  uses in preparing his tanning agents on his trips into 
  town every week or so.    
   
   
   
   
   
  14
  
  W7- 
  Dancing Pig Inn 
  This place is known throughout the kingdom for some 
  of the best ale and brandies made in human lands. The 
  owner, Ruairi Innman, has his own special recipes that 
  he has perfected over the last 50 years to brew the 
  finest ale, as well as making other choice liquors.   
   
  His Dancing Pig Brandy is also well known throughout 
  the region and for hundreds of miles away. It comes in 
  a variety of fruit and berry flavors to meet any liquor 
  connoisseur’s taste. His brewery takes up the entire 
  eastern wing of his building and even extends into the 
  main part of the building. He sells his products in small 
  quantities to other taverns outside of the city of 
  Archendurn for a premium. He refuses to sell to any 
  other tavern within the city walls however, thus 
  guaranteeing more business for his own tavern. In fact 
  he is so protective and secretive about his recipe that he 
  will not allow anyone other than trusted employees into 
  the brewery section of the building during critical 
  stages of the operation. 
   
   
   
  Ruairi and his wife, Agata, pride themselves even more 
  on their hospitality as hosts. They have built up a very 
  extensive and loyal customer base for their inn and 
  tavern. Despite never having any children themselves, 
  they recently formalized arrangements for Daroma, one 
  of the barmaids and Agata’s primary help in the 
  kitchens, to take over as owner when they pass on. 
  Ruairi is of rather small build, not quite what one 
  expects of an innkeeper, while his wife is a little on the 
  stout side and very matronly in appearance and 
  attitude. 
   
  Daroma has quite a reputation for being somewhat 
  promiscuous. Nevertheless her discretion has kept her 
  clear of any trouble so far.  She is slightly above 
  average height and has an attractive figure and build, 
  with long and straight dark-brown hair (with a slight 
  reddish tint to it).  Many of the single men of 
  Archendurn, especially visitors, have seen her best side 
  (or so they think). While she has her fun, she has very 
  little respect for men in general and uses them for her 
  own amusement. However she is very responsible 
  when it comes to her job at the inn. 
   
  This large three-story brick building with an “L” shape 
  also has a small stable and paddock at the back of the 
  building for their guests to use. There is also a small 
  hayloft over the stable area. 
   
  The first (ground) floor consists of a large common 
  room that is also used for serving food and drinks, with 
  a kitchen to the back and stables behind that. The 
  personal chambers of the owners and some of their 
  help are also on this floor.  
    
   
   
  The stable hand, Bairre has the room next to the door 
  leading from the kitchens to the stables. He is a very 
   
  15
  
  large and portly young man who has worked for Ruairi 
  for several years now. He enjoys eating, drinking, and 
  gambling with the patrons of the inn when not 
  performing his duties. However his eating is the only 
  one of his three bad habits that he truly overdoes. He is 
  a very cheerful, dependable, and friendly person. There 
  have even been occasions when he has been mistaken 
  as the innkeeper due to his stature and build being what 
  most people expect of an innkeeper. 
   
  On the upper two floors are the inn rooms, which are 
  rented out to guests by the night or week, with the 
  biggest and best rooms being on the third floor. While 
  the rooms here are the smallest of the city’s three inns, 
  they are well kept. 
   
  The prices for food and drink tend to be a little on the 
  high side, but the customers are paying for quality and 
  service. The inn is not only known for serving its own 
  ale and brandies, but also other fine drinks imported 
  from distant lands. The menu varies from day to day 
  based on what they have available, but they nearly 
  always have chicken, various types of fish, and beef. 
  The beef stew, mushroom soup, and mutton stew are 
  very popular, as is roasted and seasoned rabbit, when it 
  is available. The room prices are fair, and are in the 
  middle of the price range for the three inns of 
  Archendurn.    
   
   
   
   
  The common room of the tavern seats 129 people, and 
  is rarely full. But it is even more rare for it to be empty. 
  During the early to late evening it is typically between 
  half and three-quarters full. It is not uncommon to find 
  traveling minstrels or bards entertaining guests in the 
  common room. Ruairi will often let such people stay at 
  the inn for free since their talents help to sell more food 
  and drink, but these freedoms only last for a few days 
  at a time. 
   
  There is one bard in particular that shows up fairly 
  regularly, by the name of Nachen. He makes regular 
  rounds to all three of the Inns in Archendurn besides 
  visiting several of the smaller villages of the 
  Archendurn kingdom. He is an excellent source of 
  information about what goes on within the outlying 
  parts of the kingdom and always seems to know more 
  than he should about things. 
   
  Another regular customer is Ronan McArdnath [see 
  W5], who is Ruairi’s primary supplier of grains for his 
  brewery. He can often be found arguing over religious 
  matters with Ruairi, and the members of the Druidry 
  that frequent the inn when they are in Archendurn. It is 
  also common to find off-duty city guards and soldiers 
  from the castle at the tavern. 
   
  The Captain of the King’s Guard, Rian, is a frequent 
  visitor who prefers the quiet of the Inn to the intrigue 
  of the castle. He is a fan of Agata’s nearly famous 
  mushroom soup, with Dancing Pig raspberry brandy 
  being his drink of choice. 
   
   
  W8- 
  Balandith Shipping Warehouse 
  This large warehouse is actually owned by a successful 
  merchant that lives outside of the Archendurn 
  Kingdom. It is used as a place to collect various metal 
  goods and farm products for shipment by riverboat 
  down to the city of Stanis Port, which sits on the 
  western side of the mouth of the Clearwater River as it 
  feeds into the Gulf of Aquinoch. 
   
  Ships go in and out at a rate of about 1 per week, for 10 
  months out of the year. Two separate Balandith owned 
  riverboats make this journey, which takes on average 
  about 4 days down river and 7 days back up when the 
  wind is right. Balandith also owns both of these boats. 
  Roland Gólian captains the Archendurn Dream while 
  Daemon McCranet commands the Waterbat.   
   
  Roland runs his ship with an iron fist and expects a lot 
  out of his men, and as such tends to have a high 
  turnover of crewmembers. He can be found sometimes 
  in the Dancing Pig when his boat is being loaded or 
   
  16
  
  unloaded. Daroma has had to turn away the man 
  several times as he frequently gets a little too friendly 
  with her. She has no intentions of ever committing to 
  such a bull headed man.   
   
  Daemon is a fair and quiet man, who has a crew that 
  knows their job and does it well with very little 
  instruction from him. When his ship is being loaded or 
  unloaded, he will sometimes visit the Dancing Pig or 
  the Ravenpole [see E8] taverns for food and drink. 
  Unlike Roland, Daemon sleeps on his boat when in 
  town. 
   
  The warehouse itself is operated by Pioter Trunchain, 
  who acts as a buying agent for Balandith as well as 
  placing orders for items that need to be imported from 
  other parts of the world. The merchant Balandith lives 
  far to the east, where his extensive trading empire is 
  centered in the distant trading metropolis of Argentum.   
   
   
  W9- 
  Caithenard Brothel and Bathhouse 
  The riverboat sailors, as well as many other traveling 
  visitors, frequent this large two-storied wooden 
  building tucked back into one of the blocks near the 
  docks. Some of the locals are regular customers. 
  Although the rates are rather expensive, the brothel has 
  an excellent reputation of providing very good 
  services.  Tabatha Caithenard runs the place with a 
  constant eye to customer satisfaction as well as the 
  safety of her women.  She has aged well, despite being 
  well beyond the age for providing the services that her 
  establishment is so well known for. 
   
  These include providing warm baths either with only 
  warm water and lye soap or, for an extra fee, with a 
  personal attendant to help wash you. They also provide 
  other “red light” services for those who are looking for 
  “companionship” for the evening.   
   
   
  W10- 
  Archendurn Rope Works 
  This large stone building is three stories tall with a tile 
  roof. It is one of the few buildings in the city of 
  Archendurn that uses a system of gutters to collect 
  water from the roof and direct it into the building for 
  use in making their products. 
   
  They supply the Archendurn Shipyards [see W1] with 
  all their needs, as well as many of the local shops that 
  need rope. They also sell their products to other 
  shipyards on the ocean coast. They primarily make 
  their rope from hemp, which they buy from several 
  farms around the kingdom. The Rope Works also 
  produces sails from hemp cloth, which is much more 
  water resistant, abrasion resistant, wear resistant, and 
  of lighter weight than cotton or flax cloths.   
   
  The hemp farms plant their fields in very tight 
  formations so as to reduce the growth of leaves and 
  cause the stalks to grow to longer lengths, thus 
  producing stronger and longer fibers. They also tend to 
  plant flax within the same field because the plants tend 
  to grow better together. The flax is then used for 
  making clothing, as are some of the female hemp 
  plants. The rest are saved for bearing seeds for next 
  year’s planting. The flax and some of the hemp (for 
  clothing) is harvested in the summer while the coarser 
  hemp for making rope and sails is harvested in early 
  fall, to allow the plants to grow to maturity (thus 
  strengthening the fibers). 
   
  Note: Hemp has been used as an important natural 
  fiber for over two millennia and is still in use in 
  various parts of the world to this day. It is a very 
  strong, easily dyed fiber with excellent properties and 
  ecological benefits. The type of plants cultivated for 
  their fibers were not very useful as drugs and it is not 
  our intent to suggest that they be used as such. They 
  were grown with the intent of strengthening the natural 
  stalk fibers, which if done correctly reduces the 
  intoxicating effects of the leaves, as well as minimizing 
  the growth of leaves on the plants. This occurred by 
  using a very close planting pattern. Hemp was a very 
  important crop until somewhat recent times through 
  Europe, Asia Minor, and the America’s.  The growth 
  and use of hemp for its fiber is starting to make a 
  comeback in some places (Canada is an excellent 
  example of this).  
   
  The owner of the rope works is Téad McMairen, who 
  is an elderly man of thin build and slight stature, with 
  long thick grey hair and a beard to match.  His wife 
  passed away several years ago, and most of his 
  children have moved away.  With two daughters who 
  married 
  farmers 
  in 
  Clearwater 
  and 
  Beywater 
  respectively, and his only son having left Archendurn 
  about 30 years ago after an argument, Téad now has no 
  one to take over the rope works.  So far his health has 
  held out, but he knows that the end will likely be 
  coming soon due to his age.  He has already begun to 
  spread the word that he is willing to sell the place to 
  anyone capable of running it that has the money to 
  allow him to retire to a small homestead near one of his 
  daughters. 
   
   
   
   
   
   
   
  17
  
   
   
  W11- 
  Siantion Mercantile 
  This large shop carries nearly anything that a traveler 
  to Archendurn could want to purchase. They sell 
  foodstuff, leather goods, ropes, metal tools and 
  equipment, tack and harness, cloth, household goods, 
  etc. They purchase their assortment of manufactured 
  goods from other shops within the city and will even 
  purchase things that cannot be made locally from the 
  shipping companies that service Archendurn.   
   
  The owner Dairon Cumhail has recently fallen ill with 
  a strange sickness, so his wife and three teenage 
  children are struggling to keep things going and to try 
  to discover what the nature of this strange illness and a 
  cure. The local druid Tianarie Dobha is caring for him 
  but has been unable to determine what his ailment is. 
  She has recently asked for the local Druid Vergobretus 
  (a Druid who oversees several lesser Druids within the 
  region, named Giolla NaNaomh) to come and aid her.   
  W12- 
  Clearwater Bowyer & Fletching 
  This archery shop manufactures long bows, short bows, 
  crossbows, arrows, quarrels, and even carries supplies 
  for slings. They have an indoor shooting range (the 
  only one in the Archendurn Kingdom) to try out their 
  products. They hand manufacture everything.   
   
  While their prices are a little on the high side for bows, 
  the bow will be custom made to the buyer’s size and 
  strength.  The custom bows produced result in a small 
  bonus (Rolemaster: treat as +5 quality, d20 System: 
  treat as Masterwork bows) based on the high quality.  
  They do make average quality bows for an average 
  price ahead of time for those unwilling to spend 
  enough coins or time to get a custom made bow.  
   
  The owner Bentim Bogha is in late middle age and is 
  tall and thin, yet very strong for his age and weight. 
  Three of his seven grown children also work for him in 
  the shop, as do a few other people. He and his wife live 
  above the shop, which is a two storey wood building. 
   
   
  W13- 
  O’Riade Silversmithy 
  Bhuill O’Riade (wil o-rade) is a quiet middle-aged 
  man, who keeps to himself and is rarely seen out in 
  public. Despite this fact, his skills as a silversmith and 
   
  18
  
  abilities with other precious metals as well as 
  gemstones have earned him considerable respect 
  around the kingdom. He has crafted many fine pieces 
  of jewelry for the royalty and nobility of Archendurn 
  and neighboring kingdoms.  
   
  He also makes fine silverware, goblets, urns, crowns, 
  scepters, clasps, and a wide variety of other decorative 
  and ornamental items for the discerning (and wealthy) 
  members of the local communities. 
   
  About the only time he can be found outside of his 
  shop is when he is getting food or other supplies from 
  the local farm markets or mercantile shops. He acquires 
  most of his materials from a southern merchant, who 
  occasionally visits Archendurn. 
   
  Bhuill often goes to Siantion Mercantile and flirts with 
  the eldest daughter of Dairon Cumhail [see W11], 
  Gian. While she is only about two thirds of his age, 
  they have been courting for just over a year. Bhuill has 
  helped out with some of the costs in trying to treat the 
  strange ailment that is afflicting Dairon which has 
  relieved a lot of the burden and stress on the Cumhail 
  family.     
   
   
  W14- 
  Mouroch’s Glass 
  Taimel Mouroch is the only experienced worker of 
  glass in the area. As a young man, he took a job 
  working as a guard for a traveling merchant, who was 
  headed to a distant land to the east. He was gone for 
  nearly ten years, but when he returned to Archendurn, 
  he brought back the secrets of glass working.   
   
  He quickly opened up his shop and started to make a 
  variety of items. He is skilled in both the art of blowing 
  glass objects such as bottles, vases, utensils and 
  decorative items, as well as in crafting flat glass panes 
  for making windows and mirrors. For the first seven or 
  eight years he was very careful not to let anyone see 
  how he created these items. Due to the demand, he has 
  since hired two apprentices, one of whom has been 
  with him for nearly five years now. 
   
  They are still very secretive about the craft, since it is 
  so rare in this region. Up until he opened his shop, all 
  the glassware that was used within Archendurn had to 
  be imported from distant lands at a high price. Some 
  fine glass items are still imported into the kingdom 
  because Taimel’s work, though practical, is not without 
  occasional flaws. 
    
    
   
   
  19
  
   
   
  20
  
  North Archendurn 
   
   
  N1- 
  Brolion Mercantile 
  This shop caters to the needs of the local farmers and 
  their families, carrying a wide variety of farm tools and 
  implements, as well as household items and cooking 
  utensils.  Their prices are about average for most of the 
  items that they carry in the shop. While they can get 
  specialty times, they charge a 20% premium for these 
  custom ordered items. 
   
  Gaermon Brolion, the owner is a large man with a 
  constant scowl and long light brown hair that is kept 
  tied back with a thin leather cord. Despite his outward 
  appearance, he is a friendly and helpful member of the 
  community, although he rarely speaks unless spoken 
  to. His family has been dealing in goods used by the 
  common people of Archendurn for several generations 
  now, and has earned a reputation for fair and 
  reasonable prices. 
   
  His wife and three teenage daughters help out in the 
  shop, while his only son operates a second mercantile 
  that they just recently opened in one of the neighboring 
  communities (Hoarsbey) as part of the family business.    
   
   
  N2- 
  Heraideron Pottery Works 
  This is one of the largest employers in Archendurn, 
  with over 50 workers, producing large amounts of 
  pottery. A huge wood fired kiln is used to cure the 
  finished products and for helping in the glazing 
  process. The Pottery Works makes dishes, mugs, cups, 
  canisters, bowls, flasks, bottles, jars, etc. They are the 
  only large manufacturer of pottery in the entire 
  kingdom. Some of these products are even shipped to 
  distant lands as containers for other farm products or 
  just as finished products themselves.  
    
  The Heraideron family name had died out two 
  generations ago, leaving a single daughter, who 
  married the fourth son of the then reigning king of 
  Archendurn. However, the family name was kept out 
  of respect for the founding family and for the 
  reputation that had been built up over the previous 
  seven generations. The current owner is Cíale Clement, 
  who is a second cousin to the current king. 
   
  Cíale and his wife, Erin, treat their employees fairly 
  and reward them appropriately for their work and 
  dedication.  Cíale is a tall and somewhat stocky man 
  with medium length (down to his shoulders) dark-
  brown hair that is somewhat thin in the front.  He is 
  nearly always seen with a smile on his face and an 
  upbeat attitude, despite his severe limp.  The limp was 
  caused about 15 years ago by the collapse of a large 
  wooden shelving system that was used to store finished 
  goods until they could be packed for shipment to their 
  final destination.  When the large wooden structure 
  started to collapse, he dove into the fray to push two of 
  his employees to safety, but suffered a severe broken 
  leg that has never healed properly.  Erin had been 
  pestering him for several months prior to the incident 
  to fix the unstable structure as someone was going to 
  get hurt.   
   
  His wife is a friendly woman with long light brown 
  hair and green eyes common to most of Archendurn 
  inhabitants.  She is of average build but somewhat tall, 
  standing only a little shorter than her husband.  She is 
  the daughter of a farmer with sizeable and fertile lands 
  who lives along the outer edge of the cleared lands, 
  about a day’s walk from the city. 
   
   
  N3- 
  O’Connel Farm 
  This is another one of the large farms just outside of 
  the city walls. The O’Connel family has been 
  supplying many of the residents of Archendurn with 
  milk and eggs for several generations. They also supply 
  some of the mercantile shops, farmers’ markets, and 
  taverns with chickens and beef. Due to their close 
  proximity to town, they have been able to turn the 
  small surpluses of the past generations into farm 
  improvements resulting in increased productivity. They 
  are now responsible for a large share of the food 
  products sold to local businesses. One of their largest 
  buyers is Hierdoren O’Reili, the cheese maker [see S5].  
   
  Old man Bill O’Connel is shrewd and impatient, with a 
  dislike of strangers. His eldest son, Bertrand, now runs 
  the day-to-day work at the farm. However Bertrand 
  still has to answer to his demanding and ever critical 
  father, so his control is somewhat limited. 
   
  Most of the members of the O’Connel family are of 
  average build and height, with reddish brown hair.  
  They tend not to be overly friendly, but some say that a 
  large part of this is due to old Bill being so ornery 
  towards everyone.   
   
   
  N4- 
  MacMaithel Cartage 
  Transportation is essential to the farms that are able to 
  produce a surplus of products, in order to get them to 
  market or to the buyer. Euthien MacMaithel is the man 
  that provides that service to many of them.   
   
  He has regular routes, which his drivers follow 
  between Archendurn and the various small villages 
   
  21
  
  within a few days’ travel. These drivers carry small 
  packages and small shipments of goods (less than 
  wagonloads) between the various communities. 
   
  Regular runs between Archendurn and Willowdale are 
  also made once a week, often using two or three 
  wagons for a single run due to the large amount of 
  products traded between them. Willowdale is not easily 
  reachable by riverboat, so much of their surplus 
  products are transported to Archendurn where they can 
  then be loaded on ships for transport to distant lands.   
   
  He also does extensive hauling of hemp and flax from 
  the various farms around Archendurn to the Rope 
  Works and to several small cloth weavers. Regular runs 
  between the sheep farms and cloth weavers are also 
  common.  
   
  Euthien’s great grandfather, who sold his small farm on 
  the outskirts of the tillable lands to a newly arrived 
  foreign family, actually started the business. He had 
  already been hauling goods for some of the 
  neighboring farms by that time, and with the gold he 
  received from the new residents, he purchased two 
  more wagons and teams of horses, as well as a building 
  in Archendurn. The business has steadily grown ever 
  since. 
   
  Euthien currently has 18 wagons, 5 sleds (for use in the 
  winter months when the snow is too deep for the 
  wagons to get through for important deliveries) and 68 
  horses, as well as 23 teamsters in his employ.  He will 
  occasionally hire mercenaries to escort his drivers 
  when they do longer runs through dangerous areas to 
  the more remote parts of the kingdom or to other 
  neighboring lands.    
   
   
  N5- 
  Archendurn Linen & Cloth 
  One of the larger weaving operations in the kingdom, 
  they produce a wide variety of cloth from native wool, 
  hemp, and flaxen. Cloth made from cotton and silk is 
  also available here, but it is imported already woven 
  from distant lands, as neither of these fibers is native to 
  the area. 
   
  Note however that they do not make clothing, only the 
  cloth that it is made from. For items of clothing, a 
  person would have to visit a tailor or seamstress. 
   
  Unlike many other businesses in Archendurn, they pay 
  per unit of work performed instead of for a set amount 
  of time-spent working. Many of the people who do the 
  weaving spend part of the day weaving and part of the 
  day tending to other business, thus often times more 
  than one person will use the same loom or spinning 
  wheel. It is also somewhat common for at least a small 
  portion of the workers to work long or even strange 
  hours.  Even in the dead of night, there are likely to be 
  at least a few people working by lamplight.  
   
  The current owner, Alina Trosdenorf- O’Connor, is a 
  young blonde-haired woman who is very demanding 
  and short tempered. She inherited the business from her 
  late husband, Rois O’Connor, who had been well along 
  in years prior to their marriage.   
   
  Many people believe that Alina, who is from the west, 
  came to Archendurn looking for someone to take 
  advantage of and found Rois, a wealthy but lonely old 
  man who already had one foot in the grave and no 
  heirs.   There are even rumors that she helped speed up 
  the end of his life so that she could take control of the 
  business and live well on his past hard work.  He only 
  lasted about 6 months after they were wed.  
   
  She has only been in Archendurn for three years and 
  has already made several enemies. Her temper and 
  attitude have also resulted in a decline in the business 
  since her husband’s death a year and a half ago.  There 
  are also very few around the city who fully trust her.  
  Many of the current employees are concerned that if 
  she keeps running the business the way she currently 
  is, that they will be without work before long. 
   
  Three of the people who had worked for Rois for many 
  years have already begun to make plans and try to 
  secure money to start up their own weaving business as 
  soon as they can afford to purchase several looms and 
  find a place to operate them out of.   
   
   
  N6- 
  Archendurn Inn & Stables 
  The largest and most expensive of Archendurn’s inns 
  and taverns, it is frequented by visiting merchants and 
  dignitaries. It is just inside the city gates and is the first 
  one that most visitors by road see. The rooms are 
  spacious and the food and drinks are fairly good, 
  despite their high price. A wide variety of food is 
  served here, including roast pork and beef, corned beef, 
  fish, turkey, pheasant, fine wine, mulled cider, and tea. 
    
  The stone building has three floors, with the third being 
  within the rafters of the roof (6:12 pitch with tile). The 
  first and second floors have numerous windows (with 
  glass in them, which is a rare luxury within the city). A 
  large stable area takes up the north wing of the building 
  on the first floor, with a large hayloft above it. The 
  stables open to both the east (into a corral) and to the 
  west towards the city gate. 
   
   
  22
  
  The central part of the first floor consists of the 
  tavern/common room along the western half with the 
  kitchen and a large pantry sharing the eastern half of 
  this portion of the building. Living quarters for the 
  innkeeper and his family as well as for some of the 
  employees are also located at the north end of this 
  central section. There are entrances at both the front 
  and the back of the building. The back entrances (east 
  side) lead in to the kitchen and pantry area, and so are 
  not normally used by the patrons. 
   
   
   
   
  On the south wing of the first floor and most of the 
  second floor are high priced rooms for the use of 
  visiting patrons. These rooms are well appointed by the 
  standards of most of the inns within the kingdom, and 
  are well worth the price in most wealthy travelers’ 
  minds. Most of the rooms have a single bed, nightstand 
  with a small washbasin and pitcher of water, a chamber 
  pot, a wooden chest, a small table and two chairs, as 
  well as several pegs on the walls for hanging clothing 
  on. They are also equipped with a simple oil lamp. 
  Most rooms have windows although there are several 
  on the second floor in the interior of the building that 
  do not. These smaller rooms without windows are often 
  rented out to those who cannot afford the nicer rooms. 
   
   
   
  Some of the third floor rooms are a little larger. These 
  either have two beds or one larger than normal bed. 
  Some of the rooms on this level are also very small 
  compared to others within the inn, but are still well 
  appointed with nice furnishings. 
   
  Clean linens are the rule within this establishment. 
  Bedding and towels are washed daily by the staff, with 
  fresh and dry replacements put in every room. 
   
  The current owner is Greód MacRenion, who is a very 
  small and elderly man. His eldest grandson, Dénail, 
  handles most of the day-to-day business. Several of his 
  children and grandchildren perform a variety of duties 
  at the inn. His wife passed away nearly thirty years ago 
  now. His wife's father founded the inn nearly a century 
  ago. 
   
  23
  
   
   
  N7- 
  Clearwater 
  Cooper, 
  Wainwright, 
  and 
  Wheelwright Shop 
  Specialty woodworking is their business, with barrels, 
  casks, wheels, wagons, and other odd wooden 
  hardware and fixtures being the norm for this 
  operation. This shop has been in the Waincoope family 
  for many generations. 
     
  Gieremiah Waincoope is the current head of the 
  operation, with two brothers and their seven sons 
  performing much of the work. His elderly father can 
  still be seen around the shop sometimes helping out. 
   
  Most of the timber used by them is purchased from a 
  loner of a man named Tarien Dolhaist. He comes into 
  town once every two or three weeks or so. Tarien 
  typically stays in town for a day or two, buying 
  supplies with the money that the Waincoope’s and 
  others pay him for the timber he brings to them. He 
  then leaves town, walking to the east along the 
  Hoarsbey River into the wilderness, only to return 
  about two weeks later on a raft of logs, which he then 
  sells. He occasionally sells to others such as the 
  McDaireid’s furniture making shop [see E3]. 
   
  Tarien is an excellent source of information concerning 
  the wilderness areas up the Hoarsbey River. Wherever 
  he goes, he always carries a large woodsman’s axe. 
  Rumor has it that he can even throw this axe short 
  distances with a high degree of accuracy. He also 
  carries a long pike like spear with a large hook near the 
  end, which he uses for guiding the log rafts down the 
  river.   
   
   
  N8- 
  Heinost Mapping and Scribe Service 
  The only fully-fledged and trained mapmaker in the 
  Archendurn kingdom, Rail Heinost also offers scribing 
  services. This small and thin man of late middle age 
  and balding head is in the process of training an 
  assistant, named Gélion Somthain. His new assistant is 
  of the same small stature. Rail is an incredibly bright 
  man and is very knowledgeable about many things and 
  locations around the kingdom. However his wisdom 
  must be bought. He is a very shrewd businessman who 
  is not easily tricked into anything. Distrustful of 
  strangers, Rail will refuse to take any form of payment 
  except coinage, unlike most other merchants and 
  professionals in the city. 
   
  His services are much in demand by the local residents, 
  especially since the majority (about three quarters) 
  can’t read or write. He has an extensive library on the 
  upper floor of his shop, but will not loan these valuable 
  books out for any price. He will however reference 
  them for a fee. 
   
   
  N9- 
  Clearwater Stables 
  This is the largest public stable in the city of 
  Archendurn. Horse breeding and trading is also a big 
  part of their business here. Many of the farmers who 
  are in need of a workhorse or travelers who have a 
  lame horse can trade or purchase horses here. 
   
  The owner of the stables, Guile O’Reina, is a very stern 
  woman of large proportions and long dark brown hair. 
  Two sons and a daughter of her five grown children 
  help her in tending the stables. It is said by the locals 
  that she used to be a very good-natured and friendly 
  woman. The death of her husband, several years back 
  from a long and wasting sickness, resulted in her 
  current bleaker approach to life. 
   
   
  N10- 
  Kings Road Weavers 
  Weaving and cloth is a fairly large business in 
  Archendurn and this is one of the major suppliers of 
   
  24
  
  cloth and linen for export. Some of the locals purchase 
  cloth from this weaver, but most of it is sold to 
  merchants.  
   
  Ghona Cuisac is the owner of this business. He is a tall, 
  middle-aged man with long red hair and a beard. A 
  stern man, he is fair in his business dealings. Ghona is 
  somewhat impatient when it comes to mistakes made 
  by others, and as such tends to have people come to 
  work for him and leave within a few days. However 
  those that do stay are well rewarded for their hard work 
  and dedication. 
   
   
  N11- 
  Caeterin Apothecary 
  Aeno Caeterin is one of the most knowledgeable 
  people around when it comes to diagnosing and 
  treating sicknesses. He also pulls troublesome and 
  painful teeth, trims people’s hair and takes care of 
  those in need of a shaving. He keeps a supply of 
  various healing herbs on hand as well as leeches for 
  bloodletting. He also sets broken bones to minimize 
  permanent disfigurement and limping.   
   
  Despite his skills and knowledge of the human body, 
  many people still prefer to go to religious leaders for 
  treatment. But those willing to give his services a try 
  are not usually too disappointed. He only loses one in 
  ten of his patients to death. This is a better record than 
  most apothecaries.   
   
   
  N12- 
  Sandiath: The reader of fortunes, the see-er 
  of secrets 
  No one knows for sure just how old this woman is, but 
  she must be the oldest living person in the city if not 
  the entire kingdom (with the possible exception of 
  Noise).  Sandiath is a small and very frail woman with 
  long but very thin grey hair. She took in a young 
  orphan girl named Gilian over three decades ago, who 
  now handles many of the daily things that Sandiath can 
  no longer do herself.   
   
  Gilian, now in her early middle age, is of average 
  height with a slightly plum but still attractive build.  
  She has incredibly long and thick dark brown hair, 
  which she typically wears loose, but sometimes, will 
  tie back into a ponytail that nearly drags on the ground.  
  She has been learning many of the secrets of Sandiath’s 
  trade, and is expected to take over the business when 
  Sandiath passes away. Many people expect her to die 
  within the next couple of years since she can no longer 
  get around by herself. However despite her age (which 
  some say is well in excess of a hundred years), she is a 
  very stubborn woman, who has not yet lost her will to 
  live. (Sandiath is actually in her early eighties, making 
  her the second oldest human within the kingdom.) 
   
  Among the services that are provided by these two 
  women are the reading of fortunes using a variety of 
  means including tarot cards, chits (stones, bones, and 
  sticks tossed from an old bag into the middle of a 
  circle), and palmistry. They also claim to practice the 
  use of divination by speaking with the spirit world and 
  using a crystal ball. 
   
  Although Gilian and especially Sandiath have 
  incredible powers of divination and knowledge, they 
  tend to answer inquiries with riddles or further 
  questions. 
   
   
   
   
  25
  
   
   
  26
  
  South Archendurn  
   
   
  S1- 
  Archendurn Castle 
  This is the largest structure within the city.  The cut 
  stone walls rise up three stories, with another two 
  floors above them with dormers looking out over the 
  roof.  The east wing is only comprised of 2 floors, with 
  the attic above used for storage only.  Four towers rise 
  up just above the peak of the main building’s roof, 
  which are used as lookout points, since they are the 
  highest points within the city other than the steeple of 
  the Church of the All Father, which is almost directly 
  to the north. 
   
  This building serves as the personal residence of the 
  royal family as well as many other important members 
  of the royal household. It also serves as the seat of 
  government from which nearly all decisions are made 
  that affect the kingdom. A huge central hall that rises 
  up two floors with a balcony running completely 
  around it takes up much of the northern two-thirds of 
  the structure. Meeting halls, record chambers, 
  guardrooms, and various other mundane rooms line the 
  Great Hall on the first floor. Large windows that open 
  up to the second floor balconies on the three outside 
  walls provide light for the large chamber. 
   
  The floors above the Great Hall are used as the private 
  quarters for officers in the king’s military, advisors, tax 
  collectors, and various members of the royal 
  household, and provide rooms for visiting dignitaries.   
   
  The first floor of the southern third of the main 
  structure includes the dining hall, as well as the king’s 
  private meeting chambers. The upper floors of this 
  section include the private chambers of the royal 
  family. 
   
  On the lower floor of the east wing are the kitchens and 
  pantries. Chambers for the servants can be found on the 
  upper floor.  
   
  There is also a cellar level below the castle, which is 
  used for the storage of goods, and foodstuffs that are 
  not affected by the dank conditions. Below that is a 
  dungeon level where prisoners are kept and sometimes 
  tortured if they have information that is crucial to the 
  good of the kingdom and King.  This dungeon level is 
  very damp due to the close proximity of the river.  The 
  master of the dungeon is Daemien Osteimh.  He is a 
  stern but patient man, with incredible self-control.  He 
  is tall and muscular, with a heavy gut, arms like tree 
  trunks, long dark brown greasy hair that is tied back 
  and a thick beard often caked with his last couple of 
  meals. While he has what some consider the worst job 
  in the King’s military, he does it very well. 
   
  The Seneschal handles the day-to-day affairs of 
  managing the servants and castle maintenance, as well 
  as being the king’s representative in many of the more 
  tedious affairs of the manor. Noise, a small, elderly 
  man who is still very active and always on the go, has 
  served in this position since before the current king was 
  even born. No one knows for sure how old he is, and 
  he will not say.  It is even uncertain how long he has 
  served in his current position in the royal household.  
  Despite this, with his very active nature and his getting 
  the job done better than anyone else is likely to be able 
  to do, no one complains or even seems to notice the 
  fact that he is older than any human has a right to be.  
  Noise is in fact part of an extremely long-lived human 
  bloodline of humans. He is approaching the age of 200 
  years, though he only looks as if he were in his 
  seventies. Few are aware of his advanced age. 
   
  Noise is perfect for this job due to his obsessive nature 
  when it comes to details, and his ability to persuade 
  anyone to do almost anything with his stern attitude 
  and quick words.  However he is not the most sociable 
  person in the castle due to his personality, and few 
  speak to him except when necessary.   
   
  Despite his dour attitude, it is not uncommon to see the 
  children of the castle throng around him as if he was a 
  beloved grandfather.  This amazes most people and 
  when asked about it, the children usually only say that 
  he is a nice old man that tells stories, helps them with 
  their studies, and teaches them games. Apparently he 
  has a soft spot in his heart for children, despite never 
  having had any children of his own. 
   
  There is another side to this man that very few know 
  about though. Noise is the King’s “spymaster”, 
  overseeing a network of agents in other lands and 
  informants within the kingdom.  Noise’s knowledge is 
  downright staggering.  He is one of the king’s most 
  trusted advisors, and attends most important meetings 
  that occur within the castle walls.  He knows of the 
  underworld organization run by Broandach and his 
  minions, but has chosen to not make any moves on 
  them yet, preferring an identified enemy to an 
  unknown one. He is aware of the current plot of the 
  Duke of Libintat to try to overthrow the king and has 
  already alerted Rian to this possible threat.  He is also 
  already aware of the building threat with the bandits in 
  the Dark Woods (although he does not know of the elf 
  who is masterminding it).  He does not know about the 
  cult in the mountains to the north, as they have not yet 
  made any serious moves into the kingdom.   
   
   
  27
  
  He is an active follower of Druidry; he trained as an 
  Acolyte for six years after the initial thirteen-year 
  Initiate training period. However he chose to decline 
  the promotion to become a full Druid, and instead 
  returned to the laity. Unbeknownst even to the king, 
  Noise’s first loyalty is to Druidry and the Druidical 
  College. The only people to know this, however, are 
  the regional Vergobretus and the High Druid who 
  oversees this portion of the world, as well as two 
  trusted Druid Messengers. Even Tianarie, the local 
  Druid responsible for the religious dealings in and 
  around the city of Archendurn, doesn’t know his true 
  nature. 
   
  While Argríl Clement is the current king, his father, 
  Eirgeron had trained his eldest son Heiron to take the 
  family throne.  However Heiron died when he was 
  thrown from his horse while hunting just before 
  Eirgeron was ready to step down as king.  Eirgeron, 
  seeing that his only other heir, Argríl would be a good 
  figurehead, but not having the intelligence and wisdom 
  to effectively rule the kingdom over the long term, 
  made arrangements with his advisors such that they 
  would aid Argríl serve as king until Eíneil was old 
  enough to rule.   
   
  Argríl is a large man, with a tall and stocky stature.  He 
  has medium length brown hair with a slight reddish tint 
  to it, and a very friendly personality.  While he is very 
  personable and easy to get along with (thus making 
  him a good figurehead, as the commoners like him), he 
  is rather weak minded and is too easily influenced by 
  others. He is not a good long-term leader for a 
  moderately large kingdom like Archendurn.  The strife 
  between the rulers of Clearwater Duchy and Crystal 
  Landing Duchy is a result of Noise urging the king to 
  force the two dukes to take a more active role in the 
  patrol of the wilderness area between their lands. On 
  almost any issue, Argríl will delay deciding until Noise 
  and his other advisors have determined the policy.   
   
  Noise has made sure that Argríl will not have any heirs, 
  and will be willing to give up the throne to his nephew 
  when the time comes.  This has been arranged through 
  Noise’ knowledge of herb lore and his influence over 
  Argríl.  He has also gone to great lengths to train Eíneil 
  in the art of ruling, so that he will be prepared when the 
  time comes to take the throne.   
   
  Eíneil is currently in his late teens and is already 
  excelling in his learning and ability to make important 
  decisions in a fair and consistent manner.  Eíneil has a 
  sister who is about 3 years younger that he is also very 
  protective of, especially after their mother died two 
  years ago from influenza.  His father had died when he 
  was only 5 years old, shortly after which he was sent to 
  the Sacred Isle to study under the Druids for several 
  years.  He did not have the disposition for the Druidical 
  ways, but did excel at history, diplomacy, and lore, so 
  will be well prepared for his future position as King of 
  Archendurn.  He has just returned to the kingdom 
  within the last year to serve under his uncle.   
   
  Giolla Na Naomh, Noise, Nachen, and Rian Otthelma 
  are the only people besides Eíneil himself that know of 
  the plan that King Eirgeron had put in place prior to his 
  death.  These four men have gone to great lengths to 
  keep the plan for succession to the throne a secret, 
  while making sure that everything goes as planned. 
  Little is known of the details of this arrangement, and 
  the players should not learn about this until the change 
  is ready to be implemented (in a couple of years of 
  game time). 
   
   
  S2- 
  Royal Stables 
  These are the stables where the king’s horses as well as 
  most of the military horses are kept and cared for. 
  There are stalls for up to 40 horses. (The King also has 
  a larger farm about three miles to the north of the city 
  where additional horses are kept.) The upper floor of 
  the stables is divided into two parts, with the east 
  portion being a hayloft and the west portion being 
  rooms for the stable hands.   
   
  The “Road Patrols” or “King’s Justifier’s”, as the local 
  people call them, are the dispensers of “low” justice for 
  minor crimes. More heinous crimes are taken before 
  the King for judgment (for which Noise counsels the 
  king). They also serve as protectors of travelers 
  throughout the kingdom, as well as royal scouts and 
  messengers. They all belong to the Order of the 
  Checkered Shield, which is the pattern emblazoned 
  upon their shields. There are currently twenty-three 
  men and four women in the Order of the Checkered 
  Shield. 
   
  They vary in their weapons and armor somewhat, with 
  spears, broadswords, and bows being the most common 
  weapons and leather or light chain armor being the 
  norm. All of them wear long mottled-gray hooded 
  cloaks. 
   
  Temporary quarters within the castle are available for 
  when they are in the city for two or so days every eight 
  to fourteen days. However, there are a few that have 
  their own households (often those that are married 
  and/or have children). The remainder of the time is 
  spent camping along the roads or scouting the border 
  and wilderness areas, as well as dispensing justice in 
  the more remote regions of the kingdom. They tend to 
  travel alone or in small groups, from one to three 
   
  28
  
  together at a time, except when they have a special 
  mission to accomplish for the king.   
   
  On occasion the Road Patrols will all be in the city at 
  once (for rare special meetings), in which case they 
  will keep the excess horses at the Archendurn Livery 
  [see S7], just outside of the castle gate.  
   
  A few members of the Order of the Checkered Shield 
  are Druid-trained and members of the Order of the 
  Stag. This is a group of knights, ordained by the 
  Druidry as guardians of nature and all inhabitants of 
  the realm. The king is aware of their other obligation, 
  but does not find it problematic, owing to the similarity 
  in goals of the two orders. 
   
   
  S3- 
  Barracks 
  Each of these three squat two-story stone buildings 
  houses one hundred soldiers in rather cramped 
  quarters. These soldiers make up just over half of the 
  king’s standing military force of five hundred men. 
  Additional soldiers are stationed at the city gate and 
  wall towers, while the ranking officers have quarters 
  within the castle proper. 
   
  The organization of the soldiers is as follows: a 
  Captain, six Lieutenants, and eighteen Sergeants. Each 
  sergeant oversees a group of fifteen soldiers or “King’s 
  Guard” as they are commonly called. Each Lieutenant 
  is in charge of three of these groups of forty-eight 
  soldiers.   
   
  The Captain of the Guard is named Rian, and is a 
  friendly man of non-Archendurn lineage. His social 
  skills as well as his ability with a rapier (an unusual 
  weapon in the Archendurn kingdom) are responsible 
  for him gaining such a prominent position despite 
  being an “outsider” from far to the east. He is one of 
  King Argril’s most trusted friends and confidants, as 
  well as an amazing tactician in both personal combat 
  and military planning.   
   
  He does not dress in the standard Guard uniform; rather 
  he tends to put on a bit of a show with his fancy 
  clothing. It is said that if one wants to know what the 
  height of fashion is for that day, one need only take a 
  look at what Rian is wearing. It is not uncommon for 
  the guards of visiting dignitaries to assume him to be a 
  court dandy, and to pick fights with him or to try to 
  embarrass him at court functions for their own 
  amusement. However, they are quickly surprised to 
  find him quite at home in these social settings and not 
  the type to be trifled with. Such encounters usually end 
  with the offending visitors making fools of themselves, 
  and embarrassing their lord instead.     
   
   
  S4 
  Royal Smithy/Armory 
  A portion of the metal equipment used by the King, his 
  household, and the military personnel is manufactured 
  here. The remainder is collected as the tax from the 
  smithies in the area. There are three full time smiths as 
  well as seven apprentices. They craft and make repairs 
  to armor, weapons, tools, and tack (harness or buckle 
  hardware). 
   
  The first floor is where the actual work takes place, 
  with several forges, anvils, tools of the trade, and water 
  barrels. The second floor has the living quarters of the 
  smiths and their apprentices, as well as some limited 
  stores of forged items. 
   
  There is also a small leatherworking shop here where 
  two leatherworkers make repairs to the saddles, leather 
  harnesses, leather armor, and other leather goods used 
  by the military.  Their work is of sufficient quality and 
  functionality for military use, but they are not known 
  for great workmanship and as such, more important 
  items are often taken to one of the more skilled 
  leatherworkers within the city proper.  
   
   
  S5- 
  Archendurn Cheese 
  Hierdoren O’Reili is the master of cheese making 
  within the city. His small shop supplies many of the 
  local households (those that do not make their own 
  anyway), and the city’s inns/taverns. Some is even 
  exported to distant lands in small quantities due to the 
  fine flavors and varying textures of his merchandise. 
   
  Hierdoren is a tall and thin, middle aged man with 
  spectacles that have been specially made for him by 
  Taimel Mouroch [see W14] in an attempt to help his 
  poor eyesight. He learned his trade from his 
  grandfather who it was said could make some of the 
  finest cheese ever to be made by human hands. 
  Hierdoren’s cousin now operates the farm, which is 
  twelve miles to the west of the city. While there are 
  other fine cheese makers in the kingdom, Hierdoren’s 
  shop is the only one located within the city of 
  Archendurn. His primary suppliers are the O’Connel 
  Farm [see N3] and his cousin’s farm. 
   
   
  S6- 
  Faildebain Manor 
  This is the only large house within the city that has a 
  stone wall around it, to keep unwanted visitors away. If 
  one were to ask around as to who lives there, they 
  would probably be told that it is the home of 
  “Faildebain the Fair”. However further questioning 
  reveals that most of the locals do not know what this 
   
  29
  
  man looks like (since he has actually been dead for 
  over three centuries).   
   
  In reality, the descendants of the great Faildebain the 
  Fair currently live here. They keep to themselves, as 
  they are a very reclusive and eccentric lot. Those who 
  know the true nature of the residents rumor them to be 
  spell casters. Nearly all of their personal needs (food, 
  household goods, supplies, etc.) are delivered by 
  Siantion Mercantile [see W11], once per week. 
  However the Cumhail family will not discuss any of 
  their dealings with the Faildebains with anyone in 
  public, only saying that they are good customers who 
  always pay. 
   
  The closest thing to a “Spell Casters Guild” in the 
  area is here. It consists of a couple of descendants of 
  Faildebain the Fair. But several of the people that can 
  sometimes be seen coming and going are no relations. 
  They are local spell casters who come to the Manor to 
  study and review material or information within the 
  extensive library that is kept here. If the number of 
  people coming and going from here is kept very few 
  and far between this will increase the mystery behind 
  the building and the organization that is housed within. 
  It is recommended that the GM put some serious 
  thought into this before revealing anything about this 
  group, as how it is handled will depend on the magic 
  system being used and the view of magic use by the 
  general public. Some RPG systems are set up so that 
  magic is rare and feared by the commoners, whereas in 
  other systems magic is common. 
   
  The intention with the setting was originally to have a 
  “low power” campaign relative to magic, thus magic is 
  not very common and there are only a hundred or so 
  spellcasters of a non-religious bent.  However if you 
  are using this product in a setting where magic is 
  common and openly used by many and magic items are 
  an everyday occurrence then you may want this 
  location to be more open and use it as a magic shop 
  where items can be purchased for standard prices and 
  specialty items can be ordered.  No details have been 
  included on the NPC’s living here as how magic is 
  used will have a dramatic effect on their abilities.   
   
  S7- 
  Archendurn Livery 
  This is one of the stables that accommodate and care 
  for horses, as well as supplying tack and harness and 
  other equipment for them. The owner also actively 
  breeds horses at his farm about two miles to the north 
  east of the city. The farm also raises much of the hay, 
  oats, straw and other feed for the horses cared for at 
  this stable. 
   
  On occasions when all the Road Patrols [see S2] are in 
  the city at the same time, there are not enough stalls in 
  the royal stables for all the horses. Whenever this 
  occurs or whenever there are visiting dignitaries or 
  other important guests with large numbers of horses, 
  the additional horses are kept here. 
   
  The owner is Dámhi McArdnath, who is a second 
  cousin to Ronan of the McArdnath Farms [see W5]. 
  The two men do not get along particularly well, 
  however, due to a quarrel that their fathers had many 
  years ago. 
   
   
  S8- 
  Everwick 
  This shop is owned and operated by Maria Valperizio. 
  She and her late husband, Rombarty, moved to 
  Archendurn from the south after they were caught up in 
  some political trouble that they will not discuss. They 
  moved to the area about 40 years ago, with their two 
  teenaged children, both of whom still live in the area. 
  They opened up shop making candles at first, and later 
  expanded into dealing in lamps, oil, and soap. They 
  make both tallow and wax candles. They were very 
  friendly and outgoing people, and fitted in with the 
  locals very quickly, despite being from outside the 
  kingdom, and not of Archendurn lineage. 
   
  Rombarty, only passed away about 2 years ago, some 
  say from his long hours of work. Maria has kept the 
  business running since his death, but she has had a hard 
  time keeping up with the demand, being one of only 
  two makers of soap and candles in the city. Her one 
  daughter, Ritiana, helps in the shop often, since her 
  husband is one of the members of the Order of the 
  Checkered Shield, and is out of town much of the time. 
  Both women are somewhat short by Archendurn 
  standards, as well as being a little chunky of build, and 
  having black hair. But neither is by any means 
  unattractive (despite Maria being in her late sixties, she 
  has aged very well). 
   
  The lamps that they sell come from a few different 
  sources, most of them imported from outside the area. 
  They also sell several types of oil from a variety of 
  sources, including thin oil from the far north that has a 
  sweet smell to it as it burns (a favorite of many of the 
  more upstanding women in the city). 
   
   
  S9- 
  Fearsac’s Sack Shop 
  Michail Fearsac is the owner of this concern, which 
  makes burlap sacks for a wide variety of applications. 
  He supplies the Clabentz Grist Mill [see E10] with all 
  their grain and flour sacks, as well as selling sacks to 
  many farmers for their farm produce. While it is a 
   
  30
  
  relatively small operation, he has a thriving business 
  and typically employs about 5 weavers. 
   
  Michail is of middle age and average build and is 
  unremarkable in appearance except for the look of 
  uncertainty or puzzlement that always seems to be on 
  his face. People that don’t know him frequently ask 
  him, “Do you have a question?” which always results 
  in laughs from the people that do know him. However 
  this is misleading, as he is a very shrewd and 
  knowledgeable businessman and an extensively 
  experienced weaver. 
   
  The materials that he uses are coarse flaxen and hemp 
  fibers, which are woven into a very tight but rough 
  cloth, which can withstand a fair amount of abuse. 
   
   
   
  S10- 
  Gull Island 
  This stony island is only inhabited by seagulls. There 
  are a few small trees as well as other weeds and 
  shrubbery, but other than that nothing much can 
  survive on the surface of the island, which is stained by 
  the birds’ almost constant presence.  
   
   
  S11- 
  Royal Warehouse & Docks 
  These three large two-storey buildings made from 
  fieldstone with thatched roofs are where much of the 
  levied and unused goods raised by the King’s tax 
  collectors are stored. Three riverboats owned by the 
  king are anchored here. These boats patrol the river and 
  collect the passage tax of ships traveling into or 
  through the kingdom. 
   
  The goods stored within these buildings vary quite a bit 
  based on the fact that the Archendurn Kingdom 
  produces a wide variety of agricultural products, 
  finished goods and metals (both goods and ingots for 
  shipment to other lands). Many of these goods are used 
  by the royal household or the military, while a portion 
  is sold to merchants who export the goods to other 
  lands as a way for the King to raise coinage to cover 
  expenses that cannot be paid for with barter. 
   
  The three riverboats are each about 36 feet long, 12 
  feet of beam and have a draft of about 6 feet.  They 
  have a heavy central mast that supports a medium sized 
  square sail that is used when the wind is blowing in the 
  direction of travel. However when the wind and current 
  are both against the intended direction of travel, the 
  bank of 8 oars on either side can be manned by up to 
  32 men to provide propulsion.  The boats are capable 
  of carrying up to 60 men total, or a combination of men 
  and cargo totaling about 15 tons in weight.  They have 
  a maximum rowing movement rate of about 4 miles per 
  hour. This can be nearly doubled when moving with 
  the current of the river.  Sailing movement speeds 
  depend on the speed and direction of the wind.  These 
  boats, while capable of traversing deep water, are not 
  well suited to it during rough seas, due to their 
  instability from lacking a keel and their shallow draft. 
   
  31
  
   
   
  32
  
  East Archendurn 
   
   
  E1- 
  Druid- Tianarie Dobha 
  Tianarie handles the druidical religious affairs around 
  the city of Archendurn. She is relatively new to the 
  post, having just been promoted to the position from 
  Acolyte status only a few months ago. Her mentor, the 
  Druid Vergobretus (who operates out of Hoarsbey) for 
  the region, Giolla Na Naomh, is frequently nearby, 
  helping to guide Tianarie as needed. 
   
  She is a woman of early middle age, with long and 
  curly brown hair, and average build and height. She is 
  somewhat quiet and reclusive in disposition when not 
  performing the various druidical duties to which she 
  has been assigned. She spends quite a bit of time with 
  the Cumhail family in trying to treat Dairon’s strange 
  sickness. 
   
  Tianarie grew up on a farm to the north of Libintat, 
  which is the duchy just north of Archendurn. Thus she 
  is knowledgeable about the kingdom, coming from its 
  second most heavily populated area. She is also very 
  learned in animal husbandry and agriculture.      
   
   
  E2- 
  East Road Cobbler 
  Henia Gréasaí is well known throughout the city as the 
  best shoe and boot maker around. While there are 
  others who can make the needed footwear for a lower 
  price, and eventually the leather will get broken in and 
  fit comfortably, he plies his craft in such a way as to 
  make a pair that is comfortable nearly from the start. 
  Due to his nearly 40 years of experience and the skill 
  that goes along with it, he does tend to charge high 
  prices for his services though.  
   
  He comes from a long line of shoe and boot makers, all 
  of whom have been operating out of this same location 
  for as far back as anyone can remember.  He is of 
  average height but a little on the thin side with a nearly 
  bald head.  What is left of his snow white hair forms a 
  ring that runs about three-quarters of the way around 
  his head, just above his ears.  While he is a quiet man, 
  his wife, Leneit, is very talkative and is one of the best 
  sources for rumors in the city as she spends much of 
  her time gossiping with others about who is doing 
  what. 
   
   
  E3- 
  McDairreid Woodworking 
  The McDairreid family has been practicing the art of 
  furniture making for several generations, and as such, 
  has nearly perfected the trade. The current master of 
  their shop is Pol McDairreid. In addition to furniture 
  they also manufacture doors, shutters, and other 
  household items. The shop is fairly large and well 
  equipped with a wide variety of the best quality tools 
  for nearly any woodworking need.  
    
  Pol is a large and stocky man with a personality that 
  shows little humor and takes perfection to a new level. 
  He is a very patient man, but expects everyone around 
  him to work towards the same high level of quality as 
  he does. His wife and children are also of the same 
  solid build and have similar personalities. His wife, 
  Saindia, is the friendliest member of the family, while 
  still not being overly social.  Some attribute this to her 
  upbringing.  Her father, a farmer living a day’s travel 
  to the north, is always willing to help out the less 
  fortunate.  She has learned to tone down the sense of 
  humor that she grew up with to fit in with the 
  McDairreid family.  
   
  Their four sons are all hard working and very skilled 
  despite their young age. The younger of their two 
  daughters was born with a disabling condition that does 
  not allow her to learn at the same rate as most children. 
  But the rest of the family, especially her older sister, 
  watch out for her and help her to learn what she can. 
  Her older sister claims that some day she will be a 
  great teacher, which is a very strong possibility as the 
  younger girl is a very bright child and enjoys both 
  learning the secrets of the Earth Mother and teaching 
  others.   
   
  The Druidry is watching their older daughter closely.  
  It is rumored that they have already approached Pol 
  and Saindia about her training at the Druidic College. 
  But the family does not speak of this, as many of their 
  friends are followers of the All-Father. Even though the 
  McDairreid are believers of the Druidic faith, they 
  remain close-mouthed about their beliefs around others 
  as they feel that religion is a personal matter.  
   
   
  E4- 
  Toys & Puppets 
  Fáliomh O’Connel is renowned as being almost as 
  skilled when it comes to woodworking at Pol 
  McDairreid is. However Fáliomh uses his skills in a 
  different manner. He makes children’s toys, such as 
  puppets, dolls, soldiers, and horses. He also makes dice 
  and hand-carved chess pieces and checkers. 
   
  Fáliomh is the cousin of Bertrand O’Connel [see N3], 
  who is now running the old family farm just north of 
  town. 
   
  Fáliomh has no children of his own, and it is unlikely 
  that he ever will, due to being of late-middle age, and 
   
  33
  
  having never met the right woman. However he often 
  spends time with Bertrand’s children, spoiling them at 
  every chance.   
   
  He only visits when Bill O’Connel is not around, as 
  Bill and Fáliomh’s father (Borrigha) had a falling out 
  nearly sixty years ago as children, which resulted in 
  Bill, the younger of the children inheriting the farm. No 
  one talks about what happened, but those who 
  remember know that Borrigha moved into town away 
  from the farm when he was in his early teens, 
  apprenticing himself to Pol McDairreid’s grandfather. 
  Whatever the incident, Bill O’Connel is an unforgiving 
  man who never forgets a grudge.  
   
   
  E5- 
  Locksmith 
  Neilan Laiste is the only lock and latchsmith in 
  Archendurn that is truly any good at the trade. The 
  traveling gnomish trader Gilinos and a few of the 
  blacksmiths dabble in the art of locks and latches, but 
  none can compare to the workmanship or the 
  complexity that Neilan puts into his works. He swears 
  by using brass for his locks and keys due to the 
  corrosion that eventually builds up on those made of 
  iron, thus causing them to degrade in their function. 
  Brass was also his father’s trademark. 
   
  He took over the family business only 3 years ago, 
  when his father passed away from pneumonia; his 
  mother lasted another week before she was claimed by 
  the same sickness. Even though he is fairly young, he 
  is serious about his work and takes pride in having 
  learned a great deal from his father. He is of average 
  height, but thin with dark reddish-brown hair and the 
  green eyes. 
   
  He lives above the shop, and is not very social most of 
  the time. There are a number of young women who 
  have gone out of their way to try to catch his attention, 
  as everyone knows he is successful, but none has 
  pulled it off yet. His neighbors all watch and even have 
  wagers going concerning whom he will end up with. 
  Only time will tell, as he is a shy individual who 
  blushes severely whenever anyone brings up the 
  subject of romance.  
   
   
  E6- 
  Hoarsbey River Limning 
  This wooden building is by far the most colorful in the 
  entire city. But perhaps this is only to be expected from 
  a brash and extravagant limner (painter). He does all 
  sorts of work from portraits, to painting signs, to 
  murals on buildings. 
   
  Eagan Roderic dresses and speaks the same way he 
  paints, with a flair towards the unusual. He is a tall thin 
  man with long hair and a beard. In his late thirties, he 
  does not have a wife, but spends a lot of time with 
  Colianse McDairreid (Pol’s younger brother, who also 
  works at the McDairreid Woodworking shop). There 
  are rumors that there is something going on between 
  these two, but no one is sure what. 
   
  Eagan does very well, despite not working very hard or 
  long. His portraits command a high price due to the 
  quality of the works. He has also been commissioned 
  to do several murals within the castle proper over the 
  past decade, all of which are fabulous to behold. His 
  own small building stands out as it is painted with 
  woodland scenes, and sits right on the main road 
  coming into the city from the east. It is the first thing 
  most visitors see as they are crossing the Hoarsbey 
  River on the ferry. 
   
   
  E7- 
  Hoarsbey River Livery 
  This livery caters to visitors that come to Archendurn 
  from the east. It is one of the first buildings after 
  getting off the Hoarsbey River Ferry. It is also the 
  smallest of the public stables in the city.   
   
  The owner is actually a horse breeder from the 
  Clearwater Duchy to the northeast, named Coriulobhe. 
  A massive and jovial fellow named Goghiol, operates it 
  for him. Goghiol stands nearly 7 feet tall and weighs 
  around 350 pounds. He is considered by some from 
  distant lands to be a giant, but the locals who have seen 
  the Firbulg know better.  Cethern, a Druid Acolyte 
  serving as an occasional messenger to the city is the 
  only human in the lands, who is taller than Goghiol, 
  and Cethern is very seldom in Archendurn. 
   
   
  E8- 
  Ravenpole Inn 
  This is the oldest and most rundown of the inns and 
  taverns in the city of Archendurn, as well as being the 
  cheapest. It is no surprise that this is the seedy home of 
  Archendurn’s underworld. Bar brawls and secretive 
  information exchanges are regular occurrences at this 
  dive. 
   
  The name comes from the deeds of a past owner who 
  over a century ago had swindled the king (Argríl’s 
  great-grandfather) out of a large sum of coinage. 
  Needless to say a crime like that did not go 
  unpunished. The King’s Guard crucified the fool using 
  a flagpole in front of the building. He hung there 
  pinned upside down by spikes through his feet from a 
  board that was nailed to the side of the pole, screaming 
  in agony for several days before he finally died. By the 
   
  34
  
  time he finally passed from the realm of the living, an 
  assemblage of ravens, the largest ever seen in any one 
  place in the kingdom (outside of a military 
  battleground), had come to feed upon his rotting body. 
   
  The place did not open again until 38 years later when 
  the current owner’s father purchased the building from 
  the king and started the daunting task of restoring the 
  inn. The structure had fallen into much disrepair and 
  was rumored to be haunted by the ghost of the previous 
  innkeeper. This kept many prying eyes away, leaving it 
  open for the underbelly of Archendurn society to use as 
  a hideout and as a gathering place. The king at that 
  time (Argril’s grandfather) debated between burning 
  the place to the ground or trying to fix it up and reclaim 
  it.   
   
  There was a merchant, named Bhabhtáil, who had lost 
  everything to raiders traveling between Clearwater 
  Village and Crystal Landing. He had been demanding 
  that the King reimburse him for his losses since it was 
  the King’s responsibility to protect the people of the 
  kingdom. As a compromise, the King sold the building 
  to the man for a single copper coin, in a token 
  transaction, as well as providing a loan for the funds to 
  repair the structure and rid it of the scum that had taken 
  it over.   
   
  Once the place was repaired the new owner named it 
  the “Ravenpole Inn” as a reminder never to cross the 
  Kings of Archendurn. The pole still stands, but is no 
  longer used for anything other than a post to lean 
  against by drunks leaving the building after nightfall. 
  Rumor has it that anyone who does touch it, is plagued 
  by bad luck for seven days following his or her 
  drunken stupor. 
   
  The current owner is Filan McBhabhtáil, who is a short 
  and stocky man with reddish hair and a moustache. He 
  is a friendly fellow, but does not completely trust 
  anyone. Some of the locals attribute this to the rumors 
  of the place still being haunted. 
   
  The building is of two-story brick construction, with a 
  thatched roof with a 6:12 pitch. While it has been 
  maintained in operable condition, it is not kept up as 
  well as it should be, and as such, is still the meeting 
  place for the dregs of Archendurn society. The 
  windows are shuttered (and can be latched from 
  within) but contain no glass. 
   
   
  The central portion of the main floor has the tavern or 
  common room facing north, with the kitchen and 
  pantry area to the south of it. The tavern area seats 
  about 120 patrons, and will typically be three-quarters 
  full on most evenings. During the middle of the day, 
  the place is usually fairly quiet, with only a handful of 
  customers for lunch and a few more for breakfast 
  (primarily the people who have rented rooms the night 
  before). 
   
  The east and west wings on the north side of the 
  building have a few rooms each on both the main and 
   
  35
  
  second floors. There is a doorway on the east side of 
  the building facing the Hoarsbey Ferry Docks, with a 
  stairway just inside for easy access to either floor on 
  that side of the building. A short and wide hallway 
  directly connects the common room to this door. 
   
  The second floor of the central section has a balcony 
  that wraps around the common room on three sides 
  with the largest guestrooms over the kitchen and pantry 
  area. The balcony also leads to the east and west wing 
  second floors. 
   
  The main floor of the southern portion of the west wing 
  has small living quarters for some of the people who 
  work at the inn, such as kitchen help, bartenders, and 
  housekeeping. The owner’s private chambers are also 
  located in this section of the building. Filan had been 
  married for a short time, but they had no kids in those 
  five years. She then ran off with a merchant who was 
  traveling through the area and had stayed at the inn for 
  a few days. Since he is starting to have trouble getting 
  around and has no one to leave the Inn to, rumor has it 
  that he is looking for a possible buyer so that he can 
  retire and go see the world before he dies.  
   
  It is rumored that Cuir Foireann [see E11] is 
  considering a deal, but nothing is known for certain. 
  The two men are often seen talking, but that could 
  simply be because Cuir has been Filan’s biggest 
  customer in recent months. 
   
  Another regular customer is Broandach, who is 
  rumored to be one of the masters of the local 
  underworld. He is linked to a group of street-thieves, 
  who are commonly involved in petty thefts and picking 
  pockets, as well as being a close friend and confidant 
  of Breolas [see E14], the “Herb Maiden” as she is 
  sometimes referred to. Broandach is a tall and very 
  stocky man with long, thick dark brown hair, a bushy 
  moustache, and dark eyes that give the unnerving 
  impression that he can see right through you and into 
  your darkest secrets.   
   
  A group of dark and dangerous looking street thugs are 
  often found around Broandach. One of them is Gerain, 
  a thin man with shifty eyes, and a long hooded cloak 
  even in the warmest weather and a quick manner to 
  him. 
   
  Then there is Cearion, who associates with the same 
  group but is rarely with them. He is a thin man with a 
  sly look who is often seen stroking his thin beard and 
  watching everything that goes on around him.    
   
   
   
  E9- 
  Archendurn Brickwork 
  This large building produces bricks that are used in 
  some of the buildings within and around Archendurn.  
  They use a muddy clay that is brought in by the wagon 
  load from several riverbank sites near the city, then 
  mix it with straw and other fibrous material as well as 
  small amounts of sand, letting them harden for several 
  days.  The bricks are then placed into a huge kiln 
  (oven) and heated to very high temperatures where 
  they are hardened further.  When done, they typically 
  have a reddish tan color, although this can be altered to 
  nearly any color using various other additives. 
   
  These bricks are still not as popular as stone or wood 
  for construction due to the cost.  The fact that intricate 
  shapes and patterns can be produced in large quantities 
  makes them ideal for decorative works in stone 
  buildings. 
   
  The owner of this establishment is from very distant 
  lands indeed.  His name is Asnid Hakeim, and he is an 
  obvious foreigner. However he is a very friendly man 
  who goes out of his way to get along and fit in with the 
  local community. Asnid is shorter than the average 
  Archendurn male, being about 5’6” and weighing 
  around 145 pounds. He is clean-shaven with short 
  black hair, dark brown eyes, and very tanned skin. 
  While he can be difficult to understand sometimes, he 
  has been practicing extensively during his twelve years 
  in the city to master the local speech sounds. It is 
  unlikely that he will ever be able to lose the strong 
  accent. 
   
  When asked about his homeland he tells of a place that 
  is very hot and dry, where the sun shines nearly every 
  day, all day long. He is always amazed by the winter, 
  saying that he had never seen snow before coming to 
  the area. He always dresses in thicker layers of clothing 
  when the weather does turn cold and many of the locals 
  laugh about it, but he accepts it, and they accept him as 
  a member of the citizenry. 
   
   
  E10- 
  Clabentz Grist Mill 
  As the name indicates, the Clabentz family is not 
  originally of Archendurn lineage. However, having 
  lived in the area for so many centuries, they have 
  become accepted members of the community. They 
  came from the ancient Ruglund Empire to the west, but 
  did not agree with the way that their native government 
  was taking advantage of the locals. They were very 
  instrumental in the uprising against the old empire 
  (although this fact has been forgotten by most since it 
  happened so long ago).   
   
   
  36
  
  It was this very family that introduced to the area the 
  idea of water power for performing work such as 
  grinding grains and sawing timber. The old mill has 
  stood in its current location longer than most other 
  buildings in the city, including the castle and 
  Gailegmónd Smithy. It is constructed of fieldstone and 
  wood, with a thatched roof. 
   
  The current head of the family is Broagus Clabentz, 
  who is a large man, even by Archendurn standards, 
  with black hair and a fiery personality. He can talk the 
  ears off a mule and still have something to say to the 
  local tax collector.  
   
  The service that they provide for the local farmers is an 
  essential part of the local economy. They grind 
  whatever grains the farmers need processed in 
  exchange for 20% of the finished product. They then 
  sell their portion of the goods to merchants for export 
  to other lands, making a tidy sum in the process. 
   
   
  E11- 
  Hoarsbey River Ferry 
  Cuir Foireann is the proud owner of the ferry across the 
  Hoarsbey River. The previous owner and his wife 
  never had any children of their own, and the one child 
  that they had adopted later in life perished during an 
  accident caused by a panic stricken horse. When the 
  old man died, his wife knew that she was to frail to 
  operate the lines, even with the one helper that had 
  been working with them for years.   
   
  So when Cuir came to town from the Red Isle Earldom, 
  one of the most remote portions of the kingdom, with a 
  large amount of coinage and the desire to buy one of 
  the local businesses, she sold it to him that day. She 
  passed away about three months later, but she enjoyed 
  her last months thanks to his money. 
   
  Cuir will not talk about where he got the money or why 
  he moved to the area, so there are numerous rumors. 
  The King’s Guard sent someone to Red Isle to find out 
  how he came into so much wealth. They discovered 
  that he had disappeared into the mountains to the north 
  for about a year and returned with more loot than 
  anyone in Red Isle had ever seen previously. 
   
  He always seems to have more coinage than he makes 
  ferrying people across the river, and is willing to share 
  his mysterious windfall with the less fortunate of the 
  community. Buying a round of drinks at the Ravenpole 
  each night just after dark has become a tradition in the 
  past six months that he has been in town. He often 
  gives a little to the needy of the city, such as orphaned 
  children roaming the streets, the blind man who can be 
  found near the city gate on most days, and many 
  others. He is considering buying the Ravenpole Inn. 
   
  Cuir is a young man of average height and build with 
  shoulder length dark brown hair and a moustache. He 
  usually carries a very fine looking short sword and an 
  even better looking dagger, despite having a job that 
  rarely requires such weapons. He has become very 
  popular with many of the city’s young women, with 
  whom he openly flirts at every chance.    
   
   
  E12- 
  Reitlain Farm 
  Despite this large farm being right across the road from 
  the grist mill, their primary focus is on growing hemp 
  and flaxen which is sold to produce cloth by the 
  various weavers in the city. They do however produce 
  a small quantity of grain as well as vegetables and fruit 
  from a small orchard, which includes apple and cherry 
  trees. 
   
  The Reitlain family is very large, thus making it 
  possible to keep up with the work that goes along with 
  owning land that stretches for nearly half a mile down 
  river and nearly a quarter mile inland. 
   
  Terain Reitlain is the current head of the family. His 
  three younger brothers have all moved on and left him 
  with the daunting task of keeping up with the planting 
  and harvesting. He and his wife have eleven children of 
  their own and five of them are grown and have their 
  own children now. Those that have married have 
  stayed on the farm, bringing their spouses to live in 
  houses that have been built in some of the more remote 
  parts of the farmstead.   
   
   
  E13- 
  O’Graidie Farm 
  This is another of the farms that sits just outside of the 
  city walls. While being one of the smaller farms in the 
  area, they do fairly well with supplying many of the 
  markets and inns with beef and mutton, as well as some 
  wool that is sold to the various weavers. Tuc O’Graidie 
  is a good-natured old man with long white hair with a 
  bald spot on top. His three sons, all still living at home, 
  help out with the farm quite a bit. 
   
   
  E14- 
  Breolas’ Herbs, Teas, & Pipe Shop 
  A middle-aged woman named Breolas operates this 
  small shop. Its location is such that she has managed to 
  block off the inner portion of the block so that she can 
  use it for her garden where she raises various herbs that 
  are native to the area. She not only sells the herbs that 
  she grows, but also imports herbs, tealeaves, and exotic 
  spices from other lands., as well as selling pipe tobacco 
   
  37
  
  from Beywater and hand carved pipes from other more 
  remote lands. Many of the locals sometimes refer to 
  her as the “Herb Maiden”. 
   
  Breolas is also considered by other women in the city 
  as being disreputable, as she openly flirts with most of 
  the young and middle-aged men regardless of their 
  marital status. She has long thick dark brown hair and a 
  figure that most men would consider attractive. She 
  looks at men as playthings only, and uses them for her 
  own ends, be it as enjoyment or for getting some favor. 
   
  It is rumored (although the King’s Guard has never 
  been able to prove it) that she is linked to Archendurn's 
  underworld. With all her importing of small and 
  unusual plants she is able to smuggle in various items 
  for the underworld kingpins. She also makes sure that 
  those who are likely to find the evidence are willing to 
  look the other way, either through bribery or blackmail. 
  Breolas also grows the components for various poisons 
  and other herbal tools of the assassination and 
  espionage trades.    
   
   
  E15- 
  Archendurn Market Square 
  Many of the local farmers bring wagonloads of goods 
  into the city during the appropriate times of the year 
  and sell them here. It is a good place to go for fresh “in 
  season” farm products. It is also possible to find small-
  time roving merchants and various artisans selling their 
  wares out of carts and tents in this open-air market. 
   
   
  38
  
  Adventure/Story Ideas 
   
  This section is meant only as a springboard from which 
  the GM using this product can develop plots and 
  adventures for the games run in conjunction with this 
  source material. Guild Companion Publications will be 
  releasing further products for this setting, which will 
  enlarge upon the ideas suggested here, while still also 
  being usable in existing campaigns.   
   
  Missing Children 
  One day a farmer and his wife come rushing into town, 
  quite hysterical, seeking help. They explain that they 
  have had livestock go missing on occasion for the past 
  year, as have other farms in the area. However, last 
  night, two of their children disappeared shortly after 
  dark. Their farm is located along the edge of the woods 
  just north of the Hoarsbey River, east of Archendurn 
  about thirteen miles away. They beg anyone and 
  everyone they come across for help. 
   
  Once the sun came up, the farmer was able to find 
  strange footprints leading off into the woods, as well as 
  the signs of a struggle where their daughter dropped the 
  bucket she had been using to feed some of the 
  livestock. However no other signs of their daughter 
  (age 12) or son (age 9) were seen. The farmer and his 
  wife offer to pay all of the coins they had been saving 
  over the years for their safe return. Several prominent 
  members of the community will offer to help raise a 
  reward for the safe return of the children. This reward 
  should be based on the monetary system being used 
  and should be proportional to the risks involved. 
  Contributors to the fund should include Friar Claudin 
  Danjreti, Giolla Na Naomh, Bhuill O’Riade, Ruairi and 
  Agata Innman, Noise, Cuir Foireann, and Broanndach. 
   
  The characters may want to seek information from 
  reliable sources. The most useful source is likely to be 
  Tarien Dolhaist [see N7], a logger living in the 
  wilderness in that direction. He will be able to tell the 
  characters that he has seen signs of a small band of orcs 
  or possibly goblins. He will also go on to explain (if 
  coaxed) that there is an extensive complex of natural 
  caves around the Hoarsbey Canyon area, and that they 
  might be camped out there. 
   
  There are orcs (or goblins if that is more appropriate 
  for the GM’s needs), who have recently moved into the 
  Hoarsbey Canyon area from the east. They are a 
  splinter group from a larger orc tribe located about 
  eighty miles away. They are not the culprits, however. 
  The characters should not realize this until after they 
  have confronted and dealt with the orcs. The real 
  perpetrators are a small group of bandits hiding out in a 
  valley northeast of Hoarsbey Canyon, who have stolen 
  several pairs of crude orcish boots to throw off any 
  searchers. They are planning on slowly kidnapping 
  more people and then selling them as slaves in distant 
  lands, but have not gotten very far in their efforts yet.   
   
  If the characters attack the orcs outright, they are not 
  likely to discover the truth until more people turn up 
  missing afterwards. If they take a more diplomatic 
  approach with the orcs, they may discover that the orcs 
  had nothing to do with it, but will not know whom the 
  true culprits are.  The GM is encouraged to use good 
  judgment in trying to keep the players guessing as to 
  what is actually going on in this adventure. 
   
  Religious Beliefs 
  Depending on the religious beliefs of the characters, 
  have them become involved with one of the two major 
  religions trying to undermine the other. While the two 
  religious leaders are not bent on destroying the other, 
  there are several people in their communities who are 
  very strong believers and are willing to do whatever it 
  takes to destroy or drive out the other faith. 
   
  The details of the Church of the All Father and the 
  Druidry Council have been left vague so they can be 
  fleshed out or changed to some other religious group as 
  needed to suit the needs of the GM’s campaign setting. 
   
  Repaying a Favor 
  If at some point the characters need the healing or 
  curing help of either Tainarie Dabha or Giolla Na 
  Naomh, you can set them up to travel to a distant land 
  or some remote part of the kingdom to recover some 
  rare and needed herb to treat Dairon Cumhail’s strange 
  sickness.  This can be planned as a mini-quest of sorts 
  as repayment for major healing or neutralization of 
  some poison or similar situation. 
   
  Exploring the Ruins 
  There are many ruined fortresses and manor houses 
  spread throughout the kingdom that have been 
  deserted. Some are even rumored to be haunted. The 
  rumors are sometimes based on fact, and sometimes on 
  overactive imaginations. Some are being used by 
  bandits or other groups, for raiding, pillaging, or hiding 
  out from authorities.   
   
  The Hunted Hunter 
  Several farmers south of Hoarsbey have had livestock 
  disappear in the past year. Often their fences are 
  crushed or torn apart. Sometimes the signs of an 
  obvious struggle with something very large remain; 
  sometimes there is no evidence. 
   
   
  39
  
  The creature only attacks after dark and comes in 
  silence. A few of the farmers have seen a large shape 
  nearly 10 yards long, including its long tail. Their 
  description is almost that of a small dragon or some 
  similar drake-like creature.   
   
  The king has offered a reward for any group of 
  adventurers who are willing to track down and rid the 
  kingdom of this beast. The only trail that it ever leaves 
  is that of blood from its prey and only until the 
  captured livestock stops bleeding. The trails typically 
  lead deep into the woods to the northeast and 
  eventually seem to fade away into nothingness. A 
  tracker will be able to follow the trail further than most, 
  although the spoor will become very difficult after a 
  couple of miles. 
   
  The creature is a Wyvern, which is a smallish drake 
  like creature without a breath weapon. It is about thirty 
  feet long with an almost serpent like body with four 
  legs and a long tail. It is very fast and moves nearly 
  silently through the thick woodlands and swamps of 
  the area. The creature should be detailed by the GM to 
  make it a challenge for the characters, and the reward 
  should be appropriate to the risk. It may have a 
  poisonous or paralytic bite or tail to add to the danger. 
  Wyverns 
  are 
  fairly 
  intelligent, 
  but 
  cannot 
  communicate, nor use magic of any kind.     
   
  The creature lives in a small cavern in the side of a low 
  hill overlooking a swampy area with thick but low 
  underbrush. Due to this location, it is unlikely that the 
  characters will be able to surprise the creature there. It 
  will have very little treasure within its lair, other than 
  the personal items from a few of its human victims.  If 
  added difficulty is needed, it is also possible to add a 
  mate and possibly a couple of young, with an 
  appropriately increased treasure trove.  
   
  Political Intrigue 
  Some of the future modules will build on this theme, 
  which involves three different groups who are plotting 
  to overthrow or seize power from the current ruling 
  family.  Among these groups are the Duke of Libintat, 
  a sociopathic elf (named Yrrah Lubnatsi) with 
  delusions of grandeur, and a religious cult located just 
  outside of the kingdom’s borders to the north, which is 
  plotting a ritual that is intended to allow a banished 
  deity to return to the lands of the living. 
   
  The Duke of Libintat has been plotting for some time 
  to overthrow the current ruling family ever since the 
  previous king died, leaving his weak-minded son, 
  Argríl, in power.  He has been slowly placing people 
  loyal to his cause into various positions of power 
  throughout the kingdom, as well as amassing  weapons 
  and armor in preparations for executing his plans.  
   
  Yrrah Lubnatsi is actually a Dark Elf, who had been 
  unable to study the magical arts early on in his life. 
  That changed when he nearly died in a cave-in within 
  the 
  underground 
  city 
  where 
  he 
  lived. 
  While 
  unconscious due to his injury, he had a vision of 
  royalty and nobility groveling at his feet and paying 
  tribute to him.  The accident also awoke in him a 
  previously untapped ability to wield magical power.  
  This combination created a monster, as he then turned 
  his every effort to learning ever more powerful spells.  
  He has since built up a large following of humanoids 
  and a small army of mercenaries and low-life scum, 
  who are willing to serve his grandiose scheme.  He has 
  taken up residence in a fortress on a bluff overlooking 
  a town, which was abandoned several decades ago.  
  The previous Duke had ruled over much of the 
  wilderness that is now the Dark Woods. However, he 
  and King Eirgeron did not get along. When a plague 
  swept through the area, Eirgeron used the weakened 
  state of the ducal troops to remove the Duke from 
  power. In an attempt to prevent any further unrest from 
  the other nobles, Eirgeron arranged matters such that 
  the entire area seemed wiped out by the plague.  The 
  fortress, deserted village, and other details of this 
  situation will be covered in a future module.    
   
  The third group is the Cult of Tolmand the Cruel, a 
  lesser deity of undead.  He had been banished, along 
  with all the other deities of the World Pantheon, by Po-
  Mandok, after seeing the battles that his children (the 
  deities of the World Pantheon) were waging to control 
  the lesser beings that walked the world.  This threat 
  will also be expanded on in future modules aimed at 
  high-level campaigns.  
   
   
   
   
   
   
   
  40
  
  APPENDIX I.1 RMFRP Stats 
  NPC Stats for use with Rolemaster Fantasy Role-Playing. 
   
  Broandach (shady character)- Profession: 15lvl Magent 
  Race: Common Urban Man 
  Hits: 112 
  AT: 9(+9) 
  PP: 73 MM: +9  
  59’ 
  Ag: 78  +2 
  Co: 63  +0 
  Me: 62  +0 
  Re: 97  +8 
  Sd: 84  +5 
  Em: 54  +0 
  In: 63  +0 
  Pr: 95  +7 
  Qu: 82  +3 
  St: 60  +2 
  Attacks: Dagger +105 
   
  Thrown Dagger +85 
  Swim/Climb: +86 
  Alertness: +28  
  Observation: +69 
  Stalk/Hide: +78 
  Lore/Craft: +75  
  Languages: Archendurn, Silent Tongue, Elven, Dark Speech 
  Spell Lists (to level): All Magent Base lists at 10th to 15th levels  
  Equipment of note: Carries a pair of matching +10 quality daggers at his waist.  Also wears a medallion that gives 
  him +15 to resistance rolls versus Essence, and a silver ring that acts as a +2 Mentalism Spell adder.  Typically 
  wears dark clothing made of hemp or wool (pants, shirt, and usually a hooded cloak), as well as ankle-high soft-
  leather boots 
   
  Cearion (shady character)- Profession: 12lvl Thief  
  Race: Common Urban Man 
  Hits: 91 AT: 5(+18) 
  PP: 0 
   
  MM: +18 
  68’ 
  Ag: 99  +9 
  Co: 75  +2 
  Me: 67  +0 
  Re: 85   +4 
  Sd: 76  +4 
  Em: 78  +2 
  In: 89  +4 
  Pr: 87  +4 
  Qu: 93  +6 
  St: 58  +2 
  Attacks: Dagger +85 
   
  Short Bow +52 
  Swim/Climb: +87 
  Alertness: +34  
  Observation: +69 
  Stalk/Hide: +101 
  Lore/Craft: +56  
  Languages: Archendurn, Silent Tongue 
  Equipment of note: Leather jerkin (black), dark brown wool breeches, deep grey hooded cloak that nearly drags the 
  ground, dagger, and occasionally he carries a short bow and quiver with 20 or so arrows.  He also carries a small 
  pouch at his belt that contains the tools of his trade (files, picks, etc.).  When he is “working”, he will carry a 
  shoulder slung pouch with 50’ of silk rope, climbing claws (provide +10 to climbing attempts), a small grappling 
  hook, small block of chalk, small block of charcoal, a small mallet, and several iron pitons. 
   
  Argríl Clement (King of Archendurn)- Profession: 15lvl Fighter  
  Race: Mixed Rural Man 
  Hits: 125 
  AT: 1(+10*) 
  PP: 0 
   
  MM: +0  
  55’ 
  Ag: 74  +1 
  Co: 76  +4 
  Me: 59  +0 
  Re: 47  +0 
  Sd: 59  +2 
  Em: 64  +2 
  In: 56  +0 
  Pr: 98  +11 
  Qu: 68  +0 
  St: 69  +0 
  Attacks: Broadsword +118 
  Spear +92 
  Dagger +75 
  Swim/Climb: +54 
  Alertness: +20  
  Observation: +62 
  Stalk/Hide: +64 
  Lore/Craft: +17  
  Ride: +38 
   
  Languages: Archendurn, Bornheld 
  Equipment of note: Wears a magical pair of bracers* that provides a +10 DB bonus beneath his normal clothing.  
  Always carries a dagger of +5 quality. 
   
  Eíneil Clement (Prince of Archendurn)- Profession: 10lvl Rogue Race: Mixed Rural Man 
  Hits: 101 
  AT: 1(+19*) 
   
  PP: 0 
   
  MM: +9  
  64’ 
  Ag: 75  +2 
  Co: 78  +4 
  Me: 92  +6 
  Re: 82  +3 
  Sd: 67  +2 
  Em: 86  +6 
  In: 78  +2 
  Pr: 82  +5 
  Qu: 90  +5 
  St: 82  +5 
  Attacks: Short Sword +92 Quarterstaff +103 Spear +78 
  Swim/Climb: +87 
  Alertness: +28  
  Observation: +56 
  Stalk/Hide: +84 
  Lore/Craft: +52  
  Ride: +46 
   
  Languages: Archendurn, Bornheld, Ancient, Elven 
  Equipment of note: The prince always wears a golden torc that provides a magical +10 DB as well as +10 to all 
  influence skills.  His clothing tends to be nice but functional, flaxen pants and tunic, or for special occasions (court 
  events and such), he will wear satin.  
   
  Tainarie Dabha [Tain-ari Dawa] (Druid)- Profession: 12lvl Druid (Cleric) Race: Common Rural Woman 
  Hits: 91 AT: 1(1) 
   
  PP: 84  
   
  MM: +1  
  45’/rnd 
  Ag: 74  +1 
  Co: 78  +2 
  Me: 86  +4 
  Re: 74  +1 
  Sd: 83  +5 
  Em: 72  +1 
  In: 87  +4 
  Pr: 68  +0 
  Qu: 67  +0 
  St: 58  +2 
   
  41
  
  Attacks: Club/Quarterstaff +65 
   
  Dagger +34 
  Swim/Climb: +41 
  Alertness: +30  
  Observation: +48 
  Stalk/Hide: +41 
  Lore/Craft: +78  
  Languages: Archendurn, Ogham, Ancient, Elven 
  Spell Lists (to level): Ceremonies 1-10, Chants 1-12, Divine Aura 1-10, Divine Magic 1-10, Land Forms 1-10, 
  Nature Domination 1-10, Proselytizing 1-5, Stone Mastery 1-10, Tree Mastery 1-10 
  Equipment of note: When performing Druidical ceremonies, she wears a white robe (provides wearer with +15 to 
  DB and all RR’s, and bears a non-magical symbol of Druidical purity), otherwise she tends to wear plain grey or 
  brown robes or breeches and a white tunic, and in either case, a pair of soft leather shoes (very similar to 
  moccasins).  She always has a talisman of oak to represent her rank as a Druid.  She often carries a Beachwood 
  quarterstaff and a silver dagger.  She also wears a ring made from some strange woody vine type material. This ring 
  is a +1 Channeling spell adder. 
   
  Friar Claudin Danjreti (Priest)- Profession: 18lvl Cleric 
  Race: Mixed Urban Man 
  Hits: 68 AT: 1(0)[9(0)*]   
  PP: 123  
  MM: 0 [-5*]  
  50’/rnd 
  Ag: 46  +0 
  Co: 68  +2 
  Me: 87  +4 
  Re: 82  +3 
  Sd: 78  +4 
   
  Em: 69  +2 
  In: 96  +8 
  Pr: 72  +3 
  Qu: 54  +0 
  St: 57  +2 
   
  Attacks: Quarterstaff +82, Sling +47 
   
  Note: * indicates when wearing armor (rarely) 
  Swim/Climb: +26 
  Alertness: +30  
  Observation: +62 
  Stalk/Hide: +48 
  Lore/Craft: +69  
  Languages: Aquinoch, Archendurn, Argentum, and Ancient 
  Spell Lists (to level): Left up to the GM, however I suggest the following: Banishments 1-15, Ceremonies 1-18, 
  Divine Aura 1-10, Divine Magic 1-15, Holy Symbol 1-10, Proselytizing 1-15, plus any 4 Open/Closed/Cleric base 
  lists that the GM feels are appropriate. 
  Equipment of note: He usually carries and walks with a quarterstaff. This has a large intricate crystalline star shape 
  at its top that is the Holy Symbol of the All Father. The quarterstaff is a +2 Channeling spell adder and counts as a 
  +10 magical weapon for attack purposes.  He will wear leather armor, leather boots, and carry a sling when he is 
  traveling or undertaking any dangerous activities, but normally wears a simple off-white robe and sandals. 
   
  Daroma (barmaid)- Profession: 5lvl Rogue 
   
   
  Race: Mixed Urban Woman 
  Hits: 63 AT: 1(+9) 
  PP: 0 
   
  MM: +9  
  54’ 
  Ag: 99  +9 
  Co: 42  +2 
  Me: 76  +2 
  Re: 56  +0 
  Sd: 58  +2 
  Em: 42 +2  
  In: 78  +2 
  Pr: 84  +5 
  Qu: 80  +3 
  St: 57  +2 
  Attacks: Dagger +77 
   
  Thrown Dagger +60 
   
  Brawling +52 
  Swim/Climb: +69 
  Alertness: +24  
  Observation: +42 
  Stalk/Hide: +63 
  Lore/Craft: +42  
  Languages: Archendurn, Argentum, Bornheld 
  Equipment of note: Tends to wear moderately revealing clothing. 
   
  Tarien Dolhaist (logger/woodcutter)- Profession: 12lvl Ranger 
   
  Race: Mixed Woodman 
  Hits: 112 
  AT: 9(+6) 
  PP: 39  
  MM: +6  
  61’ 
  Ag: 94  +7 
  Co: 94  +9 
  Me: 71  +1 
  Re: 58  +0 
  Sd: 77  +4 
  Em: 58  +2 
  In: 80  +3 
  Pr: 32  +2 
  Qu: 75  +2 
  St: 94  +9 
  Attacks: Woodsman’s Axe +92 
   
  Hand Axe +65 
   
  Thrown Hand Axe +70 
  Swim/Climb: +58 
  Alertness: +36  
  Observation: +62 
  Stalk/Hide: +67 
  Lore/Craft: +65  
  Languages: Archendurn, Elven 
  Spell Lists (to level): Most Ranger Lists at 5th to 10th levels (as per the GM’s discretion) 
  Equipment of note: Always carries a large axe for felling and cutting trees, also several smaller axes which he uses 
  similar to the way most people use a good knife.  Tends to carry quite a bit of rope due to the way that he lashes logs 
  together into large rafts after felling timber (typically 300+ feet, of good quality).  Leather breastplate, woolen cloak 
  and pants, leather boots, common survival gear for spending time in the wilderness (flint & steel, bread, bedroll, 
  etc.) 
   
  Cuir Foireann (ferryman)- Profession: 10lvl Fighter 
   
  Race: Mixed Rural Man 
  Hits: 145 
  AT: 1/13*(+12/30*s) 
  PP: 0 
   
  MM: -10 
  67’ 
  Ag: 86  +4 
  Co: 100  +12 
  Me: 96  +8 
  Re: 85  +4 
  Sd: 85  +6 
  Em: 77  +4 
  In: 72  +1 
  Pr: 85  +6 
  Qu: 88  +4 
  St: 88  +6 
  Attacks: Broadsword +118 
  Light Crossbow +103 
   
  42
  
  Swim/Climb: +49 
  Alertness: +17  
  Observation: +54 
  Stalk/Hide: +67 
  Lore/Craft: +42  
  Languages: Archendurn, Elven 
  Equipment of note: Carries a very fine looking broadsword that has several small semi-precious gems encrusted 
  into the hilt (but is nothing more than a decorative but normal sword).  He will wear his Chainmail shirt and carry a 
  shield if he is expecting combat, but due to his recent purchase of the ferry, he rarely ever wears any armor.  
  However he still wears his sword while operating the ferry.  Otherwise he wears simple and functional wool pants 
  and shirt, leather boots, and during hot or cold weather will wear a wide brimmed hat or a fur cap.   
   
  Gerain (shady character)- Profession: 5lvl Rogue  
  Race: Common Urban Man 
  Hits: 85 AT: 9(+27) 
  PP: 0 
   
  MM: +27 
  77’ 
  Ag: 92  +6 
  Co: 68  +0 
  Me: 65  +0 
  Re: 85  +4 
  Sd: 68  +2 
  Em: 65  +0 
  In: 72  +1 
  Pr: 85  +4 
  Qu: 98  +9 
  St: 98  +11 
  Attacks: Dagger +94 
   
  Thrown Dagger +74 
  Swim/Climb: +82 
  Alertness: +23  
  Observation: +42 
  Stalk/Hide: +68 
  Lore/Craft: +36  
  Languages: Archendurn, Silent Tongue 
  Equipment of note: Leather breastplate, woolen trousers, long wool cloak with a hood, 4 daggers (two at right 
  waist, one at left waist, one in left boot), grey felt hat with wide brim, and soft leather boots. 
  Notes: He acts as Broandach’s “enforcer” and right hand man. 
   
  Agata Innman (Innkeeper)- Profession: 2lvl no-profession 
  Race: Common Urban Woman 
  Hits: 38 AT: 1(+0) 
  PP: 0 
   
  MM: +0  
  40’ 
  Ag: 61 +0  
  Co: 82  +3 
  Me: 66  +0 
  Re: 67  +0 
  Sd: 86  +6 
  Em: 93  +6 
  In: 73  +1 
  Pr: 96  +8 
  Qu: 61  +0 
  St: 34  +2 
  Attacks: Dagger +24 
  Swim/Climb: +27 
  Alertness: +14  
  Observation: +20 
  Stalk/Hide: +17 
  Lore/Craft: +57  
  Languages: Archendurn, Bornheld, Aquinoch, Havlend 
  Equipment of note: Owner of the Dancing Pig Inn & Tavern, while she and her husband Ruairi are relatively 
  wealthy by Archendurn standards, she dresses in simple and functional clothing. 
   
  Ruairi Innman (Innkeeper)- Profession: 3lvl no-profession 
  Race: Common Urban Man 
  Hits: 38 AT: 1(+0) 
  PP: 0 
   
  MM: +0  
  45’ 
  Ag: 68  +0 
  Co: 71  +1 
  Me: 99  +9 
  Re: 87  +4 
  Sd: 60  +2 
  Em: 76  +2 
  In: 77  +2 
  Pr: 90  +5 
  Qu: 59  +0 
  St: 44  +2 
  Attacks: Brawling +35 
   
  Dagger +30 
  Swim/Climb: +30 
  Alertness: +16  
  Observation: +23 
  Stalk/Hide: +20 
  Lore/Craft: +62  
  Languages: Archendurn, Bornheld, Aquinoch, Carlend, Argentum 
  Equipment of note: Owner of the Dancing Pig Inn & Tavern, while he and his wife Agata are relatively wealthy by 
  Archendurn standards, he dresses in simple and functional clothing. 
   
  Gilinos Libonden (Gnomish Trader)- Profession: 10lvl Rogue 
   
  Race: Gnome 
  Hits: 84  
  AT: 1(+6) 
  PP: 33  
  MM: +6  
  36’ 
  Ag: 99  +9 
  Co: 86  +5 
  Me: 84  +9 
  Re: 75   +5 
  Sd: 89  +7 
  Em: 82  +8 
  In: 87  +0 
  Pr: 96  +6 
  Qu: 86  +2 
  St: 87  +1 
  Attacks: Short Sword +78 Dagger +52 
  Swim/Climb: +87 
  Alertness: +35  
  Observation: +65 
  Stalk/Hide: +98 
  Lore/Craft: +76  
  Languages: Archendurn, Gnomish, Elven, Silent Tongue 
  Spell Lists (to level): Cloaking (Open Ment.) 1-5, Self Healing (Open Ment.) 1-5 
  Equipment of note: He has a large and severely overburdened wagon that is drawn by a pair of very large oxen.   
  Notes: He is a trader that deals in all sorts of wares, as well as tinker type services.  He also serves as one of the 
  spies of Noise that the characters are most likely to run into, as he travels extensively from one town to another 
  throughout the southern portions of the kingdom. (However, they should not find this out, unless they are 
  performing some task for Noise, where he suspects that they may need to get a message back to him while in some 
  of the more remote parts of the kingdom.) His skills as far as “tinkering” go include locksmithing, leatherworking, 
  and shoe and boot repair, as well as a little carpentry (although he is not very skilled at the latter).  He is likely to 
  have any of a variety of odd items in his cart at any time for sale (if the characters need something when they come 
   
  43
  
  across him, roll d% and on any result of 60+ he will likely have the item, if it is not something unusual). His prices 
  tend to be a little on the high side. 
   
  Euthien MacMaithel (Teamster)- Profession: 5lvl Fighter 
  Race: Mixed Rural 
  Hits: 104 
  AT: 1(+0) 
  PP: 0 
   
  MM: +0  
  50’ 
  Ag: 59  +0 
  Co: 88  +6 
  Me: 56  +0 
  Re: 67  +0 
  Sd: 56  +2 
  Em: 78  +4 
  In: 76  +2 
  Pr: 64  +2 
  Qu: 57  +0 
  St: 88  +6 
  Attacks: Whip +92 
   
  Sling +82 
  Swim/Climb: +35 
  Alertness: +15  
  Observation: +35 
  Stalk/Hide: +45 
  Lore/Craft: +35  
  Languages: Archendurn, Bornheld 
  Equipment of note: Whip, woolen tunic and breeches, wool hooded cloak, Sling w/12 stones, leather boots. 
   
  Ronan McArdnath (farmer)- Profession: 5lvl Rogue 
   
  Race: Common Rural Man 
  Hits: 59 AT: 1(+6) 
   
  PP: 0 
   
  MM: +0  
  56’ 
  Ag: 57 +0  
  Co: 64  +0 
  Me: 51  +0 
  Re: 44   +0 
  Sd: 42  +2 
  Em: 41 +0  
  In: 58  +0 
  Pr: 21  -2 
  Qu: 75  +2 
  St: 82  +5 
  Attacks: Brawling +82 
   
  Dagger +65 
   
  Thrown Dagger +67 
  Swim/Climb: +69 
  Alertness: +20  
  Observation: +40 
  Stalk/Hide: +62 
  Lore/Craft: +48  
  Languages: Archendurn 
  Equipment of note: none of note other than common clothing, his prized but well-worn brown felt hat with a 
  narrow brim, and a few coins. 
   
  Giolla Na Naomh [Giola Na-Naov] (Druid)- Profession: 30lvl Druid (Cleric) 
  Race: Mixed Wood Man 
  Hits: 149 
  AT: 1(0/25*) 
   
  PP: 164  
  MM: +0  
  50’/rnd 
  Ag: 62  +0 
  Co: 76  +4 
  Me: 94  +7 
  Re: 87  +4 
  Sd: 85  +6 
  Em: 78  +4 
  In: 98  +14 
  Pr: 86  +6 
  Qu: 67  +0 
  St: 46  +2 
  Attacks: Quarterstaff/Spear +117 
  Swim/Climb: +69 
   
  Alertness: +57  
  Observation: +76 
  Stalk/Hide: +73 
  Lore/Craft: +86  
  Languages: Ogham, Archendurn, Sibbicai, Ancient, Carlend, Havlen, Bornheld, Elven 
  Spell Lists (to level): Banishments 1-20, Ceremonies 1-25, Chants 1-20, Divine Aura 1-25, Divine Magic 1-20, 
  Land Forms 1-25, Nature Domination 1-30, Proselytizing 1-25, Spirit Law 1-15, Spirit Vision 1-15, Stone Mastery 
  1-10, Tree Mastery 1-15.  He also has an Owl familiar named Ulchabhán that often accompanies him in his travels. 
  Equipment of note: When performing Druidical ceremonies he wears a white hooded robe* (this robe provides its 
  wearer with +25 to DB and all RRs, and bears a non-magical symbol of Druidical purity), otherwise he wears plain 
  looking wool or linen breeches and a tunic (the tunic is usually white).  Regardless of his other clothing, he always 
  wears a high-quality pair of leather boots that give him a +5 bonus to Stalking.  He usually wears a talisman of oak 
  with copper leaves to symbolize his rank as a Vergobretus Druid.  He also carries a short but sturdy spear which he 
  refers to as “Splanc” (“Lightning”), which provides a +15 magical OB and an Electricity Critical equal to the normal 
  critical rolled up to 5 times per day. This spear is made of a dark wood with a spearhead of finely wrought silver.  
  The electrical critical is not automatic, as it is empathically controlled by the wielder. This spear was given to Giolla 
  by a powerful spirit, named “Glóreas Sruthorsbhe”, for acting as steward of the woodlands.   
   
  Nachen [na-ken] (Bard)- Profession: 15lvl Bard 
   
   
  Race: Half Elf 
  Hits: 121 
  AT: 1(+27) 
  PP: 124 MM: +15 
  77’ 
  Ag: 83  +5 
  Co: 88  +6 
  Me: 99  +9 
  Re: 89  +4 
  Sd: 79  -1 
  Em: 80  +3 
  In: 77  +2 
  Pr: 100  +14 
  Qu: 91 +9  
  St: 73  +3 
  Attacks: Scimitar +97 
  Swim/Climb: +85 
  Alertness: +30  
  Observation: +75 
  Stalk/Hide: +85 
  Lore/Craft: +85  
  Languages: Archendurn, Bornheld, Elven, Ancient, Carlend, Ogham 
  Spell Lists (to level): All Bard spell Lists to 15lvl. 
  Equipment of note: He wears a cloak (“Cloak of Charismatic Obscurity”) that is reversible and offers opposing 
  bonuses. One side is white fur with dark speckles and a fine looking embroidered collar; when worn this side out, 
  the cloak gives a +10 magical bonus to any influence based skills (including any appropriate Bard Spells of an 
  influencing nature. The other side is neutral grey with no noticeable markings of any kind and when the hood is 
  drawn over the wearer’s head offers him a +10 magical bonus for not being noticed (people will see him, but not pay 
   
  44
  
  any attention to him). He also owns a Flute (+10 quality), a Harp (small, +10 quality), and a Scimitar (+5 quality). 
  Aside from his cloak, he favors knee-high leather boots, pale green satin tunic and breeches. 
   
  Noise (king’s Seneschal/Spymaster)- Profession: 20lvl Rogue 
   
  Race: High Man 
  Hits: 153 
  AT: 1(+0) 
  PP: 40  
  MM:  
  Ag: 74  -1 
  Co: 57  +4 
  Me: 93  +6 
  Re: 97  +8 
  Sd: 86  +4 
  Em: 99  +9 
  In: 100  +10 
  Pr: 42  +4 
  Qu: 78  +0 
  St: 48  +4 
  Attacks: Dagger +123 
   
  Brawling +92 
  Swim/Climb: +119 
  Alertness: +37  
  Observation: +79 
  Stalk/Hide: +115 
  Lore/Craft: +67  
  Languages: Archendurn, Bornheld, Ogham, Ancient, Elven, Silent Tongue 
  Spell Lists (to level): Detection Mastery 1-5, Purifications 1-5, Calm Spirits 1-5 
  Equipment of note: Tends to wear plain and functional pants and shirts with long sleeves, with a long but thin 
  cloak. All are usually black or dark grey in color and of hemp or flaxen material. For footwear, he prefers a high pair 
  of soft leather boots.  While not apparent, he also always carries at least two daggers hidden within his clothing 
  and/or boots. 
   
  Daemien Osteimh (Master of the Dungeons)- Profession: 12lvl Fighter 
  Race: Mixed Rural Man 
  Hits: 163 
  AT: 14(+0) 
  PP: 0 
   
  MM: -15 
  60’ 
  Ag: 78  +2 
  Co: 88  +6 
  Me: 42  +0 
  Re: 26   -1 
  Sd: 84  +5 
  Em: 31  +2 
  In: 47  +0 
  Pr: 24  +0 
  Qu: 69  +0 
  St: 100  +12 
  Attacks: “Large” War Hammer +140 (see notes below) 
   
  Swim/Climb: +15/+49 
  Alertness: +15  
  Observation: +56 
  Stalk/Hide: +50 
  Lore/Craft: +45  
  Languages: Archendurn 
  Equipment of note: He wears leather boots and breeches, with a chain vest and bracers over a woolen tunic; he also 
  usually wears a long cloak of wool with a hood.  His weapon of choice is a massive war hammer (use the Battle 
  Hammer attack chart if it is available, otherwise use the War Hammer chart with an additional +15 and all criticals 
  being Crush). 
   
  Rian Otthelma (Capt. Kings Guard)- Profession: 20lvl Fighter 
  Race: Mixed Nomad Man 
  Hits: 181 
  AT: 14*(+33) 
  PP: 0 
   
  MM: +0  
  68’ 
  Ag: 99  +9 
  Co: 93  +8 
  Me: 71  +1 
  Re: 76  +2 
  Sd: 80  +5 
  Em: 48  +2 
  In: 50  +0 
  Pr: 80  +5 
  Qu: 93  +6 
  St: 94  +9 
  Attacks: Rapier +167**  
  Short Bow +115  
  Dagger +127 
  Thrown Dagger +92 
  Swim/Climb: +75 
  Alertness: +27  
  Observation: +79 
  Stalk/Hide: +96 
  Lore/Craft: +52  
  Languages: Bornheld, Archendurn, Elven 
  Equipment of note: He wears a specially fitted, high quality, and very light chain armor* of a strange metal that 
  gives him an additional +15 to his DB, in addition to having a minimum encumbrance penalty of –0 (with his 
  training, this results in no penalty to his movement when wearing it).  He tends to wear loose fitting clothing, which 
  allows him to wear the tight fitting armor beneath his clothing, giving him the appearance of being unarmored most 
  of the time.  He also always carries a very fine quality Rapier** made of an extremely light and resilient metal 
  (same as armor above), that results in a +15 OB for this weapon.  His clothing is bright and gaudy, giving him the 
  appearance of a “court dandy”.  He generally prefers not to use a shield, but on rare occasions will, giving him an 
  additional bonus to his high DB.  Depending on the ability of his opponent, he will often utilize a fair proportion of 
  his OB for defensive purposes, making it difficult for his opponent to make contact, embarrassing and frustrating the 
  foe, while Rian flaunts his lack of concern. Note, however, that he generally doesn’t kill his opponents in these 
  minor duels as at court such an act can easily lead to war, and his first concern is the welfare of the Kingdom (and 
  Prince Eíneil). If anyone does threaten any member of the Royal household, he will attack with deadly accuracy and 
  speed, throwing all caution for his own welfare to the wind. 
   
  Brand the Red (Bard)- Profession: 8lvl Bard 
   
  Race: Half-Elf 
  Hits: 81 AT: 9(+24) 
  PP: 83  
  MM: +24 
  79’ 
  Ag: 85  +6 
  Co: 76  +4 
  Me: 90  +5 
  Re: 85  +4 
  Sd: 71  -2 
  Em: 74  +1 
  In: 81  +3 
  Pr: 99  +13 
  Qu: 86  +8 
  St: 77  +4 
  Attacks: Short Sword +64 
  Swim/Climb: +56 
  Alertness: +21  
  Observation: +45 
  Stalk/Hide: +54 
   
  45
  
  Lore/Craft: +68  
  Languages: Archendurn, Silent Tongue, Dark Speech, Elven, Ancient   
  Spell Lists (to level): All Bard Lists at 5th to 8th level 
  Equipment of note: His trademark is his bright red hooded cloak.  Under this, he will typically wear functional 
  clothing of neutral green or grey wool (shirt and pants), leather boots, and a short sword in a sheath on the right side 
  of his leather belt (he is left handed).  He will also have a zither, either being played or hanging across his back, and 
  can often be found singing, reciting poetry, or telling stories, while playing the zither; or if walking can often be 
  heard whistling.  He will come into play in later modules due to his loyalties to possible future antagonists of the 
  characters.  Always seems to be cheerful and good-natured fellow. However this demeanor is misleading as his 
  motives are dark and sinister, and his loyalties are to various enemies of the kingdom. 
   
  Garimon Smith IV (blacksmith)- Profession: 12lvl Rogue 
  Race: Common Urban Man 
  Hits: 138 
  AT: 6(+0) 
   
  PP: 0 
   
  MM: +0  
  55’ 
  Ag: 78  +2 
  Co: 85  +4 
  Me: 67  +0 
  Re: 71  +1 
  Sd: 76  +4 
  Em: 64  +0 
  In: 68  +0 
  Pr: 47  +0 
  Qu: 65  +0 
  St: 88  +6 
  Attacks: Smithy Hammer (War Hammer w/all crits Crush) +117 
   
  thrown +92 
  Swim/Climb: +87 
  Alertness: +24  
  Observation: +48 
  Stalk/Hide: +62 
  Lore/Craft: +84  
  Languages: Archendurn, Bornheld 
  Equipment of note: Always wears a heavy leather apron (treat as AT: 6), woolen breaches and tunic, and leather 
  boots. His normal weapon is his smithy hammer (use the War Hammer attack table with all criticals as Crush). 
   
  Average Bowman (King’s Guard)- Profession:  3lvl Rogue 
  Race: Common Rural Men 
  Hits: 62  
  AT: 9(+15) 
  PP: 0 
   
  MM: +0  
  60’ 
  Attacks: Composite Bow +67 
   
  Short Sword +50 
  Swim/Climb: +52 
  Alertness: +16  
  Observation: +30 
  Stalk/Hide: +45 
  Lore/Craft: +32  
  Languages: Archendurn, 1 to 2 various others 
  Equipment of note: Standard equipment includes a Leather Breastplate, Composite Bow, Quiver w/Arrows, Short 
  Sword, Knife, Leather Boots, and other minor gear. 
   
  Average Footman (King’s Guard)- Profession: 3lvl Fighter 
  Race: Common Rural Men 
  Hits: 80  
  AT: 14(30s) 
  PP: 0 
   
  MM: -25 
  50’ 
  Attacks: Broadsword +73 Dagger +65 
  Mace/Flail +70 
  Swim/Climb: +26 
  Alertness: +7 
   
  Observation: +18 
  Stalk/Hide: +25 
  Lore/Craft: +24  
  Languages: Archendurn, 1 to 2 various others 
  Equipment of note: Standard equipment includes a Chainmail Shirt and Greaves, Broadsword, Dagger, Shield, 
  Mace or Flail, Leather Boots, and other minor gear. 
   
  “Road Patrol” (King’s Justifier’s)- Profession: 8lvl Ranger 
  Race: Mixed Rural Men 
  Hits: 97  
  AT: 9(15) 
  PP: 32  
  MM: 0  
  65’ 
  Attacks: Long Bow +75  
  Broadsword +72 Dagger +63 
  Swim/Climb: +52 
  Alertness: +30  
  Observation: +54 
  Stalk/Hide: +57 
  Tracking/Read Tracks: +68 
  Survival/Foraging: +65  
  Interrogation: +55 
  Lore/Craft: +65  
  Languages: Archendurn, 2 to 3 various others 
  Spell Lists (to level): various Ranger Spells 5th to 8th level 
  Equipment of note: Good riding horse, Quality Long Bow (+5 quality, or better in some cases), quiver with 30 
  arrows, leather breastplate (some may wear greaves or even upgrade to chain armor for AT’s 10 or 13), Broadsword, 
  Dagger, traveling gear (hammock, portable spit or pans, flint & steel, other miscellaneous minor equipment). 
   
   
   
   
  46
  
  APPENDIX I.2 d20 System stats 
   
  NPC Stats for use with the d20 System.  All information provided within APPENDIX I.2 is subject to the Open 
  gaming License Version 1.0a as it appears in APPENDIX II.2. It is all Open Gaming Content, except for names 
  designated as Product Identity in APPENDIX II.1 
   
  Broandach: Male Rogue/Sorcerer 5th/4th SZ Medium Humanoid (human); HD 5d6+4d4; hp 32; Init +6; Spd 
  30’; AC 15; Atk Dagger +5 (1d4, 19-20/x2); Face 5’x5’, 5’; SA Sneak Attack +3d6; SQ Evasion, Uncanny Dodge 
  (dex bon. To AC), Summon Familiar (doesn’t have a familiar); SV Fort: +2, Ref: +7, Will: +8*; STR 11, DEX 14, 
  CON 11, INT 16, WIS 11, CHA 18; AL N-E; Lang Woods Speech, Thieves Silent, Elven, Abyssal; Skills: 
  Alchemy +6, Appraise +8, Balance +7, Bluff +7, Climb +5, Concentration +7, Decipher Script +6, Disable Device 
  +8, Escape Artist +7, Gather Information +12, Hide +7, Innuendo +5, Jump +5, Knowledge (Arcane) +10, Listen 
  +7, Move Silently +7, Open Lock +7, Pick Pocket +5, Search +8, Sense Motive +5, Spellcraft +10, Spot +6, Swim 
  +3, Tumble +5, Use Rope +5; Feats: Alertness, Blind-Fighting, Combat Casting, Dodge, Improved Initiative; 
  Possessions: Carries a pair of matching exceptionally high quality daggers (+2 to attack) at his waist.  Also wears a 
  medallion that gives him +3 to Will Saves for Arcane Spells and a Ring of Spell Storing.  Typically wears dark 
  clothing of hemp or wool (pants, shirt, and usually a hooded cloak), as well as ankle-high soft-leather boots; Spells: 
  6 0-lvl, 7 1st lvl, 4 2nd lvl; Spells Known: 0- Daze, Detect Magic, Ghost Sound, Mage Hand, Open/Close, 
  Prestidigitation; 1st– Change Self, Expeditious Retreat, Spider Climb; 2nd- Invisibility 
   
  Cearion: Male Rogue 6th SZ Medium Humanoid (human); HD 6d6+6; hp 27; Init +9; Spd 30’; AC 18; Atk 
  attack type and bonus (damage); Face 5’x5’, 5’; SA Sneak Attack +3d6; SQ Evasion, Traps, Uncanny Dodge (dex 
  bon. To AC, can’t be flanked); SV Fort: +3, Ref: +10, Will: +4; STR 12, DEX 20, CON 13, INT 14, WIS 15, CHA 
  15; AL C-N; Lang Woods Speech, Thieves Silent; Skills: Appraise +8, Balance +14, Climb +10, Disable Device 
  +6, Escape Artist +14, Hide +14, Innuendo +5, Jump +7, Listen +9, Move Silently +14, Open Lock +14, Pick 
  Pocket +6, Search +9, Spot +9, Tumble +13; Feats: Alertness, Improved Initiative, Run, Weapon Finesse (Dagger); 
  Possessions: Leather jerkin (black), dark brown wool breeches, deep grey hooded cloak that nearly drags the 
  ground, dagger, and occasionally he carries a short bow and quiver with 20 or so arrows.  He also carries a small 
  pouch at his belt that contains the tools of his trade (files, picks, etc.).  When he is “working” he will carry a 
  shoulder slung pouch with 50’ of silk rope, climbers kit, a small grappling hook, small block of chalk, small block of 
  charcoal, a small mallet, and several iron pitons. 
   
  Argríl Clement: (King of Archendurn Kingdom) Male Fighter 7th SZ Medium Humanoid (human); HD 
  7d10+14; hp 48; Init +5; Spd 30; AC 13; Atk Longsword +8/+3 (1d8+1, 19-20/x2) Long Spear +8/+3 (1d10+1, 
  20/x3), Masterwork Dagger +9/+4 (1d4+2, 19-20/x2); Face 5’x5’, 5’; SA special attacks; SQ special qualities; SR 
  spell resistance; SV Fort: +7, Ref: +3, Will: +2; STR 12, DEX 12, CON 14, INT 9, WIS 10, CHA 20; AL N-G; 
  Lang Woods Speech, Plains Speech; Skills: Climb +2, Handle Animal +7, Hide +1, Listen +3, Move Silently +2, 
  Ride +3, Search +1, Spot +4, Swim +2; Feats: Alertness, Improved Initiative, Leadership, Mounted Combat, Quick 
  Draw, Ride-By Attack, Spirited Charge, Trample; Possessions:  Wears a pair of magical bands on his forearms that 
  provides a +2 AC bonus beneath his normal clothing.  Always carries a Masterwork dagger. 
   
  Eíneil Clement: (Prince of Archendurn, Nephew of King) Male Rogue 5th SZ Medium Humanoid (human); HD 
  5d6+10; hp 28; Init +2; Spd 30’; AC 14; Atk Short sword  () Quarterstaff () Short Spear (); Face 5’x5’, 5’; SA 
  Sneak Attack +3d6; SQ Evasion, Traps, Uncanny Dodge; SV Fort: +3, Ref: +6, Will: +3; STR 15, DEX 15, CON 
  14, INT 16, WIS 14, CHA 15; AL N-G; Lang Woods Speech, Plains Speech, High Speech, Elven; Skills: Bluff +7, 
  Climb +7, Diplomacy +12, Escape Artist +5, Gather Information +12, Handle Animal +7, Hide +7, Innuendo +6, 
  Intimidate +10, Jump +5, Listen +8, Move Silently +8, Ride +4, Search +9, Sense Motive +10, Spot +7, Swim +7, 
  Use Magic Device +6; Feats: Ambidexterity, Weapon Focus (Short Sword), Two-Weapon Fighting; Possessions: 
  The prince always wears a golden torc that provides a magical +2 to AC as well as +2 to all influence skills (already 
  accounted for above).  His clothing tends to be nice but functional linen pants and tunic, or for special occasions 
  (court events and such), he will wear satin.  
   
  Tainarie Dabha: Female Druid 6th SZ Medium Humanoid (human); HD 6d8+6; hp 27; Init +1. ; Spd 30’; AC 
  11; Atk Quarterstaff +5 (1d6+120/x2) Club +5 (1d6+120/x2); Face 5’x5’, 5’; SQ Nature Sense, Animal Companion 
   
  47
  
  (ferret, named Gordon), Woodland Stride, Trackless Step, Wild Shape (2/day); SR Resist Nature’s Lure; SV Fort: 
  +6, Ref: +3, Will: +7; STR 12, DEX 12, CON 13, INT 14, WIS 15, CHA 11; AL L-N; Lang Woods Speech, 
  Elven, High Speech, Druidical Tongue; Skills: Animal Empathy +4, Climb +3, Concentration +3, Diplomacy +5, 
  Handle Animal +8, Heal +5, Hide +2, Intuit Direction +4, Knowledge (Religion) +4, Knowledge (Nature) +5, Listen 
  +3, Move Silently +3, Profession (Farming) +10, Ride +2, Search +4, Spellcraft +5, Spot +3, Swim +3, Wilderness 
  Lore +6; Feats: Skill Focus (Profession, Farming), Skill Focus (Handle Animal), Silent Spell, Still Spell; 
  Possessions:  White Robe [when performing Druidical ceremonies] (provides +3 to AC and to Saving Throws), 
  otherwise wears gray or brown robes or breeches and a white tunic; in either case, she will be wearing simple 
  sandals and a talisman of oak to represent her Druidical Rank.  She often carries a quarterstaff made of Beachwood 
  and a silver dagger, Ring of Spell Storing, low soft leather boots; Spells: 5 0lvl, 4 1st, 4 2nd, 2 3rd, assign based on 
  her planned or expected activity for the day. 
   
  Friar Claudin Danjreti: Male Cleric 9th SZ medium humanoid (human); HD 9d8+9; hp 30; Init +0. ; Spd 
  30’; AC 12; Atk Quarterstaff +7/+2 (1d6+1, 20/x2), Sling +6/+1 (1d4+1, 20/x2); Face 5’x5’, 5’; SQ Turn Undead; 
  SV Fort: +7 Ref:+3 Will:+12; STR 13, DEX 11, CON 13, INT 13, WIS 19, CHA 14; AL N-G; Lang Common, 
  Woods Speech, Sea Speech, High Speech; Skills: Climb +2, Concentration +3, Diplomacy +6, Heal +7, Hide +3, 
  Knowledge (religion) +8, Listen +5, Move Silently +3, Search +3, Spellcraft +6, Spot +5, Swim +3; Feats:  Extra 
  Turning, Iron Will, Leadership (score: 11), Scribe Scroll, Spell Penetration; Possessions: Quarterstaff (holy symbol 
  of All Father- large intricate crystalline star shape at its top, treat as a +2 weapon for attacks, can also “store” up to 
  two spells (as the “spell storing” ability of magical weapons, except that the spells can be released with a simple 
  mental command from the wielder)). He wears studded leather armor, leather boots, and carries a sling if he is going 
  into a combat or other dangerous situation, otherwise he wears a simple robe of off-white and sandals; Spells: 6 0lvl, 
  5+1 1st, 5+1 2nd, 4+1 3rd, 3+1 4th, choose as appropriate for the day’s activities, with Good Domain or Law Domain 
  or Protection Domain spells as his official Domains.     
   
  Daroma: Female Rogue 3rd SZ Medium Humanoid (human); HD 3d6+3; hp 16; Init +3; Spd 30’; AC 13; Atk 
  Dagger +3 (1d4+1, 19-20/x2) Brawling +3 (1d3+1 subdual, 20/x2); Face 5’x5’, 5’; SA Sneak Attack +2d6; SQ 
  Evasion, Uncanny Dodge; SV Fort: +2, Ref: +6, Will: +2; STR 12, DEX 17, CON 13, INT 12, WIS 13, CHA 16; 
  AL C-N; Lang Common, Woods Speech, Plains Speech; Skills: Appraise +4, Balance +4, Climb +5, Decipher 
  Script +4, Disable Device +4, Disguise +5, Gather Information +7, Hide +7, Listen +4, Move Silently+7, Open 
  Lock +7, Perform +6, Pick Pocket +6, Profession (Innkeeper) +4, Read Lips +5, Search +5, Sense Motive +5, Spot 
  +7, Swim +2; Feats: Alertness, Blind Fighting ; Possessions: Tends to wear moderately revealing clothing. 
   
  Tarien Dolhaist: Male Ranger 6th SZ Medium Humanoid (human); HD 6d10+24; hp 59; Init +3; Spd 30’; AC 
  16; Atk Woodsman’s Axe (treat as Battle Axe) +10/+5 (1d8+4, 20/x3); Face 5’x5’, 5’; SA special attacks; SQ 
  special qualities; SR spell resistance; SV Fort: +9, Ref: +5, Will: +4; STR 19, DEX 16, CON 19, INT 12, WIS 14, 
  CHA 10; AL N; Lang Woods Speech, Elven; Skills: Climb +8, Concentration +6, Hide +6, Intuit Direction +6, 
  Knowledge (Nature) +5, Listen +8, Move Silently +7, Profession (Woodcutter) +8, Search +4, Spot +8, Swim +8, 
  Use Rope +9, Wilderness Lore +8; Feats: Alertness, Improved Initiative; Possessions:  Always carries a large axe 
  for felling and cutting trees, also several smaller axes which he uses similar to the way most people use a good knife.  
  Studded Leather Armor, woolen cloak and pants, leather boots, common survival gear for spending time in the 
  wilderness (flint & steel, bread, bedroll, etc.).  Tends to carry quite a bit of rope due to the way that he lashes logs 
  together into large rafts after felling timber (typically 300+ feet, of good quality; Spells: 2 1st level   
   
  Cuir Foireann: Male Fighter 5th SZ Medium Humanoid (human); HD 5d10+25; hp 51; Init +6; Spd 30’/20’; 
  AC 12/17; Atk Longsword +9 (1d8+5 17-20/x2) Light Crossbow +7 (1d8 19-20/x2); Face 5’x5’, 5’; SV Fort: +9, 
  Ref: +3, Will: +3; STR 16, DEX 15, CON 21, INT 17, WIS 14, CHA 15; AL N-G; Lang Woods Speech, Elven; 
  Skills: Climb +6, Hide +6, Listen +7, Move Silently +5, Search +6, Spot +6, Swim +9, Wilderness Lore +6; Feats: 
  Alertness, Improved Critical (Longsword), Improved Initiative, Expertise, Focus (Longsword), Specialized 
  (Longsword); Possessions: Carries a very fine looking longsword that has several small semi-precious gems 
  encrusted on the hilt (but is nothing more than a decorative but normal sword).  He will wear his Chainmail shirt and 
  carry a shield if he is expecting combat, but due to his recent purchase of the ferry, he rarely every wears any armor.  
  However he still wears his sword while operating the ferry.  Otherwise he wears simple and functional wool pants 
  and shirt, leather boots, and during hot or cold weather will wear a wide brimmed hat or a fur cap and fur cloak.   
   
   
  48
  
  Gerain: Male Rogue 3rd SZ Medium Humanoid (human); HD 3d6; hp 13; Init +8; Spd 30’; AC 17; Atk Dual 
  Daggers +4 x2 (1d4+4 x2, 19-20/x2); Face 5’x5’, 5’; SA Sneak Attack +2d6; SQ Evasion, Traps, Uncanny Dodge 
  (dex bon, to AC); SV Fort: , Ref: , Will: ; STR 18, DEX 18, CON 11, INT 14, WIS 12, CHA 15; AL N-E; Lang 
  Woods Speech, Thieves Silent; Skills: Bluff +8, Climb +7, Disguise +4, Escape Artist +9, Gather Information +8, 
  Hide +9, Innuendo +4, Intimidate +8, Listen +5, Move Silently +7, Open Locks +7, Search +7, Sense Motive +7, 
  Spot +6, Swim +6, Use Rope +5; Feats: Ambidexterity, Improved Initiative, Two-Weapon Fighting; Possessions: 
  Leather breastplate, woolen trousers, long wool cloak with a hood, 4 daggers (two at right waist, one at left waist, 
  one in left boot), grey felt hat with wide brim, and soft leather boots. 
  Notes: He acts as Broandach’s “enforcer” and right hand man.  
   
  Agata Innman: Female Commoner 1st SZ Medium Humanoid (human); HD 1d4+5; hp 9; Init ; Spd ; AC ; Atk 
  Dagger +1 (1d4, 19-20/x2); Face 5’x5’, 5’; SV Fort: +2, Ref: +0, Will: +1; STR 10, DEX 11, CON 14, INT 12, 
  WIS 13, CHA 19; AL N-G; Lang Woods Speech, Plains Speech, Sea Speech; Skills: Diplomacy +5, Gather 
  Information +5, Listen +2, Profession (Innkeeper) +3; Feats: Toughness; Possessions: Owner of the Dancing Pig 
  Inn & Tavern, while she and her husband Ruairi are relatively wealthy by Archendurn standards, she dresses in 
  simple and functional clothing.  
   
  Ruairi Innman: Male Commoner 2nd SZ Medium Humanoid (human); HD 2d4+2; hp 9; Init +0; Spd 30’; AC 
  10; Atk Dagger +1 (1d4, 19-20/x2) Brawling +1(1d3 subdual, 20/x2); Face 5’x5’, 5’; SV Fort: +1, Ref: +0, Will: 
  +1; STR 11, DEX 11, CON 12, INT 15, WIS 13, CHA 16; AL N-G; Lang Common, Woods Speech, Plains 
  Speech, Sea Speech; Skills: Diplomacy +4, Gather Information +4, Listen +2, Profession (Innkeeper) +3, Profession 
  (Brewer) +6; Feats: Social Grace (+1 to all Charisma based skills of a social nature); Possessions: Owner of the 
  Dancing Pig Inn & Tavern, while he and his wife Agata are relatively wealthy by Archendurn standards, he dresses 
  in simple and functional clothing.  
   
  Gilinos Libonden: Male Rogue 5th SZ Small Humanoid (gnome); HD 5d6+15; hp 34; Init +7; Spd 20; AC 14; 
  Atk attack type and bonus (damage); Face 5’x5’, 5’; SA Sneak Attack +3d6, +1 attack vs. kobolds & goblinoids; 
  SQ +4 Dodge bonus vs. Giants, Evasion, Low Light Vision, Speak with burrowing mammals, Traps, Uncanny 
  Dodge (dex bon. To AC); SR +2 Save vs. Illusion; SV Fort: +4, Ref: +7, Will: +3; STR 12, DEX 17, CON 16, INT 
  17, WIS 15, CHA 18; AL N-G; Lang Woods Speech, Gnomish, Elven, Thieves Silent; Skills: Appraise +11, Bluff 
  +9, Climb +5, Craft (Cobbling) +6, Craft (Leatherworking) +6, Craft (Locksmithing) +6, Decipher Script +8, 
  Diplomacy +9, Escape Artist +6, Gather Information +12, Hide +12, Listen +11, Move Silently +8, Open Locks 
  +10, Search +6, Sense Motive +10, Spot +9, Use Magic Device +9; Feats: Alertness, Improved Initiative; 
  Possessions: He has a large and severely over burdened wagon that is drawn by a pair of very large oxen; Spells: 
  Dancing Lights 1/day, Ghost Sound 1/day, Prestidigitation 1/day 
  Notes: He is a trader that deals in all sorts of wares, as well as tinker type services.  He also serves as one of the 
  spies of Noise that the characters are most likely to run into, as he travels extensively from one town to another 
  throughout the southern portions of the kingdom. (However, they should not find this out, unless they are 
  performing some task for Noise, where he suspects that they may need to get a message back to him while in some 
  of the more remote parts of the kingdom.) His skills as far as “tinkering” go include locksmithing, leatherworking, 
  and shoe and boot repair, as well as a little carpentry (although he is not very skilled at the latter).  He is likely to 
  have any of a variety of odd items in his cart at any time for sale (if the characters need something when they come 
  across him, roll d% and on any result of 60+ he will likely have the item, if it is not something unusual). His prices 
  tend to be a little on the high side. 
   
  Euthien MacMaithel: Male Fighter 3rd SZ Medium Humanoid (human); HD 3d10+9; hp 30; Init +0; Spd 
  30’; AC 12; Atk Whip +7 (1d2+3, 20/x2, subdual) Sling +3 (1d4+3, 20/x2); Face 5’x5’, 5’; SA special attacks; SQ 
  special qualities; SR spell resistance; SV Fort: +6, Ref: +3, Will: +2; STR 16, DEX 11, CON 16, INT 11, WIS 13, 
  CHA 13; AL N-G; Lang Woods Speech, Plains Speech; Skills: Handle Animal +6, Listen +3, Move Silently +1, 
  Profession (Teamster) +4, Ride +5, Spot +4; Feats: Alertness, Exotic Weapon Proficiency (Whip), Lightning 
  Reflexes, Skill Focus (Profession-Teamster); Possessions: Whip, woolen tunic and breeches, wool hooded cloak, 
  Sling w/12 stones, leather boots  
   
  Ronan McArdnath: Male Rogue 3rd SZ Medium Humanoid (human); HD 3d6; hp 16; Init +1; Spd 30’; AC 
  11; Atk Dagger +5 (1d4+2, 19-20/x2) Brawling +5 (1d3+2 subdual, 20/x2); Face 5’x5’, 5’; SV Fort: +1, Ref: +4, 
   
  49
  
  Will: +1; STR 15, DEX 12, CON 11, INT 10, WIS 11, CHA 8; AL C-N; Lang Woods Speech; Skills: Appraise 
  +2, Balance +3, Bluff +3, Climb +3, Gather Information +2, Handle Animal +2, Heal +1, Hide +3, Intimidate +2, 
  Jump +4, Listen +3, Move Silently +4, Open Lock +3, Pick Pocket +2, Profession (Farming) +4, Read Lips +2, Ride 
  +2, Search +2, Sense Motive +2, Spot +2, Swim +4, Use Rope +4; Feats: Dodge, Endurance; Possessions: none of 
  note other than common clothing, his prized but well worn brown felt hat with a narrow brim, and a few coins.   
   
  Giolla Na Naomh: Male Druid 15th SZ medium humanoid (human); HD 15d8+30; hp 67; Init +4. ; Spd 30’; 
  AC 15; Atk Quarterstaff +12/+7/+2 (1d6+1, 20/x2), Spear +12/+7/+2 (1d8+1, 20/x2); Face 5’x5’, 5’; SQ Nature 
  Sense, Animal Companion (Owl named, Ulchabhán), Woodland Stride, Trackless Step, Wild Shape (Huge or any 
  lesser), Venom Immunity, A Thousand Faces, Timeless Body; SR Resist Nature’s Lure; SV Fort: +13, Ref: +7, 
  Will: +15; STR 13, DEX 11, CON 15, INT 16, WIS 22, CHA 17; AL N; Lang Woods Speech, Elven, High 
  Speech, Druidical Tongue, Wolfen Tongue, Plains Speech; Skills: Animal Empathy +10, Climb +5, Concentration 
  +7, Diplomacy +8, Gather Information +6, Handle Animal +10, Heal +12, Hide +2, Intuit Direction +10, Jump +3, 
  Knowledge (arcane) +6, Knowledge (religion) +9, Knowledge (nature) +11, Listen +8, Move Silently +4, Profession 
  (herbalist) +12, Ride +3, Scry +7, Search +5, Sense Motive +8, Spellcraft +9, Spot +10, Swim +5, Use Rope +1, 
  Wilderness Lore +12; Feats: Alertness, Empower Spell, Endurance, Extended Spell, Great Fortitude,  Lightning 
  Reflexes, Track; Possessions: White hooded robe [when performing Druidical ceremonies] (provides +5 to AC and 
  all Saving Throws when worn), otherwise wears plain looking wool or linen breeches and tunic (tunic is usually 
  white), in either case he will be wearing a fine pair of soft Mastercraft leather boots (these provide him with a +2 to 
  all Move Silently attempts).  Usually wears a talisman of oak with copper leaves to symbolize his Druidical rank, 
  Shortspear of fine looking dark wood with a finely wrought silver spearhead (+3 magical, also capable of shocking 
  any target hit up to 5 times per day doing an additional 3d6 of electrical damage when mentally commanded by 
  wielder (this is a free action)), leather boots; Spells: 6 0lvl, 7 1st, 7 2nd, 5 3rd, 5 4th, 5 5th, 4 6th, 2 7th, 1 8th, to be 
  chosen by the GM to reflect his planned activities for the day.     
   
  Nachen: Male Bard 7th SZ Medium Humanoid (half-elf); HD 7d6+21; hp 37; Init +4; Spd 30; AC 15; Atk 
  Scimitar +7 (1d6+2, 18-20/x2); Face 5’x5’, 5’; SQ Bardic Music, Bardic Knowledge, Inspire Courage, Inspire 
  Competence, Suggestion, Inspire Greatness; SV Fort: +7, Ref: +9, Will: +9; STR 14, DEX 18, CON 17, INT 16, 
  WIS 14, CHA 22; AL C-N; Lang Woods Speech, Plains Speech, Elven, High Speech, Druidical Tongue; Skills: 
  Appraise +6, Bluff +9, Climb +5, Concentration +5, Decipher Script +7, Diplomacy +9, Disguise +10, Escape Artist 
  +6, Gather Information +13, Hide +8, Intuit Direction +4, Jump +4, Knowledge (Arcane) +7, Knowledge (Religion) 
  +8, Knowledge (Nature) +6, Listen +6, Move Silently +8, Perform +13, Sense Motive +6, Spot +4, Swim +4; Feats: 
  Alertness, Great Fortitude, Iron Will; Possessions: “Cloak of Charismatic Obscurity” (this reversible cloak offers 
  opposing bonuses; one side is white fur with dark speckles and a fine looking embroidered collar and when worn 
  this side out results in a passive +2 magical bonus to any influence based skills (including any appropriate Bard 
  Spells of an influencing nature); the other side is neutral grey with no noticeable markings of any kind and when the 
  hood is drawn over the wearer’s head offers him a passive +2 magical bonus for not being noticed (people will see 
  him, but not pay any attention to him)), Masterwork Flute, Masterwork Harp (small), Masterwork Scimitar, knee-
  high leather boots, satin tunic and breeches (pale green); Spells: 3 0lvl, 5 1st, 4 2nd, 1 3rd; Spells Known: 0-lvl: Daze, 
  Detect Magic, Ghost Sound, Light, Magic Hands, Prestidigitation; 1st-lvl: Alarm, Charm Person, Hypnotism, Sleep; 
  2nd-lvl: Animal Trance, Cat’s Grace, Detect Thoughts, Pyrotechnics; 3rd-lvl: Dispel Magic, Lesser Geas    
    
  Noise: (king’s Seneschal/Spymaster) Male Rogue/Druid 10th/3rd SZ Medium Humanoid (human); HD 10d6+10; 
  hp 46; Init +5; Spd 30’; AC 11; Atk Dagger +10/+3 (1d4+1); Face 5’x5’, 5’; SA Sneak Attack +5d6; SQ Animal 
  Companion (Hawk), Evasion, Nature Sense, Trackless Step, Traps, Uncanny Dodge (dex to AC, can’t be flanked), 
  Woodland Stride; SR Slippery Mind; SV Fort: +5, Ref: +8, Will: +8; STR 13, DEX 13, CON 14, INT 20, WIS 21, 
  CHA 12; AL N-G; Lang Woods Speech, Plains Speech, Druidical Tongue, High Speech, Elven, Thieves Silent; 
  Skills: Animal Empathy +4, Appraise +12, Balance +8, Climb +8, Decipher Script +17, Diplomacy +16, Gather 
  Information +16, Handle Animal +4, Heal +10, Hide +15, Innuendo +21, Intimidate +9, Intuit Direction +6, 
  Knowledge (Arcane) +7, Knowledge (Nature) +8, Knowledge (Religion) +6, Listen +15, Move Silently +16, Read 
  Lips +14, Scry +11, Search +14, Sense Motive +18, Spellcraft +12, Spot +16, Swim +5, Use Magic Device +8, 
  Wilderness Lore +7; Feats: Alertness, Blind Fighting, Dodge, Improved Initiative, Mobility, Spring Attack; 
  Possessions: Tends to wear plain and functional pants and shirts with long sleeves, with a long but thin cloak, all are 
  usually black or dark grey in color and of hemp or flaxen material, as well as a high pair of soft leather boots.  While 
   
  50
  
  not apparent, he also always carries at least two daggers hidden within his clothing and/or boots; Spells: 4 0-lvl, 4 1st 
  lvl, 2 2nd lvl. 
   
  Daemien Osteimh: Male Barbarian 6th SZ Medium Humanoid (human); HD 6d12+18; hp 54; Init +1; Spd 
  30’; AC 16; Atk War Mattock +11/+6 (2d6+5, 20/x3); Face 5’x5’, 5’; SA Rage (2x/day); SQ Fast Movement, 
  Uncanny Dodge (dex bon. to AC, can’t be flanked); SV Fort: +10, Ref: +3, Will: +4; STR 21, DEX 12, CON 16, 
  INT 9, WIS 10, CHA 8; AL N; Lang Woods Speech; Skills: Bluff +1, Hide +3, Intimidate +8, Listen +4, Move 
  Silently +3, Sense Motive +2, Spot +4, Swim +5, Use Rope +3; Feats: Alertness, Blind-Fighting, Great Fortitude, 
  Iron Will; Possessions: He wears leather boots and breeches, with a chain vest and bracers over a woolen tunic; he 
  also usually wears a long cloak of wool with a hood.  His weapon of choice is a massive War Mattock (treat as a 
  “Large” weapon that does 2d6 damage, weighs 20 pounds, does crushing damage).  
   
  Rian Otthelma: Male Fighter 10th SZ Medium Humanoid (human); HD 10d10+40; hp 108; Init +8; Spd 30’; 
  AC 22+ Feat adjustments as appropriate; Atk Rapier +16/+11 (1d6+5+var. Feat adj., 15-20/x2), Short Bow +14/+9 
  (1d6), Dagger +15/+10 (1d4+5+var. Feat adj.); Face 5’x5’, 5’; SA see Feats below; SQ see Feats below; SV Fort: 
  +11, Ref: +7, Will: +3; STR 20, DEX 19, CON 19, INT 13, WIS 11, CHA 16; AL N-G; Lang Common, Plains 
  Speech, Woods Speech, Elven; Skills: Climb +10, Handle Animal +7, Hide +6, Jump +10, Listen +3, Move Silently 
  +6, Ride +12, Search +4, Spot +3, Swim +10, Tumble +4; Feats: Cleave, Combat Reflexes, Dodge, Expertise, 
  Improved Critical (Rapier), Improved Disarm, Improved Initiative, Leadership (13), Power Attack, Quickdraw, 
  Weapon Focus (Rapier); Possessions: He wears a specially fitted, high quality, and very light chain armor of a 
  strange metal that gives him an additional +3 to his AC, in addition to allowing him to move at 30’ due to it not 
  encumbering him like normal chain.  He wears loose fitting clothing, which also allows him to wear his armor 
  beneath his clothing giving him the appearance of being unarmored most of the time.  He always carries a very fine 
  quality Rapier made of an extremely light and resilient metal (same as armor above), that results in a +3 attack 
  bonus for this weapon (it is well beyond Masterwork quality).  His clothing is bright and gaudy-looking , giving him 
  the appearance of a “court dandy”.  He generally prefers not to use a shield, but on rare occasions will, giving him 
  an additional bonus to his already high AC.  Depending on the ability of his opponent, he will often utilize a fair 
  proportion of his attack for defensive purposes, making it difficult for his opponent to make contact, embarrassing 
  and frustrating the foe, while Rian flaunts his lack of concern. Note, however, that he generally doesn’t kill his 
  opponents in these minor duels as at court such an act can easily lead to war, and his first concern is the welfare of 
  the Kingdom (and Prince Eíneil). If anyone does threaten any member of the Royal household, he will attack with 
  deadly accuracy and speed, throwing all caution for his own welfare to the wind. 
   
  Brand the Red: Male Bard 4th SZ Medium Humanoid (Half-elf); HD 4d6+4; hp 22; Init +3; Spd 30’; AC 16; 
  Atk attack type and bonus (damage); Face 5’x5’, 5’; SQ Bardic Music, Bardic Knowledge, Low Light Vision, 
  Proficiency (Short Sword); SR +2 Save vs. Enchantments, Immune to Magic Sleep; SV Fort: +2, Ref: +7, Will: +6; 
  STR 14, DEX 17, CON 13, INT 16, WIS 14, CHA 19; AL C-N; Lang Woods Speech, Thieves Silent, Abyssal, 
  Elven, High Speech; Skills: Bluff +8, Climb +4, Diplomacy +8, Disguise +11, Gather Information +11, Hide +7, 
  Listen +8, Move Silently +7, Perform +8, Sense Motive +8, Swim +3, Use Magic Device +7; Feats: Alertness, Run; 
  Equipment of note: His trademark is his bright red hooded cloak.  Under this, he will typically wear functional 
  clothing of neutral green or grey wool (shirt and pants), leather boots, and a short sword in a sheath on the right side 
  of his leather belt (he is left handed).  He will also have a zither, either being played or hanging across his back, and 
  can often be found singing, reciting poetry, or telling stories, while playing the zither; or if walking can often be 
  heard whistling.  He will come into play in later modules due to his loyalties to possible future antagonists of the 
  characters.  Always seems to be cheerful and good-natured fellow. However this demeanor is misleading as his 
  motives are dark and sinister, and his loyalties are to various enemies of the kingdom. Spells: 3 0-lvl, 3 1st lvl, 1 2nd 
  lvl; Spells Known: 0- Dancing Lights, Daze, Ghost Sound, Magic Hand, Prestidigitation, Read Magic; 1st- Charm 
  Person, Hypnotism, Sleep; 2nd- Invisibility, Pyrotechnics 
   
  Garimon Smith IV: Male Fighter 6th SZ Medium Humanoid (human); HD 6d10+21; hp 45; Init +5; Spd 30’; 
  AC 13; Atk Smithy Hammer +10/+5 (1d8+5, 20/x3); Face 5’x5’, 5’; SV Fort: +9, Ref:+3, Will: +2; STR 16, DEX 
  12, CON 15, INT 11, WIS 10, CHA 10; AL N-G; Lang Woods Speech, Plains Speech; Skills: Craft (Blacksmith) 
  +7, Hide +3, Listen +1, Move Silently +2, Ride +3, Search +1, Spot +2, Swim +5; Feats: Improved Critical 
  (hammer), Improved Initiative, Great Fortitude, Toughness(x3), Weapon Focus (hammer), Weapon Specialization 
   
  51
  
  (hammer); Possessions: heavy leather smithy apron (treat as studded leather armor), smithy hammer (treat as 
  Warhammer), breeches & tunic, leather boots  
   
  Average Bowman: Male Fighter 2nd SZ Medium Humanoid (human); HD 2d10+2; hp 13; Init +2; Spd 30’; 
  AC 14; Atk Composite Short Bow +4 (1d6) or Short Sword +3 (1d6+1); Face 5’x5’, 5’; SV Fort: +4, Ref: +2, Will: 
  +0; STR 13, DEX 14, CON 12, INT 9, WIS 10, CHA 11; AL var. (lean towards Good); Lang Woods Speech, +1 
  to 2 others; Skills: variable (9 skill points available); Feats: variable (usually bow related, 3 feats available); 
  Possessions: Short Composite Bow, Quiver w/20 arrows, short sword, leather armor, buckler, wool breeches and 
  tunic, leather boots, hooded cloak, dagger   
   
  Average Footman: Male Fighter 2nd SZ Medium Humanoid (human); HD 2d10+4; hp 16; Init +1; Spd 20’; 
  AC 16; Atk Longsword +4 (1d8+2) or Mace/Flail +4 (1d8+2); Face 5’x5’, 5’; SA special attacks; SQ special 
  qualities; SR spell resistance; SV Fort: +5, Ref: +1, Will: +0; STR 14, DEX 12, CON 14, INT 9, WIS 10, CHA 10; 
  AL var. (lean towards Good); Lang Woods Speech, +1 to 2 others; Skills: variable (9 skill points available); Feats: 
  variable (usually combat related, 3 feats available); Possessions:  Shield, Longsword/Mace/Flail, chainmail armor, 
  leather boots, hooded cloak   
   
  “Road Patrol”: (King’s Justifier’s) Male Ranger 4th SZ Medium Humanoid (human); HD 4d10+12; hp 36; Init 
  +2; Spd 30; AC 15 (16, if using shield); Atk Bow +6 (variable) Broadsword/Spear +5 (variable); Face 5’x5’, 5’; SA 
  Favored Enemy (variable); SQ Track; SV Fort: +7, Ref: +3, Will: +3; STR 13, DEX 15, CON 16, INT 12, WIS 14, 
  CHA 9; AL var. (lean towards Good); Lang Woods Speech, +1 to 2 others; Skills: variable (outdoor & survival 
  related, 45 skill points available); Feats: variable (usually outdoor, combat, or survival related, 3 feats available); 
  Possessions:  variable- choice of weapons (usually includes a Masterwork bow of some type), armor (lighter armor 
  types), survival and traveling gear, good riding horse, and appropriate tack; Spells: 1 1st lvl assign as appropriate   
   
  52
  
   
   
  APPENDIX II.1 Product Identity 
   
  The following personages, places and items are 
  claimed as Product Identity: 
  Friar Claudin Danjreti, Giolla Na Naomh, Tainarie 
  Dabha, Garimon Smith IV, Ronan McArdnath, Ruairi 
  Innman, Agata Innman, Daroma, Nachen, Rian 
  Otthelma, Euthien MacMaithel, Tarien Dolhaist, Argríl 
  Clement, Eíneil Clement, Noise, Daemien Osteimh, 
  Broandach, Gerain, Cearion, Cuir Foireann, Gilinos 
  Libonden, Brand the Red, Yrrah Lubnatsi, Tolmand the 
  Cruel, Po-Mandok, Archendurn, Aernth, Ruglund 
  Empire, Firbulg, Greenvale, Hoarsbey, Marshvale, 
  Beywater, 
  Gledamhelen, 
  Libintat, 
  Golsren-Dol, 
  Golsren-Solandis, Albereth, Vorlheis, Willow’s Ford, 
  Stanis Port, Aquinoch, Bás Lóchrann, Death Lamp. 
   
  APPENDIX II.2 Open Game Content 
   
  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards of the 
  Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc ("Wizards"). All Rights Reserved. 
   
  1. Definitions: (a)"Contributors" means the copyright 
  and/or trademark owners who have contributed Open 
  Game Content; (b)"Derivative Material" means 
  copyrighted material including derivative works and 
  translations (including into other computer languages), 
  potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, 
  transformed or adapted; (c) "Distribute" means to 
  reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)"Open 
  Game Content" means the game mechanic and includes 
  the methods, procedures, processes and routines to the 
  extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and 
  any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work 
  covered by this License, including translations and 
  derivative works under copyright law, but specifically 
  excludes Product Identity. (e) "Product Identity" means 
  product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical 
  or supernatural abilities or effects, logos, symbols, or 
  graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) "Trademark" 
  means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its 
  products or the associated products contributed to the 
  Open Game License by the Contributor (g) "Use", 
  "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) "You" 
  or "Your" means the licensee in terms of this 
  agreement. 
   
  2. The License: This License applies to any Open 
  Game Content that contains a notice indicating that the 
  Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to 
  any Open Game Content that you Use. No terms may 
  be added to or subtracted from this License except as 
  described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content 
  distributed using this License. 
   
  3.Offer and Acceptance: By Using the Open Game 
  Content You indicate Your acceptance of the terms of 
  this License. 
   
  4. Grant and Consideration: In consideration for 
  agreeing to use this License, the Contributors grant 
  You a perpetual, worldwide, royalty-free, non-
  exclusive license with the exact terms of this License to 
  Use, the Open Game Content. 
   
  5.Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, 
  You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License. 
   
  6.Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying 
  or distributing, and You must add the title, the 
  copyright date, and the copyright holder's name to the 
  COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any 
  Product Identity, including as an indication as to 
   
  53
  
  compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each 
  element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement 
  with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product 
  Identity. 
   
  8. Identification: If you distribute Open Game Content 
  You must clearly indicate which portions of the work 
  that you are distributing are Open Game Content. 
   
  9. Updating the License: Wizards or its designated 
  Agents may publish updated versions of this License. 
  You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
   
  10 Copy of this License: You MUST include a copy of 
  this License with every copy of the Open Game 
  Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of 
  any Contributor unless You have written permission 
  from the Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to 
  comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected. 
   
  13 Termination: This License will terminate 
  automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall 
  survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held 
  to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE  
  Open Game License v 1.0 Copyright 2000, Wizards of 
  the Coast, Inc. System Reference Document Copyright 
  2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson. “City of 
  Archendurn”, Copyright © 2002 by Aaron Smalley and 
  Guild Companion Publications.   
   
   
   
   
   
  54
  
SOURCE: textdata/thevault/Rolemaster/4.0 Edition FRP/RMFRP City of Archendurn [2002].pdf