TEXT: 1
  Copyright Information
  Hawkmoon: Castle Brass ©2008 Mongoose Publishing. All rights reserved. Reproduction of of this work by any means 
  without the written permission of the publisher is expressly forbidden. All art and text herein are copyrighted by Mongoose 
  Publishing. All signiﬁ cant characters, names, places and items featured in Hawkmoon: Castle Brass the distinctive likenesses 
  thereof and related elements are trademarks of Michael Moorcock and Multiverse Inc.
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written 
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  This material is protected under the copyright laws of the United Kingdom. This product is a work of ﬁ ction. Any similarity 
  to actual people, organisations, places or events is purely coincidental.
  RuneQuest is a trademark (TM) of Issaries, Inc. Produced under license from Issaries. All rights reserved. Printed in the USA.
  Contents
  Credits & Contents 
      1
  Introduction 
   
      2
  The Kamarg 
   
      4
  Aigues Mortes 
   
    31
  Castle Brass 
   
    58
  Tarnished Brass  
    88
  Forces of the Kamarg 
    99
  Index 
   
   
  101
  Floorplans of Castle  
  103
  Brass
  Adverts 
   
   
  109
  Author 
  Lawrence Whitaker
  Editor
  Charlotte Law
  Cover Art and Hawkmoon 
  Logo
  Pascal Quidault
  Cover Design 
  Iordanis Lazaridis
  Proofreading 
  Ted Chang
  RuneQuest Logo
  Anne Stokes
  Interior Illustrations 
  Chad Sergesketter, Jesse Mohn, 
  Leonardo 
  Borazio, 
  Nathan 
  Furman & Philip Renne
  Playtesters
  Tina Cook & Robert Poulin
  Special Thanks
  Michael Moorcock
  Credits
  
  2
  Introduction
  INTRODUCTION
  You hold in your hands a book of many things. This is 
  a book detailing Castle Brass, home to the most famed 
  mercenary in the whole of Europa, Count Brass. It is also 
  a guide to the walled town of Aigues Mortes, which Count 
  Brass is sworn to protect. So too is this a book that tells 
  you of the Kamarg, that vast marshland wherein dwell 
  the horned horses and giant ﬂ amingos – and the dreaded, 
  slithering baragoon, along with many other remnants of a 
  Bulgar sorcerer’s vile experiments. This book tells of Arles, 
  that famed city now a shadow of its former glory.
  It also tells a story.
  Within these covers you will learn of the ﬁ endish plots of 
  the Avig Brotherhood, a nefarious group who would see the 
  old ways of the Kamarg’s former Guardian restored and 
  sorcery returned to the peaceful water lands of the region. 
  They would see Count Brass deposed, his daughter, the fair 
  Yisselda, enslaved and Brass’s closest friend and conﬁ dant, 
  Bowgentle, paraded through the streets of Aigues Mortes in 
  humiliation.
  Yes, this book is many things, as are the Kamarg and its 
  protectors. Noble knights, cunning mercenaries, beautiful 
  damsels and wise counsellors. The Kamarg is wild country, 
  ancient country, forgotten country. As the dark shadow of 
  Granbretan gathers in the north, casting itself incubus-like 
  across the heartlands of the nation once called France, the 
  Kamarg stands alone, an island of peace amidst a marsh 
  with its own traditions and cultures and its own stories to 
  tell.
  I, Bowgentle, bid you welcome, weary traveller. Rest here 
  for a while and I will tell you of this place, it’s history 
  and it’s present. You will have questions, no doubt and 
  I shall do my best to answer them as fully as I can. If I 
  fall silent from time to time, it is because there are some 
  things I cannot discuss or choose not to. I am not being 
  discourteous or impolite.
  So, shall we begin?
  About this Book
  A sourcebook for Hawkmoon the Roleplaying Game, this 
  book does precisely what Bowgentle promises. Use it as 
  a guide to Castle Brass, the Kamarg and the Kamarg’s 
  inhabitants. Use it as a basis for adventure and intrigue 
  amongst the narrow, ancient streets of Aigues Mortes and 
  Arles and use it as a developing campaign that tells of the 
  deeds of the Avig Brotherhood and their plans to rid the 
  Kamarg of Count Brass.
  The book is arranged into the following chapters.
  Chapter One – The Kamarg
  In which we learn of the Kamarg and its history
  Chapter Two – Aigues Mortes
  In which we discover more about the town of Aigues 
  Mortes and its people
  Chapter Three – Castle Brass
  In which Castle Brass is described, and we learn 
  something of its illustrious past
  Chapter Four – Tarnished Brass
  In which we learn of the Avig Brotherhood and a 
  conspiracy to depose Count Brass. This chapter is 
  displayed as a participative entertainment; a scenario 
  of cruel plots and the opportunity for great deeds in the 
  Kamarg’s service.
  A variety of maps and charts of the Kamarg region 
  completes the offering.
  What More Could You 
  Need?
  Only the Hawkmoon rulebook, some companions and 
  your own strength of will, with which to protect the 
  Kamarg from the predations of vile intent.
  
  3
  Introduction
  
  4
  The Kamarg
  THE KAMARG
  ‘That ancient land of marshes and lagoons lay close to 
  the coast of the Mediterranean. It had once been part 
  of the nation called France, but France was now two 
  dozen dukedoms with as many grandiose names. The 
  Kamarg, with its wide, faded skies of orange, yellow, red, 
  and purple, its relics of the dim past, its barely changing 
  customs and rituals, had appealed to the old Count and 
  he had set himself the task of making his adopted land 
  secure.’
  – The Jewel in the Skull
  Occupying the Rhone delta and bordering the Middle Sea, 
  the Kamarg is an 800 square kilometre expanse of low 
  marshland, swamp, reed-beds and wild grasslands that 
  is threaded with secretive causeways and peppered with 
  many small islands that are home to the region’s varied 
  wildlife. Few live here; the Kamarg is ancient, untameable 
  country with many treacherous areas concealed within its 
  eerie, romantic beauty. A few hardy crofters occupy some 
  of the larger patches of stable ground but the majority 
  of the Kamarg’s people live in the towns of Arles and 
  Aigues Mortes, preferring to keep the watery wilderness 
  at arm’s-length.
  Travel through the Kamarg is slow and dangerous, if one 
  does not know the causeways and paths of stable land. 
  The ﬂ at, almost featureless countryside makes it easy 
  to become lost or to lose one’s bearings and one false 
  footfall can send the unwary headlong into the marshes, 
  quicksand or other natural hazards that are swift to catch, 
  hold and drown. As if these natural hazards did not make 
  the Kamarg treacherous enough, the land is home to 
  natural and unnatural predators alike: the Marsh Bears; 
  the Reed Serpents and most notorious of them all, the 
  slithering, gibbering Baragoon.
  Before Count Brass became the Kamarg’s Lord Protector, 
  the region was used by the sorcerer Bogomil as a breeding 
  ground for his foul experiments and the wetlands hold all 
  kind of half-hidden remnants of his studies. Things that 
  crawl and ooze; things that swim and snake; things that 
  lurk just beneath the surface of the water and wait for 
  easy prey to blunder by.
  The Kamarg is no place for the unprepared.
   Travelling the Kamarg
  Safely navigating the Kamarg requires a successful 
  Lore (Kamarg) test for every hour of travel. If the test 
  is unsuccessful, the traveller becomes lost for two hours 
  and makes no progress in his journey. To regain his way 
  he needs to make a further Lore (Kamarg) roll at –40%. 
  A Navigation roll can be substituted for Lore (Kamarg) 
  but all tests using Navigation are at half the skill’s value, 
  not including modiﬁ ers for getting lost.
  Even the most experienced traveller of the Kamarg can 
  fall foul of its natural hazards. For every two hours of 
  travel, check the following table to see if a hazard is 
  encountered. If the traveller is lost or has deliberately 
  strayed from one of the safe causeways, add 5 to the 
  result of the die roll.
  1D20
  Hazard
  1–9
  No hazards encountered.
  10–12
  Lose footing and fall.
  13–14
  Treacherous ground. Lose footing and fall 
  suffering 1D4 damage to a random location.
  15
  Hallucinations.
  16
  Waylayer.
  17
  Quicksand.
  18
  Reed Serpent.
  19
  Marsh Bear.
  20+
  Baragoon.
   Lose footing and fall
  The character is drenched from head to foot as he tumbles 
  into one of the streams or small lagoons. Gain one level 
  of Fatigue from the cold and extra weight of sodden 
  clothes and equipment.
   Treacherous ground 
  As above but also lose footing and fall suffering 1D4 
  damage to a random Hit Location.
  Hallucinations
  The haunting quality of the Kamarg plays tricks on the 
  tired mind. The character sees something in the distance 
  that is either falsely comforting, such as a non-existent 
  
  5
  The Kamarg
  inn or a Kamarg Guardian waiting to act as a guide; or 
  sees or hears something disturbing, such as the shadowy 
  ﬁ gure of a baragoon slipping into the nearby reeds, 
  waiting to pounce. A Persistence test is allowed to see 
  through the illusion.
   Waylayers
  Waylayers are groups of thieves and bandits who, upon 
  hearing of someone setting out in to the Kamarg, use 
  personal knowledge and secret pathways to get ahead 
  of the traveller and then attempt to rob and murder him, 
  consigning the body to the quicksand. Waylayers often 
  pretend to be Guardians or claim to be as lost as the 
  travellers in order to gain the characters’ conﬁ dence ﬁ rst, 
  before striking.
  Characteristics: STR 13 CON 12 DEX 13 SIZ 12 INT 
  10 POW 12 CHA 12
  Skills: Athletics 55%, Dodge 45%, Lore (Kamarg) 80%, 
  Perception 55%, Persistence 55%, Resilience 55%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  2/5
  4–6 
  Left Leg 
  2/5
  7–9 
  Abdomen 
  2/6
  10–12 
  Chest 
  2/7
  13–15 
  Right Arm
  2/4
  16–18 
  Left Arm 
  2/4
  19–-20 
  Head 
  2/5
  Leather Hauberk, Trews, Cap: –14% Skill Penalty
  Weapons
  Type  
   
  Weapon Skill  
  Damage AP/HP
  Club 
    
  55%  
   
  1D6 
   3/10
  Broadsword  
  60%  
   
  1D8+1 
  4/14
  Special Rules: Combat Actions: 3, Strike Rank: +12, 
  Damage Modiﬁ er: 0, Movement: 4m
   Quick sand
  A patch of ﬁ rm-looking ground turns out to be quicksand 
  1D6+1 metres deep. It requires a successful Resilience test 
  to avoid struggling and being sucked 0.5 metres deeper 
  into the quicksand pool. If the Resilience roll is successful, 
  the character can make an Athletics test to relax and allow 
  their body to ﬂ oat in the quicksand and resist being sucked 
  down further. If three such Athletics tests are passed in a 
  row, then the character breaks free and climbs out.
  If the Resilience test fails, the next Resilience test is at 
  –10% as the power of the quicksand takes hold and sucks 
  the character down. If three Resilience tests are failed, 
  the character is sucked beneath the surface and starts to 
  take Suffocation damage as outlined on page 96 of the 
  Hawkmoon rules.
  Reed Serpent
  A nest of Reed Serpents is disturbed provoking at attack. 
  See the Reed Serpent description on page 14 for the 
  creatures’ statistics.
  Marsh Bear
  The travellers’ scent is picked-up by a Marsh Bear, which 
  starts to stalk the potential prey through the marshlands, 
  taking up to 1D3 hours before deciding to make its attack. 
  Characters are allowed to make a Perception test, opposed 
  by the Marsh Bear’s Stealth, to see if they realise they 
  are being stalked. Whilst being stalked, any navigational 
  tests to stay on course suffer a –20% penalty, in addition 
  to any other modiﬁ ers. When the bear decides to attack, 
  its statistics can be found on page 14.
  Baragoon
  As above but the stalker is a Baragoon. See the statistics 
  on page 12.
  The  Guardians
  ‘The guardian, like all his fellows, was equipped with 
  a ﬂ ame-lance of baroque design, a sword four feet 
  long, a tamed riding ﬂ amingo tethered to one side 
  of the battlements, and a heliograph device to signal 
  information to the other towers.’
  – The Jewel in the Skull
  The Guardians of Kamarg are an ancient tradition. Men 
  and women appointed by the citizens to protect the region 
  from all harm, to preserve the sanctity of the Kamarg’s 
  wetlands and to ensure and maintain its peace. The head 
  of this special order of warriors is the Lord Guardian, 
  which is currently the much loved Count Brass.
  Brass has held the position of Lord Guardian for almost 
  10 years. Before that, the Lord Guardian was the reviled 
  sorcerer of the Bulgar, Bogomil. Bogomil did little 
  protecting. He ﬁ lled the ranks of the Guardians with 
  his ruthless cronies and sell-swords, men with little 
  interest in preserving the Kamarg from harm and used 
  
  6
  The Kamarg
  This all changed when Count Brass came to the area, 
  searching for a home for himself, his nine-year old 
  daughter and his trusted band of warriors. Believing he 
  would ﬁ nd a place of peace and tranquillity, Brass was 
  horriﬁ ed to see what Bogomil had done to the area and 
  the terror etched into the faces of the good folk of the 
  Kamarg. His stomach was turned by the sight of the 
  Guardians raping both the local women and the land itself 
  – the criminalisation of an old and noble warrior order. 
  He was appalled by the kind of men paying to use the 
  Kamarg as a hunting ground; the kind of men Brass had 
  spent long years battling throughout his many campaigns 
  in Europe.
  Count Brass decided things would change.
  He summoned his trusted cadre of warriors, led by von 
  Villach and went to war against Bogomil, the corrupt 
  Guardians and the hunting parties. Brass sought-out the 
  men who had been upstanding Guardians before Bogomil 
  arrived and retrained and rearmed them. In Aigues Mortes 
  he captured several captains of Bogomil’s Guardians and 
  beat them soundly; then he put them on trial for their 
  crimes. The worst were put to death. The rest expelled. 
  Steadily, methodically he broke the stranglehold of the 
  corrupt Guardians over the region replacing them with 
  the men he had found and retrained.
  Enraged, Bogomil summoned the hunters to come and 
  hunt Count Brass and his followers. He created more 
  baragoon and summoned viler creatures from unspeakable 
  places to protect the castle where he had made his home 
  and to infest the wetlands and decimate the natural 
  wildlife. Count Brass was unimpressed. As a man who 
  had studied sorcery himself and aided by Bowgentle’s 
  wise counsel, Brass was able to counter whatever charms 
  and runes Bogomil decided to level against him.
  When the hunters came to punish Count Brass, led by 
  the Marquis of Pesht, Brass met them with equal force, 
  ﬁ ghting them across the wetlands and ﬁ nally defeating 
  them at the battle of Mejanes where the hunters paid 
  for their villainy with their lives. Finally, Brass and von 
  Villach marched on Bogomil’s castle, accompanied by 
  the assembled mass of the good people of Aigues Mortes 
  and demanded the sorcerer’s immediate surrender. Afraid, 
  perhaps for the ﬁ rst time in his life, Bogomil ﬂ ed using 
  sorcerous means but not before turning loose the contents 
  of his laboratories. Those Guardians who had remained 
  loyal to the spirit of the Kamarg hunted Bogomil through 
  his position to pursue his sorcerous experiments, which 
  resulted in all manner of horrors being introduced into the 
  Kamarg’s wetlands. Rather than guarding the Kamarg, 
  he ensured its vulnerability. Bogomil invited the wealthy, 
  the sadistic and the vainglorious to come to the region to 
  hunt the monsters he had created, turning the peaceful 
  wetlands into a deadly playground. The Guardians he 
  had appointed ensured that the hunting parties were free 
  from interference by the rightful citizens of the region 
  and frequently joined in the hunts themselves. When not 
  pursuing, for sport, the natural wildlife of the wetlands, 
  the Guardians swaggered through Aigues Mortes, Arles, 
  Cacharel and the other small towns, carousing and 
  trouble-making. Those who stood up to their bullying 
  ways were either dealt with violently or snatched from 
  the streets and taken deep into the Kamarg interior to be 
  hunted – either by the hunting parties, themselves or the 
  slithering baragoon. Under Bogomil’s guardianship, the 
  Kamarg became a place of fear and hatred, with the so-
  called Guardians abusing their position at every turn.
  
  7
  The Kamarg
  the marshlands – as he had hunted so many – and when 
  they ﬁ nally caught him skulking in the ruins of an ancient 
  church, snivelling and terriﬁ ed, they tore him apart with 
  such savagery that little remained.
  The Kamarg was freed, at last, from eight years of 
  Bogomil’s tyranny. Count Brass was offered the position 
  of Lord Guardian by the grateful people of the region and 
  he accepted. Bogomil’s castle became Castle Brass and 
  Brass set about undoing the Bulgar sorcerer’s harm. A 
  new order of Guardians was established, using the local 
  people who knew and loved the Kamarg, trained by his 
  own warriors. Brass then set about the task of clearing the 
  wetlands of the baragoon and other foul things unleashed 
  by Bogomil during his tenure. Count Brass returned 
  the Kamarg to those who loved it and understood it. He 
  brought peace back to the region and to ensure that peace 
  would never again be broken, he set about installing the 
  ring of defensive towers that now protect the Kamarg 
  from insurgency.
  The Guardians of the Kamarg are thus men who are 
  loyal to Count Brass and the ways of the region. They 
  are chosen for their dedication and understanding of the 
  Kamarg and every warrior is pledged to ensure that it 
  remains free and unmolested. Every Guardian is trained 
  in the secret roads and causeways through the marshes, 
  schooled in how to preserve the natural residents of the 
  wetlands and reed beds and dedicated to protecting, not 
  abusing, all who live within the Kamarg’s borders.
  Every Guardian is equipped with a broadsword, a 
  ﬂ amelance, a bow and is trained in the riding of the 
  giant ﬂ amingos so they might act as aerial scouts for 
  the region. Every Guardian takes a tour of duty in the 
  towers, using heliographs to communicate regularly with 
  their fellows, alerting the entire defensive ring of anyone 
  approaching the Kamarg’s borders. In this way is the 
  Kamarg defended. In this way has it known peace for a 
  decade and the Guardians are once again the noble order 
  created before the devastation of the Tragic Millennium.
  The Guardians are recognisable by their plumed helmets 
  with curving cheek-guards, their gleaming bronze 
  breastplates, engraved with the symbol of the horned horse 
  and their sky-blue cloaks, trimmed with deep scarlet. 
  When active in the Kamarg, patrolling or keeping watch 
  in the towers, they travel with cloaks of heavy leather to 
  protect them from the Kamarg’s unpredictable weather 
  and the ﬁ erce mistral, which comes in the winter and 
  lasts through to the spring. They are excellent warriors, 
  trained by Brass and von Villach and are capable in the 
  use of the sword, the ﬂ amelance, the hunting bow and the 
  operation of the tower weaponry, even though there has 
  been no cause to make use of it.
  When not serving in the wildlands, the Guardians act as 
  a police force in the towns and villages of the region, 
  usually in their home settlement but sometimes further 
  aﬁ eld if needs dictate. However, as the Kamarg is now 
  a peaceful place, it is rare for them to resort to force, 
  save when dealing with the occasional drunken merchant 
  sailor who has braved the inland waterways to bring trade 
  and supplies to the region. The Guardians are respected 
  and trusted once more and every young boy who sees 
  adventure beyond the salt-ﬂ ats of the Kamarg and a 
  romantic life beneath the wide, azure skies, dreams of 
  becoming a Guardian (or a matador – sometimes both). 
  Count Brass and von Villach are always on the look-out 
  for promising warriors who might join the ranks of the 
  Guardians, because, although the Guardians represent a 
  loyal and elite force, their numbers are not large and as 
  the rest of Europe begins to fall under the cloud of war, 
  Count Brass knows that he cannot be complacent in the 
  matter of the Kamarg’s defence. Whilst he does not see 
  Granbretan as an obvious threat, there are plenty of petty 
  warlords in the outlying French provinces who would 
  quite happily challenge the Kamarg if circumstances 
  forced them in such a direction. The Guardians are 
  needed now, more than ever and both they and the towers 
  are on an almost constant state of alert for the ﬁ rst signs 
  of trouble.
   Guardian Characters
  ‘I swear on the Life Wind that I shall uphold the sanctity 
  of the Kamarg and all who reside within her borders. I 
  swear on my sword that I shall act in the good interests 
  of the Kamarg at all times, shall be as brave as she 
  is strong, shall challenge every foe who would do her 
  harm, and protect every man, woman and child from Her 
  enemies. I swear by the horns of my horse and the wings 
  of my ﬂ amingo that I shall regard all natural creatures 
  of the Kamarg as sacred and protect their habitats as 
  if they were my own. I shall not ﬂ inch from ridding the 
  marshlands of the horrors that would deﬁ le her.
  ‘All this I swear upon my soul and the soul of the 
  Kamarg. I swear I shall be, and will always be, a 
  Guardian.’
  
  8
  The Kamarg
  So say all Guardians. By this oath, a Guardian pledges his 
  allegiance to the protection and sanctity of the Kamarg 
  and all who reside within.
  Any character born in the Kamarg or who accepts it as 
  their home and resided there for at least a year and one 
  day, can attempt to join the order’s ranks. To be accepted 
  as a Guardian, a character must have the following, 
  minimum, skills:
  1H Sword 60%, Flamelance 40%, Inﬂ uence 50%, Lore 
  (Kamarg) 50%, Riding 60%.
  The above oath must be sworn and the character must 
  succeed in an Inﬂ uence test to prove that the oath is 
  binding. If the Inﬂ uence test is failed, the candidate must 
  wait six months before attempting again. Once accepted, 
  he gains 4 Fate Points and 8 points of Reputation. Also, 
  the new Guardian undergoes a three-month period of 
  training, during which he learns the following:
  Lore (Kamarg) +15%
  Riding (Kamarg Horse) +10%
  Riding (Flamingo) +10%
  Tower Artillery DEX+INT
  Flamelance +10%
  Survival +5%
  The Riding skills are additions to the Basic Riding skill, 
  with specialisations for the ﬁ ery horned horses of the 
  Kamarg and the aerial skills necessary to ride a giant 
  ﬂ amingo. Tower Artillery is an Advanced skill covering 
  the operation and use of the scientiﬁ c weapons housed in 
  the defensive towers surrounding the Kamarg. Flamelance 
  and Survival skills are taught to their base values, +10%.
  Guardians are expected to keep these skills honed and 
  at least one skill improvement roll must be dedicated to 
  improving a Guardian skill.
  Guardians are expected to serve a ﬁ ve-day tour of duty in a 
  tower, watching the borders of the Kamarg and signalling 
  to the other towers on a regular basis. A further ﬁ ve day 
  tour, patrolling the marshlands, either on horseback or by 
  ﬂ amingo follows and then a ﬁ ve day tour of duty acting 
  as a town or village Guardian rounds out the duties before 
  a three day period of rest. All Guardians are subject to 
  an immediate summons if Count Brass or von Villach 
  requires their speciﬁ c services for any reason.
  All Guardians are given a broadsword, a plate breastplate 
  (6 points of armour), a ﬂ amingo-feathered plumed 
  helmet (6 points of armour), a dress cape of sky-blue, a 
  waterproof leather cape (2 points of armour to the arms, 
  chest/back and abdomen), a ﬂ amelance, a horned horse 
  and a trained ﬂ amingo (both animals must be named by 
  the Guardian).
  Any Guardian who breaks their oath is subject to a 
  court martial at Castle Brass where their actions must be 
  justiﬁ ed before Count Brass and an appointed council of 
  senior Guardians. If found guilty of a breach, punishments 
  range from ﬁ nes, through to suspension from service and 
  ﬁ nally to complete exile from the Kamarg for life. Not 
  one Guardian serving Count Brass has ever warranted the 
  most severe of any of these punishments.
   Life in the Kamarg
  The Kamarg is not a densely populated region. Many were 
  driven out by Bogomil’s tyranny and have not returned but 
  even so, it was never a region that sprawled with people. 
  The communities in the Kamarg therefore tend to be 
  small, close-knit, insular (especially in the villages of the 
  interior), superstitious, fearful of change and rather simple 
  and parochial in their outlook. Kamargians care nothing 
  for what happens in the rest of France. Some have heard 
  rumours of war in the north and centre and a few have even 
  heard of Granbretan but this is all distant news that has 
  little impact on the traditional way of the life.
  Across the Kamarg the people cultivate crops, especially 
  red rice in vast paddy ﬁ elds and the strange, purple 
  melons that seem to thrive in the marshy waters. There 
  is little livestock breeding save for the famous black and 
  white cattle, which are bred for both meat and sport, 
  in the shape of the bull ﬁ ghts that take place in Aigues 
  Mortes and Arles. Peat-cutting provides fuel for ﬁ res and 
  insulation for roofs, and traditional crafts such as wicker-
  working and reed threading are popular throughout the 
  small settlements. The people are experts at eking a 
  living from the contrary beauty of the Kamarg, which is 
  very rich in some things, such as game and eel but poor 
  in others, such as good, fertile land for growing crops 
  other than rice.
  In the south east, salt is processed using vast woven pans 
  to separate the salt crystals from the brine residues of the 
  Middle Sea and Kamarg salt is a valuable commodity for 
  curing and seasoning. In the North West, in the Alpille 
  
  9
  The Kamarg
  Mountains, bauxite is still mined, which is then used to 
  produce the metal known as luminum, a light, strong 
  metal resistant to rust. Luminum is not produced in large 
  quantities, making it an expensive metal but its uses are 
  many. Granbretan seems not to know of it because, if 
  they did, the Alpilles and the nearby Luberon mountains, 
  would surely be awash with sorcerer-scientists seeking 
  ways of gaining more of this remarkable material.
  In the towns of Aigues Mortes and Arles, life is straight-
  forward and peaceful. Both are trading centres with 
  markets and merchants of their own but for the most part 
  daily life is uneventful and people like it that way. The 
  pace of life is relaxed and unforced. Count Brass is to 
  thank for much of this, returning the values of simplicity 
  and peace in the wake 
  of Bogomil’s efforts to 
  exploit and frighten.
  The 
   Towers
  ‘Count Brass made 
  no movement at ﬁ rst; 
  he merely watched 
  the huge press of 
  horsemen as they 
  came nearer and 
  nearer. Then he lifted 
  his sword again, 
  yelling, “Towers 
  - open ﬁ re!” The 
  nozzles of some 
  of the unfamiliar 
  weapons turned 
  toward the enemy 
  riders, and there 
  came a shrieking 
  sound that Hawkmoon 
  thought would split 
  his head, but he saw 
  nothing come from the 
  weapons.
  ‘…Count Brass 
  was riding for the 
  tower under attack. 
  They saw him leap 
  from his horse and 
  enter the building, 
  which seemed doomed. Moments later the tower began 
  to spin faster and faster, and Hawkmoon realised in 
  astonishment that it was disappearing below the ground, 
  the ﬂ ame passing harmlessly over it. The cannon turned 
  its attention to the next tower, and as it did so, this tower 
  began to spin and retreat into the ground while the ﬁ rst 
  tower whirled upward again, came to a halt, and let 
  ﬁ re at the ﬂ ame cannon with a weapon mounted on the 
  battlements.’
  – The Jewel in the Skull
  The watch towers of Count Brass encircle the Kamarg like 
  a torq of stone and metal. Brooding, gloomy, functional 
  things, each tower is eight metres high and peppered with 
  
  10
  The Kamarg
  slits for weaponry, all of which is of a strange, fearful 
  design commissioned by Count Brass himself.
  Brass ﬁ rst had the idea for the towers whilst ﬁ ghting a 
  campaign in the lands beyond Turkia, where the citadel of 
  a city he was besieging was equipped with a ﬂ amecannon 
  and was capable of rising and lowering to meet attacks at 
  different levels. On his return to Europe, Brass sought the 
  best engineers and armourers he could, including such 
  geniuses as the Lady Girac of Marenne and Montagu 
  Colpitz of Koblenz. The designs took years to perfect and 
  it was Brass’s intention to sell the ideas to the wealthy but 
  beleaguered, city-states of Europe as part of his role as 
  a military adviser and mercenary. Few, however, would 
  entertain the idea, preferring to rely on ranked troops 
  rather than fanciful, elevating fortiﬁ cations.
  When Count Brass came to the Kamarg and saw 
  the vulnerability of the region, he decided to ﬁ nally 
  implement the designs he had spent so long perfecting. 
  Brass was wealthy enough to fund the strategy but 
  fortunately Bogomil had left without taking much of 
  the wealth he had accrued during his reign of atrocity 
  and so Brass put that money to good, civic use, making 
  Bogomil’s wealth protect the Kamarg, as it always should 
  have done, instead of despoiling it.
  There are 40 towers in all, aligned along the Kamarg’s 
  borders like a stone and steel halo. They follow the lines of 
  the Great Rhone and the Petit Rhone rivers, with a heavier 
  concentration just to the south east of the Grand Rhone, 
  where the ground is most stable and thus most vulnerable 
  to attack. Each tower is self-sufﬁ cient, carrying supplies 
  of food and water to support four occupants for two to 
  three months at a time. The accommodation is basic: 
  a ﬂ oor for living and cooking, a ﬂ oor for sleeping and 
  then an armoury, stocked with ﬂ amelance, crossbows, 
  spears, swords, armour and other implements of war. The 
  upper ﬂ oor is where the science weaponry is housed; the 
  bizarre, dreadful weapons Count Brass installed such as 
  the sonic and cold cannons. 
  In the centre of the tower, running its full length, is a 
  heavily armoured control shaft that links with the 
  movement mechanisms buried below ground level, in 
  reinforced concrete bunkers, powered in a fashion Count 
  Brass has never divulged. When used in anger, such as 
  during the Battle of the Kamarg when Granbretan brings 
  its full might to bear against Hawkmoon and Count 
  Brass, three Guardians operate the tower’s weaponry 
  whilst a fourth operates the controls to rotate the tower 
  and when necessary, spin it down into the ground for 
  added protection.
  To raise or lower, the tower spins on its axis, descending 
  by 1 metre per Combat Action. Every tower has 20AP 
  and Hit Points according to the Hit Location table below. 
  If struck and damaged, use the Tower Hit Location table 
  to determine the effects.
   Tower Hit Locations
  1D20
  Location
  Notes/Function
  AP/HP
  01–03
  Ground Floor Entrance
  20/60
  04–06
  First Floor 
  Living, Kitchen & 
  Stores
  20/60
  07–09
  Second Floor
  Sleeping
  20/60
  10–12
  Third Floor 
  Control area and 
  Armoury
  20/60
  13–15
  Fourth Floor 
  Weapons platform 20/60
  16–18
  Roof 
  Heliograph and 
  Flamingo landing 
  area
  10/60
  19–20
  Control 
  Mechanism
  Central Control 
  Shaft
  15/40
  Any location reduced to zero Hit Points becomes 
  structurally unstable. Occupants of the area need to make 
  Athletics tests every Combat Round to avoid falling 
  rubble, unsafe ﬂ oors and other debris. If the test is failed 
  1D6 points of damage is sustained to a random location.
  If a ﬂ oor is reduced to a negative value equal to half the 
  Hit Point total or greater, the ﬂ oor collapses, with all 
  occupants needing to make Athletics tests at –30% to 
  grab onto something solid and avoid falling.
  If the Control Mechanism is reduced to zero Hit Points, 
  the tower cannot move at all. If reduced to a negative 
  value equal to half the Hit Point total or greater, then there 
  is a risk of explosion within the tower equal to the total 
  points of damage the Control Mechanism has sustained. 
  The explosion causes 2D6 points of damage throughout 
  the tower, injuring anyone within the structure. Resilience 
  tests are allowed and a successful test halves the damage 
  taken from the explosion.
  The weapons held by a tower vary. Roll on the Tower 
  Weaponry Table to determine a tower’s offensive 
  capability. Each tower has one such weapon.
  
  11
  The Kamarg
   Tower Weaponry Table
  1D20
  Weapon Type
  Refer to…
  01–10
  Earth Cannon 
  (Magnitude 3)
  Weapons of Brass, 
  below
  11–12
  Fear Cannon 
  (Magnitude 3)
  Weapons of Brass, 
  below
  13–14
  Flame Cannon 
  (Magnitude 3)
  Hawkmoon
  15–16
  Ice Cannon 
  (Magnitude 3)
  Weapons of Brass, 
  below
  17–18
  Sonic Cannon 
  (Magnitude 3)
  Hawkmoon
  19–20
  Water Cannon 
  (Magnitude 3)
  Weapons of Brass, 
  below
   Weapons of Brass
  These special weapons are built to Count Brass’s 
  speciﬁ cations and conform to the Artefact Sorcery rules 
  found in the Sorcery chapter of Hawkmoon.
  Earth Cannon
  Casting Time: Three Months + one Month per point of 
  Magnitude, Artefact, Requires Laboratory, Consumes 
  10,000 silver plus 5,000 per point of Magnitude
  Shaped like an open-ended globe attached by snaking 
  pipes that lead into the bowels of the tower, the earth 
  cannon produces enormous gouts of hot, sticky, slippery 
  mud. The force of being hit by this weapon is tremendous: 
  an Athletics test at –40% is required to remain upright, 
  otherwise the target is knocked-back by 3 metres for 
  every point of the cannon’s Magnitude.
  Once hit, the target is covered in mud almost from 
  head to toe. The mud sticks and begins to dry almost 
  immediately. All skills are reduced by 30% per point of 
  Magnitude, and movement is reduced by half until the 
  mud can be washed away, which takes several hours of 
  scrubbing in a hot bath.
  The cannon has a range of 50 metres for every point of 
  Magnitude. An area in metres equal to the Magnitude also 
  becomes slicked with mud which requires an Athletics 
  test to cross without falling over.
   Fear Cannon
  Casting Time: Four Months + one Month per point of 
  Magnitude, Artefact, Requires Laboratory, Consumes 
  20,000 silver plus 5,000 per point of Magnitude
  The fear cannon resembles a ﬂ amelance but longer and 
  with a wide, ﬂ at, cobra-shaped head at one end. The jewel 
  set into this cobra-head is a dull green, which pulses with 
  a sickly malevolence when the fear cannon is activated.
  The cannon can affect an area in metres equal to twice 
  its Magnitude and has a range of 20 metres per point of 
  Magnitude. Anyone caught in the sickly glow emanating 
  from the weapon must make a Persistence test opposed 
  by the weapon’s Magnitude x30. If the target succeeds, 
  they are overcome by deep feelings of unease but can 
  otherwise function at a skill penalty of –10% for each 
  point of the cannon’s Magnitude. If the test is failed, 
  the target is gripped by sheer terror and has no option 
  other than to ﬂ ee the battleﬁ eld, screaming and weeping. 
  The effect lasts for one hour per point of the weapon’s 
  Magnitude. If the target fumbles the opposed test, he 
  curls into a foetal position and weeps uncontrollably, his 
  mind broken for a number of days equal to the Magnitude 
  of the cannon.
   Ice Cannon
  ‘This weapon shone green and purple and had a bell-
  shaped mouth. A series of round white objects ﬂ ew from it 
  and landed near the ﬂ ame cannon. Hawkmoon could see 
  them bouncing amongst the engineers who manned the 
  weapon.
  ‘Then Hawkmoon saw that the white spheres had stopped 
  bouncing and that the ﬂ ame cannon no longer gouted 
  ﬁ re. Also the hundred or so people near the cannon were 
  no longer moving. Hawkmoon realised with a shock that 
  they were frozen. More of the white spheres shot from the 
  bell-shaped mouth of the weapon and bounced near the 
  catapults and other war engines of Granbretan. Shortly, 
  the crews of these were also frozen and rocks ceased to 
  fall near the towers.’
  – The Jewel in the Skull
  Casting Time: Five Months + one Month per point of 
  Magnitude, Artefact, Requires Laboratory, Consumes 
  20,000 silver plus 5,000 per point of Magnitude
  
  12
  The Kamarg
  For every point of Magnitude, the ice cannon ﬁ res 1D4 
  white projectiles that split when they come into contact 
  with a hard surface, after bouncing for a metre or two. 
  Each sphere releases a freezing gas that covers a radius 
  of 1D10 metres. Everyone caught in the radius of the 
  sphere must make a Resilience test or sustain 1D4 points 
  of freezing damage per point of the cannon’s Magnitude 
  to every Hit Location. Targets reduced to zero Hit Points 
  in two or more locations are literally frozen to the spot 
  but remain alive, if immobile. Damage in excess of a Hit 
  Location’s Hit Points is treated as per the Hawkmoon 
  damage rules.
   Water Cannon
  Casting Time: Three Months + one Month per point of 
  Magnitude, Artefact, Requires Laboratory, Consumes 
  10,000 silver plus 5,000 per point of Magnitude
  The water cannon resembles a wide, ﬂ at nozzle 
  connected to a series of tubes and pipes that disappear 
  into the tower’s interior. It emits hundreds of gallons 
  of pressurised water when ﬁ red, delivering 1D6 points 
  of damage, plus Knockback effects, for every point of 
  Magnitude.
   Wildlife
  The Kamarg is a haven for wildlife, attracted by the 
  sprawling marshes and dense reed beds that offer shelter 
  and safety. Countless species of birds migrate to the 
  Kamarg throughout the year, many from distant realms 
  unknown to most Kamargians. Harriers, terns, egrets, night 
  herons, bitterns and swallows turn the air into a whirling 
  maelstrom of wings and bird screech when disturbed.
  Clouds of another kind – ﬂ ies and mosquitoes – abound 
  in the summer, when dense swarms of these pests rise 
  up from the ponds and lagoons to frustrate travellers and 
  bite at exposed skin. It is impossible to repel the insects, 
  especially the determined mosquitoes and midges, 
  which seem to follow the traveller like a nipping, blood-
  sucking shadow.
  Elsewhere the Kamarg is alive with muskrat, otter, rabbit 
  and vole; things that swim and burrow and make their 
  homes in the tall thickets of bamboo-like reeds that 
  abound across the region. As noted earlier, the Kamarg is 
  also home to fouler things…
   Baragoon
  For statistics, see page 139 of the Hawkmoon rules.
  Those who angered or crossed Bogomil experienced the 
  dreadful transformation into the gibbering, malevolent 
  baragoon. Employing machinery and spells that Count 
  Brass subsequently destroyed, Bogomil turned out 
  these creatures ﬁ rst as general forays into biological 
  experimentation and then as a way of punishing those 
  who displeased him and as a way of creating monsters 
  for the entertainment of the murderous hunting parties 
  Bogomil encouraged.
  Gross in size and stripped of most of their human 
  intelligence, the baragoon were designed to perfectly 
  survive in the desolate wetlands and be vicious enough 
  to stalk and attack anything inadvertently crossing their 
  path. Capable of slithering through the grasses, reeds and 
  across quick sands, baragoon are expert killing machines, 
  both ﬁ erce and unmerciful. Their existence is both a 
  tragedy and a blasphemy, with even Count Brass – the 
  
  13
  The Kamarg
  scourge of these creatures – ﬁ nding it within himself to 
  show a little mercy now and again.
  Baragoon have been made almost extinct since Count 
  Brass became Lord Guardian. They cannot reproduce 
  and feed on whatever they can catch and kill. They 
  slither rather than walk, propelling themselves along on 
  their bile-coloured bellies with their huge, sharp talons, 
  sucking-in marsh air through jagged teeth and expelling 
  it in foul-smelling gusts. Caught in perpetual agony, 
  baragoon wail and gibber out of both pain and insanity, 
  their cries startling animals, which ﬂ ee before them. If a 
  baragoon sees a potential victim it will attempt to stalk it, 
  making use of the murky waters and concealed marshes 
  to launch a surprised attack, rearing up on its hind legs 
  before falling forward, lunging with its steel-like talons. 
  A baragoon ambush is a swift and bloody affair, with the 
  remains being dragged into the marshes to be consumed 
  when the creature is ready. Sometimes the unfortunate 
  victim is not yet dead when dragged away in this fashion 
  and suffers a slow, lingering demise as it is eaten alive.
   Giant Flamingo
  For statistics, see page 143 of the 
  Hawkmoon rules.
  The Kamarg is famed for its giant, rider-
  carrying ﬂ amingos and they are found 
  nowhere else. Their prodigious size is a 
  result of the Tragic Millennium’s strange 
  effects on much of the wildlife of the 
  region but apart from their size, they are 
  much the same as ﬂ amingos elsewhere.
  Flamingos are naturally timid birds 
  and it takes great skill and patience 
  to train them to accept a human rider 
  and then ﬂ y with them. Usually a bird 
  must be trained from hatching to accept 
  human interaction and so eggs are kept 
  in hatcheries and the chicks inculcated 
  from the ﬁ rst day to accept the human 
  touch. Wild ﬂ amingos are far less 
  predictable, taking ﬂ ight at the ﬁ rst sight 
  of a human moving into their midst and 
  a wild ﬂ amingo is exceedingly difﬁ cult 
  to train, if it can be caught at all.
  The Guardians are constantly on the 
  look-out for abandoned nests so that 
  eggs can be taken back to Aigues Mortes and the skilled 
  trainers who prepare the Guardians’ ﬂ amingos for riding. 
  The same care and expert eye that is applied to horse or 
  bull ﬂ esh is applied to ﬂ amingo wrangling and the best 
  trainers and carers command their own prices.
   Horned Horse
  ‘They rode hard, the three of them, through the secret 
  pathways of the marshlands, with huge clouds of giant 
  ﬂ amingos passing through the air over their heads, 
  herds of wild horned horses galloping away from them. 
  Count Brass waved a gloved hand. ‘Such a land is 
  worth defending with all we have. Such peace is worth 
  protecting.’
  – The Mad God’s Amulet
  For statistics, see page 145 of the Hawkmoon rules.
  Like the ﬂ amingos the horned horses are unique to the 
  Kamarg. A formidable and hardy breed, the predominant 
  colour is white although dappled and sometimes, 
  
  14
  The Kamarg
  chestnut-coated examples are found. The horned horses 
  are fearless, sure-footed and instinctively attuned to the 
  dangers of treacherous conditions of the marshlands. 
  They are also loyal; a Guardian and his horse share an 
  emotional bond and no sane Guardian would trust any 
  other form of mount as he trusts his horse. They do not 
  balk at battle and are resilient to the turmoil around – as 
  demonstrated at the Battle of the Kamarg when the full 
  might of the Dark Empire cannot intimidate the beasts, 
  even when all around is the din of destruction and terror.
  Like ﬂ amingos, wild horses are difﬁ cult to master and 
  require a sure and special hand. Those that are bred in 
  captivity never truly lose their wild nature and they love 
  nothing more than to gallop hard through the waters of 
  the Kamarg although, when with their trusted rider, there 
  seems to be extra purpose and drive in their hooves.
   Marsh Bear
  Solitary predators, marsh bears are active year-round, 
  prowling the wetlands primarily for ﬁ sh, rodents, birds 
  and other game but quite willing to tackle larger and 
  more defensive prey. Marsh bears are slightly smaller 
  than a grisly and covered in a long, thick, shaggy coat 
  that forms into matted locks around the bear’s body. 
  This matting of hair provides excellent camouﬂ age as 
  well as some natural protection. As the coat is naturally 
  waterproof, marsh bear hide and hair is much sought 
  after for fashioning waterproof garments.
  Marsh bears like to stalk their prey. They are not 
  especially stealthy hunters because of their bulk but they 
  are cunning and tenacious. A marsh bear will stalk for 
  many kilometres, remaining at a respectful distance, 
  before it decides to close-in for a surprise attack.
  Characteristics
  STR 
  3D6+15 (25)
  CON 
  2D6+6 (13)
  DEX 
  3D6 
  (10)
  SIZ 
  3D6+15 (25)
  INT 
  5
  POW 3D6 
  (10)
  Marsh Bear Hit Locations
  D20
  Hit Location
  AP/HP
  1–2
  Right Rear Leg
  4/8
  3–4
  Left Rear Leg
  4/8
  5–7
  Hindquarters
  4/9
  8–10
  Chest
  4/10
  11–13
  Right Front Leg
  4/7
  14–16
  Left Front Leg
  4/7
  17–20
  Head
  4/8
  Weapons
  Type 
   
  Weapon skill 
  Damage
  Bite 
   
  60% 
   
  1D8+1D10
  Claw 
   
  50% 
   
  1D6+1D10
  Special Rules
  Combat Actions: 2
  Strike Rank:  
  +7
  Movement:  
  4m
  Skills:   
  Athletics 25%, Perception 50%,  
   
   
   
  Resilience 45%, Stealth 15%,  
   
   
   
  Survival 60%, Tracking 65%
  Typical Armour: Tough Hide and matted fur (AP 4, no   
   
   
  Skill Penalty)
   Reed Serpents
  Perfectly camouﬂ aged, reed serpents have the colour and 
  appearance of the dense reeds that cover the Kamarg. 
  Although relatively uncommon and only attacking if 
  provoked, reed serpents are nevertheless a menace for 
  the unwary traveller who steps into a reed bed without 
  bothering to check ﬁ rst. A typical nest of reed serpents 
  contains 1D3 individuals, which if disturbed, will bite.
  Reed serpents are a metre long and have a single eye 
  in the centre of a narrow, ﬂ at skull. They are venomous 
  and whilst their venom is not fatal, it is painful, causing 
  swellings in joints and around the area of the bite. The 
  venom has a potency of 75 and a delay of 1D4 Combat 
  Rounds. If affected the joints of the arms and legs swell, 
  causing 2 HP of damage to each limb with the effects 
  
  15
  The Kamarg
  lasting for 2D6 days. Within 1D4 Combat Rounds of 
  being bitten the victim suffers two levels of Fatigue, 
  which persists for the duration of the poison. Healing and 
  rest alleviates the afﬂ iction but if any physical activity 
  is undertaken whilst the poison is still in the body, two 
  levels of Fatigue are immediately regained.
  Characteristics
  STR 
  1D6+1 (5)
  CON 
  2D6 
  (7)
  DEX 
  4D6+6 (20)
  SIZ 
  1D6 
  (4)
  INT 
  2
  POW 2D6 
  (7)
  Reed Serpent Hit Locations
  1D20
  Location
  AP/HP
  01–10
  Fore body
  1/4
  11–18
  Hind body
  1/3
  19–20
  Head
  1/3
  Weapons
  Type 
   
  Weapon skill 
  Damage
  Bite 
   
  80% 
   
  1D4–1D6
  Venom – see above
  Special Rules
  Combat Actions: 4
  Strike Rank:  
  +11
  Movement:  
   4m on ground, 6m in water
  Traits  
  Excellent Swimmer
  Skills:   
  Perception 30%, Persistence 35%, 
  Resilience 35%, Survival 40%
  Typical Armour: Salt encrustation (AP 1, no Skill 
  Penalty)
   Salt Leech
  Salt leeches proliferate in the southern marshes and salt 
  pools of the Kamarg. White, elongated, writhing leeches 
  of prodigious size and with the remnants of human faces, 
  the salt leeches of the Kamarg are, like their smaller 
  counterparts, blood-drinkers although they can survive 
  on both salt and mineral deposits found around and at 
  the bottom of the marshes. The salt leeches are a double 
  tragedy: the original creatures were an experiment by 
  Bogomil and were far more human in appearance with 
  limbs and a rudimentary intelligence, with the elasticity 
  and swimming capabilities of a true leech. After Bogomil 
  was deposed, the science enclave of Giraud captured 
  several individuals and attempted to separate the human 
  from the invertebrate. The experiment went disastrously 
  wrong and something far more tortured and leech-like was 
  the result. The creatures were kept in vats for continued 
  study but somehow either escaped or were released and 
  now they are at large in the Kamarg once more.
  Salt leeches are encrusted with salty deposits exuded 
  through their skin. When they bite and attach themselves 
  to their prey, salt is delivered into the wound, causing 
  intense agony on top of the drainage of blood from the 
  host. The bite and grip of a salt leech is horriﬁ cally strong. 
  They cannot be pulled off once a hold has been taken and 
  must be soaked in a heavy alkali solution to cause them 
  to release, even when dead. This would be disturbing 
  enough but the human-like faces of the leeches, with their 
  blank, unseeing eyes, snub noses and round, gasping 
  mouths, complete a picture of true monstrousness. Any 
  intellect they possessed has gone, replaced by the sole 
  need to feed and reproduce, which they can do asexually 
  and frequently.
  Falling into a swamp, pool or pond infested by salt leeches 
  attracts the creatures, which detach from the bottom 
  and squirm upwards towards the source of blood. They 
  always attempt to bite an uncovered area but are able to 
  squeeze their boneless heads between gaps in clothing 
  and armour. A successful bite means the creature has 
  taken hold and it drains blood from a Hit Location at the 
  rate of 1HP every hour. The salt exuded from the leech 
  gets into the wound causing intense pain to the victim. 
  A Resilience test is necessary every hour to resist the 
  hideous burning sensation that courses through the body 
  as more salt is introduced into the blood stream: a failure 
  results in immediate unconsciousness. For every 3HP of 
  damage caused by the leech’s bite, the victim also loses 
  1 point of CON as the salt builds in the body. Once CON 
  reaches half its usual value, the victim suffers a massive 
  heart attack, brought about by salt poisoning: another 
  Resilience test is made, based on the reduced value of the 
  victim’s CON. If successful, the victim survives the heart 
  attack but sustains 1D8 damage to the chest location. If 
  the test fails, then the victim dies.
  
  16
  The Kamarg
  Characteristics
  STR 
  2D6 
  (7)
  CON 
  2D6+3 (10)
  DEX 
  3D6+6 (17)
  SIZ 
  1D6+3 (7)
  INT 
  2
  POW 2D6 
  (7)
  Salt Leech Hit Locations
  1D20
  Location
  AP/HP
  01–10
  Fore body
  1/5
  11–18
  Hind body
  1/4
  19–20
  Head
  1/4
  Weapons
  Type 
   
  Weapon Skill 
  Damage
  Bite 
   
  40% 
   
  1D4-1D4
  Blood drain and salt infection – see above
  Special Rules
  Combat Actions: 3
  Strike Rank:  
  +10
  Movement:  
   4m
  Traits:  
  Excellent Swimmer, Life Sense
  Skills:   
  Perception 30%, Persistence 35%, 
  Resilience 35%, Survival 40%
  Typical Armour: Salt encrustation (AP 1, no Skill 
  Penalty)
  The  Mistral
  The ﬁ erce winds that cleave down from the north, 
  battering the Kamarg and surrounding region throughout 
  the autumn, winter and early spring are known as the 
  mistral, which in the ancient tongue of the region, means 
  ‘master’. It is also known as the Cleansing Wind and 
  the Life Wind because, in the bleak days of the Tragic 
  Millennium the mistral swept away the harmful gases 
  and dusts that caused devastation, sickness and death 
  elsewhere, leaving the Kamarg almost untouched.
  In the old days the wind was hated but endured with 
  typical Karmagian stoicism. Now, in the days of Count 
  Brass, it is almost welcomed even though its icy gusts 
  are powerful enough to knock a rider from his horse 
  and wrench the slates from the roofs. The people of the 
  Kamarg are inured to it although the more sensitive can 
  predict its approach with a growing irritability and intense 
  headaches as the pressure around the region builds and the 
  atmosphere becomes dense and oppressive. To those who 
  have not lived with the mistral their ﬁ rst experience of the 
  Life Wind is unlikely to be pleasant. Any kind of activity 
  undertaken in the face of its raw power is exhausting and 
  only the most desperate or foolish venture outdoors when 
  it is at its strongest. All Skill Tests are subject to a –20% 
  penalty and Fatigue is reached in half the normal time as 
  one struggles against the incessant, primal current.
  Always a superstitious people, folk of the Kamarg 
  believe that the mistral is more than just a wind but 
  also a harbinger. As the mistral builds and the people 
  scurry around, settling livestock, securing roof slates and 
  steeling themselves for the onslaught, allow a Fate test. 
  If the test is successful and lower than the character’s 
  POW Characteristic, the character experiences vivid 
  dreams relating to forthcoming events, almost as if the 
  mistral is driving the future down into the heart of the 
  Kamarg. These dreams are unspeciﬁ c and perhaps even 
  contradictory but they are potent nevertheless. In Aigues 
  Mortes there are several wise people who will, for a silver 
  or two, listen to the ‘Wind Dreams’ of others and offer an 
  interpretation. Usually these are comforting words but 
  occasionally, a dream is so potent that the interpreters can 
  ﬁ nd speciﬁ c meanings and omens. Sometimes several 
  people experience the same or similar dreams, which the 
  mistral interpreters share with each other and then report 
  to Bowgentle, who is fascinated by this phenomenon.
   Places of the Kamarg
   Aigues Mortes
  Considered the capital of the Kamarg, Aigues Mortes is 
  an ancient walled town in the shadow of Castle Brass. It 
  is covered in a great deal of detail in the next chapter.
   Albaron
  Albaron is 25 kilometres from Aigues Mortes and stands 
  on the crossroads of the four main causeways threading 
  across the Kamarg. It is a small, simple town of old, low 
  houses with grass and slate roofs, whitewashed walls and 
  a sleepy demeanour. The people of Albaron are protective 
  of each other and their town, welcoming strangers but 
  always being wary of them. Shutters twitch as the people 
  of Albaron watch strangers ride into their town. Before 
  Count Brass came, the hunting parties invited by Bogomil 
  used Albaron as a staging point before continuing on to 
  the castle and being typically cruel and arrogant men, 
  lured by the prospect of barbaric hunts and bloodletting, 
  
  17
  The Kamarg
  they did not treat Albaron or its people with any kind of 
  courtesy. The good folk of the town have never forgotten 
  the hunters and even now, a decade later, travellers, 
  especially groups of armed adventurers, are viewed with 
  deep suspicion. The people are civil – almost deferential 
  – but tight-lipped until they are sure of the strangers’ 
  intentions. All strangers are reported to the Guardians, no 
  matter what or how honest their business might be.
  Albaron has a single taverna, run by the craggy old 
  Guardian Vendredai who narrowly escaped Bogomil’s 
  horrifying machines and was forced to ﬂ ee to Lyon until 
  Count Brass rid the area of the sorcerer and Vendredai 
  could return. Too old now to serve as a Guardian, 
  Vendredai is resentful of the fact and both morose and 
  bitter as a result. He is, of course, in deep admiration of 
  Count Brass but he cannot help his sadness and anger that 
  his best years are behind him and a new, younger order 
  of Guardians has been established to fulﬁ l a job that he 
  knows, in his heart, he is still capable of doing. On his 
  regular patrols of the Kamarg, Count Brass sometimes 
  spends the night in Albaron, staying at Vendredai’s 
  taverna where he is happy to entertain the locals with 
  stories of his exploits across Europe. Later, when they are 
  alone, Brass and Vendredai share a ﬂ ask of good brandy 
  and play-out a familiar ritual: Vendredai offers proof of 
  how strong and resolute he still is and challenges Brass to 
  arm wrestle. Brass accepts and lets the old man win and 
  promises that, one day, he will call Vendredai back for 
  one, last service, where he will be able to don the garb of 
  a Guardian once more and serve the Kamarg for a ﬁ nal 
  time. Whenever newcomers stay at his taverna for any 
  length of time, Vendredai always gets around to telling 
  them of Count Brass’s promise. He exchanges free drinks 
  for news from outside the Kamarg, questioning deeply 
  and then turning his questions into a speculative ramble, 
  in which he attempts to predict how Count Brass will 
  require his services. He ends his drunken reverie with the 
  words ‘Mark what I have said, for the mistral shall bring 
  it!’ and then slips into a brooding, maudlin silence as the 
  taverna empties and people retreat to their beds.
   Arles
  Once Arles was the capital of the Kamarg but that was 
  long ago. It is by far the largest town of the region but 
  its splendour has long faded to be replaced by Aigues 
  Mortes – something many natives of Arles ﬁ nd hard to 
  countenance. With Count Brass’s Lord Guardianship, 
  Aigues Mortes’s position has waxed whilst Arles’ s has 
  waned and there is considerable bitterness amongst those 
  who believe their city should represent the beauty of 
  the Kamarg rather than the walled town anchored to the 
  western marches.
  Geography
  Sliced by the mighty Rhone River and like Aigues Mortes, 
  Arles is built on a grid-like structure with many small 
  huddles of buildings that form blocks of communities 
  and distinct districts. It was once known as the largest 
  city in the whole of the Frankish lands but the Tragic 
  Millennium has stripped Arles back to its central core 
  although the wide streets and tall buildings recall the 
  long-gone days of its true glory.
  The city is choked with ruins. Crumbling buildings of the 
  Old Days mix with more ancient ruins of the Romanyans, 
  an empire, it is said, that rivalled that of Granbretan in its 
  reach and audacity. The ruins hold no special attraction 
  for the Arlesians and many have been plundered to build 
  new structures, so that many houses are a mixture of 
  new styles made with stone dressed for a more ancient 
  architecture. The effect, in some places, is startling, with 
  buildings displaying several clashing styles in the same 
  sets of walls with little care for identity or purpose.
  To the east, the arid plains of Crau stretch unbroken in their 
  dryness. To the north, the land is scrub-like and potholed. 
  However to the west and south, the Kamarg opens like 
  an oasis with Arles its watching guardian. From the high, 
  domed towers of the city one can see across the Kamarg 
  all the way to the Middle Sea. The salt-ﬂ ats are streaks 
  of brilliant white; the lakes and lagoons of the Kamarg, 
  shimmering stretches of blue-green, dotted with pink as 
  the giant ﬂ amingos of the region feed and strut through 
  the reed-beds.
  The  Bullring
  There can be no question that the most stunning part of 
  the city is the ancient bullring, built, it is said, by the 
  Romanyans. A huge stone oval with many arches and 
  towers, the bullring is a focal point for life in the city. The 
  market gathers around its perimeter weekly and whilst it 
  lacks the vibrancy of the Aigues Mortes markets, the one 
  that forms around the bullring is nevertheless a hive of 
  trade and activity.
  The bullring is owned and controlled by Count Huras, 
  one of the wealthiest men of Arles and the owner of 
  the Gimeaux estate (see page 21). Huras has spent a 
  considerable amount of time and money restoring the 
  
  18
  The Kamarg
  bullring to all its Romanyan glory, including the many 
  triumphal statues that grace the archways and alcoves 
  peppering the bullring. Many of these statues carry 
  Huras’s likeness and more carry the likeness of other 
  wealthy patrons who are either friends of Huras or who 
  contributed sums of their own to the renovation project. 
  Once, these statues would have been to gods and a few 
  have pointed out that the moneyed of Arles are assuming 
  a similar position. Those who care little for Count Huras 
  offer mock bows as they pass by one of his statues whilst 
  others throw rotten fruit, aiming for the head. To be 
  caught deﬁ ling a statue of the bullring is to be either ﬁ ned 
  or ﬂ ogged, such is Huras’s vanity.
  The bullring stages bull ﬁ ghts weekly. Matadors from 
  across the Kamarg are drawn to the contests, which are 
  described in more detail elsewhere in this chapter and 
  in the next. The most famous of the Arles matadors is 
  Mahtan Just, a young man of rare talent and courage who 
  has caught the hearts and minds of the crowd. Others, 
  like Rantz Eskobah and Julus Firrip made their names 
  in the bullrings of Espanyia but now, with the patronage 
  of Count Huras, have made their homes in Arles close to 
  the arena.
  The People
  Like most of the Kamarg, the people of Arles are proud 
  and independent. Arles did not suffer under Bogomil’s 
  tenure as did Aigues Mortes and the interior settlements 
  and as a result, the people of Arles have some difﬁ culty 
  appreciating the sorcerer’s malevolent inﬂ uence over 
  the region. Some, like Count Huras, do not believe half 
  the tales told about Bogomil and there is some debate 
  over whether or not Count Brass was right to depose 
  him. Most agree that Brass has made a much better Lord 
  Guardian and the ring of defensive towers is considered 
  an excellent move in these fractious times.
  If anything the Arlesians, clinging to the lapsed grandeur 
  of their city, look upon the folk of the Kamarg and Aigues 
  Mortes as simple and superstitious souls who should, 
  to some extent, be humoured and perhaps, pitied. The 
  nobility of Arles, whilst small in number, is wealthy 
  enough to enforce such attitudes and what the nobility 
  does and says, most emulate to some degree.
  Nevertheless Arlesians are friendly. They are famed for 
  their olive oil and their wine. They dress in bright colours 
  and the men folk favour a dark, wide-brimmed hat whilst 
  the women wear delicately stitched bonnets of starched 
  white linen. Arlesians are relaxed, good company and 
  whilst more outward looking than the rest of the Kamarg, 
  still inwardly focused to be not unduly concerned with 
  what happens in the other petty kingdoms of France.
   Beauduc Lighthouse and the 
  Mother of Pearl
  A lonely, partially ruined square tower at the end of a 
  sweeping curve of a narrow island at the southern end of 
  the Kamarg is all that remains of the Beaduc lighthouse. 
  The area is remote and difﬁ cult to reach and for these 
  reasons the lighthouse has been largely forgotten.
  For many years it was considered to be haunted and 
  was the source and focus of many local myths, ghost-
  stories and tales designed to frighten wayward children 
  into better behaviour. Before the Tragic Millennium, it is 
  said that the lighthouse was alive and would guide ships 
  onto the sandbanks, stranding sailors, instead of bringing 
  them safely into the canals serving Aigues Mortes and 
  the interior. A great hero came and slew the invisible 
  
  19
  The Kamarg
  intelligence controlling the lighthouse but since then it 
  has been a ruin, home only to the ghosts of the sailors 
  who were stranded on the remote beaches and swallowed 
  by the quick sands.
  Locals still maintain the lighthouse is haunted and never 
  venture near it. On cold, misty nights its is claimed 
  the light house moans in distress but this could just 
  as easily be the mistral ﬁ ltering through the ancient 
  stones of the tower, creating a series of low, sonorous 
  acoustic vibrations. Equally, it could be the work of the 
  lighthouse’s current resident, an old woman who calls 
  herself the Mother of Pearl.
  The Mother of Pearl was an associate, at one time, of 
  Bogomil. Following some failed experiment she was 
  moved from his castle to the lighthouse where she lives to 
  this day, forgotten and quite insane. She has fashioned a 
  home for herself in the habitable ﬂ oors of the lighthouse, 
  using driftwood and seaweed to decorate the interior in 
  a gloomy, oppressive mess of rotten timber and stinking 
  black bladder wrack. She sleeps for most of the day but 
  in the evening scours the long, lonely beach for detritus 
  and sea shells, talking to herself softly and pausing every 
  now and then examine an especially interesting pebble or 
  shell before stufﬁ ng it into her ﬁ lthy rags.
  She feeds on whatever sea life she can ﬁ nd in the 
  myriad tide pools surrounding the lighthouse, existing 
  on the small crabs, mussels and oysters stranded by the 
  retreating waves. Occasionally she ﬁ nds a larger, tastier 
  morsel, such as a small lobster or langoustine and this 
  causes her to whoop with joy and dance a peculiar, 
  capering jig where she waves her catch towards to sea 
  and hurls insults and challenges into the wind.
  The Mother of Pearl claims to be the bride of a god. In 
  the water-ﬁ lled basement of the lighthouse is an oyster 
  of enormous proportions and perhaps as ancient as the 
  lighthouse itself. Fully three metres across, its shell a 
  scarred and stony grey and green oval, this is the god the 
  Mother of Pearl believes she is wedded to. She spends 
  several hours each night, after eating, submerged in the 
  pool, quite able to breathe owing to the gills grafted into 
  the back of her neck, stroking the oyster and offering 
  bubbled prayers. Within its shell, she maintains, is 
  her child, a huge pearl that, one day, the oyster god 
  will disgorge. From the pearl will hatch a fully grown 
  man, armed with a sword of razor clam and armoured 
  in conch shell, who will take revenge on Bogomil and 
  then return to the inside of the shell with his mother, so 
  that they can become gods too. The Mother of Pearl is 
  quite convinced that this most marvellous day is near and 
  she makes preparations for the birth of her oyster son by 
  making for him a bed of fresh weed. She also intends to 
  catch a single, gold-shelled crab she knows lurks in one 
  of the rock pools which she is convinced will grow to 
  prodigious size and act as his steed.
  If her son cannot take revenge on Bogomil, he will take 
  revenge on whoever now occupies the castle. The Mother 
  of Pearl is unsure of whether the sorcerer is alive or dead 
  but something terrible happened to her in the dungeons 
  of that castle and revenge against it and its occupant is all 
  that concerns her.
   Cacharel
  This village stands on the edge of the largest expanse 
  of water in the southern central region of the Kamarg. 
  Its ﬁ ne stone houses with gaily painted slate roofs can 
  be seen for several kilometres and even though it is a 
  relatively isolated community, Cacharel is a welcoming 
  place that feels larger than it is.
  Two extended families occupy Cacharel and both are 
  breeders of ﬁ ne horned horses. The Moujin family 
  specialises in a tall breed with slender, ivory-white horns 
  whilst the Entroux clan breeds a stockier, hardy variety 
  with thick-set, tightly curled black horns. Both breeds 
  are ﬁ rst-rate but the two families are ﬁ ercely competitive 
  with each maintaining secret breeding techniques and a 
  keen desire to see their stock triumph over the other.
  The rivalry between the two clans has led to angry clashes 
  in the past, usually over price and deals with horse traders 
  in Aigues Mortes and Arles but are usually resolved 
  without a high degree of lasting rancour. Sadly, things 
  look set to change. Emil Entroux, the pugnacious eldest 
  son of the recently deceased Gerout, has taken over the 
  management of the Entroux stable and is keen to see the 
  Moujin comprehensively trounced both as breeders and 
  as a family in Cacharel. Emil is ruthless, unpleasant and 
  thoroughly uncompromising. He cannot see room in the 
  village for two stables and since the Entroux clan claims 
  to be the older of the two families, he believes the Moujin 
  should move elsewhere.
  The Moujin, naturally, are perturbed by this. Petitions 
  have been made to Count Brass but Brass refuses to 
  intervene in what is, essentially, a local affair. He has 
  
  20
  The Kamarg
  bought horses from both families in the past but will 
  not be seen to be siding with one against the other. The 
  Moujin naturally feel somewhat isolated and aggrieved 
  and their matriarch, Yvon Deschain-Moujin is seeking 
  ways in which Entroux can be discredited personally, 
  rather than in terms of their equine pedigree.
   Capelliere
  Surrounded by deep marsh and reachable only by a 
  narrow stretch of causeway that is prone to ﬂ ooding, the 
  settlement of Capelliere is a village of wooden and wicker 
  houses each balanced precariously on stilts sunk into the 
  treacherous and boggy ground. The folk of Capelliere are 
  taciturn and suspicious of strangers entering their isolated 
  habitat; they have little to offer the outside world and are 
  nervous of people who think otherwise. The six families 
  making up the settlement are interbred to the point of 
  paranoid madness and their sullen silence and dagger-
  like looks are enough to communicate their deep distrust 
  of strangers without the need for verbal warnings.
  In truth the Capelsix, as the six families are known, are 
  fearful of the dreadful secret they hold being discovered. 
  In the central house of their little enclave are two prisoners 
  who have been held in abject, miserable captivity, for the 
  best part of 15 years. A pair of Germanian noblemen, 
  members of one of the hunting parties attracted by 
  Bogomil’s barbaric promises of monster-slaying, have 
  been held by the Capelsix since they strayed too deeply 
  into the region in search of a baragoon and accidentally 
  killed one of the Capelsix children. The six families 
  hunted the hunters, ﬁ nally cornering them in a secluded 
  reed-bed and disarming the dishevelled, terriﬁ ed young 
  men. Franz and Hubert were dragged back to the village 
  and beaten, tortured and shackled in punishment for 
  what they did but were not killed for their crimes. The 
  Capelsix are all devout believers in ghosts and spirits 
  and feared what supernatural horrors they might create 
  if they murdered this unfortunate pair. So, for 15 years, 
  the two men have been prisoners – half-starved, half mad 
  and now completely resigned to their fate – treated as 
  slaves and the recipients of frequent beatings and other, 
  fouler abuses.
  Both men, now middle-aged, hairless, toothless and witless, 
  have tried to escape on several occasions in the past but 
  have never managed to ﬁ nd their way through the maze 
  of pools, swamps and waterways surrounding Capelliere 
  in all directions. Now, their minds broken, they have long 
  since lost the will to escape and have even ceased to make 
  attempts on their own lives. Instead they have fallen into a 
  cycle of blaming each other for what happened during the 
  baragoon hunt and the two men, once as close as brothers, 
  loathe each other to the point of murder. Their deranged 
  minds believe that, if one dies, the other might be let free 
  although even that slender hope is completely in vain. The 
  Capelsix, whilst fearful themselves of what the captives 
  represent are too terriﬁ ed to either kill them or release 
  them. Thus, the entire community is locked in a secretive, 
  resentful spiral of loathing and decay. Occasionally the 
  elders of the Capelsix debate what to do but each discussion 
  turns into a hideous argument since no one can agree on 
  what to do for the best. Franz and Hubert harangue the 
  elders to kill the other, promising that whoever lives will 
  never tell of what has happened. However the elders trust 
  neither man and if truth be told, the entire community has 
  The family of Hubert, a wealthy merchant 
  house in the Germanian town of Mainz, 
  has never given-up on ﬁ nding their long-
  lost son. Hubert’s brother, Maximillian 
  Schmidt, has scoured Europe for his sibling 
  and a large reward has been offered for 
  news of Hubert’s fate or anything leading 
  to his return. Maximillian, Hubert’s twin, 
  is convinced that Hubert still lives, having 
  experienced several dreams in which 
  Hubert calls out to him from a dank, 
  watery prison somewhere. Maximillian 
  is as purposeful as Hubert is mad and is 
  prepared to hunt through every corner of 
  Europe – even into Londra itself – in search 
  of his brother. Hubert, always the wayward 
  half of the pair, never told anyone that he 
  was going to the Kamarg to hunt mutants 
  and monsters, knowing full-well that 
  Maximillian would dissuade him. 15 years 
  after beginning his search, Maximillian 
  has ﬁ nally learned of Hubert’s trip to the 
  Kamarg and is now en-route to Aigues 
  Mortes in a bid to discover anything that 
  will bring his search to an end.
  
  21
  The Kamarg
  become obsessed with maintaining its prisoners and even 
  enjoys the prolonged abuse it heaps on them and they on 
  each other.
   Gageron
  South of Arles and in what is considered the absolute heart 
  of the Kamarg, Gageron is an exceedingly old village that 
  is proud of its location and history. Sleepy and largely 
  unconcerned with anywhere but its own, contented 
  locale, Gageron has, nevertheless, been a pivotal part of 
  the Kamarg’s recent history. It was here that Count Brass 
  assembled the warriors who would march on Bogomil’s 
  castle in the ﬁ nal rebellion against the sorcerer. The old 
  town square was the rallying point for all who would 
  actively oppose Bogomil and Count Brass delivered his 
  famed speech that spurred the people of the Kamarg to 
  take their destiny in their own hands.
  The town square now has a statue to Count Brass as 
  its centrepiece and the people speak of him in glowing 
  tributes but stop short of incessant eulogy. They are 
  proud of the role they played but are modest enough to 
  know they were not the only ones and the people of the 
  town are careful not to overstate their part.
  The town engages in the traditional pursuits of the 
  Kamarg: hunting, ﬁ shing and raising reasonable crops in 
  the extensive dry lands surrounding the town centre. Most 
  people are farmers and ﬁ shermen and a decent number 
  have become Guardians, something else of which the 
  folk of Gageron are justly proud.
  Gageron has two taverns. The Bullhorn is the larger of 
  the two and maintains guestrooms for travellers. It is 
  popular with the cattle rearing farmers and most evenings 
  is ﬁ lled with the men folk who discuss farming, events in 
  Arles and Aigues Mortes and try to predict the ferocity of 
  the mistral based on age-old techniques for predicting the 
  weather such as which way their cattle choose to graze, 
  the weakness of the milk and a dozen other subtle clues 
  that could easily be treated as sheer superstition.
  On the other side of the market place is The Brass Arms, 
  named for Count Brass because that is where he stayed 
  in the days before marching on Bogomil’s stronghold. 
  The Brass Arms is smaller and attracts the cereal and 
  crop farmers who discuss very much the same things as 
  their counterparts in The Bullhorn but are a little more 
  reserved in their chatter and have a greater preoccupation 
  with the quality of the wine and ale.
  Each summer Gageron stages its Grand Fete, two days 
  of feasting and drinking where the mistral is praised 
  for saving the Kamarg from the horrors of the Tragic 
  Millennium and toasts are made in the hope that its next 
  occurrence will not be too ﬁ erce. The culmination of the 
  Grand Fete is a huge ball game involving all the men folk 
  (and a few women) who form into teams representing the 
  Bullhorn and the Brass Arms. The teams can number 100 
  aside and the object is to get a leather ball, ﬁ lled with 
  wheat, to either edge of the town. There are no rules; the 
  ball can be carried, kicked or thrown and in their eagerness 
  to win the players run through houses and buildings, over 
  roofs, into cellars and everywhere in between in a bid 
  to outwit the opposition. Injuries are not uncommon as 
  the game becomes increasingly rougher, fuelled by drink 
  and high spirits but few are serious. People take care 
  to leave doors and windows wide open, move anything 
  breakable to a reasonably safe place and stay out of the 
  way of the skirmishing players as they seek to get the 
  ball to the goal marker on each edge of the town. The 
  Bullhorn team has won for three years in a row, much to 
  the chagrin of the Brass Arms but at the end of the game 
  both teams congregate around the statue of Count Brass 
  to drink yet more wine and ale and swap stories of their 
  own recollections of the match.
   Gimeaux
  Merely two kilometres from Arles, Gimeaux is the estate 
  of Count Huras of Arles, the wealthiest person of that city 
  and an enthusiastic and successful breeder of bulls. The 
  estate sprawls across a region that was once a settlement in 
  its own right. Now it is walled and patrolled by the Count’s 
  guards, a complex of low buildings, stables, bull-pens, 
  training rings and at the very centre, the Count’s own full-
  size bull ring where private bull ﬁ ghts are staged for those 
  lucky enough to be counted as friends of Count Huras.
  The Count’s residence is an ornate villa built in a classical 
  style said to resemble the splendid temple-houses of 
  Romanyans, who once ruled the world long before the 
  Tragic Millennium. Huras administers his lands from here, 
  which lie north of Arles and thus beyond the boundaries 
  of the Kamarg. His interest in bulls and bull breeding and 
  ﬁ ghting is intense; a ﬁ ercely competitive individual he 
  strives to be the best bull breeder in the entire region but 
  is somehow always bettered by the likes of Pons Yachar 
  and Zhonzhac Ekare, neither of them noblemen, so, 
  naturally, inferior in every way, to the jaundiced eyes of 
  Count Pawl Huras. This makes Huras bitter and spiteful. 
  His considerable wealth cannot buy him (as it has bought 
  
  22
  The Kamarg
  his beautiful, if wayward wife, Nikawl) the success he 
  most desires and whilst he has bought himself a certain 
  degree of respect within Arles, the same eludes him 
  across the wildness of the Kamarg. Count Huras is thus a 
  very hateful individual.
  His hatred is directed at the other bull breeders of the 
  region but also at Count Brass. He detests the man. He 
  detests the way Brass sashayed into the Kamarg with his 
  soldiers and deposed Bogomil, whom Huras considered a 
  friend. He detests the way the people of the Kamarg fawn 
  over him at every opportunity. He detests the way Aigues 
  Mortes has become the focus of the Kamarg’s business 
  when it should be Arles that rules the region. He despises 
  Bowgentle’s astute intellect and accurate summation of 
  character. He loathes the beauty of Yisselda. In short, 
  Count Huras seethes away within the walls of Gimeaux, 
  throwing money at his bulls, watching an interloper claim 
  the glories that he believes should belong to the Huras 
  clan. Count Pawl Huras broods and he plots.
  Nikawl, the Count’s wife, is not of noble birth but is a 
  woman of stunning beauty and a barely bridled sexuality 
  that has turned the head of almost every nobleman in several 
  nations. An astute social operator she drifted through the 
  courts and beds of Europe for several years, indulging in 
  countless affairs and wrecking many hearts and fortunes 
  along the way. In Germania, it is said, she caused the 
  suicide of von Kempler, a duke of Baden, who hung himself 
  from the city walls when she rejected his 15th proposal of 
  marriage. Nikawl, her mane of blond hair always coiffured 
  in the latest style and tended to lovingly and constantly by 
  Makovissimi, her Italian hairdresser, seems oblivious to the 
  havoc she has caused with so many men’s hearts. Her goal 
  is wealth and social prestige. She married Count Huras on 
  a whim and to spite another, less wealthy, lover and now 
  rues the day she traipsed up the aisle of Ren cathedral. She 
  hates bulls and she hates Huras and his obsession with his 
  cattle. She considers herself a prisoner in Gimeaux and so, 
  for entertainment, pleases herself with the various young 
  matadors who drift through Gimeaux’s gates. Yet, as Huras 
  is very rich, she stays in Gimeaux. Her reputation across 
  Europe is now such that wealthy men who will tolerate 
  and support her considerable needs are few – especially 
  after the von Kempler incident. Her husband, consumed 
  by his hatred for Count Brass and all the more successful 
  bull breeders of the Kamarg, is oblivious to his wife’s 
  indiscretions. He knows she does not love him and hates 
  her for that as much as he hates Count Brass but captivated 
  by her extraordinary beauty,and unwilling to part with such 
  an exquisite trophy, he is resolved not to lose her and so 
  weathers her scorn and rejection from her bed, blaming 
  even that on Count Brass and his odious adviser.
   Giraud
  The town of Giraud is founded on the production of salt 
  from the vast salt beds surrounding the area. Even before 
  the Tragic Millennium Giraud was famed for its salt 
  production with a town established to house its workers, 
  a tradition that continues to this day.
  Approaching the imposing towers and factories that 
  constitute the Giraud enclave, the air is heavy with salt. 
  The white dunes rear up on either side of the narrow 
  causeway extending from the low marshlands until 
  one is deep in an otherwordly landscape where, after a 
  heavy rain, salt crystallises on the buildings, on the skin 
  and in the hair.
  Giraud is still owned and controlled by the Picheny 
  clan, the salt barons of the region who are experts in the 
  distillation of salt from the great salt beds. The white-
  haired patriarch, Titus, is a huge, round, voluble man 
  with commercial instincts as vast and deep as the salt 
  ﬂ ats surrounding his domain. His sprawling, gregarious 
  family, which includes at least three very different wives 
  and countless children, treat Titus like a demi-god, 
  calling him Count Salt, perhaps in some kind of homage 
  to Count Brass, who is a close friend.
  Titus Picheny controls a loyal and industrious workforce 
  who live and work in the Giraud Enclave. The workforce 
  includes miners, curers and chemists; all of them experts 
  in salt and its uses. Fish and meat is brought to Giraud to 
  be cured and preserved, with barrels of the justly famed 
  salt herring even ﬁ nding their way to the banqueting 
  tables of Granbretan.
  Titus adores scientiﬁ c sorcery and the small Science 
  Enclave of Giraud is, perhaps, over-indulged. Led by 
  Looees van Tripp, a scientist of dubious repute in his 
  native Hollandia, the laboratories of Giraud have tried 
  to reverse the effects of some of Bogomil’s less horriﬁ c 
  experiments with some questionable results. One such 
  failure being the salt leeches (see page 15); the huge, 
  bloated, human-faced leeches that managed to escape 
  from the vats of the enclave and now infest the southern 
  reaches of the Kamarg. The leeches bred – an ability van 
  Tripp had not considered – and are now rife in the murky 
  ponds of the region and moving steadily north and west.
  
  23
  The Kamarg
   Mejanes
  Standing on the edge of the Vaccare Lake, the largest open 
  body of water in the Kamarg, Mejanes is a small town 
  where the breeding and ﬁ ghting of bulls is an absolute 
  passion. This traditional activity extends to before the 
  Tragic Millennium and is maintained with equal, if not 
  greater, fervour in these dark years of Europe.
  The ﬁ nest bull specimens are considered to be bred here, in 
  the stables of Pons Yachar, Zhonzac Ekare, Rikoh Manns, 
  Ghelaine Paray and others. The expansive ﬁ elds behind the 
  town are used for grazing and herds of wild cattle meander 
  across the lush, hardy grasses whenever the mistral is not 
  threatening to separate horns from heads, tended by the 
  mounted ranchers who watch and protect the herds from 
  marsh bears, baragoon and other threats.
  Mejanes has its own bullring; a smaller specimen than 
  that found in Aigues Mortes but special nonetheless. Bull 
  ﬁ ghts are held regularly, both as training for the largest 
  festivals and as competitions between matadors from 
  within and beyond the Kamarg’s borders. The bullring 
  is in the very centre of the town, surrounded by stables, 
  a few small taverns, shops and workshops. The streets 
  are named for famous matadors and bulls of old and 
  everywhere one looks in Mejanes there are countless 
  reminders of the importance of bulls and bullﬁ ghting to 
  the town: statues, house and shop names, horns and skulls 
  and so forth. Children’s games focus on re-enacting the 
  skill and athleticism of their heroes and the fashions of 
  Mejanes reﬂ ect the matador’s garb.
  Quite naturally Count Huras of Gimeaux hates Mejanes 
  because the town eclipses his own efforts to breed the 
  ﬁ nest bulls but he still brings his animals here to compete 
  in the training and league contests. The people of Mejanes 
  view Huras as something of a curious show-off and neither 
  his bulls nor matadors are considered to be anything other 
  than mundane examples of this noble tradition.
  Mejanes is therefore a lively, raucous place, alive with 
  music, loud debate, much wine and a constant sense of 
  being on the edge of a party. The people dress in bright, 
  ﬂ amboyant colours and seem to have personalities to 
  I have read that, once, the matadors fought bulls to the death for the pleasure of a braying 
  crowd, although I am sure this is simply an exaggeration of history and can be readily 
  dismissed, just as we can dismiss the tales of men walking on the moon. If Granbretan had 
  been reported as ﬁ ghting and killing bulls for sport, I could quite believe it; but the stories 
  maintain that the courts of Espanyia and the Kamarg indulged in this quite barbaric practice 
  and that is why I am prepared to dismiss these accounts as fanciful.
  But bull ﬁ ghting is in the blood of the Kamarg. The ability of the matador to pluck the ribbons 
  from the horns of the strongest, ﬁ ercest bulls is a marvel to behold; a virtuoso display of nerve, 
  athleticism and grace that is performed almost like a ballet. It takes great courage for these 
  men and women to enter the bull ring with no more protection than their cloak and their wits 
  and then to emerge unscathed, clutching their prizes like jewels (and every bit as deserved). It 
  is truly a noble sport, and I thrill to see the excitement in Yisselda’s eyes as we take our places 
  in the box overlooking the bull ring at Aigues Mortes and watch the procession of matadors 
  before the contests begin. I note, also, the envy in Brass’s eyes. If he was twenty years younger 
  I have no doubt he would be amongst the matadors, marching proudly and acknowledging 
  the adoration of the crowd before pitting himself against the strongest bulls, like the noble, 
  famous, Cornerouge.
  Ah, but such youth eludes both of us and we must be content with admiring the skill of the 
  matadors who risk their lives to entertain us!
  From Bowgentle’s Journal
  
  24
  The Kamarg
  match; it is an easy place to make friends, especially if one 
  exhibits an interest in bull ﬁ ghting and relative strangers are 
  quickly pulled into friendly debates to give their opinion 
  of the quality of a particular bull or expertise of a certain 
  matador, regardless of their knowledge of the subject.
   Saliers
  Saliers is a lonely collection of buildings centred 
  around a stretch of dilapidated, unkempt farmland. The 
  buildings, low, forlorn and in a state of miserable repair, 
  are home to the peculiar sect of monks calling itself 
  the Severed Worlds Brotherhood. The monks tend the 
  meagre offerings of their farmland for the most part but 
  on certain days of the year, seemingly when the mistral is 
  at its most brutal, they emerge en-masse and proceed, in a 
  rag-tag line, in a huge circuit of the northern Kamarg that 
  follows the Rhone’s western arm before slanting east to 
  skirt Albaron and then head in the direction of Gimeaux 
  before turning west again and returning home.
  The brotherhood is fearful of outsiders. They 
  communicate openly only amongst themselves and any 
  communication with non-brothers is conducted through 
  a spokesman, identiﬁ able by the tall staff of black-
  lacquered yew he always carries. The brotherhood speak 
  enigmatically of their faith and purpose; their philosophy 
  is unclear but seems to involve calling forth a city known 
  as Talneron. They appear to believe that, by wandering 
  as they do, particularly when the mistral is strongest, 
  that this Talneron might be encouraged to appear in the 
  centre of the area they circuit. The yew staff, carried by 
  the Severed Worlds Speaker, is meant to represent the 
  Runestaff and acts as a focus for the incantations they 
  chant (and howl, when the mistral is strongest) in their 
  circuitous pilgrimage.
  The brothers are a strange group. They number no more 
  than 50 and each one claims to have come from a different 
  world or different age. None of them are native to this 
  earth, so they say but have been stranded here by a group 
  of vengeful gods for a variety of crimes and transgressions. 
  The brotherhood claims to walk a path of peace but it is 
  clear that several of their number are skilled warriors. A 
  group of jeering bullies from Albaron was taught as much 
  when they decided to launch an unprovoked attack on 
  the monks. Several of the brotherhood, without uttering 
  any word whatsoever, inﬂ icted numerous 
  broken bones on the rabble and if they had 
  had weapons, would surely have inﬂ icted 
  fatalities. No one provokes the brotherhood 
  any longer.
  Count Brass has decreed that the brotherhood 
  should be left to their own devices. They 
  harm no one (without provocation) and are 
  self-sufﬁ cient. There are far stranger beliefs 
  in the Kamarg and elsewhere and if the 
  Severed Worlds Brotherhood believes it can 
  summon forth a city of peace and harmony, 
  then they should be allowed to pursue that 
  goal unmolested.
   Sanmaree
  A small port on the southern coast of the 
  Kamarg, Sanmaree was considered a place 
  of religious importance before the Tragic 
  Millennium when three exiled goddesses 
  arrived by boat at the small fortress called 
  Oppidum-Ra that once stood where the 
  town is now located. The goddesses were in 
  mourning for the death of the god all three of 
  them loved and they dwelt here for centuries, 
  returning to the sea every third year to be 
  
  25
  The Kamarg
  reborn in a fresh image – a dark-skinned child who was 
  paraded through the streets and worshipped anew.
  The three goddesses, all called Maree, are still venerated 
  in this small, secluded, ﬁ shing community. A temple to 
  them is maintained by the female cult of Kalee-Maree, 
  led by the High Priestess Klawdeea, an ageing but 
  sensual woman who leads the entire town to bathe in 
  the waters of the Middle Sea on the three holy days in 
  a re-enactment of the rituals of the rebirth of the three 
  goddesses. This rite is performed as a solemn ceremony 
  but descends into a riotous semi-orgy as the townsfolk, 
  particularly the women, are gripped by intense visions 
  of change and regeneration as they immerse themselves 
  into the warm sea water. When they emerge, the women 
  change their name to Maree for the next three days as 
  they partake in all manner of celebration, some of it being 
  of a quite disturbing nature and cavort through the town 
  gripped by the fervour of their sea-borne visions.
  Many of the men folk of Sanmaree vacate the town at this 
  time of year, making for Aigues Mortes, Capelliere or 
  even Arles, rather than remain in their homes during this 
  intense period of feasting.
  High Priestess Klawdeea is said to have been one of 
  Bogomil’s lovers and that she still mourns his passing. 
  The rituals of the Kalee-Maree cult are now peppered 
  with references to Bogomil and Klawdeea grieves for 
  him in the same way the three goddesses grieved for 
  the loss of their god-husband. Certainly Klawdeea has 
  no love at all for Count Brass and his violent past is the 
  focus of her long tirades in the regular ceremonies held 
  in the main temple.
  Recently, there has been a more disturbing development 
  in the beliefs of the Kalee-Maree cultists. Now that 
  Yisselda, Count Brass’s daughter, has come into 
  womanhood, Klawdeea has begun to proselytize that 
  she should be brought into the cult somehow. Klawdeea 
  seems to believe that Yisselda is either one or all three, 
  of the goddesses reborn and a woman of great destiny. 
  In her fevered, drug-induced dreams, Klawdeea has seen 
  Yisselda choose and bring to power a Great Champion 
  – a golden haired warrior who can only be the dead god 
  mourned by the three goddesses. She has seen Yisselda 
  march to war, dressed as a warrior, liberating the world 
  from a great tyranny. She has also seen her captured by an 
  evil sorcerer of the east and undergo what Klawdeea calls 
  The Stigmata of the Bride, before being rescued by her 
  god-lover and progressing to true goddess hood herself.
  Klawdeea is becoming increasingly convinced of 
  Yisselda’s importance and has travelled to Castle Brass 
  to explain her dreams to Yisselda but quite naturally, 
  has been rebuffed ﬁ rst by Bowgentle and then more 
  forcefully by Count Brass himself. It is now Klawdeea’s 
  belief that both Brass and Bowgentle are sinister agents 
  of the evil god who slew the original god loved by the 
  three goddesses; that they know full-well Yisselda’s true 
  nature but seek to keep her in denial. Klawdeea further 
  postulates to her inner circle that Count Brass is not a 
  true man at all but a demon of blood and metal conjured 
  by Bowgentle to act as though he is Yisselda’s father. 
  Klawdeea wonders aloud if Yisselda’s true father might 
  not be Bogomil. She poses the questions: what happened 
  to Yisselda’s mother? Why did Count Brass launch such 
  a vicious attack on Bogomil (a man of rare power and 
  spiritual observance; a creator and developer of new 
  life)? Why does Yisselda rarely leave Castle Brass?
  Klawdeea hatches many plans in her blue-lined inner 
  sanctum, deep beneath the temple of Kalee-Maree. 
  She plots ways to return Bogomil (whom she does not 
  believe to be dead) to his throne; she plots the overthrow 
  of Count Brass and his exposure as a demon; she plots 
  the abduction of Yisselda and her induction to the secrets 
  of the three goddesses so that she might realise her true 
  nature. As she plots and schemes and dreams, those loyal 
  to her ﬁ nd ways of bringing her plans to fruition, secretly 
  and stealthily, contacting those who were also loyal to 
  Bogomil, such as the Avig Brotherhood in Arles and 
  those who hate Brass, such as Count Huras in Gimeaux.
  On the sleepy southern coast of the Kamarg, in a town 
  almost forgotten by the rest of the region, a conspiracy 
  hatches.
   Notables of the Kamarg
   Count Huras
  One of the wealthiest men of the region, Huras is jealous 
  and self-obsessed. He hates anyone that displays any 
  possibility of challenging his own position and despises 
  those who are not of the old Kamarg families. Naturally 
  enough, Huras thinks his considerable wealth should 
  automatically buy respect and success and he has no 
  desire to earn anything by hard work and merit save, 
  perhaps, a reputation for the breeding of bulls.
  
  26
  The Kamarg
  Huras dislikes Count Brass with a particular intensity. He 
  ﬁ nds the Count’s attitudes offensive, his military record 
  threatening and his dominance of the Kamarg and insult. 
  Huras is actively plotting to have Count Brass removed in 
  one way, shape or form.
  Characteristics: STR 12, CON 10, SIZ 10, INT 14, 
  POW 10, DEX 12, CHA 10
  Skills: Athletics 54% (48%), Boating 42%, Dodge 
  54%, Evaluate 35%, Inﬂ uence 75%, Lore (Arles) 
  110%, Lore (Bull Breeding), Lore (Kamarg) 80%, 
  Perception 54%, Persistence 50%, Resilience 55%
  Armour & Hit Points
  D20
  Hit Location
  AP/HP
  1–2
  Right Leg
  1/5
  3–4
  Left Leg
  1/5
  5–6
  Abdomen
  1/6
  7–14
  Chest
  1/7
  15–16
  Right Arm
  1/4
  17–18
  Left Arm
  1/4
  19–20
  Head
  –/5
  Leather Trews, Shirt: –6% Skill Penalty
  Weapons
  Type                       Weapon Skill        Damage / AP
  Shortsword 
        44% (38%) 
       1D6/4
  Dagger  
       34% (28%) 
       1D4+1/4
   
  Special Rules: Combat Actions: 2, Strike Rank: +13, 
  Damage Modiﬁ er: None, Movement: 4m
   Emil Entroux
  Argumentative, devious and quick to anger, Emil Entroux 
  has inherited the family horned horse stable and pedigree 
  from his deceased father and is adamant to rid himself of 
  his competition, the Moujin family. Entroux is seeking 
  scandal and gossip that can be used against any part of 
  the Moujin family and is attempting to cultivate alliances 
  with people who can bring about their demise.
  There can be little doubt that Emile is deranged. His 
  pathological hatred is coupled with a brooding intensity 
  and ferocity of temper that borders on the murderous. He 
  frequently rides out into the Kamarg alone, taking the most 
  difﬁ cult of his stable’s horses and frequently leaving the 
  safe paths between the lagoons. He has drowned several 
  horses in this way but cares nothing for the loss.
  Outwardly charming and civil but with a hair trigger 
  temper. Any offence taken is kept for life and Emil has a 
  long and selective memory.
  Characteristics: STR 11, CON 13, SIZ 13, INT 10, 
  POW 9, DEX 12, CHA 9
  Skills: Athletics 39%, Dodge 29% Driving 19%, 19%, 
  Lore (Animal) 55%, Lore (Kamarg) 30%, Lore (Plant) 
  25%, Perception 34%, Persistence 49%, Resilience 
  37%, Riding 63%
   Armour & Hit Points
  D20
  Hit Location
  AP/HP
  1–2
  Right Leg
  1/6
  3–4
  Left Leg
  1/6
  5–6
  Abdomen
  –/7
  7–14
  Chest
  –/8
  15–16
  Right Arm
  –/5
  17–18
  Left Arm
  –/5
  19–20
  Head
  2/6
  Leather Trews, Helm: –4% Skill Penalty
   
  Weapons
  Type                   Weapon Skill        Damage / AP
  1H Axe 
  68%  
               1D6+1/3
  Shield  
  63%  
               1D6/10
   
  Special Rules: Combat Actions: 2, Strike Rank: +11, 
  Damage Modiﬁ er: None, Movement: 4m
   High Priestess Klawdeea
  Klawdeea was once the lover of the sorcerer Bogomil 
  and she deeply mourns his passing. Whilst she never 
  witnessed what went in his laboratories, she knew the 
  genius of his work and knows that, given time, he could 
  have created a god or brought the god of the Three Marees 
  back to life.
  She therefore has two principle aims: to secure revenge 
  against Count Brass and to fully introduce his daughter, 
  Yisselda, into the ways of the Kalee Maree cult. The 
  latter goal might be extremely useful in fulﬁ lling the 
  former goal, Klawdeea reasons and it is fortunate that 
  one of her faithful is none other than Sebile, the unhappy 
  handmaiden in Yisselda’s employ.
  Klawdeea thus is hatching schemes and plans against 
  Count Brass, intent on revenge and even bringing back, 
  somehow, Bogomil’s inﬂ uence to the world.
  
  27
  The Kamarg
  Characteristics: STR 7, CON 10, SIZ 10, INT 14, 
  POW16 (13), DEX 11, CHA 16
  Skills: Dance 80%, Dodge 21%, Evaluate 24%, 
  First Aid 44%, Healing 34%, Inﬂ uence 76%, Lore 
  (Kalee Maree Cult) 114%, Lore (Kamarg) 44%, 
  Lore (World) 29%, Perception 75%, Persistence 
  46%, Resilience 46%, Riding 27%, Sing 86%, 
  Sleight 61%, Stealth 22%
   Armour & Hit Points
  D20
  Hit Location
  AP/HP
  1–2
  Right Leg
  –/4
  3–4
  Left Leg
  –/4
  5–6
  Abdomen
  –/5
  7–14
  Chest
  –/6
  15–16
  Right Arm
  –/3
  17–18
  Left Arm
  –/3
  19–20
  Head
  –/4
   
  Weapons
  Type 
                 Weapon Skill        Damage / AP
  Dagger  
  28% 
   
  1D4+1/4 
   
  Special Rules: Combat Actions: 2, Strike Rank: +12, 
  Damage Modiﬁ er: –1D2, Movement: 4m
  Klawdeea knows the following spells:
  Diminish (STR) 41%, Dominate (Humans) 44%, Ghost 
  Fence 55%
   Looees van Tripp
  Looees van Tripp is a disgraced Hollandian dabbler in 
  science with ambition far beyond any real talent. He 
  believes ﬁ rmly in the application of alchemical processes 
  and has studied widely on the matter. His quest is therefore 
  to transmute a base material into gold – namely salt – and 
  to uncover the underlying formula for the magisterium, 
  which will enable eternal life and an end to all disease.
  Unfortunately van Tripp’s experiments have a knack of 
  going terribly wrong, as was the case with the salt leeches, 
  which he was convinced he could return to humanity. 
  Ambition is not van Tripp’s failing; rather it is his lack of 
  patience and inability to focus on detail. He cuts far too 
  many corners in his bids to realise speedy success and 
  thereby impress his employer. Fortunately Titus Picheny, 
  his employer, is an indulgent and patient man.
  Characteristics: STR 12, CON 11, SIZ 10, INT 14, 
  POW12, DEX 11, CHA 14
  Skills: Dodge 23%, Evaluate 44%, Inﬂ uence 34%, 
  Lore (Alchemy) 39%, Lore (Plant) 25%, Lore 
  (World) 24%, Perception 36%, Persistence 42%, 
  Resilience 43%, 
   Armour & Hit Points
  D20
  Hit Location
  AP/HP
  1–2
  Right Leg
  –/5
  3–4
  Left Leg
  –/5
  5–6
  Abdomen
  –/6
  7–14
  Chest
  –/7
  15–16
  Right Arm
  –/4
  17–18
  Left Arm
  –/4
  19–20
  Head
  –/5
  Weapons
  Type        
   Weapon Skill        Damage / AP
  None
  Special Rules:Combat Actions: 2, Strike Rank: +12, 
  Damage Modiﬁ er: None, Movement: 4m
  Looees knows the following spells:
  Acid 44%, Boost 31%, Holdfast 32%
   Mahtan Just
  Currently the best Matador in the whole of the Kamarg, 
  Mahtan Just of Arles is a hero to every boy, many men 
  and considerable numbers of women. His dashing good 
  looks, natural grace and athleticism and self-deprecating 
  personality mark him out as a true star of the arenas of 
  Aigues Mortes and Arles.
  Mahtan lives for bull ﬁ ghting and it is all he knows. He 
  competes for the thrill of it but enjoys the wealth and 
  adulation each performance is earning him, even though 
  he has been performing for less than two years. Such rapid 
  success has earned both soubriquets and brickbats. Some 
  of the established matadors, with not a little envy, note 
  ﬂ aws in his technique, question his approach and remark 
  on how ﬂ amboyance can be lethal in the ring. Mahtan 
  listens to the criticism but is wise enough to know his 
  own mind and does not become too easily led.
  His head is, however, turned by a pretty face and well-
  turned ankle. He can have his pick of the most beautiful 
  
  28
  The Kamarg
  women in the Kamarg and has already made several 
  conquests. This could prove to be his downfall; he is lax 
  to enquire if an admirer is married or engaged and sooner 
  or later (perhaps with the help of an envious rival) he will 
  be caught out.
  Characteristics: STR 12, CON 16, SIZ 12, INT 15, 
  POW16, DEX 19, CHA 16
  Skills: Acrobatics 109%, Athletics 89%, Dodge 
  87%, Inﬂ uence 49%, Lore (Bullﬁ ghting) 95%, Lore 
  (Kamarg) 45%, Martial Arts 46%,  Perception 36%, 
  Persistence 75%, Resilience 76%, Riding 75% 
  Survival 34%, Throwing 47% 
   Armour & Hit Points
  D20
  Hit Location
  AP/HP
  1–2
  Right Leg
  1/6
  3–4
  Left Leg
  1/6
  5–6
  Abdomen
  1/7
  7–14
  Chest
  1/8
  15–16
  Right Arm
  1/5
  17–18
  Left Arm
  1/5
  19–20
  Head
  1/6
  Matador garb, 1 AP –7%
   
  Weapons
  Type                   Weapon Skill        Damage / AP
  Longsword 
  76% 
   
  1D8 
  1/2
  Special Rules: Combat Actions: 4, Strike Rank: +16, 
  Damage Modiﬁ er: None, Movement: 4m
   Nikawl Huras
  The wilful, neglected (never a good combination) wife of 
  Count Huras, Nikawl is a society beauty and adept social 
  climber who is highly skilled in getting her own way without 
  anyone realising quite how it has happened. She uses her 
  natural beauty and charms to beguile any man who can 
  provide her with what she wants but knows exactly how 
  to play the game so that she does not unduly compromise 
  herself. If her husband was more attentive, she would be 
  less wayward: less being the operative word.
  Despite her nature Nikawl has a decent soul. She does 
  not like to see her friends wronged or people being 
  exploited unless they thoroughly deserve it. Although 
  she likes to give the impression of being air-headed she 
  is quite the opposite; a shrewd and insightful judge of 
  
  29
  The Kamarg
  character in a world that needs to such people to avoid 
  descending into anarchy.
  Characteristics: STR 10, CON 11, SIZ 8, INT 15, 
  POW 15, DEX 10, CHA 16
  Skills: Athletics 40%, Dodge 22%, First Aid 25%, 
  Lore (Animal) 25%, Lore (World) 75%, Perception 
  45%, Persistence 40%, Resilience 35%, Seduction 
  85%, Stealth 34%
   Armour & Hit Points
  D20
  Hit Location
  AP/HP
  1–2
  Right Leg
  –/4
  3–4
  Left Leg
  –/4
  5–6
  Abdomen
  –/5
  7–14
  Chest
  –/6
  15–16
  Right Arm
  –/3
  17–18
  Left Arm
  –/3
  19–20
  Head
  –/4
   
  Weapons
  Type                   Weapon Skill        Damage / AP
  Longbow 
  20% 
   
  2D8
   
  Special Rules: Combat Actions: 2, Strike Rank: +13, 
  Damage Modiﬁ er: –1D2, Movement: 4m
  The  Mother of Pearl
  The mad Mother of Pearl was once an associate of 
  Bogomil, having come from the Magyar mountains to 
  assist his work in the Kamarg. Something she did or 
  something she said caused him anger and he punished 
  her with the insanity that afﬂ icts her now, causing to 
  believe that she is the mother of a god. For at least a year 
  she wandered the Kamarg as a witless savage, living on 
  whatever she could scavenge and avoiding the creatures 
  that set out to hunt her (or were they deliberately put on 
  her trail?). When she ﬁ nally came to Beauduc and found 
  the oyster, she knew she had a home and a purpose.
  The Mother of Pearl does not recall anything before 
  her year in the Kamarg. She does not remember her 
  own name although she does remember Bogomil’s. She 
  associates some dreadful terror completely with Castle 
  Brass and refuses to believe that anyone living there 
  can be righteous. She wants to see it and its occupants 
  destroyed whatever the cost.
  She has retained some of her old sorcerous knowledge; 
  that has been ingrained into her. She will use it to gain the 
  vengeance she so desperately wants upon Castle Brass.
  Characteristics: STR 10, CON 9, SIZ 7, INT 20, 
  POW20, DEX 10, CHA 15
  Skills: Dodge 23%, Evaluate 30%, First Aid 60%, 
  Inﬂ uence 45%, Lore (Animal) 80%, Lore (Plant) 
  20%, Lore (world) 35%, Manipulation (Combine) 
  50%, Manipulation (Duration) 50%, Manipulation 
  (Magnitude) 50%, Manipulation (Range) 50%, 
  Manipulation (Targets) 50%, Perception 55%, 
  Persistence 60%, Resilience 49%, Sleight 34%.
  Sorcery Spells: Dominate (humans) 60%, Mystic 
  Vision 50%, Spiritual Projection 40%, Tap Power 
  60%
   Armour & Hit Points
  D20
  Hit Location
  AP/HP
  1–2
  Right Leg
  –/4
  3–4
  Left Leg
  –/4
  5–6
  Abdomen
  –/5
  7–14
  Chest
  –/6
  15–16
  Right Arm
  –/3
  17–18
  Left Arm
  –/3
  19–20
  Head
  –/4
   
  Weapons
  Type                  Weapon Skill         Damage / AP
  Dagger  
  35% 
   
  1D4+1/2
   
  Special Rules: Combat Actions: 2, Strike Rank: +15, 
  Damage Modiﬁ er: –1D2, Movement: 4m
  The Mother Pearl has gills grafted into her neck (a gift 
  from Bogomil) allowing her to breathe underwater as 
  well as any ﬁ sh.
   Titus Picheny
  The avuncular salt baron of the Kamarg is known for 
  his booming, good natured laugh, shrewd and colourful 
  insights into human nature, his persistent love of the 
  ﬁ ner things in life and naturally enough, his belief that 
  all things come back to salt. His love stretches to a 
  love of women – a love so vast that he has the need for 
  
  30
  The Kamarg
  he witnessed and the evil he tried to ﬁ ght. The Kamarg 
  has scarred his deeply and it is clearly too badly etched 
  into his psyche for him to let go.
  For all his moroseness, Vendredai is an attentive host 
  and a good listener. Naturally sympathetic he can readily 
  empathise with hard-luck stories and tales of hard-fought 
  battles. It is in his nature to be stoic and wistful; yet given 
  the opportunity he would readily move to defend the 
  Kamarg again, such is his love for the place.
  Characteristics: STR 12, CON 13, SIZ 13, INT 12, 
  POW 15, DEX 13, CHA 17
  Skills: Athletics 55%, Boating 52%, Dodge 30%, 
  Driving 25%, Evaluate 72%, Inﬂ uence 67%, Lore 
  (Kamarg) 97%, Lore (Plant) 22%, Lore (World) 32%, 
  Perception 62%, Persistence 65%, Resilience 66%, 
  Riding 43%, Stealth 18%, Survival 22%
   Armour & Hit Points
  D20
  Hit Location
  AP/HP
  1–2
  Right Leg
  2/6
  3–4
  Left Leg
  2/6
  5–6
  Abdomen
  5/7
  7–14
  Chest
  5/8
  15–16
  Right Arm
  5/5
  17–18
  Left Arm
  5/5
  19–20
  Head
  5/6
  Greater Leather Trews (Bulwark), Exquisite 
  Chainmail Shirt (Nimble x 2), Helmet: –20% Skill 
  Penalty
   Weapons
  Type                   Weapon Skill        Damage / AP
  Shortspear 
  35% 
   
  1D8/2
  Target Shield 
  55%  
   
  1D6/8
  Warsword 
  85%  
   
  1D8/4
   
  Special Rules: Combat Actions: 3, Strike Rank: +13, 
  Damage Modiﬁ er: +0, Movement: 4m
  three wives simultaneously and none of them are ever 
  neglected. As a result he has many children, all doted 
  upon and spoiled rotten.
  A frequent visitor to Castle Brass, Titus is great friends 
  with Count Brass. They were acquainted before the Count’s 
  move to the Kamarg but their friendship has been forged 
  in the past eight years. Titus has the same directness as the 
  Count and the same love of the ﬁ ner things in life. Both 
  men are convinced that the Dark Empire of Granbretan is 
  most likely a positive thing and their shared optimism only 
  strengthens their very good friendship.
  Characteristics: STR 14, CON 12, SIZ 14, INT 10, 
  POW16, DEX 13, CHA 16
  Skills: Athletics 17%, Boating 24%, Dodge 19%, 
  Evaluate 90%, Inﬂ uence 76%, Lore (Kamarg) 75%, 
  Lore (Salt) 110%, Lore (World) 60%, Perception 
  46%, Persistence 26%, Resilience 38%, Riding 34% 
  (26%), Sing 26%, 
   Armour & Hit Points
  D20
  Hit Location
  AP/HP
  1–2
  Right Leg
  –/6
  3–4
  Left Leg
  –/6
  5–6
  Abdomen
  –/7
  7–14
  Chest
  –/8
  15–16
  Right Arm
  –/5
  17–18
  Left Arm
  –/5
  19–20
  Head
  –/6
   Weapons
  Type                      Weapon Skill        Damage / AP
  1H Axe   
  32% 
   
  1D6+2/4
  Special Rules: Combat Actions: 3, Strike Rank: +11, 
  Damage Modiﬁ er: +1D2, Movement: 4m
   Vendredai
  This grizzled old Guardian is still bitter at the havoc 
  Bogomil wrought throughout the Kamarg. He had 
  countless stories to tell of those bleak years, of the horrors 
  
  31
  Aigues Mortes
  AIGUES MORTES
  The name means ‘The City of Dead Waters’ and Aigues 
  Mortes was ancient even before the onset of the Tragic 
  Millennium. In its long history it has weathered war, 
  plague and famine but has always prevailed, watching 
  over the western reaches of the Kamarg and providing a 
  safe haven for its people and those who visit to trade.
  The city is almost completely enclosed by four walls, 
  punctuated by eight formidable gates and 12 guard 
  towers. The largest, Tower Konstant, is built outside 
  the wall but is connected to the city by a stone and steel 
  bridge. With walls over six metres thick and equipped 
  with the sophisticated weaponry introduced by Count 
  Brass, it watches over the city and the port gazing out 
  towards the Middle Sea. Aigues Mortes is designed to 
  withstand siege and has done so on several occasions 
  throughout its turbulent history. Now, in the days of 
  Count Brass, Aigues Mortes is a peaceful and prosperous 
  city, attracting merchants and travellers from across 
  Europa, who use it as a staging post for expeditions into 
  the French heartlands to the north.
  Aigues Mortes is also home to the Guardians. Here, in the 
  shadow of the Tower Konstant, Guardians are trained and 
  garrisoned, when not on active duty in the Kamarg. They 
  offer an elite support to the city militia and a dashing 
  presence within the city.
   Introduction to the City
  The current population of Aigues Mortes is around 
  5,000 with almost everyone living within the walls. The 
  interior of the city has been rebuilt several times in its 
  long history but always to a similar ground plan with 
  long, rectilinear streets and clear blocks of buildings. It is 
  easy to navigate the grid-like structure, however, within 
  the main accretions of buildings there are many narrow 
  streets, alleys, dead-ends and small public squares that 
  can be disorienting to the unwary. The city is divided into 
  seven districts or gates, each encompassing one or two 
  street blocks. The gates are: Churchgate, Gallowgate, 
  Konstantgate, Marketgate, Portgate, Tattersgate and 
  Towergate.
  Beyond the wall is the Arena, a main circular building 
  surrounded by stables and preparation buildings. It is 
  here that Aigues Mortes holds its regular bull ﬁ ghts as 
  well as other events and ceremonies.
   Location
  Aigues Mortes is situated on the western edge of the 
  Kamarg and although it has a port it is some distance 
  from the sea. The port is accessed via a long ship canal 
  built before the Tragic Millennium, which brings trade 
  shipping from the coast and right up to the southern wall 
  where vessels can moor in the deep water harbour on the 
  city’s western side.
  Aigues Mortes is surrounded by ﬂ at agricultural lands 
  and built on a promontory overlooking the city is the 
  formidable sight of Castle Brass, which is covered in the 
  next chapter.
   Defence
  The walls surrounding Aigues Mortes are two metres 
  thick and 16 metres high. Eight gates punctuate the walls 
  around the city, with the largest being in the east, south 
  and west walls. Eleven watchtowers, 20 metres high, 
  are positioned at strategic intervals to allow clear line of 
  sight along the walls and out to the surrounding lands. 
  Each gate is ﬂ anked on either side, either by towers or 
  gatehouses. The gates themselves are of iron and brass-
  shod oak, opened and closed manually by the duty militia 
  assigned to gate duty each day. The gates open at dawn 
  and close at dusk but smaller doors set into the gates 
  permit the entry of individuals (though not mounts) once 
  the main gates have closed for the day. Special permission 
  is required from a Guardian before a main gate can be 
  opened during the hours of darkness.
  Aigues Mortes had a moat in its past but this has long 
  since been ﬁ lled.
   Government
  The city is governed by the Prefecture, a group of eight 
  representatives elected by each gate and presided over by 
  the Lord Guardian (Count Brass). A small bureaucracy, 
  the Scriptoriate, supports the Prefecture’s work, maintains 
  records and issues permits, licences and so forth. The 
  Prefecture meets eight times each year, circulating 
  around each gate, with the ﬁ nal meeting of the year being 
  held at Castle Brass. Any citizen of Aigues Mortes is 
  
  32
  Aigues Mortes
  
  33
  Aigues Mortes
  eligible to stand for the Prefecture as long as he or she has 
  lived in the city for at least one full year and can clearly 
  demonstrate actions and intentions in Aigues Mortes’ 
  interests. Prefects hold ofﬁ ce for two years and elections 
  are by public vote with a show of hands being counted 
  for each candidate in meetings held at a gathering place 
  within each gate. Count Brass is adamant that all elections 
  will be honest and fair and the Guardians are on-hand 
  to watch for anyone attempting to pervert the electoral 
  process. Where candidates tie, Count Brass assembles a 
  special council of previous Prefects to listen to speeches 
  from the tied candidates; the council then decides who 
  will represent the gate for the next two years.
   Militia
  The Aigues Mortes militia is a relatively small force of 
  volunteers who agree to spend three days of each week 
  conducting the militia’s duties of watchtower and gate 
  tending, night-time patrols of a particular district and 
  to defend the city if the Lord Guardian commands it. In 
  return the militia receive training, equipment (a halberd, a 
  broadsword and leather armour) and an annual stipend of 
  150 Silver Pieces. The militia is not noted for being overly 
  diligent in its duties but this is largely because Aigues 
  Mortes is a peaceful enough place. Most crime involves 
  drunkenness, the occasional brawl and petty theft such as 
  burglary and pick-pocketing but most people are happy to 
  walk the streets at night and to leave their doors unlocked. 
  News travels quickly in Aigues Mortes, so anyone known 
  to be causing trouble or taking advantage of others, soon 
  ﬁ nds their activities are known by the wider community 
  and dealt with in an appropriate way. If the militia ﬁ nds 
  itself unable to deal with a particular situation, then the 
  Guardians can be summoned and they take a stronger, 
  far more serious line with anyone threatening Aigues 
  Mortes’ reputation for peace and harmony.
  The militia is 200-strong, mostly men, although a few 
  hardy women have also joined the ranks. The militia 
  wear green cloaks over black leather armour with a 
  simple, polished silver helmet. When on gate patrol, their 
  work in pairs, and always to the orders of a sergeant at 
  arms. The militia headquarters is in Konstantgate, close 
  to the Guardians’ barracks and it is here that their six-
  hour watch starts and ﬁ nishes.
   Typical Militia
  The guards wear the standard uniform of the militia 
  – green cloaks over black leather armour with a simple, 
  polished silver helm. 
  Characteristics: STR 13 CON 12 DEX 13 SIZ 12 INT 
  10 POW 12 CHA 12
  Skills: Athletics 55%, Dodge 45%, Lore (Castle Brass) 
  30%, Lore (Kamarg) 50%, Perception 55%, Persistence 
  55%, Resilience 55%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  2/5
  4–6 
  Left Leg 
  2/5
  7–9 
  Abdomen 
  2/6
  10–12 
  Chest 
  6/7
  13–15 
  Right Arm
  2/4
  16–18 
  Left Arm 
  2/4
  19–20 
  Head 
  6/5
  Leather Hauberk, Trews, Cap: –22% Skill Penalty
  Weapons
  Type  
   
  Weapon Skill  
  Damage  AP/HP
  Halberd 
  55%  
   
  1D8+2 
  3/10
  Broadsword  
  60%  
   
  1D8+1 
  4/14
  Special Rules: Combat Actions: 3, Strike Rank: +12, 
  Damage Modiﬁ er: None, Movement: 4m
  
  34
  Aigues Mortes
   Crime and Punishment in Aigues Mortes.
  Count Brass presides over a weekly court of session where criminals are heard and 
  punishments dispensed. Most crimes are of a petty nature and punished by ﬁ nes or short 
  terms of imprisonment in the dungeons beneath Tower Konstant. Count Brass is a harsh but 
  fair magistrate, taking counsel from both the Prefects and Bowgentle where a case, verdict or 
  punishment is not clear-cut.
  Sample Crime 
   
   
   
   
  Typical Punishment
  Affray  
   
   
   
   
  5 to 10 days imprisonment
  Arson  
   
   
   
   
  Death
  Assault  
   
   
   
   
  20 to 100 days imprisonment and  
   
   
   
   
   
   
  1,000 SP Fine
  Burglary 
   
   
   
   
  100 days imprisonment and 500 SP  
   
   
   
   
   
   
  ﬁ ne
  Carrying an unlicensed and/or unbound weapon 
  100 SP ﬁ ne and conﬁ scation
  Grievous harm 
   
   
   
   
  50 to 100 days imprisonment and  
   
   
   
   
   
   
  2,000 SP Fine
  Manslaughter 
   
   
   
   
  600 days imprisonment followed by  
   
   
   
   
   
   
  expulsion from the city
  Mugging 
   
   
   
   
  50 to 100 days imprisonment and  
   
   
   
   
   
   
  2,000 SP Fine
  Murder  
   
   
   
   
  Death
  Pick-pocketing/Shoplifting 
   
   
  5 to 10 days imprisonment
  Public Drunkenness 
   
   
   
  1 day imprisonment and 100 SP Fine
  Rape 
   
   
   
   
   
  Death
  Trading without a licence  
   
                3 SP per day of trading and a 6 month  
   
   
   
   
   
   
  ban on trading within the city walls
  Vandalism/Property Damage 
   
   
  20 to 100 days imprisonment and  
   
   
   
   
   
   
  Fine equal to the cost of the damage
  The death penalty is hanging, conducted in the market square. However, there has been no 
  public execution in Aigues Mortes for 10 years. The last were those who had raped and 
  murdered the citizens of Aigues Mortes in Bogomil’s name.
  If a Fine cannot be paid in full, property up to its value is conﬁ scated and auctioned. Any 
  ﬁ nancial shortfall is converted into public service with one day equal to each silver piece 
  outstanding. Public service includes cleaning, property repairs and public works but extends 
  to any arduous or unpleasant duties the Prefecture deems appropriate.
  No weapon longer than a broadsword may be carried on open display within the walls of 
  Aigues Mortes (with the exception of the militia) and all weapons must be bound to their 
  scabbards with a length of scarlet ribbon, purchased for the cost of 1 SP from the Scriptoriate 
  ofﬁ ce in Marketgate. Long-hafted weapons and bows must be surrendered to the Guardians 
  upon entry to the city and they are returned upon leaving and on production of the receipt 
  issued at the time of surrender.
  
  35
  Aigues Mortes
   Accommodation
  Only the very wealthy own property in Aigues Mortes. 
  The bulk of the houses, basements, ﬂ ats and garrets are 
  owned by the city and rented out to the populace. This is a 
  very old practice but in the days of Bogomil all rents went 
  to him, rather than into the city coffers. The standard of 
  accommodation and thus the rent, depends on the district. 
  Konstantgate, Marketgate and Churchgate have the best 
  properties and therefore the highest rents. Tattersgate and 
  Portgate cater for the cheaper, more seedy (and in some 
  places, squalid) end of the market with cramped attics 
  and basements renting for a few pennies per week.
  Although the city is the landlord, a network of property 
  agents, employed by the Scriptoriate, look after rent 
  collection and the assignment of accommodation. 
  Waiting lists are long, because Aigues Mortes has a 
  stable population and this has the effect of creating a sub-
  letting culture where tenants rent a room or ﬂ oor space 
  to those willing to pay, without passing the income onto 
  the Prefecture. The process is meant to be against city 
  statutes but the Scriptoriate turns a blind-eye to all but the 
  most ﬂ agrant abuses because it is an impossible practice 
  to stop and because it would go against the notions of 
  hospitality and courtesy Aigues Mortes likes to cultivate.
  Buildings are generally no more than three storeys high 
  and made from stone and wood with reed-thatched roofs 
  and for those who can afford it, slate or tiled roofs, which 
  are typically painted in bright colours.
   Commerce
  Traders and merchants are welcome in Aigues Mortes. 
  The city boasts a large open market and many smaller 
  street markets throughout the gates as well as shops and 
  workshops owned and operated by the city’s craftsmen 
  and artisans. There is no guild system in Aigues Mortes 
  and so prices for goods and services are regulated purely 
  through supply, demand and competition. Anyone 
  wishing to trade inside the city must pay for a traders’ 
  licence, which is available from the Scriptoriate and costs 
  1 SP for a day’s trade, 3 SP for ﬁ ve days or 5 SP for 10. 
  Licences are represented by a scroll, which is dated and 
  displays Count Brass’s seal and that of the Aigues Mortes 
  prefecture. There is little diligence in checking licences 
  but as every trader must have his licence displayed 
  constantly, customers and other traders are normally 
  quick to spot if a licence has expired.
  Traders are not required to pay any kind of trading tax save 
  for the cost of their trading licence. As a result, Aigues 
  Mortes is a hugely attractive destination for traders and 
  the city supports a staggering range of goods for its size. 
  Trade is regulated via the Scriptoriate to ensure a fair 
  representation and balance is struck between traders and 
  goods on offer; if there are too many traders or too many 
  suppliers of a particular commodity, the Scriptoriate 
  can either deny a trading licence or charge more for it, 
  depending on the circumstances. All traders, save for 
  those resident in the city, must report to the Scriptoriate 
  ofﬁ ce in Marketgate to register their trade and obtain 
  their licence. Aigues Mortes resident traders must still 
  purchase a licence but are exempt from restrictions on 
  trading. Traders who have been denied a licence, either 
  for a short time or indeﬁ nitely, frequently grumble and 
  complain, accompanied by the odd affray resulting in a 
  short-spell in prison but most accept the system and wait 
  their turn, either at one of the many inns if they can afford 
  it or outside the city walls if they cannot.
   Markets
  The main market square holds markets three or four days 
  a week depending on the season. Small livestock is traded 
  here, along with vegetables, fruit, grain and prepared 
  foods, all sold from a variety of covered stalls, barrows, 
  wagons, booths and open tables. The din is incredible 
  when the market is at its height and the air suffused with 
  the smells of 100 different kinds of food mingled with the 
  musk of livestock.
  Stalls spill out from the market square and down the 
  side streets of the district. The market square commands 
  the premium trading space but specialist traders and 
  merchants congregate along the backstreets and side 
  streets to hawk their wares, quite conﬁ dent that customers 
  and potential customers will ﬁ nd them.
  Smaller markets for ﬂ owers, wine, ale, herbs and spices 
  are set up in Portgate and Tattersgate and at its busiest 
  it is difﬁ cult to tell where one market ends and another 
  starts. Market days in Aigues Mortes attract visitors from 
  across the Kamarg, particularly Arles but also as far away 
  as Lyon. The taverns and inns conduct a thriving trade 
  and bed space is difﬁ cult to ﬁ nd in the spring and summer 
  markets when the mistral is absent.
  
  36
  Aigues Mortes
   Prices
  Given Aigues Mortes location and commerce system, prices vary from those found elsewhere in Europe. This table 
  gives prices for commonly obtainable goods and services within the city. Haggling is common, so these prices indicate 
  the starting point for most negotiations.
   Accommodation Costs for an Inn or Lodgings (including a basic meal)
  Accommodation Type
  Cost per Week
  Attic room
  1 SP
  Barn ﬂ oor
  7 CP
  Cellar ﬂ oor
  6 CP
  Common room ﬂ oor
  5 CP
  Dormitory
  1 SP
  Hot Water twice a day
  3 CP
  Private room
  10 SP
  Private suite
  40 – 80 SP
  Rented house, 4 rooms, poor standard
  20 SP
  Rented house, 4 rooms, reasonable standard
  50 SP
  Rented house, 4 rooms, good standard
  80 SP
  Service (maid)
  1 SP
  Shared room of a decent standard
  4 SP per person
   Clothing
  Item
  Cost (per suit of clothes)
  Boots
  10 SP
  Clogs (wood and leather)
  2 SP
  Hat
  8 CP – 10 SP, depending on style and quality
  Leather (soft, non-armour)
  5 SP
  Local linen
  9 SP
  Matador garb
  30 SP
  Shoes
  4 SP
  Summer cloak
  8 SP
  Winter cloak
  12 SP
  Wool
  12 SP
   Food and Drink
  Food
  Cost
  Drink
  Cost
  1kg of cheese
  8 CP
  Bottle of  decent wine
  5 SP
  Banquet
  10 SP
  Bottle of  poor wine
  2 SP
  Cheap. peasant meal
  5 CP
  Bottle of brandy
  10 SP
  Daily stew or soup
  2 CP
  Bottle of ﬁ ne wine
  10 SP
  Good meal
  2 SP
  Cask of ale (75 mugs)
  30 SP
  Loaf of bread
  1 CP
  Glass of brandy
  1 SP
  Marsh eel
  2 CP
  Goblet of decent wine
  1 SP
  Poor edible meal
  2 CP
  Goblet of ﬁ ne wine
  2 SP
  
  37
  Aigues Mortes
  Food
  Cost
  Drink
  Cost
  Porridge
  1 CP
  Goblet of poor wine
  5 CP
  Roast meat (beef or goat)
  1 SP
  Keg of ale (15 mugs)
  6 SP
  Roast poultry
  8 CP
  Mug of ale
  4 CP
  Sausage (pork or beef)
  5 CP
  Mug of cider
  5 CP
  Sea ﬁ sh
  8 CP
  Mug of mead
  4 CP
  Seasonal fruit
  5 CP
  Mug of milk
  2 CP
  Trail provisions (dried 
  foods for one week)
  6 SP
  Mug of small beer
  2 CP
   Livestock
  Riding Animals
  Cost
  Meat Animals
  Cost
  Fighting Bull
  500 SP – 1000 SP
  Chicken
  5 CP
  Flamingo
  500 SP
  Goat
  10 SP
  Horned Horse
  450 SP
  Pig
  15 SP
  Horse
  300 SP
  Sheep
  50 SP
  Pony
  150 SP
  Bull
  150 SP
  Tame riding bull
  250 SP
  Cow
  80 SP
   Riding Equipment
  Type
  Cost
  Panniers
  6 SP
  Saddle
  8 – 50 SP
  Tack
  2 – 20 SP
   Stable Costs
  Care
  Cost per day
  Corral
  2 CP
  Full stable care with groom
  4 SP
  Hire of a horned horse
  20 SP
  Hire of a normal riding horse
  12 SP
  Hire of a pony
  8 SP
  Stall and feed
  2 SP
  Stall only
  6 CP
  Trail fodder (oats and grain for one week)
  4 SP
   Sundries
  Item
  Cost
  15 meters of rope
  6 CP
  Bag of local herbs or spices
  9 CP
  Bag of salt (1 kg)
  2 CP
  Barrel (50 litres)
  40 SP
  Candle
  1 CP
  Craftsman’s tools (carpentry, masonry, and so on)
  80 SP
  Eel net
  1 SP
  
  38
  Aigues Mortes
  Item
  Cost
  Fish hooks
  2 CP
  Fishing rod and line
  2 SP
  Flask (1 litre)
  1 SP
  Flint and steel
  4 CP
  Hammer
  1 SP
  Jug (2 litre)
  3 SP
  Keg (15 litres)
  20 SP
  Lamp
  6 SP
  Lamp oil (ﬂ ask)
  2 CP
  Map of the Kamarg
  3 SP – 10 SP depending on detail and scale
  Pot or pan
  3 SP
  Rolls of vellum
  5 CP
  Satchel or backpack
  2 SP
  Shovel/Pick
  20 SP
  Tent, 1-man
  10 SP
  Tent, 2-man
  30 SP
  Tent, 4-man
  45 SP
  Wineskin (2 litre)
  3 CP
  Writing kit
  1 SP
   Notable People of 
  Aigues Mortes
  Aigues Mortes is home to a diverse collection of people. 
  Some of the most inﬂ uential, wealthy and/or colourful 
  are described below.
   Abelard d’Vhar
  An ageing matador who lives a life of luxury in Churchgate, 
  Abelard’s best years are behind him although he refuses 
  to acknowledge that the likes of Mahtan Just are usurping 
  his glory. At his best, Abelard was a poet of the bullring. 
  Athletic, charismatic and able to offer a consummate 
  performance with each and every ﬁ ght, he never failed the 
  ﬁ ll the entire ring with adoring crowds. His speciality was 
  a backwards somersault to snatch the most difﬁ cult bow 
  from the enraged bull’s horns, which he would then offer 
  to the most beautiful woman in the crowd – his eye for 
  a pretty face as masterful as his abilities as a bullﬁ ghter.  
  Married a total of eight times, Abelard’s wandering eye 
  meant that his marriages were always doomed. His 
  inﬁ delity also caused several scandals in Aigues Mortes 
  and Arles; for a few years he moved to Lyon until the 
  waters settled before returning to Aigues Mortes shortly 
  after Count Brass became the Guardian.
  By then Abelard’s glory days were behind him. Thanks 
  to an increasing fondness for good wine and rich food, 
  he is running to fat and lacks his old, athletic grace. He 
  is still handsome and unmarried, continues to dally with 
  a succession of beautiful women. Whilst he has never 
  ofﬁ cially retired from the bullring, his appearances are 
  few these days, although there are rumours that he is 
  intending to stage one, last, epic ﬁ ght with the formidable 
  Cornerouge, said to be the ﬁ nest, ﬁ ercest bull ever bred by 
  Pons Yachar. If the rumours are true and Abelard d’Vhar 
  is intending to face the mighty Cornerouge, it would be a 
  ﬁ tting end to the old matador’s glittering career.
  Characteristics: STR 12 CON 13 DEX 16 SIZ 11 INT 
  12 POW 12 CHA 16
  Skills: Acrobatics 89%, Athletics 75%, Dodge 98%, Lore 
  (Bull Fighting) 99%, Lore (Kamarg) 63%, Perception 
  84%, Persistence 64%, Resilience 81%, Seduction 88%, 
  Stealth 40%
  
  39
  Aigues Mortes
  The  Wisdom of Aigues Mortes
  The people of Aigues Mortes have all manner of sayings and home-spun wisdom. Here are a 
  few choice examples:
  A miser is never in need.
  A single arrow breaks easily; but not ten in a bundle.
  A weapon is an enemy even to its owner.
  An indispensable thing has the least value.
  As honest as Huon’s coin...
  By a ﬂ amingo’s whisker!
  Castle Brass diplomacy (i.e., with subtle but persuasive force)
  Do not jump into the marsh just to avoid some mud.
  Fear to spill a single drop and tread to spill an awful lot
  For one who says little, half a brain is quite enough.
  I was angry because I had no shoes. Then I met a man who had no feet.
  If I traded in hoods, it would never rain. If I traded in sails, the mistral would stay away.
  Life comes with wind
  Life is for now. A good name is forever.
  Money lent is an enemy gained.
  Necessity never made a good bargain.
  Not worth a baragoon’s turd
  Tell some of what you know, believe some of what you hear, do some of what you are able…
  The cloak is new. Only the holes are old.
  The hand that gives is above the hand that takes.
  The matador sees late what the bull already knows.
  Think of the leaving before you enter
  Visits always give pleasure – if not in arriving then in the leaving.
  When angry, count to ﬁ ve; when very angry, swear…
  When the mistral is at its strongest, so are the people.
  Wouldn’t touch that with a ﬂ amelance
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  1/5
  4–6 
  Left Leg 
  1/5
  7–9 
  Abdomen 
  2/6
  10–12 
  Chest 
  2/7
  13–15 
  Right Arm
  –/4
  16–18 
  Left Arm 
  –/4
  19–20 
  Head 
  2/5
  Leather Hauberk, Trews, Cap: –8% Skill Penalty
  Weapons
  Type  
   
  Weapon Skill  
  Damage  AP/HP
  Rapier   
  85%  
   
  1D8 
   3/8
  Dagger   
  65%  
   
  1D4+1 
   4/6
  Special Rules: Combat Actions: 3, Strike Rank: +14, 
  Damage Modiﬁ er: None, Movement: 4m
   Anubel Jinjade
  The Prefect of Tattersgate, Anubel is also the Madame of 
  the Villa Rouge d’Amour, Aigues Mortes’ ﬁ nest bordello. 
  She reasoned that, because so many past Prefects had 
  frequented the Villa, she knew as much as they did about 
  the affairs of the city and decided to stand for ofﬁ ce in 
  the last election. This was considered scandalous but 
  surprisingly, she beat her competitors and has proved to 
  be an exceedingly able and competent Prefect.
  Anubel is a clever and astute woman. She is also 
  compassionate and honest about her trade and in the 
  way she approaches her dealings with people. Straight-
  talking but extremely witty, she has earned the respect 
  
  40
  Aigues Mortes
  and admiration of Count Brass (some claim there is more 
  to this than mere professional respect) and is popular 
  with the people of Tattersgate.
  So far Anubel has refused to divulge which of the Prefects 
  past and present were clients of the Villa. As a woman of 
  her word it would be a betrayal of conﬁ dence to let such 
  information slip, especially where wives are involved. 
  However there is no doubt that some of the Prefects are 
  more than a little disconcerted by the power she wields 
  through her continued silence and may even be resentful 
  because of it.
  Anubel wears the ﬁ nest clothes she can afford, employing 
  a gossamer veil whenever she ventures out in public. Her 
  face is always heavily made-up, with thick, black kohl to 
  accentuate her large, almond eyes. She wears rings and 
  bracelets (gifts from previous clients) on every limb and 
  ﬁ nger and these jangle as she walks. She still runs the 
  Villa although her political duties mean that she cannot 
  devote the time to it she would like.
  Characteristics: STR 09 CON 12 DEX 14 SIZ 09 INT 
  16 POW 15 CHA 15
  Skills: Dodge 48%, Lore (Kamarg) 85%, Lore (Local 
  Politics) 79%, Perception 54%, Persistence 60%, 
  Resilience 45%, Seduction 95%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  –/5
  4–6 
  Left Leg 
  –/5
  7–9 
  Abdomen 
  –/6
  10–12 
  Chest 
  –/7
  13–15 
  Right Arm
  –/4
  16–18 
  Left Arm 
  –/4
  19–20 
  Head 
  –/5
  Weapons
  Type  
   
  Weapon Skill  
  Damage  AP/HP
  Dagger   
  60%  
   
  1D4+1–1D2 
  4/6
  Special Rules: Combat Actions: 3, Strike Rank: +14, 
  Damage Modiﬁ er: –1D2, Movement: 4m
   Edrikaan Xerencourt
  This stout, blond-haired Guardian with deep blue eyes 
  was one of the stalwarts who actively opposed Bogomil’s 
  rule and took a decisive part in ridding the Kamarg of the 
  sorcerer’s presence. He is considered to be an absolute 
  expert in the ways and nature of the region, knowing all 
  the pathways through the marshes and wetlands and the 
  stories of how he stalked and hunted the mercenaries 
  Bogomil used to enforce his will have passed into local 
  legend.
  Xerencourt is still a young man and his courage has 
  brought him rich rewards. He still serves Count Brass 
  and has been accorded the title of City Protector. He is 
  therefore in charge of the Guardians garrisoned within 
  Aigues Mortes and for the defence of the city as a whole. 
  He takes his duties seriously and diligently, working with 
  the likes of von Villach and Tiery Zinade to ensure the 
  city remains peaceful but well defended. However, truly, 
  he is not a city dweller. His home is the open lands of the 
  Kamarg and whenever he has the opportunity he gathers 
  his kit and ventures deep into the interior spending 
  several days alone amongst the wilds, hunting, thinking, 
  and enjoying the solitude.
  Xerencourt’s quarters are in the Tower Konstant and 
  he has his trained ﬂ amingo, Oktavias, corralled in the 
  grounds, along with his jet-black horned horse, Karavaal. 
  He patrols the walls and towers daily, checking on the 
  militia and other Guardians. He often seems to be a 
  forlorn ﬁ gure, somewhat lonely and remote but has a 
  friendly manner and a ready wit. He insists on assessing 
  all prospective Guardians personally, throwing them a 
  series of questions and challenges designed to test their 
  basic capabilities and expose their potential (or lack of 
  it). Anyone wishing to become a Guardian needs to prove 
  their worth to Edrikaan Xerencourt ﬁ rst.
  Characteristics: STR 14 CON 16 DEX 17 SIZ 13 INT 
  15 POW 13 CHA 14
  Skills: Athletics 70%, Dodge 89%, Lore (Aigues Mortes) 
  90%, Lore (Kamarg) 128%, Perception 95%, Persistence 
  88%, Resilience 90%, Survival 103%, Stealth 101%, 
  Tracking 110%
  
  41
  Aigues Mortes
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  2/6
  4–6 
  Left Leg 
  2/6
  7–9 
  Abdomen 
  2/7
  10–12 
  Chest 
  6/8
  13–15 
  Right Arm
  2/5
  16–18 
  Left Arm 
  2/5
  19–20 
  Head 
  6/6
  Leather cloak, plate breastplate and helmet, leather 
  chaps: –26% Skill Penalty
  Weapons
  Type  
   
  Weapon Skill    Damage  
    AP/HP
  Bastardsword  
  137%            1D8+1D2 
    4/12
  Falchion 
  127% 
            1D6+1+1D2   4/10
  Flamelance 
  97% 
            2D8/1D4 
    2/6
  Long bow 
  126% 
            2D8+1D2 
    2/7
  Longspear  
  130%            1D10+1D2   2/10
  Special Rules: Combat Actions: 3, Strike Rank: +16, 
  Damage Modiﬁ er: 1D2, Movement: 4m
   Mareklar Huras
  The beautiful and wealthy sister of Count Huras of Arles, 
  Mareklar is extremely fond of Aigues Mortes because her 
  brother (whom she despises) hates it so much. She owns 
  a splendid four-storey house in Gallowgate employing 
  a number of servants, bodyguards and other retainers. 
  She spends her time and money as a patron of the arts, 
  commissioning poems, sonnets, songs and paintings 
  from a variety of artists who have gathered in the city. 
  She also sponsors a number of matadors and has invested 
  a great deal of her money in the stables of Pons Yachar 
  – again, to anger her brother.
  Her parties are legendary: lavish affairs held twice per 
  year; once to greet the onset of the mistral and then again 
  to wave it farewell. Mareklar’s mistral soirees are the 
  place to be seen and anyone who is anyone in Aigues 
  Mortes society is invited.
  Mareklar has never married. Rumours of her lovers 
  abound, including a deposed constable of one of the 
  Granbretanian beast orders but she has always been 
  discreet in her affairs. Every other year she leaves Aigues 
  Mortes for several months to go travelling, always taking 
  a retinue of very competent bodyguards. She never 
  discloses where she is going or where she has been and 
  her staff are ordered to keep their silence but whenever 
  she returns she has plenty of news of what is happening 
  throughout Europe and she has made it her habit to meet 
  with Count Brass, Bowgentle and von Villach to brief 
  them on what she has learnt.
  Mareklar is very fond of young Yisselda, bringing her 
  gifts from her travels and schooling her in the courtly arts. 
  Her friendship with Count Brass is reasonably strong and 
  whilst there is no sign of any kind of romance, gossips 
  would have them marry so that the good Count has a wife 
  and Yisselda has a mother. Mareklar dismisses such talk, 
  reminding the wag-tongues that she has been courted by 
  several crown princes of Europe and rejected them all. 
  She likes her independence and will not compromise it 
  through any form of union.
  Characteristics: STR 8 CON 11 DEX 12 SIZ 10 INT 17 
  POW 14 CHA 16
  Skills: Artistic Expression 85%, Lore (Aigues Mortes) 
  85%, Lore (Bullﬁ ghting) 58%, Lore (Europe) 80%, 
  Lore (Kamarg) 60%, Perception 78%, Persistence 55%, 
  Resilience 44%
  
  42
  Aigues Mortes
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  –/5
  4–6 
  Left Leg 
  –/5
  7–9 
  Abdomen 
  –/6
  10–12 
  Chest 
  –/7
  13–15 
  Right Arm
  –/4
  16–18 
  Left Arm 
  –/4
  19–20 
  Head 
  –/5
  Weapons
  Type  
   
  Weapon Skill  
  Damage AP/HP
  Improvised  
  60%  
   
  varies
  Special Rules: Combat Actions:2, Strike Rank: +15, 
  Damage Modiﬁ er: –1D2, Movement: 4m
   Pons Yachar
  The veritable bull breeder, Pons Yachar, maintains a 
  very ﬁ ne villa in Aigues Mortes although his principal 
  residence is at his stables outside Mejanes. Pons is 
  small, white-haired and has a creased face that one wit 
  described as looking like ‘a well-abused, much loved 
  saddle’. His intensity is well known; he lives and breathes 
  for his bulls and his diligence has led to him producing 
  the ﬁ nest examples that are sold all across Europe, for 
  breeding stock and ﬁ ghting. He is also a man with a very 
  short temper. He cannot abide time wasters, people who 
  question his judgement, people who are late or those who 
  do not share his passion for the bovine. His temper ﬂ ares 
  like a malfunctioning ﬂ amelance, exploding into ﬁ ts 
  of screaming, stamping and throwing whatever objects 
  are to hand, the air turning blue with a cavalcade of 
  profanities.
  His full fury is reserved for Count Huras of Gimeaux and 
  Arles and the two have had several very public arguments 
  over the quality of their livestock and the techniques they 
  use. Pons considers Huras a rank amateur and Huras 
  consider Pons Yachar to be a white-haired dwarf who 
  should know his station. The vitriol between the two is 
  legendary.
  For all his bluster and vile temper Pons is an amiable 
  and kind sort. He donates lavishly to the Aigues Mortes 
  Prefecture and sponsors promising young matadors, 
  paying for their equipment, training and education. As 
  a result, Aigues Mortes is fond of this curious, short-
  tempered and short-legged little man who strides around 
  the city as though he were two metres tall.
  Characteristics: STR 10 CON 12 DEX 12 SIZ 6 INT 16 
  POW 9 CHA 12
  Skills: Lore (Aigues Mortes) 71%, Lore (Animal) 95%, 
  Lore (Bull Breeding) 132%, Lore (Bull Fighting) 102%, 
  Lore (Kamarg) 76%, Perception 52%, Persistence 50%, 
  Resilience 50%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  –/4
  4–6 
  Left Leg 
  –/4
  7–9 
  Abdomen 
  –/5
  10–12 
  Chest 
  –/6
  13–15 
  Right Arm
  –/3
  16–18 
  Left Arm 
  –/3
  19–20 
  Head 
  –/4
  Weapons
  Type  
   
  Weapon Skill  
  Damage       AP/HP
  Shortsword 
  70%  
   
  1D6+1–1D2 3/8
  Bullwhip* 
  103% 
   
  1D4 –1D2    1/6
  Special Rules: Combat Actions:2, Strike Rank: +14, 
  Damage Modiﬁ er: –1D2, Movement: 4m
  *On a critical success the bull whip entangles the Hit 
  Location. The target must make an Athletics test, opposed 
  by the whip-wielder’s Bullwhip skill, to break free. If the 
  head location is entangled the whip-wielder can inﬂ ict 1 
  point of strangulation damage to the head location each 
  round the whip remains entangled.
  Whilst entangled the wielder can draw the victim closer 
  by succeeding in an opposed Athletics test. Equally the 
  entangled can try to pull the wielder closer if he succeeds 
  in making an Unarmed test opposed by the wielder’s 
  Athletics. The distance one or other of the combatants 
  can be pulled depends on the difference between STR and 
  SIZ. A character can be pulled 1 metre per Combat Action 
  for every 2 points of difference. Thus, a whip-wielder with 
  a STR of 14, attempting to pull an entangled character 
  with a SIZ of 10 could pull the victim 2 metres in a single 
  Combat Action if he wins the opposed Athletics test.
  
  43
  Aigues Mortes
   Sansobahl Marseaux
  The self-important and long serving Prefect of Marketgate, 
  Sansobahl is a belligerent individual who likes nothing 
  more than to ﬁ nd something that can be argued over. 
  If he has not thought of a particular policy or idea, he 
  contests it, homing-in on minutiae and trivia that he 
  twists into confusing spiels of logic used to unravel the 
  sound principals of whatever is being discussed. In this 
  regard he serves the people and merchants of Marketgate 
  very well but in other matters he is argumentative, 
  obstructive and ﬁ lled with a sense of his own cleverness. 
  Count Brass detests him but Sansobahl does not seem to 
  care. He takes great delight in being unpopular within 
  the Prefecture, knowing that the many merchants he 
  represents will always re-elect him – large sums of money 
  have exchanged hands to buy this assurance.
  A recent example of Sansobahl’s argumentative nature 
  has been over the sale of salt and salt-cured goods to 
  Granbretan. The Prefecture is against it but Sansobahl 
  is all for it – mainly because he stands to proﬁ t from the 
  enterprise in a roundabout way. Using obscure precedents, 
  convoluted arguments and a number of signed petitions 
  from various salt merchants, Sansobahl has proved that, 
  not only will Aigues Mortes proﬁ t but it will act in the 
  city’s protective interests. Even Count Brass sees the merits 
  in Sansobahl’s arguments and has no issue with the idea, 
  although others, like Anubel Jinjade, are far more sceptical 
  of any form of dealings with the Dark Empire.
  Characteristics: STR 13 CON 10 DEX 8 SIZ 9 INT 18 
  POW 9 CHA 13
  Skills: Inﬂ uence 85%, Lore (Aigues Mortes) 102%, 
  Lore (Kamarg) 95%, Oratory 91%, Perception 88%, 
  Persistence 50%, Resilience 50%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  –/4
  4–6 
  Left Leg 
  –/4
  7–9 
  Abdomen 
  –/5
  10–12 
  Chest 
  –/6
  13–15 
  Right Arm
  –/3
  16–18 
  Left Arm 
  –/3
  19–20 
  Head 
  –/4
  Weapons
  Type  
   
  Weapon Skill  
  Damage AP/HP
  Dagger   
  40%  
   
  1D4+1
  Special Rules: Combat Actions:2, Strike Rank: +13, 
  Damage Modiﬁ er: None, Movement: 4m
   Tiery Zinade
  The gregarious, ﬂ amboyant head of the Aigues Mortes 
  militia, Zinade is a veteran mercenary and adventurer 
  tamed by the love of a good woman – his wife, Xandra, 
  a native of the city. Zinade hails from Marenne where he 
  served the Lady Girac but he has made Aigues Mortes his 
  home now, content to co-ordinate the militia, hunt and 
  ﬁ sh in the Kamarg and when pressures allow, to carouse 
  in the taverns and inns.
  Zinade is a friendly man with a steely resolve. He 
  allows his good nature to shine through but woe betide 
  anyone who crosses him or attempts to take advantage 
  of his optimistic character. As a mercenary who has 
  campaigned across France he is no fool and possesses an 
  innate tactical understanding that serves him exceedingly 
  well in organising the volunteer militia forces.
  He is justly proud of his record. When he settled in the 
  Kamarg, shortly before Count Brass arrived, he found the 
  city to be on the brink of anarchy thanks to Bogomil’s 
  neglect. All Zinade wanted to do was settle down and 
  perhaps open his own inn (a dream he still harbours) but 
  he could not stand by and see lawlessness run rampant 
  through such a beautiful and ancient settlement. He 
  therefore set about identifying men who would work 
  with him to impose order and when Count Brass arrived 
  and forced Bogomil from the region, Zinade knew he had 
  found his calling.
  In the years since, Zinade has made the militia his own. 
  He works with the Guardians and Prefecture to maintain 
  order in Aigues Mortes’ streets but is careful to preserve 
  the joie de vivre people express. A lover of good wine 
  and good song, he is nevertheless keen to ensure no one 
  takes advantage of the right of everyone to enjoy the 
  basic pleasures of life. His wife, Xandra, is a simple, 
  loving woman who seems to fully understand and 
  support Zinade’s mission although, secretly, she believes 
  it is time for him to retire and to buy that tavern he so 
  often dreams about.
  
  44
  Aigues Mortes
  Characteristics: STR 15 CON 13 DEX 15 SIZ 17 INT 
  14 POW 15 CHA 15
  Skills: Athletics 75%, Dodge 82%, Lore (Aigues Mortes) 
  93%, Lore (Kamarg) 88%, Perception 87%, Persistence 
  76%, Resilience 79%, Survival 80%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  2/6
  4–6 
  Left Leg 
  2/6
  7–9 
  Abdomen 
  2/7
  10–12 
  Chest 
  6/8
  13–15 
  Right Arm
  2/5
  16–18 
  Left Arm 
  2/5
  19–20 
  Head 
  6/6
  Leather cloak, plate breastplate and helmet, leather 
  chaps: –26% Skill Penalty
  Weapons
  Type  
   
  Weapon Skill  
  Damage AP/HP
  Bastardsword  
  126%   
  1D8+1D4 4/12
  Flamelance 
  118% 
   
  2D8/1D4 2/6
  Kite Shield 
  115% 
   
  1D6+1D4 10/18
  Long bow 
  126% 
   
  2D8+1D4 2/7
  Special Rules: Combat Actions: 3, Strike Rank: +15, 
  Damage Modiﬁ er: 1D4, Movement: 4m
   Vhonavar Trek
  A noted Germanian scientist from Hanver, Trek is an 
  expert on physical transmutation and was drawn to the 
  Kamarg to study the techniques and results of Bogomil’s 
  experiments. He is a frequent venturer into the wetlands, 
  paying handsomely for bodyguards and guides, as he 
  hunts for baragoon and other creatures created by the 
  erstwhile scientist. Many who know the dangers of the 
  Kamarg have tried to dissuade Trek from his research but 
  the wiry, fox-faced scientist pays little heed and ventures 
  time and again into the remote depths, notebooks and a 
  case full of science apparatus in hand, to ﬁ nd and study 
  the wretched creatures unleashed into the marsh.
  Trek is wealthy and maintains two properties, bought 
  outright, in the city. The ﬁ rst, his home situated in 
  Towergate, is an impressive stucco-fronted house of 
  three storeys. The second, his workshop, is a fully-ﬁ tted 
  laboratory in Tattersgate and it is here that Trek studies 
  and experiments on the samples he brings back from the 
  marshes. He refuses to say what the nature and intent of 
  his research is, save that it will, one day, change the way 
  people look at themselves. He believes Bogomil worked 
  with good intentions but was corrupted by a ﬂ awed 
  methodology.
  Secretly, Trek is a great admirer of Bogomil and was once 
  a collaborator with the deposed sorcerer. His expeditions 
  are to collect raw genetic material that will fuel new 
  experiments and improve on Bogomil’s work, creating a 
  new strain of stronger, more vicious monsters. He lacks 
  the facilities needed to fully realise his research but the 
  principles are there and Trek has all the information 
  and conclusive proof he needs. If he had access to the 
  machines Bogomil built, he could begin manufacturing 
  horrors once more – and if Count Brass could be deposed 
  in some way, Trek is certain Bogomil’s work could be 
  resumed with great ease.
  Trek is therefore secretive and murderous. On the outside 
  he is smiling and absent-minded. This is a clever ruse; 
  within he is astute and every bit as corrupt and vicious 
  as Bogomil.
  Characteristics: STR 11 CON 13 DEX 11 SIZ 9 INT 18 
  POW 17 CHA 12
  Skills: Dodge 49%, Lore (Animal) 112%, Lore 
  (Experimentation) 120%, Lore (Plant) 101%, Perception 
  74%, Persistence 55%, Resilience 61%, Stealth 70%, 
  Tracking 63%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  –/5
  4–6 
  Left Leg 
  –/5
  7–9 
  Abdomen 
  –/6
  10–12 
  Chest 
  –/7
  13–15 
  Right Arm
  –/4
  16–18 
  Left Arm 
  –/4
  19–20 
  Head 
  –/5
  Usually no armour but wears leather for 2 points 
  of protection and –14% skill penalty when in the 
  Kamarg
  Weapons
  Type  
          Weapon Skill       Damage  
  AP/HP
  Falchion       41% 
       1D6+1–1D2 
  4/10
  
  45
  Aigues Mortes
  Special Rules: Combat Actions: 3, Strike Rank: +16, 
  Damage Modiﬁ er:– 1D2, Movement: 4m
   Zhonpier Dooco
  The Dooco family has owned the Aigues Mortes bullring 
  for over a century, steadily building it in size and 
  popularity so that it now shadows the bullring at Arles 
  and is considered the premier arena for bull contests in 
  the Kamarg.
  Zhonpier Dooco is, like his predecessors, commercially 
  astute, wealthy, inﬂ uential and one to ﬂ aunt his status. 
  His property in Konstantgate is two large houses 
  knocked together to form an elaborate many-roomed 
  residence, ﬁ lled with artworks and treasures from across 
  the world. People clamour for his patronage: aspiring 
  matadors, bull breeders, businessmen and the socially 
  adept. Dooco picks and chooses carefully with whom 
  he sees and is seen; his family’s reputation being too 
  important to be compromised.
  During the dark years of Bogomil’s reign Dooco took 
  care never to be too closely associated with the sorcerer. 
  He refused Bogomil permission to use his bullring for 
  gladiatorial contests but eased relations in other ways 
  by agreeing to act as host for the many hunting parties 
  that came through Aigues Morte’s gates. When Bogomil 
  was deposed he was quick to side with Count Brass and 
  has ensured that that connection has endured over the 
  past decade.
  Dooco can be seen around Aigues Mortes frequently. 
  Dressed in ﬂ owing silks from Persia and always sporting 
  the most fashionable of hats, he is a loud, round, arrogant 
  man who likes to be considered as a man of the people 
  whilst somehow managing to keep them at a discreet 
  distance. He has a few enemies but none that especially 
  concern him. He has also been careful to maintain cordial 
  relations with the likes of Count Huras, despite the 
  Count’s obvious hatred of Count Brass.
  Characteristics: STR 12 CON 7 DEX 12 SIZ 14 INT 13 
  POW 11 CHA 13
  Skills: Engineering 95%, Lore (Animal) 82%, Lore 
  (Aigues Mortes) 120%, Lore (Buildings) 112%, 
  Perception 60%, Persistence 65%, Resilience 60%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  –/5
  4–6 
  Left Leg 
  –/5
  7–9 
  Abdomen 
  –/6
  10–12 
  Chest 
  –/7
  13–15 
  Right Arm
  –/4
  16–18 
  Left Arm 
  –/4
  19–20 
  Head 
  –/5
  Weapons
  Type  
   
  Weapon Skill  
  Damage  AP/HP
  Dagger  
  54% 
   
  1D6+1 
  4/10
  Special Rules: Combat Actions: 2, Strike Rank: +13, 
  Damage Modiﬁ er: None, Movement: 4m
   Zhonzhac Ekare
  Along with Pons Yachar, Zhonzac Ekare is one of the 
  foremost bull breeders of Aigues Mortes. Unlike his rival 
  Ekare does not reside in Aigues Mortes but is a frequent 
  visitor, especially when meeting with the likes of his 
  good friends Dooco and Count Brass.
  Ekare is a well-built, ruddy-faced man who is inordinately 
  proud of his huge, curled moustache, which is trimmed 
  and waxed every other day by his personal barber. He 
  is, of course, wealthy and shares equal status in the bull 
  breeding circles with Yachar. He is, however, the more 
  adventurous of the two, actively searching out new 
  breeding techniques, importing new stock and carefully 
  vetting his produce to ensure the very best bulls for the 
  arenas he supplies.
  Ekare maintains a long standing feud with Count Huras. 
  Huras has, on more than one occasion, publicly criticised 
  Ekare’s methods, calling into question the techniques he 
  has used to produce line after line of the best bull-ﬂ esh. 
  Huras claimed Ekare had resorted to sorcery on several 
  occasions and accusation Ekare vigorously denies 
  (although there may be a shred of truth in the story). 
  Consequently the two men hate each other with a passion 
  and refuse to share any public space together.
  
  46
  Aigues Mortes
  Characteristics: STR 15 CON 16 DEX 12 SIZ 17 INT 
  18 POW 10 CHA 15
  Skills: Dodge 40%, Lore (Aigues Mortes) 99%, Lore 
  (Animal) 118%, Lore (Bull Breeding) 130%, Lore 
  (Bull Fighting) 99%, Perception 64%, Persistence 75%, 
  Resilience 65%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  –/7
  4–6 
  Left Leg 
  –/7
  7–9 
  Abdomen 
  –/8
  10–12 
  Chest 
  –/9
  13–15 
  Right Arm
  –/6
  16–18 
  Left Arm 
  –/6
  19–20 
  Head 
  –/7
  Weapons
  Type  
    Weapon Skill  
  Damage   
  AP/HP
  Rapier   70% 
   
  1D6+1+1D4 
  3/8
  Special Rules: Combat Actions: 2, Strike Rank: +15, 
  Damage Modiﬁ er:+1D4, Movement: 4m
   Businesses and Premises 
  of the City
  The accompanying map of Aigues Mortes shows the city’s 
  layout and its districts or gates. Each gate is described in 
  more detail further on in this chapter, with key buildings 
  identiﬁ ed. However, as space precludes a building-by-
  building description of the city, the following tables 
  can be used to quickly identify a particular building’s 
  function.
  
  47
  Aigues Mortes
  There are three tables in all, with different gates using different tables as follows:
  Churchgate, Gallowgate and Konstantgate  
   
  Table 1
  Marketgate and Portgate   
   
   
  Table 2
  Tattersgate and Towergate  
   
   
  Table 3
  Businesses and Premises Table 1
  1D100
  Business/Building
  1D100
  Business/Building
  01–03
  Alchemist
  51–53
  Musician
  04–10
  Artist
  54–55
  Physician
  11–13
  Baker
  56–58
  Residence (Architect, Engineer)
  14–15
  Bathhouse
  59–60
  Residence (Astronomer, Astrologer, Fortune 
  Teller)
  17–19
  Chandler
  61–65
  Residence (Decent House or apartment – for 
  Rent)
  20–21
  Coaching Inn
  66–70
  Residence (Fine House or apartment – for Rent)
  22–27
  Goldsmith
  71–73
  Residence (Nobleman, Merchant Venturer)
  28–30
  Guardian
  74
  Residence (Philosopher)
  31–35
  Inn
  75–76
  Residence (Scholar)
  36–40
  Jeweller
  77
  Residence (Scientist)
  41–44
  Livestock Merchant
  78–80
  Silversmith
  45–46
  Matador
  81–83
  Herb or Spice Merchant
  47–49
  Milliner
  84–90
  Stable
  50
  Miller
  91–00
  Tavern
  Businesses and Premises Table 2
  1D100
  Business/Building
  1D100
  Business/Building
  01–02
  Animal trainer
  41–43
  Residence (Decent – for Rent)
  03–04
  Armourer
  44–50
  Residence (Fair – for Rent)
  05–06
  Baker/Miller
  51–54
  Scribe
  07–09
  Boarding House
  55–56
  Ship handler
  10–12
  Bowyer/Fletcher
  57–58
  Silk merchant
  13–14
  Cartographer
  59–62
  Smithy
  15–17
  Horse trader
  63–68
  Stable
  18–19
  Engraver
  69–71
  Tailor
  20–21
  Glassblower
  72–80
  Inn
  22–25
  Carpenter
  81–85
  Tavern
  26–29
  Weaver
  86
  Veterinarian
  30–32
  Coppersmith
  87–90
  Weaponsmith
  33–34
  Illuminator
  91–93
  Wheelwright/Cartwright
  35–36
  Leather worker
  94–97
  Wine merchant
  37–39
  Matador
  98–00
  Woodcarver
  40
  Outﬁ tter/Perfumer
  
  48
  Aigues Mortes
  the quality of its food, cooked by Baulk’s wife, Orsoola, 
  a massive woman who excels in arm wrestling as well as 
  roast dinners. Baulk himself is a wisp of a man with a thin 
  nose, thin lips and a single bushy eyebrow framing thin, sad 
  eyes. Despite having the looks of a depressed reed serpent 
  he is a charming and funny character who has lived in 
  Aigues Mortes all his life and knows the city intimately.
  2. Farlang’s Outfitters
  Farlang was a matador until the famed bull Noirsauvage 
  gouged away much of his left leg. Farlang walks with 
  a pronounced limp but retains his good humour and 
  joviality. He went into the tailoring trade, like his father 
  and grandfather, after his skirmish with Noirsauvage and 
  now supplies matador costumes and peripherals to both 
  hopeful and established matadors alike, as well as to the 
  fashion conscious who enjoy parading the city in such 
  ﬁ nery. Farlang is on good terms with most of the inﬂ uential 
  people in the bull breeding and ﬁ ghting circuit.
  3. Seng’s Tavern
  Alita Seng inherited the tavern from her husband, Alexi, 
  who went out into the Kamarg one night and never 
  returned. She maintains he was taken by a baragoon but 
  her sharp tongue and sloppy manners indicate this might 
  not have been such a bad thing – in reality Alexi has 
  changed his name, dyes his hair and now lives in Arles 
  with a mistress under the name of Maruse Gaynes). Seng’s 
  is noted for the quality of its home-made wine, which 
  Businesses and Premises Table 3
  1D100
  Business/Building
  1D100
  Business/Building
  01–03
  Baker/Miller
  48–51
  Mason
  04–05
  Barber/Physician
  52–55
  Moneylender
  06–08
  Brewer
  56–60
  Pawnbroker
  09–13
  Butcher
  61–62
  Painter/Sign maker
  14–15
  Brothel
  63–65
  Paper and Ink maker
  16–17
  Candle maker
  66–70
  Potter
  18–20
  Carpenter
  71–74
  Residence (Fair – for Rent)
  21–24
  Cobbler
  75–76
  Residence (Squalid – for Rent)
  25–28
  Cooper
  77–79
  Residence (Dormitory/shared rooms)
  29–30
  Distiller
  80–85
  Residence (Doss house)
  31–33
  Dyer/Tanner
  86–87
  Ropemaker/Netmaker
  34–38
  Fishmonger
  88–89
  Sail maker
  39–41
  Fortune-teller/Entertainer
  90–91
  Sharpener
  42–43
  Fuller
  92–93
  Spinner
  44–45
  Gaming hall
  94–96
  Stable
  46–47
  Laundry
  97–00
  Tavern/Inn
   Districts of Aigues 
  Mortes
  The districts of the city are distinguished by the symbol of 
  a portcullis with a crude icon indicating the gate’s name 
  etched above it (such as a gallows for Gallowgate) and 
  every street sign in Aigues Mortes carries such a device to 
  the left of the name. At night the streets are unlit with deep 
  pools of darkness gathering between the crowded buildings 
  but the militia patrols help keep the place safe and there are 
  few instances of pad foots or muggers (though both exist) 
  lurking to take advantage of the unwary.
   Churchgate
  There has not been a church in this district for centuries 
  – at least not as a place of worship – though the name has 
  remained for reasons unknown. The church that names 
  this gate was actually a chapel to the goddess Mare (a 
  long forgotten sea deity, people presume) and located on 
  the corner of Tower Street and Cross Street.
  The buildings in this gate are well-kept, reﬂ ecting the 
  generally moneyed status of the residents. Baulk’s Inn is 
  a popular watering hole for the local clientele and three 
  doors down, is Farlang’s Outﬁ tters, which makes bespoke 
  matador garb for the discerning customer.
  1 Baulk’s Inn
  A three storey building leaning precariously out above the 
  street and with a slate roof painted bright blue. It offers 
  decent rooms for rent at the going rate and is noted for 
  
  49
  Aigues Mortes
  
  50
  Aigues Mortes
  local rumour claims, Alita makes simply by crushing the 
  grapes with her tongue and then staring at them.
  4. Bard Court Armoury
  Here, Frenz Meneche has his forge and workshop, turning out 
  weapons and armour of decent quality. He supplies the militia 
  and the Guardians but also undertakes private commissions 
  and ad-hoc repairs. Frenz is a huge, bald-headed man, gruff 
  but fair, who leaves the business-side of things to his cousin 
  Pandoo. Pandoo is small, sharp and has a ﬁ ne eye for quality 
  weaponry but not the skill to make it or wield it.
  5. Genoze Bakery
  Incredible smells waft from Genoze bakery, which 
  produces superb bread – possibly the best in Aigues 
  Mortes. As well as the traditional long batons Genoze 
  makes a variety of more exotic loaves using herbs 
  and other ingredients taken from the marshlands. He 
  sometimes employs hardy souls to delve into the deeper 
  reaches of the Kamarg in search of blue samphire and 
  Old Man’s Whisker, which he claims gives his bread 
  the characteristic texture for which he is famed. ‘Good 
  baking comes with a little risk’, is his motto.
  6. Abelard d’Vhar’s House
  An opulent villa with a private courtyard at the rear and 
  ornate wrought iron balconies overlooking the street. 
  Easily found by its bright red door.
   Gallowgate
  Named for its gallows, Gallowgate is sandwiched between 
  Konstantgate, Churchgate and Portgate. Despite the fact that 
  many have met their end on the scaffold here, Gallowgate is 
  a cheery place with brightly decorated houses and countless 
  well-tended window boxes and hanging baskets, awash 
  with colour in the spring and summer. The secluded Long 
  Garden is a well maintained and peaceful lawned space 
  ﬁ tted with benches and a band stand where the Gallowgate 
  Lutes frequently practice and give free concerts.
  1 The Kornahaus
  The Kornhaus is an inn run (but owned by the city) by the 
  von Zheer triplets of Mirenburg. Dark and low-ceilinged it 
  is a favourite haunt for off-duty militia, Guardians and the 
  occasional adventurer. The von Zheer triplets are almost 
  identical, with shocks of unkempt blond hair, startling 
  green eyes and levels of courtesy that border on the creepy. 
  However the ale is very good and the triplets seem to 
  know what is happening in the wider world, especially 
  concerning the Dark Empire, at any given point.
  The triplets work undercover for Granbretan, although 
  no-one knows this. Their name is ﬁ ctitious and Mirenburg 
  does not exist (although no one has ever bothered to check 
  properly) – although it may once have existed, before the 
  Tragic Millennium. In reality the triplets are all de-masked 
  Granbretanians, once of the Order of the Ferret, who 
  volunteered to lose their masks so they might serve King 
  Emperor Huon better as spies. Hidden in their cellar is 
  signalling and other communication equipment that links 
  directly with Baron Taragorm’s Palace of Time in Londra and 
  they offer infrequent reports about activities in the Kamarg. 
  All the information they provide about Granbretan is suspect 
  but not all of it is false; a few truths need to be sprinkled into 
  the propaganda to help maintain their cover story.
  2 Mareklar Huras’s House
  An imposing house with the most impressive hanging 
  baskets and window boxes; its windows framed by 
  luxurious drapes of Italian velvet. Mareklar employs a 
  bodyguard/butler/doorman, Aeskalf, who, in his stylish 
  matador livery, can frequently be seen standing outside 
  the main door of the house waiting to greet guests or 
  preparing to chaperone his mistress. The house enjoys 
  a constant stream of visitors, usually socialites but 
  also those artists who count Mareklar as their patron 
  or who are seeking patronage. One such visitor is the 
  poet Gervaze Rikard who, with a battered lute in tow, 
  serenades Mareklar from the street with his latest, 
  cloyingly untalented composition, hoping to gain her 
  favour. It is one of Aeskalf’s more pleasurable duties to 
  eject Gervaze from the area when his songs either go on 
  for too long or are ear-distressingly bad.
  3. Gallows Square
  There has not been a hanging here since the bad days 
  of Bogomil but when someone is convicted of a capital 
  crime, here is where they will meet their end. On one of 
  the walls leading to the central dais where the scaffold 
  is built are the initials of all those who have been led to 
  their doom in the past, scratched onto the stone. There are 
  over 100 sets of initials, many etched during Bogomil’s 
  tenure. Count Brass has decreed that they should remain 
  as a reminder of the man’s evil.
  4. Steel Inn
  The roof of Steel Inn is made of steel and when the rain 
  thuds onto it or the mistral howls around it, the whole 
  roof vibrates with an eerie sound that echoes throughout 
  the district.
  
  51
  Aigues Mortes
  This is a comfortable inn favoured by merchants and it is 
  usually very busy. It is run by Mahkus Zhonoir, a bear of a 
  man with a wolf-like glare and temperament to match. He 
  tolerates no trouble or dissent in the Steel Inn and many 
  a belligerent merchant has been unceremoniously ejected 
  for daring to pass comment on the way Mahkus chooses to 
  operate his premises. Though for those used to Mahkus’s 
  ways, this is an excellent place to stay and when Mahkus is 
  caught in the right mood, he is a genial and charming host.
  5. Salome’s
  Salome is a rival to Anubel Jinjade, operating a house 
  of courtesans providing services to the merchants who 
  stay in the area, especially at the Steel Inn. It is an 
  unpretentious house of three storeys with a lime-green 
  door subtly decorated with a brass doorknocker in the 
  shape of a woman’s breast.
  Salome employs only four girls: Anhet, Beatrix, Hortenz 
  and Valna. All are experts in their craft and known for their 
  discretion. When the girls emerge from the house, they 
  always travel as a group and are always well-dressed in the 
  latest fashions (usually gifts from their grateful patrons). 
  They are always accompanied by Vazkule Porenz, a dogged-
  looking Italianate with slicked-back hair and a beady 
  expression. Vazkule is Salome’s accountant and purse-holder 
  and he makes sure that the girls, when they take their regular 
  constitutionals through Aigues Mortes, are unmolested by 
  over-eager clients. He is handy with his concealed knives, 
  having been raised in the slums of Nayples and is as fast and 
  ruthless with his blades as he is with numbers and money.
  Salome herself is married to Mahkus Zhonoir, a fact the 
  couple keep concealed from just about everyone in the 
  city, save for a few carefully selected conﬁ dents. Mahkus 
  is presumed to be just another of Salome’s clients but his 
  frequent visits are simply to be with his beloved wife.
   Konstantgate
  In the shadow of Tower Konstant, this district is the 
  wealthiest of Aigues Mortes. It is also home to the 
  militia barracks, which border the wall. The haunt of 
  the wealthy merchants who come to trade in Aigues 
  Mortes, its buildings are well-kept, the streets clean and 
  scrubbed and the scent of expensive perfume and incense 
  are always heavy in the air. Despite its proximity to the 
  market square, Konstantgate is the one district where 
  market traders are forbidden to establish stalls. Trading 
  per se is not forbidden but the district forms a barrier to 
  the market’s almost insidious spread.
  The Prefecture House is where the Scriptoriate has its 
  base, overlooking the market square and the imposing 
  sandstone building, with its black iron railings, also acts 
  as the Court of Session. The Scriptoriate is a small but 
  highly effective, bureaucracy that enacts the wishes of 
  the Prefecture. Headed by Mikel Jonjar, a lugubrious man 
  with severe alopecia, the Scriptoriate ofﬁ cials are noted 
  for their blue-green waistcoats and small, pillbox hats.
  1 Meren’s Yard
  The ﬁ rst inn one sees after entering via the district’s main 
  gate, Meren’s Yard backs onto a cool, ﬂ agged courtyard 
  with excellent stables and grooms. As an inn it is ﬁ rst 
  rate, catering for merchants and their entourages with 
  good rooms and simple, honest food. The landlord is 
  Bowber Fench, a skinny Hollandian who treats ale with an 
  almost religious reverence and claims to have travelled to 
  Asiacommunista where he was taught the Secrets of the 
  Six Yeasts. Due to its location Meren’s Yard is a popular 
  haunt and always busy. Fench employs grooms, stable 
  hands, cooks, serving staff and occasionally, door guards, 
  year-round to help him cope with demand. In reality they 
  do all the work because Fench is very preoccupied with 
  his cellar where he is attempting to brew the perfect, ‘ale 
  of all ales’ using his semi-mythical yeast secrets.
  2. Aulgomath’s Goldsmiths
  Hanz Aulgomath is one of the foremost goldsmiths of the 
  Kamarg. Originally from Arles, he left that city in a cloud 
  of confusion and near-scandal and set-up shop in Aigues 
  Mortes. His work is characterised by startlingly beautiful 
  gold ﬁ ligree with the thinnest, brightest strands of metal 
  worked into delicate, ﬁ nely detailed shapes. Aulgomath 
  provides a weighing and metal purity testing service from 
  his workshop, calculating the purity of different metals 
  and ores and working out the likely price. He always 
  wants high-quality gold and silver but acts as a broker for 
  other precious metals and gems.
  3. Ohm’s Outfitters
  Ohm caters for all shapes and sizes, cutting clothes for male 
  and female customers at an almost feverish pace. He has a 
  small team of seamstresses who do the sewing and stitching 
  and he seems to treat them like slaves, making them work 
  long hours with few breaks and low pay. Ohm tends to 
  the front of house, measuring people simply by looking 
  them up and down (his measurements are never wrong) 
  and then suggesting the designs that will work best. His 
  clothes are simple, unfussy, exquisitely tailored but always 
  fashionable. Ohm’s memory is phenomenal. He can recall 
  
  52
  Aigues Mortes
  looking to use the bullring or become part of Dooco’s 
  rich entourage. Dooco makes frequent sorties into the 
  city, carried in an ivory-crusted sedan chair carried by 
  four of his biggest, strongest servants. When an event is 
  to be staged at the bullring, he dispenses leaﬂ ets to an 
  eager crowd and occasionally, a handful of specially 
  minted bronze tokens permitting free entry. The tokens 
  rapidly become collectors’ items and change hands at 
  extortionate rates. Fights occasionally break-out in the 
  scrabble for the casually hurled tokens, with Dooco 
  enjoying the spectacle from his sedan chair as ﬁ sts ﬂ y 
  and the militia is summoned to quell the trouble.
  6. The Barracks
  Pressed against the city wall, the barracks is home to the 
  militia. The collection of low buildings house supplies, a 
  collection of basic cells for unruly or drunk miscreants, 
  stables and a dormitory for those militia members who 
  choose to reside permanently with their colleagues 
  instead of living elsewhere in the city. The barracks are 
  functional and somewhat cramped, lacking the ostentation 
  of the Guardians’ barracks in Tower Konstant. Patrols for 
  the various gates, towers and walls are arranged from the 
  barracks with all tours of duty beginning and ending in 
  the Brieﬁ ng Hall that dominates the courtyard. 
  Tiery Zinade’s house, which is part of his position and 
  thus rent-free, is next door to the Brieﬁ ng Hall and so 
  he and Xandra are a regular sight around the barrack 
  complex. Xandra carries out repairs on uniforms and 
  happily operates a laundry service, assisted by two 
  laundry girls from Tattersgate, Julienne and Janeque. 
  Xandra seems to view the constant stream of militiamen 
  as part of an extended family and she is much loved by 
  the soldiers who protect Aigues Mortes.
   Marketgate
  Starting at Cross Street and extending all the way down 
  to the lower wall, Marketgate is the busiest district of the 
  city. The huge market square is rarely empty of stalls, 
  booths, tents and stands and the streets leading away 
  from it are usually crammed with traders working from 
  sheets of canvas stretched on the ground or even taking 
  position on the steps leading up to some houses.
  On the east side of the market is the Market Hall where 
  the Scriptoriate has its license ofﬁ ce and various other 
  facilities, including stores for stalls, supporting the 
  market. The Market Hall never seems to close with 
  a throng of traders ﬂ owing through its great, age-
  every customer he has ever served, their measurements at 
  the time, the styles and cloths they favoured and how much 
  he charged. He never keeps ledgers of sales and relies 
  purely on his amazing memory.
  Ohm will cut and sew any style of clothes a person 
  desires save for one: he abhors the matador style and 
  ﬂ atly refuses to make any clothes that having anything to 
  do with bull ﬁ ghting. If asked he sneers, makes a series of 
  rude and suggestive remarks and then asks the customer 
  to depart the shop forever.
  4. Volor’s Emporium
  This unpretentious-looking store is a treasure-house 
  of trinkets, knick-knacks, the useless and the tasteless. 
  Gaudy statues from the peasant lands of the Belgic states; 
  chipped Iberian coffee services; an entire shelf ﬁ lled 
  with musical boxes (all broken or tuneless) gathered 
  from across Europe; chests ﬁ lled with costume jewellery 
  and worthless bracelets; a clock that tells the time in a 
  forgotten language; stuffed animals infested with ﬂ eas; 
  jars ﬁ lled with preserved insects, lizards and human 
  organs; bunches of dried herbs suspended by lengths of 
  tatty rafﬁ a from the ceiling… everywhere one looks there 
  is something to behold the eye and capture the attention, 
  even though none of it has any real value beyond its 
  curiosity. No one who walks into Volor’s Emporium 
  departs without having spent hard-earned money on 
  something they do not need and will never use but ﬁ nd 
  themselves strangely drawn to admire.
  Volor himself is as curious as his exhibits. A tiny, dust-
  covered man with a beard that is some six feet long and 
  worn in a huge knot that keeps it from trailing on the ﬂ oor, 
  Volor never stops smiling or nodding. He can explain the 
  origin for every piece of bric-a-brac in his store, how he 
  came by it, its previous owners and if there is an interesting 
  story behind it, that too. If someone looks like they are about 
  to depart without buying something, Volor offers them tea 
  from the simmering samovar that is behind his little desk 
  and then sells them the chipped cup as a souvenir. Some 
  claim he was a sorcerer who lost his mind; others that he 
  is as old as Aigues Mortes. No one knows when he set-
  up shop in the city and even Volor is unsure, evading the 
  question with an offer of hot, sweet, strong tea.
  5. Dooco’s House
  An imposing stone residence that is two separate houses 
  knocked together, Zhonpier Dooco lives here, attended 
  by a retinue of liveried servants and a stream of hopefuls 
  
  53
  Aigues Mortes
  cracked oak doors, to meet, buy permits or complain 
  about a thousand separate issues, ranging across unfair 
  competition, expired licenses, coin-clippage and petty 
  theft. The Scriptoriate Ofﬁ cers weather most moans and 
  grumbles with weary nods and half-pained expressions. 
  They are experts in dealing with irritable merchants and 
  ﬁ nding amicable solutions to exceedingly petty problems. 
  When their patience frays, which is rare, Gartenz Ovitz, 
  the Head Scriptor, takes charge of the situation. A natural 
  diplomat with inﬁ nite patience and an incisive wit, there 
  are few challenges his natural authority cannot remedy.
  1. The Three Trades
  Three imposing taverns stand in a line across the 
  southern border of the market square. They are almost 
  identical in design but very different in character. The 
  ﬁ rst tavern, Trade’s Rest, offers simple rooms and a 
  bawdy atmosphere for the merchant of restricted purse. 
  Its landlady, Ezmay, is a buxom woman of good Kamarg 
  stock she brooks no trouble and settles arguments with 
  her hands as easily as any man.
  The middle tavern, Trade’s Favour, caters for the more 
  prosperous merchants. It offers reasonably comfortable 
  rooms and a stable. The landlord is the wily Kanakus 
  Yool, an expert at just about every card and dice game 
  known to man. He encourages card and dice schools in 
  the back rooms of the tavern, playing himself when time 
  allows and always taking a cut of the table charge.
  The third tavern of the row is Trade’s Success, which is 
  favoured by the Scriptoriate and those merchants seeking 
  some privacy. The main ﬂ oor is ﬁ lled with many cosy and 
  private wood-lined booths, warmed by the huge ﬁ replace 
  adjacent to the bar. The serving staff are discreet and the 
  tavern has a hushed atmosphere save for those evenings 
  when storytellers take up a seat by the ﬁ replace and 
  regale the regulars with all manner of yarns. On these 
  nights Trade’s Success ﬁ lls rapidly, for Kamargians love 
  their stories and even children are brought to listen to the 
  best of the wordsmiths.
  2. Bath House
  The huge bath house in the south of the district is just 
  as favoured for business and commerce as the taverns. 
  With a big communal bath and several smaller ones, a 
  steam room and a massage room, a couple of coppers 
  buy a relaxing hour or so in the heated waters and the 
  chance to engage in unhurried discussion. The bath house 
  is operated by the Musoof brothers, a quartet of huge, 
  burly, gregarious Turkians who are experts in delivering 
  a muscle-crunching massage that looks painful but 
  leaves the recipient feeling loose and relaxed. An extra 
  two coppers buys one of the Musoof brothers’ infamous 
  ‘Back Walk’ massages.
  3. Caernis’ Yard
  Caernis is an expert smith, working from this forge and 
  workshop a stone’s throw from the market square. He shoes 
  horses, repairs carts, axles, armour and weapons with equal 
  competence. Caernis is an ex-Guardian and so knows the 
  Kamarg intimately although he speaks little of it.
  4. Astrid the Weaver
  A tall, narrow building sandwiched between the Glow-
  worm tavern and a boarding house, Astrid is a master 
  weaver from Skandia. She operates several massive looms 
  with her two daughters, creating ﬁ nely woven cloths with 
  stunning, geometric patterns of her own design. Examples 
  of her work – tapestries, rugs, tablecloths and so forth, 
  hang from every wall of her shop and are draped or rolled 
  in specially built racks. In the back rooms her looms can 
  be heard clanking and rattling as they are worked hard.
  Astrid claims the designs come to her in dreams. The 
  patterns woven into her rugs and tapestries are incredibly 
  complex and seem, at ﬁ rst glance, to be impossible 
  geometrically. Unbeknown to Astrid, each piece she 
  weaves exerts a subtle effect on the Multiverse and if 
  all the pieces in her shop were unrolled and compared, 
  a single, immense pattern would become apparent, for 
  every piece aligns with the edges of the others. Arranged 
  in this way, the patterns form a portal to another part of 
  the Million Spheres. Naturally Astrid is unaware of this 
  but a cunning sorcerer studying her work might make the 
  connection somehow.
  5. The Sorcerer’s Doom
  This large inn is named in honour of Count Brass. Pride 
  of place, suspended from the ceiling of the main area, 
  is a complete baragoon skeleton, wired together. This 
  especially large specimen had terrorised the marshes 
  around Aigues Mortes and was one of the ﬁ rst baragoon 
  killed by Count Brass when he arrived in the Kamarg.
  The landlord is Guiyelm Matavahn, an enthusiastic host 
  given to breaking into song at any opportunity. He is also 
  a notorious turncoat. When Bogomil was in power, the 
  inn was called The Sorcerer’s Star and Guiyelm never 
  questioned Bogomil’s atrocities; indeed, he played host 
  
  54
  Aigues Mortes
  to many a hunting party, happily taking their coin. Few 
  trust Guiyelm’s word but there are enough traders in 
  Aigues Mortes to ensure he remains proﬁ table despite 
  what Aigues Mortes locals might think of him.
   Portgate
  So-called because the large, turreted gate is the one used 
  by the porters from the harbour, bringing supplies into the 
  city. Portgate is a district of warehouses, storage areas, 
  rented rooms, boarding houses and a number of low-rent, 
  run-down buildings used by a constant through-ﬂ ow of 
  traders and lowly merchants. The cattle market is also 
  held in Portgate, in the square that borders Towergate.
  Portgate looks run-down and rough but it is still a safe 
  enough district. People here are down on their luck or 
  simply do not care for the better standards offered by the 
  other districts but there is a certain pride in Portgate’s 
  heritage and appearance. It is business-like and no-
  nonsense, rather than brash and garish like Marketgate 
  and Gallowgate.
  Because this is an area of storehouses and warehouses, 
  private guards are frequently employed by merchants 
  and others to protect the merchandise stored within. 
  Adventurers looking for such work can ﬁ nd out who is 
  hiring by enquiring at the Scriptoriate Market Hall in 
  Marketgate and by asking around in taverns like The 
  Mistral Minstrel. Similarly warehouses and storage barns 
  can be rented from the Scriptoriate at a variety of rates 
  depending on ﬂ oor area, security and type of building.
  A further feature of Portgate is the rickshaw runners. 
  Several companies operate human-pulled rickshaws that 
  ferry people through Aigues Mortes, their runners wearing 
  bells attached to their ankles to warn pedestrians of their 
  approach. A good rickshaw runner can haul from one side 
  of the city to the other in just 15 minutes, taking the rat-
  runs and back-alleys to avoid the crowds in the market 
  areas. The two main companies are Rheznick’s Runners 
  and Kristi’s Runners. Both are highly competitive and not 
  above sabotaging each other’s rickshaws and sometimes, 
  their customers. The standard price for a rickshaw trip 
  anywhere in Aigues Mortes is three coppers but desperate 
  for custom, both companies can be bartered down to a 
  single copper when trade is slow. Runners expect a copper 
  piece tip – more if they provide a running commentary 
  of the sights of the city (a commentary of dubious 
  accuracy). The acknowledged fastest rickshaw runner is 
  Tuarik Ghenz of Rheznick’s, who is said to have hauled 
  a full-grown bull in his rickshaw across the diagonal of 
  the city, in 10 minutes ﬂ at. Tuarik is certainly speedy and 
  keen to defend his reputation. Others, especially Haim 
  Lewes of Kristi’s, are keen to demolish it.
   Tattersgate
  The buildings and houses of Tattersgate are amongst 
  the oldest in the city and show their age. They lean in 
  towards each other creating a claustrophobic atmosphere. 
  The streets are dark and narrow; the alleys and passages 
  sombre and unwelcoming. This is a district of the poorest 
  in Aigues Mortes and whilst it could never be termed a 
  slum, it lacks the vibrancy of the rest of the city and could 
  almost be said to be sulking.
  The people living here make their way as best they can. A 
  few are beggars, a few are pickpockets and petty thieves; 
  most are simply poor people who sought refuge within the 
  city walls during Bogomil’s reign and have found it difﬁ cult 
  to prosper. Those who work are employed in low-paid, 
  unpopular jobs with no way of being able to contribute 
  towards improving Tattersgate’s image or reputation.
  It is easy to ﬁ nd anonymity in Tattersgate – there is little 
  curiosity and people keep their heads down and get on 
  with life. Each to his own and no questions asked. There 
  is little sense of neighbourliness or true community spirit, 
  although Tattersgate, like the other districts, returns a 
  representative to the Prefecture. That representative is the 
  redoubtable Anubel Jinjade, the owner of the Villa Rouge 
  d’Amour. Anubel has lived and worked in Tattersgate for 
  as long as anyone can recall and truly cares about making 
  its voice heard. She is a popular ﬁ gure in the district (less-
  so out of it) and keen to make the Prefecture take notice 
  of this neglected section of the city.
  1 Crab Tavern
  The Crab Tavern is opposite the Villa Rouge and is a 
  quiet, sombre drinking hole with few comforts and few 
  desires to introduce any. The landlord, Bhernard Ageeve, 
  brews his own beer in the cellar and serves it in plain 
  wooden mugs with a glum expression and as few words 
  as possible. The clientele never seems to shift from the 
  Crab; Blind Jacq is always perched on a stool at the bar, 
  his seeing-eye mongrel, Fangs, curled at his feet, one 
  eye open to the world. Fat Facitus slouches in his corner, 
  several empty mugs scattered around the rickety table, 
  chewing wads of tobacco and spitting the disgusting 
  residue into a vile-smelling spittoon at his side. A card 
  school run by Locius the Glib dominates another corner, 
  
  55
  Aigues Mortes
  arguing in hushed voices over the rules of the game. 
  New customers are generally ignored but the atmosphere 
  is never welcoming. Those who wander into the Crab 
  Tavern are invading a tableau and with silence and steely 
  looks, the regulars make sure that visitors understand 
  their intrusion.
  2. Villa Rouge d’Amour
  From the outside, a nondescript three-storey building 
  with each set of windows ﬁ rmly shuttered or covered by 
  thick drapes. A set of well-trodden stone steps lead to a 
  thick oak door, painted red and with a face-level trapdoor 
  built into it. Inside, the house is a paradise for those 
  seeking the erotic. The Villa Rouge is operated by the 
  Madame Anubel Jinjade, a hearty and ambitious woman 
  who provides female companionship on an hourly or 
  nightly basis to those who can afford it.
  Anubel’s women – her sisters, as she terms them – come 
  in all shapes and sizes. They are skilled courtesans able 
  to spend their time in relaxing conversation or more 
  vigorous pursuits as the customer so wishes. Five silvers 
  buys an hour; 10 an entire evening. Anubel spends a little 
  time with each client and over a glass of mediocre wine, 
  discovers what they wish to do and then selects a woman 
  who will fulﬁ l those needs perfectly. Few emerge from 
  the Villa Rouge unhappy. Those that do are most likely 
  impossible to please.
  The safety of the sisters is assured by Graf and Gustav, 
  a pair of hulking Germanian bodyguards who look after 
  the security of the Villa. Troublemakers are ejected 
  before they can start and anyone who becomes rough 
  or threatens one of the girls is dealt with severely in the 
  courtyard at the rear of the house. Graf and Gustav are 
  not killers (at least, not in Aigues Mortes) but they take 
  their duties seriously and diligently. Those who intend to 
  cause trouble or behave in any way that disturbs the Villa 
  is treated to a thorough and unrelenting kicking.
  The Villa is sanctioned by the Prefecture but that does 
  not mean it is liked. Within Tattersgate its presence is 
  unquestioned and Anubel’s position on the Prefecture 
  assures its popularity. However elsewhere, bordellos 
  are frowned upon and the subject of much sneering and 
  ridicule. Anubel’s response to this is forthright; if the 
  home, hearth and bed of every man who walks through 
  the Villa’s doors was so perfect, then the Villa would not 
  exist. Wives who wish to complain should, perhaps, look 
  to their own homes before denigrating her home.
   Towergate
  The largest of the districts, Towergate is so called because 
  standing in the axis of its ‘L’ shaped layout one can see 
  the three gate towers of the east, south and west gates 
  unhindered. It is a busy district, packed with houses, 
  stores, shops and taverns. Residents of Towergate are 
  fond of painting the stairs leading up to their doors black, 
  red or blue, giving the streets a patchwork quality.
  1 The Mistral’s Retreat
  The best inn of the district is, without doubt, Mistral’s 
  Retreat. It is a ﬁ ne, old inn with solid beams, large 
  ﬁ replaces and a welcoming glow. The landlord, Enrick 
  Entide, reﬂ ects the inn’s nature; old, warm and welcoming, 
  whilst his three daughters and three sons help him run the 
  business. At the rear, in the wide courtyard, is the smithy 
  and forge operated by his eldest son, Antoyne, whilst 
  his eldest daughter, Yana, runs the small stable block 
  assisted by two grooms. The tavern is a favourite haunt 
  of both Count Brass and Bowgentle when they are in the 
  city. Enrick assisted both men when they planned how to 
  liberate Aigues Mortes and Enrick seems to share many of 
  Count Brass’s characteristics, hinting at a military past.
  2 Despy the Pawnbroker
  Despy is a shrewd money-lender from Shekia. His small 
  shop is ﬁ lled with items people have failed to redeem and 
  he offers miserly rates on the things people wish to hawk 
  to raise a few silvers. His shelves have weapons, tools, 
  trinkets and all manner of pieces of small jewellery. A 
  notorious gossip, little passes him by and he is a good 
  source of scurrilous news from across the city.
  3. Barro Kiln
  Barro Landry is a skilled potter operating a small kiln in 
  this courtyard workshop. His work is exceptional; delicate 
  earthenware that is decorated with Kamarg motifs and 
  traditional designs often depicting the invisible ﬂ ow of 
  the mistral.
  4. Madame Rishlow
  By her own admission a fortune teller of rare skill, she 
  claims to have foretold Bogomil’s doom and the rise of 
  Count Brass. Her specialism is the tarot deck, which she 
  will read for anyone paying a silver. She does not go in for 
  the usual, faux-mystical trappings of other fortune tellers 
  but gets down to business in her cosy kitchen where her 
  30 cats watch and purr as she lays-out the battered deck 
  of tarot cards in a pattern of her own devising. Many 
  claim her readings are accurate; others dismiss her as an 
  
  56
  Aigues Mortes
  opportunistic charlatan but she seems to have an uncanny 
  knack for picking-up on people’s insecurities and then 
  offering plausible explanations and predictions that, 
  somehow, carry more than a grain of truth.
  Rishlow is also a dream interpreter who listens to the 
  strange dreams many have as the mistral builds, attempting 
  to divine something of the future. She compiles records of 
  the dreams brought to her in a large, leather-bound ledger 
  and once a month, pays a visit to Castle Brass where 
  she meets with Bowgentle to discuss the dreams she has 
  recorded and to try to deﬁ ne their inner meaning.
  5. Teahouse
  Zerid Greer operates a tavern that serves only tea, 
  made from dried herbs collected in the marshlands and 
  prepared in her own workshop at the rear of the building. 
  The teahouse has a peculiar but relaxing scent and is a 
  popular haunt for Towergate locals.
  6. Deridj the Cobbler
  Deridj is a consummate craftsman making shoes and boots 
  of quality. They lack the elegance and style of others of 
  his trade but a pair of his boots and shoes are certain to 
  last a lifetime. Guardians come to him for repairs to their 
  own footwear and he has supplied several sets of riding 
  boots to von Villach, Count Brass and Yisselda.
   Tower Konstant
  At 32 metres in height and with walls almost ﬁ ve 
  metres thick, the Tower Konstant is more a keep then a 
  watchtower. Its vast presence can be seen from just about 
  everywhere within the city and for many kilometres 
  beyond the city walls. To many, the Tower Konstant is 
  the embodiment of Aigues Mortes.
  When Count Brass came to the Kamarg the Konstant was 
  used as a salt-store and a prison. Those who displeased 
  Bogomil were held in the tower until such a time that 
  they were sent to his laboratories for ‘correction’. One 
  of Brass’s ﬁ rst actions after deposing Bogomil was to 
  restore the Konstant to its rightful function: the main 
  line of defence for the city and a symbolic home and 
  headquarters for the Kamarg’s Guardians.
  The Konstant Tower has been completely reﬁ tted 
  within. Ten ﬂ oors above ground and three ﬂ oors below 
  (dungeons and cold storage) house private quarters, 
  ofﬁ ces, a banqueting suite, dormitories, kitchens and an 
  extensive armoury. At the top of the tower, hidden from 
  general view, are a ﬂ ame cannon, a cold cannon and a 
  fear cannon, ready to act against any who might dare to 
  challenge the city.
  The tower is separate from and outside of, the city wall 
  but connected to it by a strong bridge of steel and stone. 
  The only way the tower can be entered is by coming 
  through the city, climbing the narrow staircase of the 
  northeast wall and then using the access bridge (always 
  defended by ﬂ amelance-armed Guardians).
  The tower is usually a hive of activity. Guardians come 
  and go all the time, to report back from their patrols in the 
  Kamarg, receive orders and duties, rest, relax, eat and sleep. 
  A permanent staff is maintained to look after the Guardian’s 
  various needs and there is always much to be done.
  Count Brass and his lieutenant, von Villach, are frequent 
  visitors. Von Villach has a suite of rooms on the eighth ﬂ oor 
  and he is often in residence, co-ordinating the Guardians 
  on Brass’s behalf. Count Brass himself attends the tower as 
  much as possible; he has ofﬁ ces here, a modest bedroom 
  and likes to spend time talking with the Guardians and 
  patrolling the walls with the militia from time to time. It 
  seems that Brass is always aware of what is happening in 
  both the tower and the city it guards and he always has 
  an opinion to offer. Each week, the banqueting chamber 
  is transformed into a court room where Brass and other 
  members of the Prefecture hear civil disputes and criminal 
  cases, dispensing rulings and judgements as needs dictate.
  In the ﬂ oors below ground are the vast storage cellars, 
  once used for salt but now used for all of the equipment 
  and supplies the Guardians require. The very lowest level 
  is a ring of barred cells, which are used for any prisoners 
  deserving the Prefecture’s justice. There are very few 
  occupants these days, although, in Bogomil’s time, the cells 
  were full and many never left them alive. It is claimed that 
  these basement levels are haunted and some of the more 
  superstitious staff and Guardians do not like being down 
  there alone. Ghostly moans, cries, rattles and creaks are 
  reported, along with mysterious smells of decay that can 
  never be traced. Brass dismisses these suggestions of ghosts 
  but agrees that some of the stranger phenomenon is difﬁ cult 
  to explain in rational terms and he treats all fresh reports of 
  ghostly goings-on with good humour and a straight-face.
  The  Arena
  The Arena or Grand Bullring, owned by Zhonpier 
  Dooco, is a marvellous, four-tiered circular structure on 
  
  57
  Aigues Mortes
  the northern side of the city outside the walls. The main 
  rotunda is of limestone with an inwardly sloping roof 
  of red tiles. Sturdy wooden stairs reach the upper levels 
  whilst stone staircases lead to the private boxes, which 
  are built at the optimum height to give the best view of 
  the action in the bullrings itself.
  Surrounding the rotunda are the pens for the bulls, 
  preparation areas for the matadors and private buildings 
  for the entertaining of guests and important personages. 
  Dooco has his ofﬁ ces in one of these outbuildings and 
  is a familiar ﬁ gure amongst the permanent staff who 
  maintain the bullring year-round.
  The rotunda is 30 metres in diameter and encircled by 
  tiered seating that rises to the shaded colonnade of the 
  upper rows. A single pair of thick, black gates leads to the 
  bull pens and on the opposite side, a smaller, ceremonial 
  arch leads to the matadors’ preparation area. The bull 
  enters via the former and the matador from the latter.
  Bullﬁ ghting is highly ritualistic and aﬁ cionados know every 
  move, step and ﬂ ourish matadors use to entice the bull into 
  the dance before the ribbons are plucked from its horns. 
  A typical bullﬁ ght is a day-long experience with several 
  contests punctuated by other entertainments such as clowns, 
  travelling minstrels, marching displays by the Guardians 
  and displays of archery and swordplay. Food and drink 
  sellers prowl the aisles and tiers, offering refreshments. The 
  entertainment is carefully staged to maintain the interest 
  until the ﬁ nal contest between the best matador and the best 
  bull, which is staged as the sun begins to set. Great torches 
  are lit around the edge of the bullring, creating an almost 
  mystical atmosphere as dusk descends.
  
  58
  Castle Brass
  Count knows that it is important to demonstrate strength 
  and resolve and that cannot always be done modestly. 
  However, if he has to live in a huge, semi-fortiﬁ ed ediﬁ ce, 
  he is determined to do so with grace and goodwill. His 
  staff and retainers are treated like family members; their 
  children are allowed to play freely in the castle’s grounds 
  and gardens and the peculiarities of etiquette and station 
  are reserved only for those times when Count Brass 
  entertains heads of state who need to be impressed by 
  such things. At most times, Castle Brass is a welcoming, 
  informal place, loved by its inhabitants.
  The  Bogomil Years
  Before it was called Castle Brass, it was called Chateau 
  Remorse and was the home and laboratory of the sorcerer, 
  Bogomil. The Bulgarian magician ruled the area for two 
  decades before Brass challenged and deposed him and 
  whilst he brought undoubted fear and despair to the 
  Kamarg, his beginnings were not inauspicious.
  Bogomil came to the Kamarg after being hounded out 
  of his native Soﬁ ya in Magyaria. He was searching for 
  somewhere lonely, isolated and unlikely to attract the 
  attention of rivals in the sorcerous arts. He brought money 
  and many false promises, offered with an insincere smile, 
  that led to his being appointed as Lord Guardian and 
  granted the somewhat dilapidated fortress that he renamed 
  Chateau Remorse. He spent three years renovating the 
  castle using both his own and public money, adding many 
  of the touches still to be seen in Castle Brass but also 
  extending the underground areas to accommodate the 
  laboratories and experimentation areas that would be 
  used to breed monstrosities such as the baragoon.
  The curtain wall surrounding the main castle buildings 
  were already in place when Bogomil arrived but in a 
  state of some disrepair. Bogomil strengthened and raised 
  them, adding the guard towers at each corner. To his 
  credit, Bogomil transformed a near ruin into something 
  functional and habitable, although the use to which it was 
  put was thoroughly evil.
  The underground areas were an expansion of the original 
  cellars and basements. Bogomil had these extended so 
  CASTLE BRASS
  ‘The castle was built of the same white stone as the 
  houses of the town. It had windows of thick glass 
  (much of it painted fancifully) and ornate towers and 
  battlements of delicate workmanship. From its highest 
  turrets it was possible to see most of the territory it 
  protected, and it was so designed that when the mistral 
  came an arrangement of vents, pulleys, and little doors 
  could be operated and the castle would sing so that its 
  music, like that of an organ, could be heard for miles on 
  the wind.’
  – The Jewel in the Skull
  Castle Brass is more than just the residence of the 
  eponymous count. It is a symbol of order and stability; 
  a focal point for a wild, remote region that has suffered 
  its fair share of chaos and disorder. It is a fortress and a 
  guardian; it is also a home not just to Count Brass and 
  his daughter but also to his best friend and conﬁ dante, 
  Bowgentle and to all those who happily serve the Count. 
  Castle Brass is a thriving, living structure, a place of rare 
  and solid beauty and a place that many call home.
  The castle now known as Castle Brass was built some 
  centuries earlier on a great artiﬁ cial pyramid that has 
  long since been subsumed by the castle’s structure. Who 
  originally built it is unknown but there is evidence to 
  suggest that previous castles existed on the same site, 
  before the Tragic Millennium. It has been reshaped and 
  expanded many times in the course of its long history 
  and possibly, began as little more than a fortiﬁ ed tower, 
  perhaps mimicking that of the Tower Konstant in Aigues 
  Mortes. Subsequent tenants added their own ﬂ ourishes – 
  always in keeping with the white stone of Aigues Mortes 
  – and the structure grew steadily in size and complexity.
  The castle looks out towards Aigues Mortes, standing 
  due north of the city and no more than half a kilometre 
  from its centre. Castle Brass stands in its own grounds 
  – gardens lovingly tended by Yisselda – and maintains a 
  full retinue of staff and guards. Count Brass, for all his 
  straightforward nature, knows that his position as Lord 
  Guardian carries with it an expected baggage that must 
  be demonstrated via the trappings of status and state. 
  Brass and his small family live relatively simply but the 
  
  59
  Castle Brass
  that they mirrored the size and pattern of the upper ﬂ oors, 
  having vaulted ceilings built into the structures to give 
  support and create natural divisions between different 
  work areas. The basement of the castle was soundproofed 
  and cunningly hidden away from outside visitors; whilst 
  Bogomil did not entertain many guests he wanted to 
  preserve a semblance of normality above ground, to 
  counter the horrors beneath it. In this way Bogomil could 
  pursue his ghastly experiments uninterrupted, revelling 
  in his cruelty and then, when ﬁ nished, retire to his castle 
  and play, to the full, the lord of the manor.
  When Count Brass seized the castle he had most of the 
  underground areas walled-up, retaining only those cellars 
  that were designed for storage. So, whilst Bogomil’s 
  workshops are now completely sealed and ostensibly, 
  unreachable, they still very much exist, along with some 
  of the accoutrements of his experimentation, which have 
  lain dormant for 10 years.
  The laboratory levels of the castle are explored later in 
  this chapter.
   As Castle Brass
  When Count Brass drove Bogomil into the Kamarg he 
  immediately saw the potential for the castle, turning it 
  from a place of darkness into a place of light and beauty 
  that celebrated life rather than perverting it.
  The ﬁ rst thing Brass did was seal-off the laboratory and 
  experimentation areas (after thoroughly searching them, 
  of course). He also made a thorough assessment of the 
  castle’s defensive capabilities and whilst it is primarily a 
  home, Brass has made the castle a formidable defensive 
  outpost in its own right. Its towers are equipped with 
  weapons similar to those of the towers ringing the 
  Kamarg and the cellars contain stores of food and water 
  to withstand a year-long siege with ease.
  The main thing Brass brought to the castle is beauty. The 
  grounds, landscaped and given over to agriculture, are a 
  joy to behold in the spring and summer when they ring 
  with the sound of the castle’s children at play and the 
  buzz and hum of insects skittering around the ﬂ owers, 
  shrubs and herbs. The lands around the castle are a riot 
  of colour and form and tended by the equally radiant and 
  gentle Yisselda, are a much needed contrast to the harsh 
  white stone of the castle buildings.
  The buildings though are not simply functional and cold. 
  The white stone from which they are built is truly attractive 
  and the entire castle is glazed with many mosaics and 
  composite windows of thick, (reinforced, in fact) painted 
  and stained glass arranged in complex patterns. When the 
  sun hits these windows the rooms within are bathed in 
  a dazzling array of colours lending the castle’s interior 
  an ethereal quality that contrasts with the ﬂ ower gardens 
  beyond the walls. Despite being a highly effective 
  fortiﬁ cation Castle Brass is also a marvel to behold and 
  when the mistral threatens to strip all beauty from the 
  world with its incessant ferocity, it is a beacon of beauty 
  amidst a bleak landscape.
   Structure and Defence
  Castle Brass was built to a traditional, pre-Tragic 
  Millennium fortiﬁ ed design most likely found in ancient 
  texts and descriptions that survived the catastrophe.
  The castle combines a large living space with serious 
  fortiﬁ cations, most notably the towers but also the external 
  
  60
  Castle Brass
  and internal walls that are made from dressed stone and for 
  the main walls, are up to two metres thick in places. The 
  towers are ﬁ tted with apertures for archers, artillery and other 
  ranged weaponry that permit optimum internal protection 
  without unduly restricting visibility and ﬁ eld of ﬁ re. 
  The internal design is such that inhabitants can move 
  inwards to exceedingly well protected rooms capable of 
  withstanding siege. Equally the castle’s layout permits 
  troop movements to all essential defensive areas with 
  speed and efﬁ ciency, should defensive actions prove 
  necessary. Access to fresh water is guaranteed with well-
  shafts sunk within the conﬁ nes of the building and the 
  large underground areas allow for considerable cool 
  storage of foodstuffs and the safekeeping of weapons.
  Castle Brass therefore serves exceedingly well as both 
  a comfortable residence and a defensive outpost in the 
  event of prolonged conﬂ ict.
   Layout and Floorplans
  The pages that follow go through Castle Brass and its 
  grounds in detail, describing its features and secrets. 
  Whilst the castle is Count Brass’s home, it is home to 
  a good many others and is frequently host to travellers 
  and important personages visiting Brass for reasons 
  of business and pleasure. It is therefore always a hive 
  of activity and always a potential source of adventure. 
  Indeed, the story described later makes full use of Castle 
  Brass as a place of adventure and intrigue.
   Guards
  Count Brass maintains a retinue of 20 guards who 
  hold responsibility for the security of Castle Brass. 
  Further reinforcements – Guardians and militia – can 
  be summoned from Aigues Mortes within one hour if 
  needs dictate. The guards are generally drawn from the 
  standard city militia, spending a week in the castle before 
  returning to their city duties. A small barracks is provided 
  within the castle walls and they are expected to patrol the 
  grounds, man the watchtowers and gate towers and assist 
  as bodyguards for the household on various occasions. 
  For the most part the Castle Brass militia enjoys an easy 
  existence with regular, comfortable duties and the perks 
  of decent food in excellent surroundings. Count Brass 
  recognises these creature comforts and does not begrudge 
  them in the slightest but he keeps the castle militia on its 
  toes with regular drills, battle practice and a variety of 
  other alarms designed to test their responsiveness.
   Grounds and Environs
  Castle Brass is half a kilometre due north of Aigues Mortes, 
  within sight of the Tower Konstant and the city walls. 
  The castle is built on a raised mound of earth that hides 
  an artiﬁ cial pyramid built before the Tragic Millennium 
  and is thus visible across much of the Kamarg.
  The castle perimeter is marked by a stone wall four 
  metres high and a metre thick with a single portcullised 
  gate ﬂ anked by a pair of eight metre high gate towers 
  containing the winching mechanism and staffed by 
  members of the Castle Brass guard militia.
  A cobbled road leads from the gate up to the courtyard of 
  the main castle. Surrounding the road are the vegetable 
  patches, orchards and gardens of the castle, whilst on 
  the far side of the grounds are the vineyards. Small 
  gatherings of hardy trees offer shade and protection 
  against the mistral and these are bowed by the sweep of 
  the wind. Built on the great pyramid of earth hiding the 
  ancient structure beneath, the gardens of the castle are 
  built in a series of terraces cut into the side of the slope 
  and connected by many winding paths of dressed stone.
   Formal Gardens
  The formal gardens, in the south west of the grounds, where 
  they gain the most protection from the ﬁ erce mistral, are 
  Yisselda’s pride and joy. This is her territory, her creation 
  and it reﬂ ects her beauty and love of the beautiful. The 
  gardens are a ﬂ owing sequence of connected spaces, 
  semi-enclosed and isolated from the rest of the estate 
  by low hedges and ornamental, ﬂ owering bushes, many 
  brought in from far-away climes. Each space is built 
  around a feature of some kind, such as the sunken garden, 
  a small circular pool and at the very top of the slope, near 
  to the walls of the castle, a bronze sculpture of a long-
  dead god that appears to be a cross between a child and 
  a goat, playing a set of reed pipes. This statue was found 
  protruding from one of the marshes by Yisselda whilst 
  she was out riding and she had her father and Bowgentle 
  retrieve it, restore it and place it in her gardens. She has 
  named it P’aan, having found some vague references in 
  the books of Bowgentle’s library.
  The gardens are ﬁ lled with a multitude of ﬂ owers and 
  plants: roses of red, white and bronze; vibrantly coloured 
  peonies; bushy, deep orange and red azaleas;  honey 
  blossom, lavender and bluebells – all compete for the 
  attention of the senses.
  
  61
  Castle Brass
  Yisselda is frequently found in this idyll, tending her 
  plants, reading quietly or simply strolling and enjoying 
  her creation. The castle’s children are encouraged to play 
  in the gardens (as long as they are careful) and to help her 
  with the chores that need doing.
   Fruit Orchards
  Adjacent to Yisselda’s gardens are the orchards where, in 
  orderly rows like an army awaiting command, stand fruit 
  trees of many varieties: dwarf apples that provide the castle 
  with sweet, pungent cider; cherry oranges with their thick 
  skins and deep red centres; cotton fruits, which resemble 
  balls of ﬂ uffy white cotton but taste of apricot and melt 
  in the mouth; and berry trees of all kinds – blueberries, 
  gooseberries, ﬁ reberries and a great favourite of the 
  children, stinkberries which, whilst sweet and delicate to 
  eat, cause the most potent and volcanic ﬂ atulence.
  The fruits of the orchards are harvested to make wine and 
  preserves, as well as gracing the fruit bowls and dining 
  tables of the household. Whilst Count Brass would never 
  acknowledge it, many of the varieties were the work of 
  Bogomil who, when not torturing and mutating humans 
  and animals, was an expert in horticulture and keen to 
  experiment with strange plant hybrids resulting in the 
  fruits now found in the orchard.
   Vegetable Gardens
  On the east side of the castle, closest to the kitchens, are 
  the vegetable gardens. On these terraces are grown all 
  the vegetables used by the castle with the excess taken 
  to the Aigues Mortes market for sale. Rows of beans 
  – haricots, runner, string and battlebean – so called 
  because, when dried, they form a staple part of many 
  an army’s rations and are a great favourite of the Count. 
  Next to them are beds of cauliﬂ ower, crimson in the 
  spring sun, turning almost to black in the summer; deep 
  red carrots, sweet and bushy-headed and huge, tight-
  leafed lettuces the size of cannonballs. There are also 
  more of the strange varieties of vegetable found all over 
  Europe: the enormous pumpkin tomatoes, which grow to 
  prodigious size but have the sweetest ﬂ esh and make the 
  most wonderful, warming soups. Busy and robust celery 
  trees, with branches that snap readily and have the heady, 
  slightly sour taste of the more common celery and the 
  same texture; and, a favourite of the Kamarg, the sweet 
  ambrogine, which resembles a long, fat torpedo with dark 
  skin but a delicate brown ﬂ esh which, when shredded and 
  stir-fried, has the most wonderful, sweet, earthy ﬂ avour 
  and is another favourite of the Count.
  Bowgentle is often found helping to tend the vegetable 
  garden, although, really, this is the domain of Tidmash, 
  the wily gardener of Castle Brass. Tidmash came to serve 
  Count Brass from Aigues Mortes where his expertise with 
  plants of all kinds, especially vegetables, is legendary. 
  He can coax the most reluctant plant to grow and thrive, 
  with his secretive techniques and special powders and 
  sprays used to defeat the ever-present bugs and insects 
  that would otherwise massacre his crops. When not 
  amongst the rows of vegetables Tidmash can be found 
  in his sheds, a sequence of reinforced wooden huts at the 
  base of the vegetable terraces and affectionately named 
  Castle Wood. Tidmash is irascible and prone to foul 
  language, especially when the children (‘Worse than any 
  bastard slugs!’) invade his little empire but is nonetheless 
  a kindly soul and forever teaching the young ones the 
  names of the plants and herbs and how to care for them.
  Tidmash knows the hidden ways into the sealed areas of 
  Bogomil’s laboratories. Tunnels beneath Castle Wood, 
  his collection of equipment and potting sheds, lead into 
  the underground chambers. Tidmash has only ventured 
  down them a couple of times, out of curiosity and has been 
  disturbed by what he has seen but for reasons best known 
  to himself has never revealed this secret to Count Brass.
   Vineyards
  The vineyards dominate the north eastern terraces and 
  are protected by wicker windbreaks and low, hardy trees 
  Tidmash has carefully cultivated over the years. The 
  vines produce excellent yellow grapes and make the 
  ﬁ nest wines of the Kamarg although not in vast quantities. 
  Tidmash claims that the rich earth around Castle Brass 
  and the nutrients absorbed from the surrounding Kamarg 
  all contribute to the dry, fruity, aromatic yellow wine that 
  is pressed and produced in the castle itself.
  The wine is produced in the winery, which is close to 
  Castle Wood. Here, the children and adults of the castle, 
  including Brass, Bowgentle and Yisselda, all get involved 
  in the pressing of the grapes with bare feet, clambering 
  into the huge wooden vat dominating the cool, barn-like 
  structure. Tidmash collects the juice and then takes it into 
  the ante-room where he works his magic to produce the 
  excellent wines that are bottled and cellared in the castle 
  vaults. Count Brass is extremely proud of the wine but 
  Bowgentle and von Villach are the true connoisseurs, 
  assisting Tidmash in the tasting as it progresses on its 
  journey from grape juice to pure, bottled indulgence. 
  About half the wine is sold in Aigues Mortes, where 
  
  62
  Castle Brass
  bottles command anything up to 15 or 20 Silvers, 
  depending on the age. The rest is laid-down in the 
  cellars and enjoyed sparingly. Every member of the adult 
  household, including the guards, are given a bottle from 
  the new pressing – a token of Count Brass’s appreciation 
  of their year-round efforts.
   Stables
  The stable complex houses 20 horses, all horned and is 
  a simple but efﬁ cient collection of white stone buildings. 
  The stable does not have a smithy and all shoeing is 
  performed by the blacksmiths of Aigues Mortes.
  The stable is run by Bedewin Ageskort, his wife Evanya 
  and their two eldest sons, Jermas and Manstan. There 
  are six other children, ranging from three to eleven in 
  age and they effectively have the run of the castle and its 
  grounds. The family lives in the converted rooms above 
  the stables but take their meals with other members of the 
  household in the main castle. 
  Bedewin is an old friend of Brass and was brought to 
  the castle from Liege where he once tended the Count’s 
  war mounts. The family is happy at Castle Brass although 
  neither Jermas nor Manstan want to remain as stable 
  hands. Jermas longs to become a Guardian, preferring 
  the gracefulness of the ﬂ amingos and Manstan wants 
  to see the world, harbouring a near obsession with 
  Asiacommunista. Both lads are hard workers and are 
  paid well for their efforts. Bedewin knows that, soon, 
  they will leave the castle and pursue their own careers 
  and the thought saddens him somewhat. Evanya is more 
  pragmatic, knowing that her boys will ﬂ ourish if given 
  the room and encouragement to do so.
  The stables house the beloved horses of Count Brass and 
  Yisselda. Brass has three treasured mounts: Agravan, 
  Borrs and Gwayn, named for ancient heroes from 
  before the Tragic Millennium. Each horse has a different 
  temperament: Agravan is wild and unpredictable, 
  with huge curling horns and an unwillingness to be 
  commanded that Brass ﬁ nds a marvellous challenge. 
  Borrs is heavy, steadfast and much calmer in nature but 
  a good battle mount and seemingly fearless, even when 
  faced by a rearing baragoon. Gwayn is fast and carefree, 
  happiest when galloping through the shallow marshes or 
  across the open grasslands.
  Yisselda has two mares; Midnight, which is a beautiful 
  black horse with dark horns and Dawnhoof, which is the 
  colour of a golden, summer morning. Bedewin insists that 
  Midnight and Gwyan would produce marvellous foals 
  and intends to mate them, with Brass’s and Yisselda’s 
  permission. Dawnhoof is dearly loved by Manstan who 
  insists on preparing her personally whenever Yisselda 
  takes her out. In truth, Manstan’s love is really for 
  Yisselda but he is wise enough to know that he, the son 
  of a stableman, cannot possibly entertain such thoughts, 
  hence his desire to leave the castle and travel the world.
   The Castle – Ground 
  Floor
  Castle Brass is a grand ediﬁ ce. A white-stone marvel and 
  a mixture of designs and whims that should clash but 
  somehow merge into an attractive, imposing whole that 
  captures the imagination and even engenders a certain 
  feeling of contentment – as though coming home.
  Nowhere is this more evident than in the Ground Floor, the 
  most public part of the castle. The castle has an openness 
  to it that offers an unspoken welcome to all who arrive 
  here, beginning as they enter the main Courtyard.
  
  63
  Castle Brass
   Courtyard and Grand Entrance
  At the top of the garden terraces, reached by the winding 
  path that threads through the gardens, the ground levels 
  and opens into the wide, cobbled courtyard. The cobbles 
  are well-worn and of grey stone, contrasting with the 
  whiteness of the castle itself. The drawing rooms ﬂ ank 
  the courtyard on the northern side.
  On the east is the Grand Entrance. Flanked by a pair 
  of squat, sturdy watchtowers (always manned by one 
  militiaman apiece), the entrance is tunnel-like with a 
  broad, shallow staircase rising up to the imposing oak 
  and iron doors that Count Brass insists should be left 
  open during the day. The guards in the watchtowers can 
  hear approaches up to the courtyard unless special stealth 
  is being employed and word is always sent into the castle 
  to alert the serving staff who, in turn, alert either Count 
  Brass or Bowgentle.
  Each watchtower is reached via an opening in the 
  wall. The space within is spartan; there is room for the 
  guard’s weapons, a small table with a jug of water and 
  a wooden mug. A series of bell ropes connects with the 
  main house so that the guard can alert the Household area 
  (summoning Ghraves), Count Brass’s study, Bowgentle’s 
  study or the kitchen.
  Unless Brass or Bowgentle have given notice that they 
  will greet guests personally, the butler, Ghraves, attends 
  to all arrivals. Ghraves is middle aged, quietly efﬁ cient 
  and in charge of the household. He has a distinctly 
  calming presence with a broad smile and cool, green eyes 
  beneath a shock of black hair. He is not a tall man but 
  his authoritative bearing gives the impression of height. 
  He always gives his name ﬁ rst and enquires after the 
  names of visitors, unless he knows them. His memory is 
  phenomenal and he never forgets a face or name.
  Depending on the nature of the visitors’ business, Ghraves 
  asks them to either remain in the Grand Hall or shows 
  them directly to the Drawing Room or Bowgentle’s study 
  area. If a banquet is being held, guests are taken to the 
  Gallery. Ghraves always offers refreshments if visitors 
  have to wait, providing water, wine or ale according to 
  preference and served with the cook’s delicious biscuits, 
  which are prepared daily.
  Count Brass does not permit weapons within the castle. 
  Ghraves requires all visitors to surrender their arms, 
  which are taken to the Armoury for safekeeping. Guards 
  are summoned to eject any who refuse.
   Grand Hall
  The Grand Hall is paved in a mosaic of red, black and 
  white tiles. The mosaic forms a complex geometric 
  pattern radiating from a central hub; no one knows the 
  pattern’s signiﬁ cance but it predates even Bogomil’s 
  tenure. The hall is decorated with stands holding plants 
  and ﬂ owers, cut from the garden and ﬂ anking the two 
  doors are marble busts: one of Count Brass, one of his 
  wife, Yisanda, one of Yisselda and one of Bowgentle. 
  On the wall facing the main entrance is a huge formal 
  portrait of Count Brass, depicting him on his warhorse, 
  commanding his troops at the siege of Bakarak – one of 
  Brass’s famous victories. On the other walls there are 
  weapons – swords, pole arms and the like – trophies from 
  Brass’s various victories. The weapons are held in place 
  by brackets and can be removed without much difﬁ culty. 
  In one corner is a suit of Brass’s old battle armour, much 
  dented and displaying the scorches from ﬂ amelance ﬁ re.
  Benches and comfortable chairs line the walls, with small 
  tables placed at convenient intervals for refreshments. A 
  minstrels’ gallery runs around the upper part of the hall 
  and during special occasions, musicians are brought up 
  from Aigues Mortes to serenade the arriving guests.
  Two sets of double doors lead out of the Grand Hall. The 
  ﬁ rst set, in the north wall, lead into the day quarters for 
  the castle: Brass’s study, the Gallery and so forth. The 
  second set, which is in the south wall, leads to the main 
  staircase and the Household area of the castle.
   Banquet Hall
  The Banquet Hall is by far the most splendid room of the 
  castle. High windows of stained glass allow natural light 
  to ﬂ ood-in during the day time and in the evening, over 
  a hundred candles illuminate the space. Suits of armour, 
  weapons and other souvenirs of Brass’s campaigns line the 
  walls and the walnut ﬂ oor is polished to a high sheen.
  The hall is reached by a grand staircase of polished 
  granite, which leads to double doors of oak and walnut. 
  Guests are shown into the Banquet Hall by this route, 
  although there are four other sets of doors leading into 
  the long passageway that access the Gallery, the passages 
  leading to Brass’s study, Bowgentle’s study and the 
  Games Room.
  
  64
  Castle Brass
  The  Siege of Bakarak
  The Rhine town of Bakarak was the scene of a decisive conﬂ ict between the Dukes of Köln 
  and Pfalz who had been at war for decades. The Duke of Pfalz had employed a group of 
  sorcerer-prophets, the ominous Chaos Society, to aid him in his conquest of the Rhinelands 
  and these miscreants, led by the wizard Klosterheim had made their base in the castle of 
  Stahlek, a small but very well defended fortress overlooking the river. Brass was in the employ 
  of Archduke Aluric Hawkmoon and led the attack against Bakarak aimed at removing the 
  Chaos Society. Pfalz sent its own forces, including several mercenary units, to defend Stahlek 
  and its sorcerers.
  Count Brass defeated the Pfalz forces at the Bingen Ford and returned up river to deal with the 
  Chaos Society. He laid siege to the castle for three days whilst within, Klosterheim prepared 
  a variety of spells to use against the attackers. However, something went badly wrong in 
  those preparations and the castle was rocked by an explosion that levelled the ancient tower 
  of Stahlek and gave Brass the chance he was looking for. When he ﬁ nally entered the castle, 
  the Chaos Society had disappeared, leaving behind them only the mutilated corpses of the 
  castle’s residents and an arcane design chalked on the ﬂ oor of the courtyard. Bowgentle made 
  a copy of that design (it hangs on the wall of his study in Castle Brass) and he still studies it, 
  attempting to discover the nature of the spell the Chaos Society used to make its escape.
  
  65
  Castle Brass
  The massive banqueting table dominates the room. Capable 
  of seating 100 diners it is made from polished slabs of 
  oak and walnut in the shape of an ellipse. The chairs, of 
  matching wood, are high-backed and comfortable. Brass 
  holds banquets as often as he can, enjoying the hospitality 
  and the opportunity to engage with old friends and new. 
  Each month sees the regular Prefecture banquet when the 
  Prefects of Aigues Mortes, along with any guests they 
  wish to invite and a selection of guests chosen by Brass, 
  Bowgentle and von Villach, meet to dine and exchange 
  news. After the banquet the Prefects and Brass retire to his 
  study to talk business for a short while and the remaining 
  guests are entertained in the Gallery and Games Room.
  The dining table can be taken apart in sections so that 
  it can accommodate lesser numbers of diners without 
  compromising intimacy. The sections of the table not in 
  use can be hoisted into the ceiling of the Banquet Hall 
  using ropes and pulleys that attach to the table through 
  the special connections built into its upper surface. The 
  Banquet Hall is used for dances and concerts as well as 
  for dining and the table is hoisted completely on such 
  occasions. Chairs are moved to the Games Room.
   Gallery
  The Gallery houses the art collections of both Count Brass 
  and Bowgentle and exhibits markedly different styles and 
  tastes. Brass favours traditional artworks, such as portraits, 
  landscapes and formal depictions of great warriors, leaders 
  and statesmen. His collection lines the southern wall of the 
  Gallery whilst Bowgentle’s lines the north.
  Bowgentle’s tastes are far more avant-garde. His 
  collections are largely abstract works collected from all 
  across Europe and even into Persia. Some of the paintings 
  are messy riots of colour whilst others are highly stylised 
  works by long-dead artists such as Pik’so and Chag. 
  Amongst the pictures are statuettes and sculptures, again 
  mostly abstracts, by artists like Gorm, Mor and Rodan. 
  Bowgentle can talk endlessly about each and every 
  exhibit and will do so if given the opportunity. The stories 
  concerning how he came by them are equally fascinating 
  – perhaps more so than the works themselves. It would 
  seem that, in his youth, Bowgentle was something of an 
  art adventurer, scouring Europe for forgotten masterpieces 
  that were either hidden, neglected or considered worthless 
  by their owners.
  As well as the artworks the Gallery is lined with padded 
  benches down the centre of the room allowing people to 
  sit and contemplate whichever collection they ﬁ nd most 
  appealing.
   Day Room
  The Day Room is dominated by a picture window 
  that overlooks the garden terraces and out towards the 
  northern reaches of the Kamarg and the mountains 
  – a breathtaking vista. The room is used for general 
  relaxation. Comfortable furniture abounds and the ﬂ oor 
  is carpeted with rugs from Persia and Espanyia. There 
  is a small selection of light reading in the bookcases, 
  including works by Tozer, Krone and Danty.
  During the day Yisselda and Bowgentle can often be 
  found here, reading, sewing or conversing. Visitors might 
  also be shown into the Day Room to await reception by 
  their host.
  Hidden behind the bookcase, which swings out when 
  two volumes of poetry, one by Plaff, the other by Hooz, 
  are pushed inwards, is a staircase that descends into the 
  underground level of the castle.
   Games Room
  The Games Room is really nothing more than an open 
  area with a polished ﬂ oor. Lockers built into the walls 
  house equipment for playing skittles, quoits and indoor 
  tennis. Brass uses the area to practice swordplay and he 
  has a battered suit of Italian armour that he uses for such 
  practice stored in the northern alcove close to the doors 
  connecting with the Banquet Hall.
   Secret Rooms
  ‘Bowgentle led the way out of the main hall and into a 
  passage that ended at what appeared to be a solid wall 
  hung with tapestries. Pushing the tapestries aside, 
  Bowgentle touched a small stud set in the stone of the wall, 
  and immediately a section of it began to glow brightly and 
  then faded, to reveal a portal through which, by stooping, 
  a man could pass. Hawkmoon went through, followed by 
  Bowgentle, and found himself in a small room, the walls 
  hung with old charts and diagrams. This room was left 
  and another entered, larger than the ﬁ rst. It contained a 
  great mass of alchemical apparatus and was lined with 
  bookshelves full of huge old volumes of chemistry, sorcery, 
  and philosophy. “This way,” murmured Bowgentle, 
  drawing aside a curtain to reveal a dark passage.
  ‘Hawkmoon’s eyes strained as he tried to peer through 
  the darkness, but it was impossible. He stepped cautiously 
  
  66
  Castle Brass
  Blackest Eyes (39% – requires Lore (Animal) 40%, 
  Healing 80% and Engineering 80%)
  This codex explains the workings of the Black Jewel 
  used by Baron Kalan to control Dorian Hawkmoon. It 
  explains how the jewel can be neutralised but not how 
  it can be removed.
  Stun Trumpet. Also in this room, stored in a plain, 
  wooden case, is a strangely wrought hand weapon that 
  resembles a bulky assembly of pipes with a trumpet-like 
  aperture at one end. It is activated by thumbing a stud 
  at the rear of the weapon. This is a Stun Trumpet and is 
  partially sorcerous. When activated the user must invest 
  it with Focus Points. Each Focus Point is equivalent to 
  1D20+5 stun damage – so a ﬁ ve Focus Point investment 
  would inﬂ ict 5D20+25 damage. The damage is rolled as 
  soon as the weapon is activated and the result matched 
  against the target’s Resilience in an Opposed test. If the 
  weapon is victorious, then the target loses consciousness 
  for a number of hours equal to half the rolled damage. 
  There are no other ill effects. If the target resists the 
  Stun Trumpet, he suffers –40% to all skills for a number 
  of hours equal to half the damage as he is afﬂ icted by 
  a blinding headache. The weapon requires a fresh 
  investment of Focus Points for each activation.
  The Stun Trumpet makes a deafening crack when 
  activated, followed by a melodious humming sound as it 
  takes effect on the target.
   Study Wing
  These rooms are the private areas of Count Brass. 
  Three interconnected rooms form his study, map room 
  and ‘Thinking Room’. The study itself is closest to the 
  Gallery and is well appointed with an expansive desk and 
  picture window that looks out across the Kamarg. The 
  desk contains writing tools and a few inconsequential 
  documents relating to Aigues Mortes business but 
  important papers and records are kept in a safebox, which 
  is hidden beneath the stone ﬂ ags underneath one of the 
  plinths of the desk.
  The Map Room is next door to the study and this contains 
  Brass’s vast collection of maps and charts, covering 
  most of known Europe and some areas that have been 
  relatively unexplored. A map of the Kamarg hangs on the 
  south wall and below it is a wide map table where other 
  charts can be displayed. The maps are stored in specially 
  constructed wooden racks, indexed alphabetically. Many 
  of these charts date from Brass’s military campaigns and 
  along the passage, and then it was suddenly alive with 
  blinding white light.’
  – The Jewel in the Skull
  As one approaches the study wing of the castle, the 
  passage ends in a solid wall, hung with a tapestry on the 
  north side, is the door leading to Count Brass’s study. 
  The tapestry depicts a manticore battling a grifﬁ n and is 
  clearly very old. Behind it is the stone of the wall; solid 
  enough but if one looks very closely there is a stud that, 
  when pressed, causes the wall to glow and then dissolve, 
  as described above. This is technology Bogomil installed 
  but Count Brass has found it useful.
  The rooms beyond are used for various experiments in 
  alchemy, chemistry and other sciences by both Brass and 
  Bowgentle. The books contained in this complex of secret 
  rooms are those most treasured by both men. These are 
  Codices (see page 110 of the Hawkmoon rules) and the 
  following are on the shelves in these rooms:
  Ling’s Codex of Replication (60% – requires Lore 
  (Animal) 80%, Healing 80% and Engineering 80%)
  Ling’s Codex was one of the tomes used by Bogomil to 
  build the machinery that created the baragoon and other 
  monstrosities. The codex contains the formulae for the 
  spells of Clone, Enhance (SIZ) and Mutate. The codex 
  can only be used successfully with the equipment found 
  in the sealed areas of the underground level – yet all of it 
  has been rendered useless by the Count.
  The Mahtrooz Articles (40% – requires Persistence 
  80%)
  The Mahtrooze Articles concern astral and psychic 
  projection. Using the codex provides the ability to cast 
  the Psychic Projection spell.
  Conﬁ gurations 
  of 
  Entropy 
  (48% 
  – 
  requires 
  Engineering 90%)
  This codex describes how to build and operate a device called 
  an Entropy Conﬁ guration – a device capable of shifting its 
  user between different planes of existence and apparently, 
  in space and time. The device as described would take 10 
  years to build and requires a piece of pure diamond the size 
  of a man’s head. Once built, the Entropy Conﬁ guration can 
  shift the user a number of dimensions equal to the Focus 
  Points used to activate it. It can also move the user 1D10 
  years in time, in either direction, for each Focus Point used 
  but planar and time travel cannot be combined.
  
  67
  Castle Brass
  Hidden behind a false panel is a secret staircase leading 
  down to the underground levels. Opening the panel is 
  possible only if the hidden switch can be found. This is 
  in Brass’s study, masquerading as a bell rope (amongst 
  other, genuine bell ropes).
   Armoury
  The Armoury is a functional area, not a museum. It is 
  used to house weaponry brought in by visitors but also 
  contains various weapons for use by people who might 
  need to defend the castle: bows, broadswords, shields, 
  spears and so forth. The Armoury is kept locked at all 
  times, with keys held by Brass, Bowgentle, von Villach 
  and Ghraves.
   Music Room
  The Music Room is behind the Grand Hall and contains a 
  variety of chairs and musical instruments including a harp, 
  lute, various percussion instruments (such as military 
  drums from Brass’s soldiering days) and a curious box 
  inset with a keyboard, like that of an organ but devoid of 
  pipes or any form of making a sound. The box is battered 
  and most likely does not work – indeed, the dagger 
  thrust ﬁ rmly into the keyboard suggests as much. Letters 
  stencilled onto the underside of the box hint at either than 
  name of the instrument or its previous owner; the letters 
  are, in scratched and fading white paint, ELP.
  The most interesting part of the Music Room are the 
  ropes dangling from the ceiling, much like the pull-
  ropes found for a cathedral’s bells. There are 16 in total 
  and these control the various trapdoors and apertures 
  built into the castle that cause the entire building to 
  sing when the mistral howls around outside. This one of 
  Bowgentle’s favourite haunts when the mistral is at its 
  strongest, creating a symphony using the whole castle as 
  his orchestra.
   Library
  The Library is impressive. Floor to ceiling book cases 
  house hundreds of books from before and after the Tragic 
  Millennium, many of them rare and unique texts, many 
  of them of spurious origin and many of them plundered 
  from other libraries both by Bogomil and Count Brass. 
  The library has plenty of places for reading and studying; 
  desks, lecterns and leather, wing-backed chairs. The smell 
  of ageing paper, parchment, leather and wood is almost 
  intoxicating, lulling the visitor into the right frame of 
  mind for relaxed study.
  amongst the standard maps, there are both strategic and 
  tactical battle diagrams, plans of fortresses and defences 
  and cross-sections of important military outposts.
  Hidden in a secret compartment at the base of the left-
  hand map rack are the detailed construction plans for the 
  towers. They include all Brass’s original design notes, 
  schematics and full technical diagrams, completed with 
  the assistance of his good friend, Lady Girac of Marenne. 
  Anyone wanting to learn the secrets of the defensive 
  towers – their operation, armaments and weaknesses 
  – needs these blueprints. The secret alcove is trapped 
  with an alarm chord that rings in Brass’s study, the Day 
  Room and his master bedroom. Bypassing it successfully 
  requires a Mechanisms test at –30%.
   Map of the Kamarg
  Prepared by the Count himself, this is an 
  accurate chart that shows all the secret 
  causeways and safe routes through the 
  marshland. It also notes the position and 
  armaments of the towers defending the 
  region. It is also marked with many red dots 
  of ink – places where Brass or his Guardians 
  encountered and killed baragoon and other 
  horrors, although there is no legend to 
  identify their meaning.
  To someone looking to invade the Kamarg, 
  this map would be of supreme importance.
  Next to the Map Room is The Thinking Room. It contains 
  only a single, military-style camp bed (the same one used 
  throughout Brass’s campaigns), a small fold-away table 
  and a bowl of incense. When Brass needs to think through 
  some especially knotty problem he comes here to relax 
  on the camp bed, burning a small amount of jasmine-
  scented incense and clearing his mind of everything but 
  the matter in hand.
  Outside the three study rooms are several passageways, 
  alcoves and cubby-holes. The largest of these, by the 
  south wall, is the Count’s personal armoury. His famous 
  brass armour is here, as are various swords, shields, 
  pole arms, dirks and racked, a ﬂ amelance (although her 
  personally despises the weapon) and various other tools 
  of war. The alcove is lockable from the outside and only 
  Brass and Ghraves hold keys.
  
  68
  Castle Brass
  The books, scrolls and pamphlets cover a huge range 
  of subjects: classical works, poetry, the arts, sciences, 
  sorcery, history and so forth. Anyone using the library to 
  research a particular subject needs to spend 1D4+1 hours 
  going through the shelves. Many books are untitled or 
  un-indexed and some texts have been disguised as others. 
  Use the chart below to determine the outcome of the 
  research.
  Library Table
  1D20
  Outome
  1–3
  Detailed text covering the precise area of 
  study. Gives the reader exactly what he 
  needs.
  4–9
  Summary text that provides useful 
  information and an overview of the subject. 
  Good for general, background research.
  10–13
  Incomplete information on the subject. 
  References to others books and texts that 
  might be present in the library. Spend a 
  further 1D3 hours searching and re-roll on 
  this table.
  14–15
  Hints and scraps of information but nothing 
  conclusive or especially useful.
  16–17
  No directly useful information but references 
  to other works that clearly are not held in the 
  Castle Brass library.
  1D20
  Outome
  18
  Text is so old and worn that whilst it might 
  have been useful once, it is now barely 
  legible.
  19
  A rare and wonderful tome that both 
  informs and enlightens on its subject matter. 
  Spending 10+1D20 hours reading this book 
  improves the reader’s appropriate skill by 
  1D3%.
  20
  The text is badly researched and inaccurate 
  – although a relevant Lore test is required to 
  determine just how poor the information is. 
  If the Lore test is failed then text appears to 
  be genuine; studying it actually injures the 
  reader’s skill, reducing it by 1D3 points (and 
  doubled, if the Lore test was fumbled).
   Bowgentle’s Library and Study
  Next to the Banquet Hall is Bowgentle’s private area. This 
  small complex of rooms contains a neat, functional study, 
  ﬁ lled with the output of Bowgentle’s incessant research 
  and curiosity for knowledge. On his angled writing 
  desk, positioned near the large windows looking over 
  the gardens, is a work he is writing entitled ‘A Complete 
  History of the Kamarg and Aigues Mortes’, which details 
  the region from times before the Tragic Millennium up 
  until the present day.
   Symphony of the Mistral
  At Bowgentle’s suggestion Count Brass modiﬁ ed the castle’s structure, building in a system 
  of vents, ﬂ ues, small doors and portals, all operated by pulleys and small gears, so that when 
  the mistral hurtles down from the north the entire castle moans and sighs with the wind in the 
  same way that a bellows ﬁ lls the pipes of an organ. Adjusting the angle and aperture of the 
  ﬂ ues and trapdoors allows the pitch and tone to be altered and so Castle Brass can be played 
  during the mistral, becoming a gigantic wind instrument.
  The music it produces is eerie and mournful, much like the Kamarg but in the skilled hands 
  of Bowgentle, Castle Brass can sing many songs – songs of joy and fulﬁ lment and those of 
  melancholia and loss. Always the music has a haunting, yearning quality and it can be heard 
  to the very edges of the Kamarg. Bowgentle is a master conductor of the Castle Brass Wind 
  Orchestra and he practices frequently during the mistral season.
  Naturally, the acoustic properties of the castle are there for more than just the making of 
  music. Count Brass has devised a series of codes that can be used during the mistral to convey 
  complex messages to each and every tower surrounding the Kamarg, allowing for ﬂ uid 
  communications without needing to rely on heliograph messaging or to supplement it.
  
  69
  Castle Brass
  In one corner of the study is an antique globe depicting all 
  the countries of the world as they once appeared before 
  the Tragic Millennium. Bowgentle has marked certain 
  points on the globe with coloured beads, although what 
  these represent is known only to him. Also known only to 
  him is the fact that the globe as hollow and can be opened 
  (Mechanisms test to ﬁ nd the hidden locking device). Within 
  the globe is a collection of very, very old texts dealing with 
  esoteric mysticism and arcane practices. One of the texts is 
  written in a strange, ﬂ owing script that does not resemble 
  traditional characters at all and is a series of scrolls rather 
  than a book. Another text is by someone calling themselves 
  A Crow and is a weird, stream of consciousness polemic 
  about magic and mysticism.
  In the adjoining library, the shelves are thick with books 
  and scrolls on history, mysticism and the magical arts. 
  The table used for the main Library can be used here 
  to determine the content and usefulness of the texts in 
  Bowgentle’s collection, although his library pertains 
  solely to the subjects mentioned.
  Hidden behind the bookshelves is a secret staircase 
  leading to the underground area. It can only be activated if 
  the opening mechanism is found and this is located in the 
  main study – a paperweight made from brightly coloured 
  glass that needs to be twisted half a turn anticlockwise.
  Bowgentle can be found in here often; studying, writing, 
  thinking or studying one of his packs of tarot cards 
  (he collects them and has perhaps 200 separate decks, 
  although not all are complete).
   Kitchen
  South of the Banquet Hall is the constant hive of activity 
  that is the kitchen and stores area. This is the domain of 
  chief cook and Housekeeper, Mistress Bryess. She is a 
  busy, ﬂ ustered woman of considerable girth who runs 
  the kitchen and stores with a military precision that even 
  Count Brass ﬁ nds marvellous to behold.
  The kitchen is almost always busy – from before dawn 
  until late into the night – preparing bread, breakfast, 
  snacks and meals for every occasion. The kitchen is 
  dominated by a massive, black-iron cooking range that 
  has four separate ovens, hot plates and warming racks. 
  Next to it is a brick bread oven and next to that is an open 
  ﬁ re over which hangs a massive stock cauldron that is 
  permanently simmering.
  In the middle of the kitchen are three huge freestanding 
  blocks: one for vegetables, one for meat and one for 
  pastry. Mistress Bryess runs the kitchen with a team of 
  four servants: Marisol, who is responsible for vegetables 
  and fruits; Hermionay, a stout, ruddy-faced woman who 
  is an expert butcher and handles meats and ﬁ sh; and 
  the youngest, Sharlot who runs errands, cleans and is 
  in charge of pastry. Mistress Bryess overseas the whole 
  affair, assisting where necessary, tasting, preparing 
  menus, checking the stores and ﬁ nishing dishes, which 
  the Household servants transport around the castle.
  Anyone who enters the kitchen without Mistress Bryess’s 
  permission is subject to a tongue-lashing. It is a hot, 
  busy place and accidents easy to come by. Extra bodies 
  cause disruption and chaos and so she bans just about 
  everyone with the exceptions of Ghraves and Yisselda, 
  who sometimes comes to help prepare certain dishes.
  Suspended from the ceiling are several elaborate racks, 
  from which hang copper pans, skillets, griddles, ladles, 
  spoons and other cooking utensils. On another rack are 
  cured sausages, bunches of herbs and other commonly 
  needed ingredients. The kitchen staff move around the 
  hot, noisy environment almost like automatons, Mistress 
  Bryess ﬂ itting from one place to another, red-faced, her 
  mighty arms bare and quivering as she busies herself 
  with whatever requires her attention. Instructions and 
  commands are barked at a rapid pace and she expects 
  everyone to reply ‘Yes Mistress’ instantly or face an 
  angry dressing-down.
  The storerooms are divided into dry and cold stores. The 
  dry stores contains preserves, dried ingredients, herbs, 
  spices and so forth. The cold stores contain curing meats 
  and hanging game, cheese, butter, bread, milk and other 
  perishables. There are further stores below ground, which 
  are accessed through a trapdoor in the cold stores area.
   Household Area
  The Household area contains living and sleeping quarters 
  for the Castle Brass household staff.  On the ground ﬂ oor 
  are common areas for meals and relaxation (a parlour and 
  a dining room) along with a room set aside for Ghraves, as 
  the Head of the Household, to attend to things necessary 
  to his position. Six small but reasonably appointed 
  bedrooms are used by the kitchen staff and household 
  staff. Ghraves, Mistress Bryess and others, including 
  those with children, have quarters on the ﬁ rst ﬂ oor.
  
  70
  Castle Brass
  The Household area is connected to the bell system that 
  ﬂ ows through the castle. Bell ropes in each main room 
  ring one of a long-line of labelled bells in the parlour 
  and in the kitchen, indicating that service is needed. 
  Whenever Count Brass sounds the bell (from his study 
  area, for instance), Ghraves is always the ﬁ rst to attend 
  although another servant might be sent if Ghraves cannot 
  leave the duties he is conducting.
  Yisselda has her own small staff of servants to help with 
  dressing and only female servants are sent to attend to her 
  if she calls for service and the servants know she is alone.
  The servants who comprise the Household are as 
  follows:
  Ghraves 
   
  Head of Household and Chief  
   
   
   
  Servant to Count Brass
  Mistress Bryess  
  Cook and Head of Kitchen   
   
   
   
  and Parlour
  Leteesha 
   
  Head of Chambers and  
   
   
   
           
  responsible for all 
   
   
   
  chambermaids. Chief  
   
   
   
   
  lady to Yisselda
  Miklan  
   
  Head footman
  Sebile  
   
  Servant to Yisselda and 
   
   
   
  female guests
  Franzis  
   
  Footman and servant to male  
   
   
   
  guests
  Sara 
   
   
  Chambermaid
  Karla  
   
  Chambermaid
  Gorst  
   
  Footman
  Marisol  
   
  Kitchen staff
  Hermionay 
   
  Kitchen staff
  Sharlot  
   
  Scullery maid and kitchen   
   
   
   
  staff
  Bedewin 
   
  Chief stableman
  Evanya  
   
  Wife to Bedewin
  Manstan 
   
  Stablehand
  Jermin  
   
  Stablehand
  Tidmash 
   
  Gardener
  Miklan and Sebile are married and have four children. 
  Karla is widowed and has two children. Yisselda, keen 
  to help, acts as a part-time governess to the castle’s 
  children, teaching them their letters and numbers, as well 
  as teaching them about the gardens.
  Gorst and Sebile have been conducting a clandestine affair 
  under Miklan’s nose. The two have been very careful and 
  very discreet: Ghraves suspects something but has no 
  proof; Bowgentle, on the other hand, knows conclusively 
  but does not feel it is his place to say anything. Miklan is 
  extremely stern and has a propensity to drink too much 
  when not working. He is also much older than his wife 
  and Sebile has had four children very quickly with little 
  time to enjoy life. There is no doubt that, if the affair was 
  discovered, Miklan would react violently.
   Guard Room
  The Guard Room is used by the castle guards for off-
  duty relaxation. Their duty quarters are on the ﬁ rst ﬂ oor 
  but this small, comfortable guard room offers a place for 
  brief socialisation. Count Brass drops by every now and 
  then to play cards or dice and perhaps catch-up on affairs 
  in Aigues Mortes. 
  The Guard Room has a small wood-ﬁ red stove and 
  storage for weapons and personal effects.
  
  71
  Castle Brass
   North Tower
  The octagonal North Tower is accessible from the Gallery 
  and the Banquet Hall. There is nothing on the ground 
  ﬂ oor level but the stairwell (which begins here) and slits 
  for weapons.
   North West Tower
  The North West tower is accessible from the area outside 
  Bowgentle’s study. On the ground ﬂ oor is a small 
  weapons store (spears and arrows) and the stairwell. 
  A secret doorway in the east wall leads into a long, 
  downward sloping passageway that runs the full length of 
  the grounds of Castle Brass and ﬁ nally emerges in Tower 
  Konstant in Aigues Mortes. Only Count Brass knows of 
  the existence of the passageway and he has never used it. 
  His only exploration of it found some very unstable areas 
  that could collapse. The passage is narrow, ankle-deep in 
  water in many places and infested with rats.
   First Floor
  The ﬁ rst ﬂ oor of the castle is used for guest 
  accommodation, storage and the quarters for the guards 
  and household. Count Brass, Yisselda and Bowgentle’s 
  quarters are on the ﬂ oors above.
  The central area of the ﬁ rst ﬂ oor is the minstrels’ gallery 
  running around the open area that looks down onto the 
  Grand Hall. Guest rooms are on the west of the gallery 
  and the household quarters are in the south east quarter. 
  The area above the Banquet Hall is used for storage of 
  linen, various household supplies, ﬁ rewood and so forth.
   Guest Quarters
  There are 15 guest rooms, each capable of sleeping between 
  one and four people – so Castle Brass can easily host up 
  to 60 guests in comfort and does so regularly. Count Brass 
  likes the castle to be full and is a very genial host.
  Every guest room has a double bed, wardrobe, washstand, 
  ﬁ replace and furniture. The chambermaids ensure that 
  every room has a ﬁ re made each morning when guests 
  are in residence and that there is clean linen every other 
  day. When the rooms are empty, they are aired and dusted 
  every two days to prevent damp.
  The best guest rooms are in the north-west quarter; light, 
  airy rooms with excellent views across the Kamarg. 
  These are generally reserved for important dignitaries 
  but Brass, never one for undue ceremony, will ensure 
  they are used for whatever guests are staying at the castle 
  rather than according them one of the smaller rooms. All 
  the guest rooms are equipped with a bell rope connected 
  to the servants’ parlour on the ground ﬂ oor.
   Household Quarters
  Ghraves, Mistress Bryess, Leteesha, Miklan and Sebile 
  have their quarters in the south-west quarter. Miklan, 
  Sebile and their children occupy the two largest rooms; 
  Ghraves occupies the corner room and Leteesha and 
  Mistress Bryess have the two rooms to the north of 
  Miklan’s. The remaining rooms are reserved for the 
  servants of visitors to the castle.
  The staircase in the southern part of the quarter runs 
  down to the kitchen and is the staircase the servants use to 
  access their rooms, using the main staircases only when 
  on duty. The Household quarter is clean and tidy, save 
  for when Miklan and Sebile’s children decide to play a 
  noisy indoor game, fraying Mistress Bryess’s nerves and 
  causing stern rebukes from their father.
  The household can gain access to the guest wing through 
  a door that leads into one of the walk-in store rooms and 
  then out into the passage beyond.
   Guard Dormitory
  The guards share a dormitory between the two northern 
  towers. Bunk beds can accommodate up to 20 people 
  with footlockers for personal equipment. The ﬂ oors of 
  both towers can also be turned into dormitories if the 
  need arises, thereby doubling the accommodation space 
  for soldiers. Otherwise the tower ﬂ oors are used for 
  equipment storage.
   Second Floor
  The second ﬂ oor is, ostensibly, Yisselda’s. She has a suite 
  of rooms in the south-west quarter with a pair of day rooms 
  nearby. The rest of the ﬂ oor has several additional guest 
  rooms that still, after 10 years, have not been properly 
  outﬁ tted to receive guests, a trophy room, various store 
  rooms and two additional galleries. The second ﬂ oor is 
  quiet and reﬁ ned, despite its general lack of disuse.
   Yisselda’s Suite
  Yisselda has three private chambers: her bedroom, 
  which is the most southerly of the rooms; her sitting 
  room, which is next door and then a large wardrobe and 
  dressing room.
  
  72
  Castle Brass
  The bedroom contains a large four-poster bed, various 
  cupboards, chests and lockers and a suite of settees that 
  are arranged to look out over the south terraces below. 
  The room is painted pure white and when the sun reaches 
  in through the coloured windows, creates a dazzlingly 
  beautiful scene.
  The sitting room next door contains more furniture, a huge 
  freestanding mirror, Yisselda’s writing desk (seldom used), 
  her harp and a number of other musical instruments and a 
  sewing engine. The sewing machine is a large, cumbersome 
  thing of black iron with a huge wheel on one side. Bobbins 
  of cotton festoon the top and sides and at one end is the 
  needle and shoe – the business end of the machine. The 
  whole contraption is set into a heavy oak table that is 
  sufﬁ ciently large to accommodate large stretches of cloth. 
  Yisselda is an expert in using this device, salvaged by her 
  father many years before and subsequently restored by 
  Bowgentle. Yisselda cuts and sews her own gowns using 
  the machine – despite the fact that her wardrobe is ﬁ lled 
  with garments bought for her by her father but also given 
  as gifts by visitors. Yisselda is not ungrateful but she takes 
  great pleasure in creating her own clothes. Leteesha, her 
  chief handmaiden, is a skilled seamstress also and the two 
  of them spend many hours designing garments, cutting the 
  cloth and then stitching it on the sewing engine. The chug 
  and rattle of the machine as Yisselda stitches can be often 
  heard wafting around the second ﬂ oor.
  Also in the sitting room is a portrait of Yisselda’s mother, 
  Yisanda. She is as beautiful as her daughter, with a wise 
  face and serene expression. The portrait was painted by 
  the famed Skandian painter Skarsol a few years before 
  Yisselda’s birth. There is a sadness in the woman’s eyes 
  that can sometimes be seen in Yisselda’s, although Yisselda 
  is not prone to maudlin. The frame of the portrait is hung 
  with small bouquets of ﬂ owers cut from the garden and 
  Yisselda insists that these are kept refreshed.
  The wardrobe is large and ﬁ lled with rails containing her 
  clothes, plus lockers where more are stored that no longer 
  ﬁ t. Periodically Yisselda donates her old clothes to Aigues 
  Mortes, sending Sebile into the city with bundles of garments 
  to give to the needy. Von Villach sniffs at the practice, 
  pointing out how much money could be raised if the clothes 
  were sold but Brass approves of what Yisselda does. It helps 
  the people and the family does not need the money.
   Day Rooms
  Yisselda insists that the two days rooms adjoining her 
  suite should be used by everyone – household, family 
  and guests – and when the castle is hosting a sizable 
  contingent, they are. Otherwise they are relatively quiet 
  places. The northernmost day room has been ﬁ lled with 
  hand-made toys for the children of the castle to enjoy, 
  turning that room almost into a playroom.
  The second day room is used by Yisselda as a classroom 
  when she teaches the castle’s children their numbers and 
  letters. An easel with a blackboard has been set-up and 
  there are slates, lengths of chalk, paper and other writing 
  instruments neatly arranged on a table beneath the 
  window. Opposite, examples of the children’s artwork is 
  fastened to the wall pictures, mostly, of the castle and 
  garden but also pictures of Yisselda and her father. In one 
  picture, one of Sebile’s children has drawn a somewhat 
  gory portrait of Brass on his horse scything down dozens 
  of armed foes.
   North Gallery
  The North Gallery is three interconnected areas 
  adjacent to the Trophy room. The main area is a wide 
  seating area with decorative plants and a few minor 
  artworks belonging to Bowgentle that would look out 
  of place in the Gallery. Amongst these objets d’art is a 
  collection of porcelain busts depicting the ‘Four Faces 
  of Fear’, a group of demi-gods from before the Tragic 
  Millennium who brought war to the world when they had 
  promised peace. Their names have long been forgotten 
  but according to myth their deeds were treacherous in 
  the extreme. The Four Faces are: The Smiling Face of 
  False Sincerity; The Angered Face of Retribution; The 
  Sneering Face of No Mercy and The Triumphant Face of 
  Broken Dreams. These four ﬁ gurines are of little interest 
  to most, although they would be of considerable interest 
  to scholars from Granbretan, which tend to prize such 
  macabre nick-nacks.
  The other sections of the North Gallery are tranquil 
  and quiet. Bowgentle can sometimes be found here in 
  meditation.
   Trophy Room
  More trophies are kept in here: trophies taken the 
  battleﬁ eld; trophies given in honour. There are helmets 
  from all over Europe, axes, pole arms and lances. 
  
  73
  Castle Brass
  Brass has little time for these and is always dismissive 
  when people fawn over the treasures this room holds. 
  Every helmet and blade, he remarks, belonged to a man. 
  That man had a mother, father and possibly a wife and 
  children. They are the ones who ought to be remembered 
  – not the tools of a grisly trade.
   Upper Gallery
  The Upper Gallery is little more than an open space with 
  some seating and a few ornaments on wooden stands. 
  At the western end the window is highly decorated with 
  stained glass panels depicting farmers at work in the ﬁ elds. 
  The window was not always like this. In Bogomil’s time 
  the window depicted harsh sorcerous experiments with 
  hideous creatures emerging from obscene vats. Brass had 
  the window modiﬁ ed to its present form at considerable 
  personal expense and the Upper Gallery s now a more 
  peaceful place for it.
   Guest Rooms
  The four guest rooms on this ﬂ oor are not in use. They 
  suffer from damp and a variety of structural problems 
  that Brass has not yet got around to rectifying. They can 
  be used, at a push but the rooms on the lower ﬂ oor are far 
  better for guest accommodation.
   Secrets of the Guest Rooms
  Only Brass and Bowgentle know the true 
  reason why the guest rooms on this ﬂ oor are 
  unused. When Bogomil was resident here, 
  these guest rooms were used by those who 
  Bogomil lured into staying at the castle, only 
  to become victims of his experiments. Brass 
  does not believe the rooms are haunted or 
  have any evil, forlorn presences within them 
  but he believes they should remain unused in 
  respect for the memories of those who spent 
  their last nights either alive or as humans 
  within their walls.
   Stores
  The storage areas contain old furniture, household tools 
  (boxes of hammers, chisels, nails, braces and bits and 
  so forth) and a variety of other implements found in 
  Bogomil’s possessions. Brass does not want them used.
   Third Floor
  The third ﬂ oor is the territory of Count Brass and 
  Bowgentle. It also sees the start of two additional towers 
  built by Brass to improve the overall defence of the 
  castle. A further north-facing tower has been added and 
  an additional south-facing one. Brass has maintained the 
  style of the original castle but ensured that these towers, 
  like their larger, Kamarg-based cousins, are equipped 
  with baroque weaponry.
   Bowgentle’s Suite
  Bowgentle’s suite of rooms occupies the North West 
  quarter. The two large rooms are a combination of 
  workshop, study and bedroom. Both are crammed with 
  books and papers that he cannot squeeze into the ground 
  ﬂ oor study and for such a fastidious man in all other 
  respects, his rooms are rather cluttered.
  The larger of the two rooms is his bedroom. The bed 
  is small and frugal but carved in a strange style with 
  swirling dragons for feet and a headboard carved into 
  a delicate mandala adorned with half-naked ﬁ gures in 
  contorted poses. The bed, Bowgentle claims, originated 
  
  74
  Castle Brass
  in the lost continent of Injya and depicts a fertility rite. 
  The legs are, he believes, of Asiscommunistan origin but 
  he cannot be certain.
  Around the bed are numerous chests of drawers and 
  lockers, each crammed full with specimens and samples 
  Bowgentle has collected over the years. There are 
  mounted insects, butterﬂ ies and moths; skulls of small 
  mammals, bones of all descriptions and hanging above 
  the bed, a massive, stuffed ﬁ sh with bony plates and six 
  ﬁ ns. Bowgentle caught the ﬁ sh himself off the coast of 
  Kyrus many years ago. He believes it represents a form 
  of sea life that became almost extinct many millions of 
  years in the earth’s past.
  The second room is a day room but is, again, given 
  over to various collections – this time mechanical in 
  nature. All are antiquities, salvaged from various places 
  around Europe. Bowgentle tries to deﬁ ne each item 
  and its function; not for repair but to understand the 
  mindsets and ways of life of people before the 
  Tragic Millennium. There are gears, blackened 
  circuit boards, glass screens of different sizes, 
  tiny white boxes, which Bowgentle says, store 
  entire symphonies and all manner of broken and 
  battered fragments of technology. None of them 
  work but that is inconsequential. Bowgentle is 
  intending to prepare a history of the pre-Tragic 
  Millennium peoples, viewed through their 
  technological progress. Amongst his notes are 
  drawings that speculate how the various chunks 
  of his collection might have been used and by 
  whom. One drawing, for example, shows how 
  two of the glass screens were no doubt eyes in 
  some large mechanical man that would have been 
  used for heavy labour, freeing-up people to enjoy 
  lives of complete leisure.
  However pride of place goes to a piece that is far 
  more ancient than anything else in the collection. 
  A slab of stone and bronze, 30cm wide, 17cm 
  high and a few centimetres thick, hung above the 
  workbench. Embedded in the rock is a corroded 
  bronze cog, surrounded by smaller bronze 
  remnants. The whole apparatus is covered in 
  tiny, complex characters that Bowgentle has been 
  unable to decipher. It is called the Kyther Enigma 
  and Bowgentle believes it to be the most ancient 
  difference engine in existence – the forebear of 
  the great difference engines that once controlled 
  the world before the Tragic Millennium. The Kyther 
  Enigma came into Bowgentle’s possession when he 
  assisted the sultan of Turkia in solving a delicate political 
  problem. The sultan considered the artefact worthless but 
  Bowgentle considered it the most beautiful thing he had 
  ever seen and it was gifted to him as payment for services 
  rendered. One of Bowgentle’s projects is to understand 
  how the mechanism worked, its function and purpose and 
  if possible, to build a replica. He has many speculative 
  sketches scattered about his workbench, each showing 
  different permutations and possible conﬁ gurations. 
  Unfortunately there are too many gaps for a conclusive 
  model and so Bowgentle is always keen for more 
  knowledge relating to the Kyther Enigma that will help 
  him unlock its secrets. Bowgentle’s supposition is that 
  it is some form of calendar or computation device used 
  to make astrological predictions. Some of the characters 
  etched into the gears correspond with certain calendars 
  he has come across in his travels but the true secret of the 
  machine continues to elude him.
  
  75
  Castle Brass
   Count Brass’s Suite
  The Count’s suite is a single, curving room in the south-
  west quarter. He does not have a separated day room 
  or antechamber; one single room, his four poster bed 
  partitioned by a thick curtain, sufﬁ ces. His clothes hang 
  on wooden rails and another suit of brass armour stands 
  in one corner. This suit of armour has a large hole just 
  above where the heart is. This is where Brass took a lance 
  strike to the chest during the siege of Rouen and he was 
  lucky to survive it. He keeps the armour as a memento of 
  how fortune favoured him that day.
  In a pair of large, oak chests, are the belongings of his dear 
  wife, Yisanda; her clothes, jewellery, shoes and so forth. 
  Yisanda was taken by illness shortly after Yisselda was 
  born, whilst Brass was campaigning against the fractious 
  Belgic kingdoms. Brass has few regrets but one is that 
  he was not present when his wife was dying, although 
  Bowgentle cared for her in those ﬁ nal days. Sometimes, 
  in reﬂ ective moments, he opens the chests and goes 
  through some of the contents, remembering the happy 
  years they spent together. He cherishes her memory and 
  he speaks of her often to Bowgentle and Yisselda but 
  he refrains from becoming unduly emotional. Lives are 
  taken for all kinds of reasons and whilst Brass has spent 
  most of his life ﬁ ghting, he is thankful that Yisanda’s 
  ended with relative peace. Of all his belongings, these 
  are his most prized and he will never part with them. One 
  day, when he is ready, they will pass to his daughter, to be 
  maintained with the same love.
   Wargame Room
  Count Brass still campaigns but these days, his military 
  victories are effected with miniature soldiers on miniature 
  battleﬁ elds, using rules of his own devising.
  The Wargame room is where these campaigns take place. 
  An enormous rectangular table is covered with hand-
  made terrain carved from blocks of wood and painted to 
  resemble grass, stone, woodland and mud. The terrain 
  can be arranged in vast array of combinations and on 
  these wooden battleﬁ elds, Brass re-enacts great battles 
  from history – both his own and those of other, long-dead 
  generals.
  He has a huge collection of miniature soldiers, painted 
  and glued to strips of thin wood that form his armies. He 
  has ﬁ gures representing all the known armies of Europe, 
  including those of Granbretan and many from the distant 
  past. These are stored on shelves around the room and in 
  specially built lockers. Brass lacks the patience to paint 
  the ﬁ gures himself and employs a craftsman from Aigues 
  Mortes to both make and paint the ﬁ gures.
  The rules he uses for his pretend battles were self-penned 
  and reﬂ ect his profound knowledge of strategy and tactics. 
  They ﬁ ll several slim volumes that are packed with charts, 
  diagrams and tables for resolving clashes of arms.
  His opponents are Bowgentle, von Villach, Miklan and 
  various friends from Arles and Aigues Mortes who visit 
  Castle Brass to spend a few days re-enacting entire 
  campaigns in microcosm. Brass likes to win but he truly 
  enjoys pitting his wits against his opponents to see if he can 
  be out-thought, out-planned or out-played by his own rules. 
  He is an enthusiastic and fair competitor and he enjoys 
  his wargaming days with the same relish that he enjoys 
  true combat. Occasionally he plays alone, structuring the 
  forces to reﬂ ect a current conﬂ ict he has heard about, so 
  see if he can predict what the outcome will be.
   Towers
  The addition of new towers to this ﬂ oor brings the 
  total to four – although there are smaller, narrower, 
  decorative spires built into the roof. On this ﬂ oor the 
  three octagonal towers can be accessed and they lead 
  up into the main areas of each, where the weapons and 
  other equipment are housed.
  The conical roof of each tower is capable of rotating, ﬁ xed 
  onto well-lubricated bearings so that a single solider can 
  alter the ﬁ ring slit’s direction whilst another operates the 
  weaponry. The conical spires have a single weapon slit 
  that, in peacetime, is covered by a steel slat that is raised 
  on a pulley system.
  The tower closest to Bowgentle’s rooms is equipped with 
  a Flame Cannon but also with a reﬂ ecting telescope that 
  Bowgentle uses to observe the stars on clear, crisp nights.
  The tower closest to Count Brass is designed to protect 
  the southern arc of the castle and is equipped with a 
  Fear Cannon and a Sonic Cannon (see page 11 of the 
  Kamarg chapter).
  The two northern towers are equipped with a Cold Cannon 
  and a Flame Cannon respectively. The north-eastern 
  tower is also designed for archers and ﬂ amelancers with 
  several additional weapon slits built into the walls.
  
  76
  Castle Brass
   Typical Routine of 
  Castle Brass
  Although no two days are the same, the castle follows a 
  well-structured routine which is summarised below.
  Dawn (5am – 6am)
  At ﬁ rst light the household awakes to begin its daily 
  work. Ghraves awakes the household and then, lantern 
  in hand, moves through the ground ﬂ oor lighting lanterns 
  and candles.
  The guards change shift, with the night watch being 
  allowed to retire to the dormitory to sleep.
  Count Brass usually rises at dawn, with Ghraves waking 
  him. He then either pads down to his study or works in 
  his room, tending to papers or other documents, using 
  this quiet period of the castle and the freshness of his 
  mind to clear away important matters of business. He 
  receives a report from the retiring night watch.
  In the kitchen the ovens are lit and the kitchen staff begin 
  preparing bread for the day. In the stables, Bedewin, 
  Manst and Jarmin start to clean-out the horses.
  Elsewhere, the footmen and chambermaids prepare and 
  light the ﬁ res for the castle in the main rooms.
  7am
  Breakfast is prepared but not served until 8am. This 
  is usually fresh bread, fresh fruit, porridge, milk and 
  perhaps weak wine or ale.
  Count Brass takes his bath, prepared by Ghraves. 
  Bowgentle is awoken by either Miklan or Gorst, who 
  serve him with a mug of herbal tea. Leteesha awakes 
  Yisselda and prepares her gowns for the day.
  8am
  Breakfast is served in the Day Room on the ground ﬂ oor. 
  If there are many guests at the castle, then it is served in 
  the Banquet Hall. In the kitchen, preparations begin for 
  the midday meal and once the family and guests have 
  completed breakfast, the household takes its own in the 
  Household quarters’ common area.
  Breakfast completed, cleaning chores commence with the 
  footmen, chambermaids and other staff being involved in 
  the work.
  9am – Noon
  Count Brass retires to his study. Ghraves presents a 
  progress report on matters pertaining to the castle and 
  outlines any engagements for the day. He then receives 
  ofﬁ cials on Kamarg business and discusses matters 
  relevant to Aigues Mortes and the Castle Brass estate.
  Bowgentle can be found either in his study or the secret 
  workshops, either writing, researching or conducting 
  experiments. He breaks at 10.30 for a half-hour meditation 
  in one of the quiet areas of the castle.
  Yisselda schools the children of the castle in the upstairs 
  dayroom. Following lessons she either sews or attends to 
  the gardens, usually accompanied by Tidmash or Sebile.
  Noon – 1pm
  A midday meal is served in the dayroom or Banquet Hall, 
  depending on guests. The meal usually consists of fresh 
  broth, cold meats, cheese, bread, ale and fruit. Count 
  Brass rarely takes lunch or has it served in his study if he 
  is dealing with especially pressing matters.
  The household takes its own lunch as morning duties 
  permit, serving themselves from a buffet in the 
  Household quarters.
  1pm – 3pm
  Count Brass, accompanied by either Yisselda or 
  Bowgentle (sometimes both), takes an afternoon ride in 
  the Kamarg, sticking to known trails. It is the Count’s 
  habit to visit at least one of the guard towers, although 
  if he has business in Aigues Mortes or Arles, this has to 
  be put to one side. If Brass goes into one or other of the 
  cities, Yisselda may accompany him, especially if it is 
  market day in Aigues Mortes. On such occasions a guard 
  is assigned to her (usually a Guardian rather than usual 
  militia) as she peruses the market stalls.
  Bowgentle spends the remainder of the day at his work, 
  although he may also stroll in the gardens or run through 
  household accounts with Leteesha and Ghraves, if there 
  are bills and so forth to be settled.
  The Household attends to duties and prepares for the 
  evening meal.
  3pm – 6pm
  If Brass has no other duties, he can be found in either his 
  study or map room or the wargames room, preparing or 
  
  77
  Castle Brass
  playing a campaign. Yisselda sews, paints, reads or spends 
  time in the garden. Bowgentle is usually embedded in his 
  studies or wargaming with the Count.
  The afternoon is a time for the Household to relax a little, 
  in readiness for the evening.
  6pm – 8pm
  The Household prepares for the evening meal. Preparations 
  depend on the number of guests; if only Brass, Bowgentle 
  and Yisselda are present, then preparations are minimal. 
  None of them have extravagant requirements.
  Before dinner, Count Brass reads, receives reports from 
  the day watch and goes through correspondence for the 
  following day. Yisselda visits the household staff to see 
  how the day has progressed. There might be time for 
  her to play with the children, allowing the staff time to 
  complete meal preparations.
  8pm – 9pm
  The evening meal is served. The family eats in the 
  dayroom or if guests are present, in the Banquet Hall. 
  Following service, the staff take their own meal together 
  in the Household quarters where Ghraves gives a report 
  on the day’s work and instructions for the following day.
  9pm – 10pm
  Count Brass likes to spend the remainder of the evening 
  with Bowgentle and Yisselda in one of the dayrooms, 
  catching up on news, discussing current events and so 
  forth. Music or poetry might be recited but otherwise 
  this is family time unless guests must be entertained. 
  Von Villach quite often makes the journey from Aigues 
  Mortes to spend the evening with the family.
  The Household cleans and prepares for the next day 
  before retiring. Ghraves will not retire until dismissed by 
  the Count.
  10pm – 11pm
  This is the usual time for the family to retire, although 
  Brass and Bowgentle wait for Yisselda to retire before 
  dismissing Ghraves and then descending to the lower 
  level of the castle to continue experiments and research 
  together, sometimes working long into the night.
  Ghraves conducts a ﬁ nal tour of the castle in preparation 
  for the morrow and the Night Watch comes on duty.
   Underground Levels
  Beneath Castle Brass are two sets of underground 
  chambers. The ﬁ rst of these are the legitimate cellars of 
  the castle – storage areas, a wine cellar, laundry room and 
  so forth. The second set, deeper underground, than the 
  ﬁ rst are the laboratories of Bogomil, built to create things 
  such as the baragoon. Count Brass has had Bogomil’s 
  laboratories walled-up and they are not easily accessible 
  from the legitimate cellar sections.
   Areas Accessed from the Kitchen 
  Stairs (Ground Floor)
  Stone stairs from the kitchen lead down into a complex 
  of stone-dressed cellars that are used for food storage. It 
  is quite cool down here, even in the height of summer. 
  Perishables such as meat, ﬁ sh and dairy products are kept 
  in a variety of barrels, boxes, baskets and on racks and 
  shelves. Fletches of bacon, haunches of meat, game birds 
  and so forth are stored in their own section.
  The Wine Cellar is extensive. Hundreds of dusty bottles 
  are kept in bottle racks lining the walls and include 
  vintages from far aﬁ eld as well as the wines made on 
  the castle premises. The collection is both impressive and 
  eclectic. Amongst the ﬁ ne wines are bottles of brandy 
  and whiskey and because many bottles are unlabelled, 
  one cannot be sure of the contents. Some are exceedingly 
  old, predating the Tragic Millennium but most are the 
  products of the past 200 years. Count Brass is no wine 
  connoisseur but Bowgentle and Ghraves are and both 
  know that the wine collection here is worth a small 
  fortune in ﬁ nancial terms.
  Opposite the wine cellar is the laundry. Here Sara 
  and Karla wash, scrub, soak, mangle and hot-iron all 
  the clothes and linen for the whole castle. Three huge 
  wooden tubs are ﬁ lled with hot, warm and cold water, 
  kept topped-up from the bubbling cauldron of hot water 
  in one corner of the room. It is hot and sticky work in the 
  laundry and ventilation shafts have been dug to provide 
  fresh air from outside but that still does not compensate 
  for the hard work that needs to go into the laundry chores. 
  Sara and Karla sometimes joined by Sharlot and Evanya 
  when the dirty washing is at its height and sometimes 
  additional hands are brought up from Aigues Mortes 
  – especially when a banquet is being hosted and there 
  are many guests in the castle. Sara and Karla sing while 
  they work; old songs of the Kamarg and a few they have 
  invented themselves, which are invariably bawdy and 
  
  78
  Castle Brass
  concerned with the personal habits of various members 
  of the Castle Brass household.
   Workshop Areas
  The additional underground areas – those reached via 
  the various secret staircases above – are euphemistically 
  termed the Workshops by Count Brass and Bowgentle. 
  It is here that projects they wish to keep secret, such as 
  alchemical experimentation, scientiﬁ c and sorcerous 
  experimentation and so on, are conducted. The rooms 
  are sound proofed, so no one above knows what work 
  is being conducted and in this network of rooms Brass 
  and Bowgentle have established a metal working shop, 
  a carpentry shop, an assembly room and a specialised 
  equipment store. It was in these workshops that the 
  prototypes for the more baroque weapons of the towers 
  were developed and whilst neither man indulges in 
  such projects these days, they do, occasionally, come 
  down here to tinker and experiment. Bowgentle, for 
  instance, has been working on building a replica of the 
  Kyther Enigma.
  The two primary workshops are connected to the outside 
  world by wide, gently sloping tunnels that emerge 
  beneath well-hidden doors at the base of the Castle Brass 
  earth ramparts. Only a handful of people know of their 
  existence and the it is now so many years since the tunnels 
  were used that the entrances are completely invisible to 
  outside eyes.
  Bogomil’s Laboratories
  Sealed off from the rest of the underground level, 
  Bogomil’s laboratories have lain idle for a decade. A 
  ﬂ ight of wide stairs leads a further 30 feet underground 
  and the temperature suddenly drops bringing a chill to 
  the skin and encouraging a sense of terrible foreboding. 
  Bogomil worked sheer evil in this place and its mark s 
  forever in the air.
   Sealing Walls and Secret Passage
  Count Brass built the walls that seal-off the laboratories 
  himself, stone by stone. He included no secret doors or 
  portal mechanisms. He does not want anyone treading the 
  ﬂ oors of these workshops of atrocity for fear that others 
  might be tempted by Bogomil’s corruption.
  The walls are made of sandstone blocks, a metre thick 
  and tightly mortared together. The only way of gaining 
  access to the laboratories now is via the secret passage 
  that runs from Tidmash’s garden buildings on the terraces 
  of the castle (see page 61) and the hidden passageway 
  leading into the marshlands from the main laboratory. 
  The entrance from the Castle Wood passage is hidden by 
  a portal device very similar to the one hiding the secret 
  rooms on the ground ﬂ oor of the castle. A slab of stone 
  set into the earth and now covered by dirt and weeds, has 
  a small stud set into its corner. Pressing that stud causes 
  the slab of stone to shimmer and fade out of existence, 
  revealing the stairs down into the slanting passageway. 
  Tidmash has trodden the passageway only the once and 
  has chosen never to reveal what he has seen – even to 
  Count Brass.
  The passage runs down at a steep angle for some 50 metres 
  before levelling. A door of iron marks the entry to the 
  laboratory cell block. The locking mechanism is rusted 
  and jammed shut; opening it requires a Mechanisms test 
  at –50% or device such as a Lock Pick Ray. If brute force 
  is employed, the door has 8 AP and 40 HP.
  Once open a terrible stench of decay and death assaults 
  the senses. It might have been more than 10 years since 
  Bogomil worked his terrors in these catacombs but the 
  stench still lingers. Resilience rolls (at a +20% bonus) are 
  required to keep from retching.
  The passage continues beyond the door, leading through 
  the cell block.
   General Conditions in the Laboratories
  � The passages are cut from the rock and are rough-
  hewn. They vary in width from two metres to eight 
  metres in width. The ﬂ oors are uneven and slicked 
  with damp and fungal growth, reducing DEX-based 
  skills by –10%.
  ‘I confess to feeling fear and trepidation as 
  we ﬁ rst made our way into those gloomy 
  catacombs, heavy with the stench of death. 
  Count Brass led the way and I had von 
  Villach and a few others behind me. As we 
  walked slowly along the passages I could 
  feel the air thickening with the corruption 
  Bogomil had wrought – and then the stench 
  hit us. We all – even Brass – retched.’
  From Bowgentle’s Journal
  
  79
  Castle Brass
  � The smell of decay grows stronger as one delves 
  further. Once within the laboratory complex 
  Resilience tests are required every so often (at the 
  Games Master’s discretion) to prevent from retching 
  and gagging at the stench.
  � None of the passages are lit. Light sources are 
  required to navigate.
  � The place is infested with rats and insects. Some of 
  the rats are mutated, being a sickly white in colour 
  and with several limbs, tails or heads. They ﬂ ee from 
  light but can be heard and felt, skittering around the 
  feet.
  � The place is very cold. Breath condenses easily in 
  the chill air and exposed areas of the body become 
  numb within 2D6 minutes of exposure. Reduce DEX 
  based skills by a further –15% if Resilience tests are 
  failed.
  � Most doors are made of thick wood and swing on 
  rusted hinges, which grate and squeal when opened. 
  It takes an Athletics (Brute Force) test to haul open 
  the doors. Some are also locked.
   Cell Block
  Here is where Bogomil kept those who he intended to 
  experiment upon and the results of some experiments. 
  The cells are two metres by three metres and the remains 
  of chains and shackles can be seen in the walls. In some 
  of the cells it is possible to make out scratches – some of 
  them very deep – made in the walls by nails or talons.
  In one of the cells (and is does not matter which), a 
  Perception test at –30% uncovers a length of parchment, 
  tightly rolled, squeezed into a gap between the stones. It 
  is a note written in desperation by one of the prisoners. 
  The writing is small and shaky, and barely legible.
  ‘He came for me today and his eyes burned with the ﬁ res 
  of hell. His servants dragged me from my cell and down 
  through corridors, laughing as I screamed for mercy. 
  He brought me to a room ﬁ lled with cabinets of dread 
  design that hummed and throbbed as though living. I 
  was strapped to a table and he took a tube that ended 
  with a needle and jammed it into my arm. I remember 
  feeling my resistance ebb but I was still conscious as he 
  I shall tell you, dear reader, what Bogomil was doing in this subterranean maze.
  Perhaps, when he started his research, he was of noble intentions. I would like to believe that he 
  was searching for a cure for some disease or mutation and his reading brought him into contact 
  with certain techniques, spells and runes that steadily, insidiously, corrupted his mind. I want 
  to believe this because I believe that most of us begin and end our lives with a shred of decency 
  and respect for life; I want to believe that of Bogomil too but clearly, something went wrong 
  deep in his soul and he felt compelled to follow the course that he did.
  Bogomil of the Magyars was doing nothing less than mutating life. He was, of course, a mutant 
  himself but his mutation was by no means severe and masking his additional ﬁ ngers was an 
  easy enough matter for him. When I delved into his notes I could see that he was obsessed with 
  controlling patterns of mutation; directing them, using spells and chemicals, to develop, as he 
  called them, daemons. I quote here from an early passage in his journal: ‘Daemons that shall 
  walk on this earth as they do in the Crimson Hells. My Lord commands me to prepare Him an 
  Army and so an Army is what He shall have. Blood and Souls! Blood and Souls!’
  Who Bogomil’s Lord was, I do not know. I do not want to. I suspect one of the vile Magyarian 
  slave-barons but may well be mistaken. Yes, Bogomil was attempting to forge an army of 
  daemons to serve some unnamed master. The results of his experiments were the baragoon 
  and human leeches, amongst other, singular mutations that he warped and ampliﬁ ed, erasing 
  almost every trace of humanity and intellect, leaving behind a shell of ﬂ esh that he could 
  contort and break that would form the basis of the daemons he so ﬁ ercely coveted.
  From Bowgentle’s Journal
  
  80
  Castle Brass
  lowered something black and foul-smelling across my 
  face. His servants were laughing still. He said nothing 
  but when he removed whatever it was from my face I 
  could not move. He took a pair of pincers and one by 
  one, ripped the teeth from my mouth. I could not scream 
  and gagged on the blood although I felt no pain. He 
  showed me each tooth he pulled and then, to my horror, 
  he showed me the gleaming metal fangs that he intended 
  to insert in their place.
  I cannot write any more. My ﬁ ngers are numb and I can 
  feel the Beast welling inside me. I shall die soon. I feel my 
  soul ebbing into torment…’
  The rest of cells are empty but any sorcerous scans of a 
  cell reveal a residue of absolute fear that still clings to the 
  walls. Fear and death, which came often in these prisons 
  but perhaps not often or soon, enough.
   Operating Laboratory
  This bleak, bare room still holds the table where 
  Bogomil’s unfortunate victims would be strapped down 
  and subjected to the most awful experiments, often whilst 
  conscious. The restraints have been removed but the 
  table, eight feet in length, still has the openings where 
  the leather restraints ﬁ tted through and the metal ankle 
  clamps to hold the feet in place.
  Searching this room uncovers a few, small, grisly 
  reminders of what went on in here. In the gap between 
  two stones directly beneath the operating table are three 
  human teeth. In the corner of the room, hidden in a pool 
  of shadow, is a steel fang – more dagger than tooth – 
  complete with roots for anchoring into a jaw.
  The door leads into the ante-chamber for the Operating 
  Laboratory: the Jar Room.
   Jar Room
  The shelves remain but are now bare – as is the rest of the 
  room. Count Brass had each jar removed, taken deep into 
  ‘It is harrowing to describe what we found 
  in that room. Row after row of shelves, 
  each lined with jars that contained a yellow 
  liquid, the colour of urine. The air was heavy 
  with a chemical scent and as Brass shone 
  his lantern across the array of shelves all 
  of use realised what the jars contained with 
  absolute horror.
  In every jar was either a foetus or embryo. 
  Some were human; some had been. Others 
  never were. Many were dead but in a few of 
  the jars the creatures shuddered or twitched. 
  The sight, with me even now, was horriﬁ c. 
  I can only guess at how Bogomil had come 
  by these tiny wretches – the human ones, at 
  least – and I dared not speculate on where 
  the hybrids and non-human creatures had 
  come from.
  As Count Brass lowered his lantern, vowing 
  to have Bogomil’s head, I confess, I wept. 
  Only an insane man would not.’
  From Bowgentle’s Journal
  
  81
  Castle Brass
  the Kamarg and quietly buried. Yet anyone entering this 
  antechamber experiences a distinct feeling of unease, as 
  though being watched.
   Baragoon Pens
  This chamber is divided into three: two barred cells that 
  once held newly created baragoon and in front of them, 
  the feeding and observation area. When Bogomil created 
  a new baragoon – or any other form of monster – it would 
  be put into one of these cells, with bars three centimetres 
  thick – fed and watched as it grew. When big enough the 
  monsters would be taken into the main laboratory area 
  and released via the release lock.
  The doors to the cells are unlocked, although the locks 
  are badly corroded. The walls in both cells show deep 
  scratches, caused by the claws of the monsters. Dried 
  blood cakes the ﬂ oor and lower part of the walls, where 
  the creatures fed on live food. There are still scraps of 
  dried ﬂ esh, lumps of fur and fragments of bone lurking in 
  the corners of the cells.
   Stores
  A pair of empty storerooms.
  In the eastern store is a well concealed secret door, 
  activated by a stud concealed as a natural depression in the 
  stone. In the chamber behind the stone door is a ﬂ oor-to-
  ceiling metal rack that still contains tools and equipment 
  Bogomil used in his work. There are bone saws, huge 
  clamps, sinister-looking steel probes and beneath a sheet 
  of cow hide, a wine barrel with its lid ﬁ rmly screwed 
  down. Inside the barrel are six steel canisters, each with 
  a screw lid. The canisters feel heavy and if shaken or 
  moved without care, something shifts inside.
  Each canister contains a gruesome creature of Bogomil’s 
  – summoned from some otherworld and then mutated. 
  The creatures survive without the need for food or water 
  as they gorge on souls. The creatures are 30 centimetres 
  long and resemble legless rhino beetles, their bodies black 
  and slithery, their jaws powerful. If a canister is opened, 
  the creature within explodes outwards, jaws aiming for 
  the face. If its attack succeeds, it has attached itself to the 
  head and proceeds to inﬂ ict damage, its body growing in 
  size as it sucks more life energy.
   Soul-Sucking Beetles
  Characteristics: 
  STR  
    9 
  CON  12 
  DEX  17
  SIZ  
    1 
  INT  
    1
  POW  10
  CHA 
    1
  Skills: Athletics 100%, Dodge 40%, Persistence 30%, 
  Resilience 40%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–9
  Hindquarters 
  2/5
  10–18 
  Forequarters 
  2/6
  19–20 
  Head
  2/5
  Chitinous shell – no armour penalty
  Weapons
  Type  
   
  Weapon Skill  
  Damage AP/HP
  Bite 
   
  90% 
   
  1D4–1D6 plus Soul  
   
   
   
   
  Leech (see below)
  Special Rules 
  Combat Actions: 3
  Strike Rank:  
  +9
  Damage Modiﬁ er: –1D6
  Movement:  
  3m
  Skills:   
  Athletics 100%, Dodge 40%,  
   
   
   
  Persistence 30%, Resilience 40%
  A successful bite indicates that the jaws are buried into 
  the ﬂ esh and clamped tight. Whilst attached, the creature 
  draws 1 point of POW every Combat Round until it is 
  removed. Each point of POW causes the monster to 
  increase its STR and SIZ by 1. When the host is dead, 
  the creature swallows the body whole and absorbs it. The 
  face of the victim appears on the shell of the beetle as a 
  warped, black etching.
  Removing a fastened beetle is dangerous. The attacker 
  must overcome the creature’s Resilience in an opposed 
  
  82
  Castle Brass
  test using Athletics (Brute Force). If the attempt succeeds, 
  the jaws of the creature can be prised apart. If the attempt 
  fails, the victim of the bite suffers 1D3 points of damage 
  to the location grasped (which is usually the head). If the 
  attempt fumbles, the damage suffered is 2D3.
   Main Laboratory
  The laboratory is a big area. The doors have been boarded 
  shut with thick oak timbers that require great effort to 
  remove and a successful Mechanisms or Engineering 
  test. If brute force is used to smash through them, it still 
  takes an hour of hacking and slashing, with each of the 
  10 timbers having 5AP and 30HP. The doors beneath are 
  locked, requiring a further test to open it and require a 
  great deal of pushing and shoving to open them as the 
  hinges are rusted and the doors heavy.
  The main laboratory stinks like a festering swamp – a 
  nauseating mixture of rotten weed and ammonia. All 
  around are the ruins of Bogomil’s smashed mutation 
  equipment: the huge vats used to create baragoon; a 
  strange, spherical device with many arms, blades and 
  probes that hangs uselessly from the ceiling; a collection 
  of squat, ugly machines with tangles of tendril-like wires 
  spewing from their wrecked cases; a crystal tube capable 
  of holding a fully-grown baragoon that now contains a 
  baragoon skeleton, its ﬂ esh a rotten, dissolved mess on 
  the base of the tank.
  The ﬂ oor is awash with a ﬁ lm of rank, acrid water and 
  scattered with the debris of the smashed machinery. Along 
  the western wall is a massive collection of foetid reeds 
  and weed that has been piled into some kind of shelter, 
  bound together by mud and dung. This is a baragoon lair. 
  For some reason a pair of baragoon use the exit tunnel 
  (see below) to return to the place of their creation and 
  make it their home. They slither out of the tunnel to go 
  hunting, dragging their prey back to the nest where they 
  feed at leisure.
  The baragoon understand that the skeleton is one of 
  their kind and always bring prey back for it. They cannot 
  understand why it does not eat and so, after leaving the 
  prey to rot in front of the tank, they consume their offering 
  as well. When ﬁ nished, they writher around the base of 
  the tank, attempting to summon the dead baragoon from 
  its torpor but to no avail.
  Anyone found in the room is considered prey and attacked 
  immediately. Anyone tampering with the baragoon 
  skeleton is attacked with utter ferocity, the baragoon 
  launching Precise Attacks against the head of whoever is 
  trying to molest the tank-bound bones.
   Baragoon of the Laboratory
  Baragoon 1 
   
  Baragoon 2
  STR  
  31 
   
   26
  CON 
  20 
   
   21
  DEX  16 
   
   19
  SIZ 
  25 
   
   31
  INT 
  10 
   
   10
  POW   9 
   
     8
  CHA  12 
   
     7
  Armour & Hit Points
  Baragoon 
  1
  Baragoon
  2
  D20 
  Hit Location 
  AP/HP
  AP/HP
  1–3 
  Right Leg 
  3/9
  3/10
  4–6 
  Left Leg 
  3/9
  3/10
  7–9 
  Abdomen 
  3/10
  3/11
  10–12 
  Chest 
  3/11
  3/12
  13–15 
  Right Arm
  3/8
  3/9
  16–18 
  Left Arm 
  3/8
  3/9
  19–20 
  Head 
  3/9
  3/10
  Weapons
  Type  
   
  Weapon Skill  
  Damage AP/HP
  Baragoon 1 
  Claw 
   
  68% 
   
  1D6+1D12
  Baragoon 2 
  Claw 
   
  77% 
   
  1D6+1D12
  Special Rules
  Baragoon 1 
  Combat Actions: 3
  Strike Rank:  
  +13
  Damage Modiﬁ er: +1D12
  Movement: 
   4m
  Skills:   
  Dodge 60%, Resilience 70%, Stealth   
   
   
  40%, Track 60%
  Typical Armour: Hide 3AP, no skill penalty
  
  83
  Castle Brass
  Baragoon 2 
  Combat Actions: 4
  Strike Rank:  
  +15
  Damage Modiﬁ er: +1D12
  Movement: 4m
  Skills:   
  Dodge 60%, Resilience 70%, Stealth   
   
   
  40%, Track 60%
  Typical Armour: Hide 3AP, no skill penalty
  Both baragoon have Night Sight.
  The larger of the two creatures always acts to protect the 
  lair and the skeleton whilst the smaller aims to bring down 
  and subdue prey. They communicate with each other 
  using a vastly mangled form of the human tongue and 
  snatches of words are understandable. They are single-
  minded in their ferocity but not unintelligent; if they look 
  to be losing a ﬁ ght, they make for the tunnel that leads 
  out of the laboratory and move, at speed, towards the 
  marsh where they will lurk in ambush or await for the 
  threat to pass. If the bones from the tank are removed 
  they wail and gibber in horror at their loss – a noise so 
  ghastly that it carries up into the main castle above as a 
  faint, ghostly moan.
  Originally the baragoon created here were penned 
  until ready to leave the complex and then released into 
  the marsh through the tunnel built especially for them. 
  The tunnel was blocked-up by Count Brass, but the two 
  baragoon that returned to the laboratory (actually hiding 
  from Brass’s crusade against their kind) managed to claw 
  their way through the blocks of stone used to bar the 
  egress. The tunnel they use slopes gently upwards as it 
  curves towards the north and emerges in a marshy hillock 
  overlooking a black-watered swamp about a kilometre 
  north of the castle. It is narrow and low, suited to a 
  slithering baragoon but usable nonetheless by someone 
  wanting to get into the laboratory. The exit to the swamp 
  is well-covered, requiring either a Perception or Tracking 
  test at –40% to discover it.
   Final Notes on the Laboratory
  Brass has rendered useless all of Bogomil’s sorcerous 
  equipment. His notes have been burned and as much 
  of his work erased from memory as possible. However 
  Games Masters are encouraged to scatter remnants of 
  Bogomil’s sorcery through the laboratory complex, 
  hidden in cunning places, if they so wish. Bogomil was an 
  expert in creating mutations and warping natural forms; 
  his vats created more than just baragoon and his isolated 
  experiments do still survive in the lonely stretches of the 
  swamp and some of the knowledge used to create them 
  may still reside in cunningly disguised hiding places 
  within the lab.
  The  People of Castle 
  Brass
  The family of Castle Brass – the Count, Bowgentle 
  and Yisselda – are detailed on pages 125 – 127 of the 
  Hawkmoon rules.
   Ghraves, Head of Household and 
  Chief Servant to Count Brass
  Ghraves is and always has been, concerned with duty. He 
  is at his happiest when serving to the best of his ability 
  and being of a fastidious nature, likes organisation, 
  regulation and a brisk approach to work. He thinks the 
  world of Count Brass and would readily do anything the 
  Count might ask of him. Castle Brass is Ghraves’s life 
  and he asks for nothing save to be able to serve the rest 
  of his days here.
  He is, however, an unfulﬁ lled man in many ways. He 
  wishes he had Bowgentle’s education, Brass’s military 
  ﬁ nesse and the personal courage to have taken a lover. He 
  has no woman in his life and for this reason (a crippling 
  shyness which is at odds with such an efﬁ cient butler), 
  he visits, whenever he can, the Villa Rouge d’Amour in 
  Aigues Mortes where he spends time with a particularly 
  striking auburn-haired girl called Lunette. In his private 
  dreams he is as bold as Count Brass, rescuing her from 
  assorted villains and carrying her away from the Kamarg 
  on a white charger, riding to his far-away dream palace 
  where they will live happily ever after.
  Characteristics: STR 11 CON 11 DEX 10 SIZ 16 INT 
  12 POW 13 CHA 14
  Skills: Lore (Castle Brass) 125%, Lore (Kamarg) 
  63%, Lore (Service and Duty) 130%, Perception 90%, 
  Persistence 55%, Resilience 41%
  
  84
  Castle Brass
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  –/6
  4–6 
  Left Leg 
  –/6
  7–9 
  Abdomen 
  –/7
  10–12 
  Chest 
  –/8
  13–15 
  Right Arm
  –/5
  16–18 
  Left Arm 
  –/5
  19–20 
  Head 
  –/6
  Weapons
  Type  
   
  Weapon Skill  
  Damage AP/HP
  Unarmed 
  45% 
   
  1D3
  Improvised 
  40% 
   
  For weapon type
  Special Rules: Combat Actions: 2, Strike Rank: +11, 
  Damage Modiﬁ er: None, Movement: 4m
   Mistress Bryess, Cook and Head of 
  Kitchen and Parlour
  A truly formidable woman of advancing years, Mistress 
  Bryess has been in service all her life, having worked 
  in the kitchens of several noble families of Arles. She 
  likes everyone to know their place in the hierarchy and 
  is intolerant of people who might have ideas above their 
  station. She is ﬁ ercely critical of her kitchen staff but 
  secretly proud of their talents.
  Bryess has a fondness for drink, especially sherry and 
  Madeira wines. When she believes no one is looking, she 
  will steal a glass or two that is destined for a sauce or a 
  stock and she always keeps a bottle of sherry in her room. 
  When everyone has retired she indulges her fondness and 
  weeps for her loneliness as the drink takes her into a 
  maudlin state.
  Characteristics: STR 11 CON 14 DEX 14 SIZ 8 INT 9 
  POW 10 CHA 10
  Skills: Lore (Cookery) 120%, Lore (Castle Brass) 85%, 
  Lore (Plant) 90%, Perception 45%, Persistence 53%, 
  Resilience 35%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  –/5
  4–6 
  Left Leg 
  –/5
  7–9 
  Abdomen 
  –/6
  10–12 
  Chest 
  –/7
  13–15 
  Right Arm
  –/4
  16–18 
  Left Arm 
  –/4
  19–20 
  Head 
  –/5
  Weapons
  Type  
   
  Weapon Skill  
  Damage AP/HP
  Ladle  
  51% 
   
  1D2–1D2
  Kitchen Knife 
  60% 
   
  1D3+1–1D2
  Special Rules: Combat Actions: 3, Strike Rank: +12, 
  Damage Modiﬁ er: –1D2, Movement: 4m
   Leteesha, Head of Chambers and Chief 
  lady to Yisselda
  A somewhat dour woman of rake-think stature and a 
  clipped nature, Leteesha is responsible for Yisselda’s 
  needs, her wardrobe, and similar for any female guests at 
  Castle Brass. Something of a snob, Leteesha believes she 
  is in a position of great privilege within the household 
  and should therefore be accorded respect beﬁ tting her 
  station. Naturally this provokes Mistress Bryess who 
  cannot abide airs and graces.
  Leteesha believes herself to be highly cultured but is, in 
  fact, somewhat ignorant of most things save etiquette and 
  the few arts she has learned from Yisselda. She has no 
  interest in reading, little interest in artworks but likes to 
  talk as though she is an expert in both.
  Characteristics: STR 9 CON 9 DEX 16 SIZ 11 INT 9 
  POW 12 CHA 9
  Skills: Lore (Castle Brass) 85%, Lore (Etiquette) 90%, 
  Perception 45%, Persistence 50%, Resilience 40%
  
  85
  Castle Brass
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  –/4
  4–6 
  Left Leg 
  –/4
  7–9 
  Abdomen 
  –/5
  10–12 
  Chest 
  –/6
  13–15 
  Right Arm
  –/3
  16–18 
  Left Arm 
  –/3
  19–20 
  Head 
  –/4
  Weapons
  Type  
   
  Weapon Skill  
  Damage AP/HP
  None
  Special Rules: Combat Actions: 3, Strike Rank: +13, 
  Damage Modiﬁ er: –1D2, Movement: 4m
   Miklan, Head Footman
  Barrel chested Miklan is proud of his huge, handlebar 
  moustache, his ﬁ ne, wavy black hair and his days as a 
  solider in the army of Lyon. He never amounted to much 
  as a soldier, having a ferocious temper and little regard 
  for his colleagues but he is very good at obeying orders.
  Miklan is married to Sebile although the union is not 
  a happy one. Miklan treats his wife as simply another 
  servant, expecting her to wait on him when their 
  household duties are ﬁ nished. He believes Sebile should 
  also maintain responsibility for their four children because 
  such duties are clearly below his particular station.
  Therefore Miklan is a demanding and rather unpleasant 
  fellow. Nevertheless he is liked by Count Brass and is 
  sometimes invited to join in a wargame, when he does 
  not have others duties. Miklan thus feels he has a special 
  relationship with Count Brass and this will make him 
  a natural choice as Head of Household when Ghraves 
  retires from service.
  Characteristics: STR 14 CON 10 DEX 15 SIZ 15 INT 
  10 POW 7 CHA 7
  Skills: Lore (Castle Brass) 45%, Lore (Etiquette) 70%, 
  Lore (World) 45%, Perception 36%, Persistence 47%, 
  Resilience 58%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  2/5
  4–6 
  Left Leg 
  2/5
  7–9 
  Abdomen 
  2/6
  10–12 
  Chest 
  2/7
  13–15 
  Right Arm
  –/4
  16–18 
  Left Arm 
  –/4
  19–20 
  Head 
  –/5
  Leather Apron: –8% Skill Penalty
  Weapons
  Type  
   
  Weapon Skill   Damage  
    AP/HP
  Dirk 
   
  60% 
           1D3+2+1D2   4/8
  Broadsword 
  64% 
          1D8+1D2        4/14
  Special Rules: Combat Actions: 3, Strike Rank: +13, 
  Damage Modiﬁ er: +1D2, Movement: 4m
   Sebile, Servant to Yisselda
  Mundane duties for Yisselda are fulﬁ lled by Sebile, 
  Miklan’s young wife. Sebile dislikes Leteesha and is 
  growing to positively hate her husband. She is normally 
  a headstrong woman but her marriage to Miklan and her 
  four children have sapped much of her old spirit.
  Sebile hails from Sanmaree and is a member of the Kalee-
  Maree sect. She journeys to the town every year, taking 
  the children with her and leaving Miklan behind. Her 
  position in the Castle Brass household is of considerable 
  interest to Klawdeea (see page 26 of the Kamarg chapter) 
  and Klawdeea is well advanced into indoctrinating Sebile 
  into bringing Yisselda somehow into the Kalee-Maree 
  cult. Sebile has little choice; Klawdeea knows about 
  her affair with Gorst and the threat of revealing this to 
  Miklan keeps Sebile obedient. So, whenever there is an 
  opportunity, she extols her religion to an attentive Yisselda, 
  dropping hints and suggestions that she should come to 
  Sanmaree herself and witness the glorious celebrations 
  of the Three Goddesses. Yisselda has resisted so far but is 
  certainly intrigued by the notion.
  The affair with Gorst has been underway for just less than 
  a year. Sebile ﬁ nds him funny and attentive – everything 
  Miklan is not. She does not believe she is in love with 
  
  86
  Castle Brass
  Gorst but is happy to run the risk of an affair because it 
  is the only levity she has in her life and is a necessary 
  distraction from Miklan’s demands.
  Characteristics: STR 8 CON 13 DEX 12 SIZ 8 INT 13 
  POW 16 CHA 16
  Skills: Lore (Castle Brass) 40%, Lore (Cult of Kalee-
  Maree) 55%, Lore (Etiquette) 70%, Perception 35%, 
  Persistence 45%, Resilience 48%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  –/5
  4–6 
  Left Leg 
  –/5
  7–9 
  Abdomen 
  –/6
  10–12 
  Chest 
  –/7
  13–15 
  Right Arm
  –/4
  16–18 
  Left Arm 
  –/4
  19–20 
  Head 
  –/5
  Weapons
  Type  
   
  Weapon Skill  
  Damage AP/HP
  None
  Special Rules: Combat Actions: 3, Strike Rank: +13, 
  Damage Modiﬁ er: –1D2, Movement: 4m
   Gorst, Footman
  Gorst is tall, blond-haired, good looking and an 
  outrageous ﬂ irt. He enjoys female company extensively 
  and has a way of charming women that has, inevitably, 
  led to his affair with Sebile. Gorst would happily run 
  away with Sebile but he dislikes her children, is terriﬁ ed 
  of commitment and is afraid of Miklan’s revenge. For 
  now, the affair is a lot of fun but Gorst wants to play the 
  ﬁ eld. When he gets time, he likes to carouse in Aigues 
  Mortes where he has had a string of relationships (and, 
  unknown to him, sired two children). Ghraves has spoken 
  to Gorst about his behaviour and he suspects that Gorst is 
  seeing someone within the Household but has no proof. 
  Gorst is smart and manages to keep his tracks covered.
  Characteristics: STR 13 CON 11 DEX 13 SIZ 17 INT 
  16 POW 9 CHA 16
  Skills: Lore (Castle Brass) 40%, Lore (Etiquette) 50%, 
  Perception 75%, Persistence 56%, Resilience 50%, 
  Seduction 65%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  –/6
  4–6 
  Left Leg 
  –/6
  7–9 
  Abdomen 
  –/7
  10–12 
  Chest 
  –/8
  13–15 
  Right Arm
  –/5
  16–18 
  Left Arm 
  –/5
  19–20 
  Head 
  –/6
  Weapons
  Type  
   
  Weapon Skill  
  Damage AP/HP
  Dagger  
  35% 
   
  1D4+1+1D2
  Special Rules: Combat Actions: 3, Strike Rank: +15, 
  Damage Modiﬁ er: +1D2, Movement: 4m
   Bedewin, Chief Stableman
  Loyal Bedewin is an expert in the care of the unique 
  horned horses of the Kamarg. There is nothing he does 
  not know of their ways and habits and even the most 
  strong-willed animal becomes tame and manageable 
  when Bedewin has spent a few minutes with it.
  He is a devoted family man, Bedewin and dotes on his 
  family. He sees a future with his two sons but knows they 
  do not share the same passion for the stable as himself 
  and that they will pursue their own courses soon enough. 
  So he works hard, tends the animals and accompanies 
  Count Brass whenever horseﬂ esh needs to be assessed.
  Characteristics: STR 15 CON 16 DEX 12 SIZ 12 INT 
  13 POW 14 CHA 11
  Skills: Lore (Animal) 80%, Lore (Castle Brass) 50%, 
  Lore (Horned Horses) 120%, Perception 64%, Persistence 
  58%, Resilience 60%, Survival 60%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  2/6
  4–6 
  Left Leg 
  2/6
  7–9 
  Abdomen 
  2/7
  10–12 
  Chest 
  2/8
  13–15 
  Right Arm
  –/5
  16–18 
  Left Arm 
  –/5
  19–20 
  Head 
  –/6
  
  87
  Castle Brass
  Weapons
  Type  
   
  Weapon Skill  
  Damage AP/HP
  Quarterstaff 
  75% 
   
  1D8+1D2 3/8
  Special Rules: Combat Actions: 2, Strike Rank: +13, 
  Damage Modiﬁ er: +1D2, Movement: 4m
   Tidmash, the Gardener
  Weather-beaten, one-eyed and as craggy as a mountainside, 
  Tidmash is an absolute expert with things that grow. He 
  is also a skilled herbalist and knows the best natural 
  cures and remedies for many ailments. His horticultural 
  vocabulary is matched only by his inventive lists of 
  profanities, which drop readily from his lips although he 
  tries (vainly) to curb his language when either Yisselda 
  or children are about. Tidmash is particularly fond of 
  dwarf apple cider, which he can consume in quite decent 
  amounts although, inevitably, it makes him belligerent 
  and drowsy.
  Characteristics: STR 14 CON 10 DEX 15 SIZ 8 INT 15 
  POW 9 CHA 8
  Skills: Lore (Brewing and Wine Making) 121%, Lore 
  (Castle Brass) 53%, Lore (Kamarg) 115%, Lore (Plant) 
  185%, Perception 85%, Persistence 78%, Resilience 88%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  2/4
  4–6 
  Left Leg 
  2/4
  7–9 
  Abdomen 
  2/5
  10–12 
  Chest 
  2/6
  13–15 
  Right Arm
  –/3
  16–18 
  Left Arm 
  –/3
  19–20 
  Head 
  –/4
  Leather apron:  –8% Skill Penalty
  Weapons
  Type  
     Weapon Skill  
  Damage   
  AP/HP
  Rake 
     76%   
  1D3+1+1D2  
  3/10
  Trowel    70%   
  1D3+1D2 
  4/14
  Special Rules: Combat Actions: 3, Strike Rank: +15, 
  Damage Modiﬁ er: +1D2, Movement: 4m
   Typical Guards at Castle Brass
  The guards wear the standard uniform of the militia 
  – green cloaks over black leather armour with a simple, 
  polished silver helm but don a brass-coloured tabard 
  when on duty at the castle.
  Characteristics: STR 13 CON 12 DEX 13 SIZ 12 INT 
  10 POW 12 CHA 12
  Skills: Athletics 55%, Dodge 45%, Lore (Castle Brass) 
  30%, Lore (Kamarg) 50%, Perception 55%, Persistence 
  55%, Resilience 55%
  Armour & Hit Points
  D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  2/5
  4–6 
  Left Leg 
  2/5
  7–9 
  Abdomen 
  2/6
  10–12 
  Chest 
  6/7
  13–15 
  Right Arm
  2/4
  16–18 
  Left Arm 
  2/4
  19–20 
  Head 
  6/5
  Leather Hauberk, Trews, Cap: –22% Skill Penalty
  Weapons
  Type  
   
  Weapon Skill  
  Damage  AP/HP
  Halberd 
   55%  
   
  1D8+2 
  3/10
  Broadsword  
  60%  
   
  1D8+1 
  4/14
  Flamelance 
  45% 
   
  2D8/1D4 2/6
  Long bow 
  55% 
   
  2D8 
  2/7
  Special Rules: Combat Actions: 3, Strike Rank: +12, 
  Damage Modiﬁ er: None, Movement: 4m
  
  88
  Tarnished Brass
  TARNISHED 
  BRASS
  Despite Count Brass’s success in bringing peace and 
  prosperity to the Kamarg, there are still elements who 
  resent his presence. For all his reasonable nature, the 
  Count has made many enemies in his long career as a 
  mercenary. When he was the scourge of Europe, men 
  feared him and getting close enough to exact revenge was 
  difﬁ cult but now he is settled in the Kamarg, there is a 
  vulnerability that some are happy to exploit – and using 
  devious means rather than the straightforward attacks the 
  Count is used to handling with aplomb.
  This chapter offers a series of linked scenario seeds involving 
  a conspiracy against Count Brass. The conspirators’ aim 
  is to remove him from the Kamarg, disrupting the peace 
  he has worked towards. The conspirators include old, 
  defeated foes and lurking enemies within his own territory. 
  In these scenario seeds the characters have an opportunity 
  to either oppose the conspirators or join with them 
  – the choice is down to the Games Master. The scenario 
  concepts use the three main areas already discussed in this 
  book; the Kamarg, Aigues Mortes and Castle Brass itself, 
  giving the characters ample opportunity to interact with 
  the many supporting personalities described, including the 
  redoubtable Count Brass and his family.
  A Banquet, Somewhere 
  in Aquitaine
  Following a ﬁ ne feast of sucking pig and swan, stuffed 
  with almonds, dates and lark’s tongues, the guests 
  repair to a variety of rooms in the castle to talk and 
  socialise. Two men, sharing a bottle of decent brandy, 
  ﬁ nd themselves in discussion. On the left is Grand Duke 
  Ziminon of Normandia, a puppet governor of the Dark 
  Empire. His dark hair and beard glint in the ﬁ relight, 
  his eyes are heavily lidded and mischievous, his old 
  arrogance dulled somewhat by past defeats and the will 
  of his masked masters. On the right, all oily charm but 
  with an alcohol-dulled wit, is Count Huras of Arles, 
  travelling in Aquitaine to promote his stable at Gimeaux. 
  The conversation has turned to the lands of the Kamarg 
  and a common acquaintance.
  ‘He defeated me at Rouen, you know,’ Ziminon says 
  at last, swirling his brandy in its balloon. ‘He took my 
  lands. Granbretan, in its wisdom and kindness, restored 
  my dignity.’ 
  ‘Aye, I heard of that battle. I am sorry for your loss. It 
  means we are now plagued with that arrogant upstart with 
  his wild ideas of peace. We are warriors, are we not?’ 
  The Count says wistfully. Ziminon throws the Count a 
  sly look: I am a warrior, he thinks, but you are a bull-
  whelp.
  ‘Quite so. Brass, then, does not please all within the 
  marshlands?’
  ‘He does not. He insults glorious Arles and makes Aigues 
  Mortes the capital. He has little time for the Old Blood of 
  the Kamarg. The old families…’ Huras lets his voice trail 
  away. Ziminon smiles at the emerging opportunity.
  ‘It does not do to insult the Old Blood. But I hear he got 
  rid of that ﬁ end out of the Magyarian mountains? The 
  one who made monsters in his cellars?’
  ‘He was experimenting for cures to diseases!’ Huras 
  snaps. ‘I knew Bogomil well. He was misunderstood. 
  The… creatures were unfortunate by-products of 
  genuine research. And they made good hunting.’ He sips 
  his brandy. He is drunk and when Huras is drunk, he is 
  vulnerable. Ziminon knows this but bides his time.
  ‘As you say. So, Brass deposed him and took his castle and 
  lands, eh? Lands that should have been ceded to House 
  Huras. A familiar story. Strange how history repeats itself 
  when rogues like Brass are feted as heroes. Some hero. Did 
  you hear of what he did to the prisoners he took in the battle 
  for Destang? There was nothing heroic in that, I can tell 
  you.’ Ziminon tells of the atrocities Count Brass is said to 
  have committed. Lies are spun. Huras’s eyes grow wide.
  ‘And they accused Bogomil of being a monster!’ Huras 
  says. Ziminon shrugs. The trap is baited. The prey 
  approaches.
  
  89
  Tarnished Brass
   ‘I dare say Brass is really a decent man. Certainly 
  a cunning warrior but even the most decent can be 
  corrupted. Tell me, does he still have that withered old 
  crutch, Bowgentle?’
  ‘Of course!’ Huras declares. He helps himself to more 
  brandy; Ziminon covers his glass with his hand as the 
  Count tries to reﬁ ll it. ‘Of course. The bastard is never far 
  away. Are you saying Brass is beguiled by Bowgentle?’
   
  ‘Bowgentle is learned in many arts. Sorcery amongst 
  them. Why else would Brass be so keen to take a 
  sorcerer’s castle?’
  Huras ponders this and drinks deeply. Ziminon’s eyes 
  gleam in the ﬁ relight. Huras leans forward. ‘Brass is 
  well protected by his Guardians and the weapons he has 
  built around the Kamarg. Fearsome weapons! But I know 
  that many who enjoyed Bogomil’s hospitality would 
  adore the chance to see Brass removed. Brass insulted 
  many families when he rested control from Bogomil. 
  And, I hear, Bogomil has family that would see his death 
  avenged.’
  Ah, thinks Ziminon. Here it comes. ‘There would be 
  support, then, for some form of movement against Count 
  Brass?’ His enquiry is well-timed, like a cobra poising to 
  strike. Huras nods furiously.
  ‘The Avig Brotherhood. Have you heard of them?’ Grand 
  Duke Ziminon has not. ‘Oh, My Duke, they are wily 
  men! They hunt mutants and monsters for proﬁ t and 
  sport, ridding the lands of the ﬁ lth that terrorises our good 
  kingdoms. They were frequent guests of Bogomil and 
  would hone their skills in the marshes of the Kamarg on 
  baragoon and other by-products of research. Their leader, 
  Murgas of Dre’den, fell to Brass’s sword. They disbanded, 
  those who survived but I know their whereabouts. They 
  visit Arles, in secret, from time to time. They would love 
  revenge upon Brass and his lackeys. They would help 
  restore the Kamarg to the Old Blood, the old families…’
  ‘To you, you mean,’ says Ziminon and Huras quickly 
  ﬂ usters, trying to deny what is throbbing in his heart. 
  ‘Oh come, Huras! You need not be coy. You are right. 
  The Kamarg should be returned to its rightful glory and 
  rightful blood. If that is you, then you should not deny 
  yourself. Pay this Brotherhood what they want and have 
  Brass driven out or killed.’
  Huras is silent for a long time. ‘There is a matter of money, 
  my Duke,’ he ﬁ nally replies, almost apologetically. ‘There 
  is not much of it and the Avig Brotherhood does not come 
  cheap.’ 
  I have you now, thinks, Ziminon. I have you now. ‘I 
  thought you wealthy, my good Count…’
  ‘In land? Yes. In good friends? Yes. In inﬂ uence? Yes. In 
  hard coin? Ah, my stables are not faring well. My wife has 
  expensive needs. I have a reputation to uphold. My coin is 
  spoken for, I fear.’ Huras sniffs and gazes long at the ﬁ re. 
  ‘The Kamarg, for all its peace, is relatively poor.’
   
  Ziminon has the answer but takes his time. His hatred for 
  Count Brass exceeds that of the slithery Huras but he has 
  waited 12 years for this moment. He must be cautious. He 
  must consider his masters in Londra. There are things in the 
  Kamarg that would interest them. ‘I was impressed by the 
  quality of your bulls,’ he says ﬁ nally and Huras brightens. ‘I 
  will buy eight breeding pairs. The Order of the Bull always 
  needs good war-mounts and I will make a gift of them 
  to King Emperor Huon. That will put you in favour with 
  Granbretan and I am sure that the Order itself will come to 
  you for more. We will agree the price tomorrow.’
  ‘I am grateful to you, Grand Duke Ziminon,’ Huras says, 
  straightening. ‘You are a man of wisdom and honour, as 
  everyone says.’
  Don’t ﬂ atter me, you grovelling, treacherous pig, Ziminon 
  thinks. ‘And you, Count Huras, are a man of rare vision 
  and talent.’
  ‘But the price of a few bulls will not be enough to buy 
  the services of the Avig Brotherhood. If I want them to 
  make war on one such as Count Brass, the cost would 
  be substantial.’
  ‘Ah. I see,’ Ziminon says and reﬁ lls his brandy balloon, 
  having to almost pry the bottle from Huras’s quivering 
  ﬁ ngers. ‘Well, what price for the Old Blood, eh? I know, 
  I know. Times are hard, Huras. Very hard. But,’ and he 
  pauses again. Timing is all. Huras looks up, eyes moist 
  with anticipation. ‘But, we share a common enemy and a 
  common cause. Perhaps I could help you…’
  ‘A gift to employ the Avig? My Duke! You are most 
  generous!’
  
  90
  Tarnished Brass
  ‘A loan, Huras. A loan.’ He enjoys seeing Huras’s spirits falter. 
  He primes the trap. ‘But you need not repay it in coin. These 
  towers Brass has built. What weapons do they contain?’
  Huras shrugs and sighs. ‘No one knows. Brass keeps it 
  a secret. Only the Guardians are permitted to enter the 
  towers.’
  Ziminon ponders. ‘But I would wager that there are 
  plans… blueprints… codices. The Order of the Serpent 
  would consider such things most valuable. If they could 
  be obtained, somehow and brought to me, then I would 
  consider that a partial repayment of the loan.’ Huras 
  scowls. Now, now that it is too late, he realises that a trap 
  is being sprung. But in his greed for patronage, in his lust 
  for Brass’s removal, he is prepared to tread boldly. 
  ‘And what would form the remainder?’ He asks. 
  Ziminon smiles the smile of the snake and reclines in 
  his chair. ‘Aigues Mortes. When your brotherhood of 
  assassins and mercenaries has rid the Kamarg of Brass 
  and that crone, Bowgentle, I would want Aigues Mortes. 
  Arles will become the capital again and you shall rule it 
  solely. But I will garrison Aigues Mortes.’
  Huras nods his understanding. The garrison might be 
  Ziminon’s idea but the troops would wear masks. ‘Brass 
  has a daughter. What of her?’
  Ziminon laughs long and hard. ‘Why, my good Count. 
  I am always in need of an extra wife and if she proves 
  unsuitable, pretty girls – I hear she is very pretty – have 
  plenty of uses in Londra.’ He sips his brandy. ‘Everyone 
  wins, Huras. You get money and power, Granbretan gets 
  the plans of the Kamarg’s defences, the Avig Brotherhood 
  gets its vengeance – we all get that – and the great, 
  indestructible Count Brass, who has been the scourge of 
  the Old Blood of Europe, shall be erased from the earth.’
  Huras nods. He understands the potential. He sees the 
  patronage of Granbretan stretching before him, its 
  gratitude and the wealth that comes with it. Aigues 
  Mortes is a small price to pay. A small one. ‘Grand Duke 
  Ziminon, I believe we have a deal.’
  ‘Good,’ Ziminon says. ‘I thought you’d see the 
  possibilities.’
  The trap slams shut.
  The  Avig Brotherhood 
  and the Knights of Jorg
  The Avig Brotherhood is an off-shoot of the reviled 
  Knights of St Jorg. The self-styled knights are a wide-
  spread group of mutant-haters who have made it their 
  business to hunt-down and either persecute or murder 
  anyone who displays a mutation. This loathsome ‘elite’ 
  believes in the purity of the human race and fears 
  the differences displayed by those unfortunates who 
  carry mutations. The order numbers landed nobles and 
  aristocrats amongst its membership, either acting as 
  sponsors for the knights’ activities or joining-in the hunts 
  that occur across Europe. The leaders of the order are a 
  shady circle; none but the most senior knights know who 
  they are and they are sworn to secrecy, on pain of death.
  However, the Avig Brotherhood is well known within the 
  right circles. This group of mercenary-assassins delight 
  in the persecution of mutants, both for proﬁ t and sport, 
  hiring themselves to any rag-tag noble who will pay for 
  their services. Their skills were honed in the Kamarg 
  where, at Bogomil’s invitation, they led the hunts against 
  the baragoon and those humans who displeased the 
  sorcerer in some way, bringing further death and horror to 
  the peaceful water lands. The Avig Brotherhood showed 
  little preference for what they hunted: wild bulls, horned 
  horses and ﬂ amingos fell to their swords, crossbows and 
  spears. Baragoon were favoured monsters for a hunt but 
  for sheer pleasure, Bogomil created mutants from the 
  prisoners in his cells and so the Avig hunted them, too.
  Their leader, Murgas, Marquis of Pesht, was killed in 
  single combat when Count Brass sought to rid the Kamarg 
  of the Brotherhood’s evil ways. The Avig were driven out 
  and swore revenge but other events in Carpathia and in 
  the rust-city of Astrakan have occupied their time and 
  so revenge has been unforthcoming. Now that Count 
  Huras has secured gold and needs their services, the Avig 
  return to Arles in disguise, there to listen to the Count’s 
  plans and take their place in the conspiracy against Count 
  Brass. The Avig seek revenge ﬁ rst and foremost and gold 
  to ﬁ ll their depleted coffers (which is necessary to pay 
  their dues to the Order of St Jorg). Greed and hatred 
  motivates them. If there is blood to be spilled and money 
  to oil their weapons, they are willing conspirators.
   Earl Curlain of Prague
  The new leader of the Avig Brotherhood, he is a 
  disgraced noble of Shekia who slew his own brother 
  
  91
  Tarnished Brass
  when a mutation was discovered. He is a tall, well-
  built man with ash-blond hair and a beard trimmed into 
  a pointed design. Curlain is ﬁ lled with arrogance and 
  loathing for anything that is different and unnatural. He 
  shows no mercy but prides himself on being a ‘knight 
  of humanity’. He swore upon the Runestaff to avenge 
  the deaths of Murgas and Bogomil and is convinced that 
  Count Brass, Bowgentle or even Yisselda hide mutations 
  of their own. He requires no proof of this; his convictions 
  are deep and motivated by insanity.
  Armour & Hit Points
  D20
  Hit Location
  AP/HP
  1–3
  Right Leg
  3/6
  4–6
  Left Leg
  3/6
  7–9
  Abdomen
  3/7
  10–12
  Chest
  3/8
  13–15
  Right Arm
  3/5
  16–18
  Left Arm
  3/5
  19–20
  Head
  5/6
  Ringmail Shirt, Helmet and Trews: –23% Skill 
  Penalty
   
  Weapons
  Type             Weapon Skill        Damage 
  AP/HP
  Warsword    97% 
          1D8+1D2  4/10
  Shortspear   95% 
          1D8+1D2  2/5 
  Kite Shield  99% 
          1D6+1D2  10/18
  Heavy          79% 
          2D8 
  2/8
  Crossbow
  Special Rules: Combat Actions: 2, Strike Rank: +11, 
  Damage Modiﬁ er: +1D2, Movement: 4m
   Shlorm Naverre
  A French warrior who claims links with the ancient 
  crowns of pre-Tragic Millennium France, Naverre is a 
  short and stocky soldier with one eye and half a nose, 
  lost in the Battle of the Lot 15 years ago. He claims to 
  see better with just the one orb and says it allows him 
  to see hidden mutations and those who carry taint no 
  matter how well concealed. He is a rapist and murderer 
  of children, taking delight in their executions above all 
  others. In battle he wields two axes, Biter and Slicer and 
  is prone to howling like a mad dog when his blood is up.
  Characteristics: STR 18, CON 13, SIZ 8, INT 10, 
  POW 10, DEX 11, CHA 9
  Skills: Athletics 32%, Dodge 78%, Evaluate 60%, 
  Inﬂ uence 29%, Lore (St Jorg) 45%, Perception 30%, 
  Persistence 60%, Resilience 88%, Riding 31%, Sleight 
  21%, Stealth 63% (7%), Throwing 91%, Unarmed 
  81%.
  Characteristics: STR 15, CON 13, SIZ 13, INT 11, 
  POW12, DEX 12, CHA 13
  Skills: Athletics 67%, Dodge 74%, Inﬂ uence 80%, 
  Lore (St Jorg) 57%, Perception 58%, Persistence 75%, 
  Resilience 69%, Riding 85%, Throwing 71%, Unarmed 
  70%
   
  
  92
  Tarnished Brass
   
  Armour & Hit Points
  D20
  Hit Location
  AP/HP
  1–3
  Right Leg
  3/5
  4–6
  Left Leg
  3/5
  7–9
  Abdomen
  3/6
  10–12
  Chest
  3/7
  13–15
  Right Arm
  3/4
  16–18
  Left Arm
  3/4
  19–20
  Head
  5/5
  Ringmail Shirt, Helm and Trews: –23%
   
  Weapons
  Type                      Weapon Skill   Damage     AP/HP
  Biter (Battleaxe)   87%              1D6+1D2   3/8
  Slicer (Battleaxe)  84%              1D6+1D2   3/8
  Longbow 
     51% (35%)     2D8
   
  Special Rules: Combat Actions: 2, Strike Rank: +10, 
  Damage Modiﬁ er: +1D2, Movement: 4m
   Glors of Liege
  A thin man with a smiling face and seemingly kindly 
  personality, he is a stone-cold killer, delighting in the 
  cries of dying mutants. He smokes a long-stemmed pipe 
  of ivory and it is his habit to light it and sit and watch 
  those he has mortally wounded die whilst he smokes 
  it. The tobacco he uses is prepared for him by the 
  noted Liege tobacconist Condaw and he refers to these 
  occasions of enjoyment as his Condaw Moments. Glors 
  has substantial lands outside of Liege, which are in the 
  keeping of his villainous sister, Llarra, with whom he 
  enjoys an incestuous relationship.
  Characteristics: STR 15, CON 14, SIZ 17, INT 16, 
  POW 12, DEX 10, CHA 16
  Skills: Acrobatics 30%, Athletics 35%, Boating 20%, 
  Dodge 83%, Evaluate 46%, First Aid 16%, Inﬂ uence 
  66%, Lore (Animal) 26%, Lore (St Jorg) 56%, Lore 
  (Tactics) 56%, Lore (World) 30%, Perception 64%, 
  Persistence 52%, Resilience 56%, Riding 37% 
  Survival 36%
   
  Armour & Hit Points
  D20
  Hit Location
  AP/HP
  1–3
  Right Leg
  5/7
  4–6
  Left Leg
  5/7
  7–9
  Abdomen
  5/8
  10–12
  Chest
  5/9
  13–15
  Right Arm
  5/6
  16–18
  Left Arm
  5/6
  19–20
  Head
  7/7
  Exquisite Ringmail Suit, Helmet (Bulwark, 
  Nimble): -15%
   
  Weapons
  Type    
  Weapon Skill      Damage    AP/HP
  Greatsword 
  110% 
               2D8+1D4   4/12
  Flamelance 
  79% 
               2D8/1D4
  Special Rules: Combat Actions: 2, Strike Rank: +13, 
  Damage Modiﬁ er: +1D4, Movement: 4m
   Racci of Palerm
  A bitter Sicilian enraged at having lost his homelands to 
  the Order of the Boar, led by Huillam D’Averc, Racci 
  seeks to vent his fury on anything and everything he can. 
  He saw Count Brass cut-down Murgas and has begged 
  Curlain to be given the Count’s head as his trophy. Racci 
  adores close quarters combat with his favoured tactic 
  being to gouge-out the eyes of his opponent with his talon-
  like thumbnails, which are shaped, ﬁ led and strengthened 
  for this very purpose. He is renowned for having defeated 
  a baragoon in unarmed combat and wears the monster’s 
  claws in a necklace that he constantly ﬁ ngers when 
  nervous or preparing for a ﬁ ght.
  Characteristics: STR 13, CON 15, SIZ 12, INT 14, 
  POW 15, DEX 15, CHA 10
  Skills: Acrobatics 60%, Athletics 78%, Dodge 90%, 
  Lore (Animal) 44%, Lore (St Jorg) 34%, Martial Arts 
  128%, Perception 64%, Persistence 50%, Resilience 
  75%, Riding 40%, Stealth 43%, Throwing 105%, 
  Tracking 88%
   
  
  93
  Tarnished Brass
  Armour & Hit Points
  D20
  Hit Location
  AP/HP
  1–3
  Right Leg
  –/6
  4–6
  Left Leg
  –/6
  7–9
  Abdomen
  –/7
  10–12
  Chest
  –/8
  13–15
  Right Arm
  –/5
  16–18
  Left Arm
  –/5
  19–20
  Head
  –/6
  Weapons
  Type                   Weapon Skill        Damage / AP
  Dagger  
  93% 
   
  1D4+1 4/6
  Razor nails 
  Martial Arts 
  1D4
  Special Rules: Combat Actions: 3, Strike Rank: +16, 
  Damage Modiﬁ er: None, Movement: 5m
  The  Brotherhood’s Arrival
  The Avig Brotherhood slips into Arles under the disguise 
  of fur traders coming into the city for the market; they 
  maintain this pretence throughout their time in the 
  Kamarg. A stall outside the bullring is rented and a few 
  furs and pelts of varying quality are established for sale. 
  To all they look like the kind of men who spend weeks in 
  the forest trapping beaver, otter, bear and wolf but Count 
  Huras knows who they are because he sent for them. 
  He goes to meet them on the afternoon of the market, 
  pretending interested in the bear furs they have for sale. 
  The men converse, Huras buys a bear skin and then 
  leaves. The Brotherhood return to selling their furs.
  The Brotherhood acts very casually and restrains its 
  behaviour; unwanted attention might lead people into 
  recognising them or remembering who they are. They do 
  not want to jeopardise their chance at revenge or Huras’s 
  promise of gold.
  Any character who has spent time in the Kamarg during 
  Bogomil’s tenure has a chance of recognising one of the 
  Brotherhood if a Perception test at –60% is successful.
   Huras’s Plan
  That evening Curlain and Glors ride out to Gimeaux to 
  negotiate with Huras and receive a down payment on 
  their reward. Huras, in the privacy of Gimeaux’s grounds, 
  outlines his plan:
  � The Avig Brotherhood is to ﬁ nd a way of gaining 
  entry to Castle Brass.
  � In the castle, Huras wants anything relating to the 
  secrets of the towers and their weapons. He wants 
  anything valuable to Count Brass. He wants to know 
  Yisselda’s routines. He wants proof that Bowgentle 
  is a sorcerer
  � One of the key tasks for the Brotherhood is to kidnap 
  Yisselda, thus provoking the Count into leaving his 
  castle and hunting for his daughter. Huras knows that 
  the mad priestesses of Sanmaree want to ‘liberate’ 
  Yisselda to join their sisterhood. He ﬁ gures Klawdeea 
  and her cult will make good scapegoats.
  � Yisselda is to be kept alive for Grand Duke Ziminon. 
  She is no use if killed or deﬁ led. Where the 
  Brotherhood hide her is up to them but Huras must 
  be kept informed at all stages.
  � Bowgentle should be killed as quickly possible. It 
  should look like an accident.
  � Rumours of atrocities committed by Count Brass, 
  following the Battle of Destang, are to be spread far 
  
  94
  Tarnished Brass
  and wide across the Kamarg. The people of Aigues 
  Mortes, the Guardians and the folk of Gageron – all 
  are to be turned against the Great Count Brass. The 
  stories of the crimes he committed are lurid and 
  gruesome; Huras claims there are living witnesses 
  who are too afraid of the Count’s wrath to come 
  forward. Perhaps the Brotherhood could manufacture 
  some?
  � Huras wants to know what is left of Bogomil’s 
  laboratories. Are there ways in? Do his old machines 
  still function? What of his research notes? He wants 
  anything that can be used to show that Brass and 
  Bowgentle are intending to start Bogomil’s work 
  again, in secret. Another weapon of disinformation.
  � The rumour in Aigues Mortes is that a member of 
  the Brass Household visits one of the whorehouses 
  there. The Brotherhood should investigate this and 
  verify if it is true. If so, then the information should 
  be used for blackmail, gaining information to be 
  used against Brass or for securing a ‘friend’ in the 
  castle itself.
  � Good friends of Brass, such as von Villach, Titus 
  Picheny, Zhonzac Ekare and Edrikaan Xerencourt 
  should be ‘neutralised’ somehow. They are powerful 
  people and loyal to the Count. The Count must be 
  isolated before the ﬁ nal revenge is exacted.
  � The Brotherhood must be stealthy and discrete. 
  Revenge will come with careful planning and 
  patience. Nothing will be accomplished if details 
  are rushed or the Brotherhood becomes too 
  enthusiastic.
  The Brotherhood’s 
  Tactics
  The Brotherhood welcomes every aspect of Huras’s plan. 
  The opportunity to sow dissent, create mayhem, kidnap, 
  steal and murder – all at Count Brass’s expense – is too 
  great to argue with and Ziminon’s gold makes the job 
  worthwhile.
  However, the Brotherhood is smart enough to know that 
  it cannot act directly. It requires agents to operate on their 
  behalf and carry out the various strands of the plan Huras 
  has outlined. Their ﬁ rst task, then, is to scour Arles, 
  Aigues Mortes and the other settlements of the Kamarg 
  for anyone who is looking for work and is prepared to 
  take some risks. They need a selection of skills and a 
  lack of scruples. They need to dupe people into believing 
  that Count Brass is not a force for good and has tricked 
  the Kamarg for an entire decade. The Brotherhood has 
  gold, so money is not an issue. It is ruthless, so it is quite 
  capable of silencing anyone who might turn against 
  them. It is good at identifying weakness and gullibility 
  and exploiting it. Moreover, it is patient and prepared to 
  take its time.
  Each member of the Brotherhood takes responsibility for 
  a particular part of the plan.
  Curlain of Prague takes charge for gaining entry to 
  Castle Brass and learning the things Huras has outlined. 
  He learns that a banquet is to be held in honour of Pons 
  Yachar in two weeks time and this may be an opportunity 
  to get loyal men inside the castle, either posing as guests 
  or using the confusion of the banquet as cover for a covert 
  attempt. Curlain himself cannot be part of an overt attempt 
  to gain entry – Brass or Bowgentle would recognise him 
  – yet he is willing to form part of any secret insurgency, 
  if it proves necessary. He goes to Aigues Mortes to recruit 
  likely and willing agents, renting a well-appointed room 
  in Gallowgate and posing as Earl Berack, a merchant-
  venturer of Shekia looking to trade in ﬁ ne wines. He 
  scours the market, the inns and the taverns looking for 
  possible accomplices or those desperate for money.
  Shlorm Naverre is responsible for spreading lies 
  about Count Brass and the atrocities he committed in 
  Destang. He is to travel around the Kamarg posing as 
  a veteran of the Count’s army he is doing nothing but 
  reliving old war stories. He intends to recite the tales of 
  savagery matter-of-factly, as though all generals behave 
  in this way. As people express horror and disbelief, he 
  is to feign an enlightenment, suddenly seeing that Count 
  Brass is as evil – if not more so – than the sorcerer he 
  deposed. Shlorm then intends to gain allies from those 
  who are already dubious about Count Brass and those 
  who become dubious and either pay them or convince 
  them, to spread the word far and wide.
  Shlorm is also in charge of arranging the ‘neutralisation’ 
  of those friendly with Count Brass. There are several 
  methods at his disposal: public shame and humiliation; 
  blackmail; kidnapping and outright murder. Again, agents 
  are employed to research, stalk and monitor the various 
  targets Huras has noted and any additional ones that are 
  identiﬁ ed as part of this process.
  
  95
  Tarnished Brass
  Glors of Lieges takes charge of the logistics for 
  kidnapping Yisselda. To do this he needs people who will 
  undertake several things:
  � Visit Sanmaree to learn as much as they can about 
  the Kalee Maree cult and in particular, Priestess 
  Klawdeea. Is it true that Yisselda is viewed as a 
  potential goddess?
  � Observe and learn Yisselda’s routines. Discover 
  who is closest to her and learn their habits. Uncover 
  anything that would make members of her serving 
  staff vulnerable. Uncover what would leave Yisselda 
  vulnerable too.
  � Find a suitable place somewhere in the Kamarg 
  where Yisselda can be held prisoner, safe from 
  prying eyes.
  � Once Glors has established or ensured that the 
  people he recruits will be loyal to him, to involve 
  them directly in kidnapping Yisselda: through the 
  planning, preparation, kidnapping itself, hiding and 
  ransom demands/conditions. Glors will take a big 
  role in this stage but plays things behind the scenes. 
  If anything goes wrong, he requires as much distance 
  as possible.
  Racci of Palerm is given charge of arranging Bowgentle’s 
  murder and discovering which member of the Brass 
  household frequents one of the Aigues Mortes brothels. 
  For the murder, Racci needs people to watch Bowgentle 
  and establish his routines – including his routines within 
  Castle Brass. When it comes to the absolute murder, 
  Racci is very happy to do this himself.
  For uncovering the nocturnal activities of the household 
  member, he needs agents to visit the Aigues Mortes 
  brothels, question the girls who work there, clients, 
  watch the comings and goings and gain all the necessary 
  information. Once he knows who is visiting a whorehouse 
  he aims to snatch them from the street and make it clear, 
  in no uncertain terms, that, unless they want their shame to 
  be exposed, they must be prepared to co-operate at some 
  stage in the future. For this, Racci needs help again and will 
  conceal his identity when the snatch takes place. A little 
  rough-stuff will happen to show he means business but 
  otherwise the member of the Castle Staff will be released 
  unharmed and perhaps even placed under watch.
  If this attempt at blackmail is successful, Racci aims to 
  use the member of the household (Ghraves) as an inside 
  informant that will feed information to his Avig brothers 
  for use in their strands of the conspiracy.
   Conducting the 
  Tarnished Brass 
  Campaign
  There is clearly a huge amount of scope for plotting, 
  intrigue, nefarious deeds and heroic ones, either using 
  the conspiracy as a backdrop or involving the player 
  characters directly.
  The preceding chapters of Castle Brass provide a huge 
  amount of information that can be used to fuel a Tarnished 
  Brass campaign. The NPCs described throughout have 
  been threaded with enough detail to make pawns, 
  accomplices, allies or opponents although Games 
  Masters will need to ﬂ esh-out the various plot strands 
  and possibilities when preparing the campaign to either a 
  greater or lesser degree. This is deliberate. The campaign 
  does not seek to railroad the characters into taking one 
  side or another; indeed, the opportunity to change sides 
  is deﬁ nitely an option and for this reason some vagaries 
  of plot and character motivation need to be maintained to 
  provide for such ﬂ exibility.
  Here are some suggestions on how the adventurers can be 
  introduced to the Tarnished Brass campaign which should 
  ﬁ t with many ongoing Hawkmoon campaign structures.
  Repaying a Debt
  The characters are in debt to Grand Duke Ziminon of 
  Count Huras for some reason. Their debt will be considered 
  discharged if they become involved in the conspiracy.
  Agents of Granbretan
  If the characters work for Granbretan in some capacity, 
  then they might have been despatched to the Kamarg as 
  spies or sleeper agents, simply to observe the situation 
  there. In the course of their work they receive word 
  from one of the Beast Orders that some kind of plot is 
  unfolding and they are to investigate it. Count Huras’s 
  name is mentioned but little else. It is up to them to 
  discover what is developing.
  Looking for Work
  A mercenary adventure group is always on the look-out 
  for work. Perhaps one or more of the characters have 
  encountered Count Brass at some stage in the past and 
  either worked for him or been on the receiving end of one 
  of his defeats. Mercenaries, prepared to take risks, are the 
  kinds of people the Avig Brotherhood needs to mount its 
  operation and they will quickly identify the adventurers 
  
  96
  Tarnished Brass
  as likely candidates. The characters’ feelings towards 
  Count Brass will obviously guide their allegiances but as 
  the truth slowly begins to form and they are drawn deeper 
  into the conspiracy, will those allegiances hold fast?
  Innocent Dupes
  The characters may simply be passing through the 
  Kamarg or Aigues Mortes en-route to somewhere else. 
  A casual encounter with one of the Brotherhood or 
  someone already working for them hooks them into one 
  or two elements of the grand plan. Once in, it might prove 
  difﬁ cult for them to extricate themselves. Or they may 
  want to learn more.
  Friends of the Family
  If the characters know Count Brass, Bowgentle, von 
  Villach or any member of the Brass Household there is 
  the opportunity for them to hear or see something that 
  arouses their suspicions that some form of campaign 
  against Brass is being hatched. Bowgentle may already 
  have suspicions; if so, he invites the characters to act as 
  his eyes and ears across the Kamarg in a bid to unravel 
  the extent of the conspiracy and its perpetrators. This 
  might involve the characters becoming double agents, 
  intent on penetrating the Avig inner circle and thwarting 
  each conspiratorial strand from within.
  Timely Intervention
  The characters happen to be in the right place at the right 
  time when one of the Avig Brotherhood and agents he 
  has recruited activates a part of the plan – Yisselda’s 
  kidnap, for example. By thwarting it, the characters earn 
  the gratitude of the Count himself and are charged with 
  working surreptitiously to root-out the perpetrators.
  Friends of the Enemy
  Perhaps the characters know Count Huras or his wife, 
  Nikawl and are introduced to the conspiracy either 
  overtly, because Huras trusts them or inadvertently when 
  Nikawl overhears snatches of a discussion that make her 
  suspicious. Nikawl has no wish to see the Brass family 
  harmed and may be motivated enough to secretly work 
  against her husband with the characters’ help. She would 
  be in a position to feed them information or hints and 
  clues but would be risking her own life in doing so. If 
  Huras discovered his own wife was betraying him, he 
  would not hesitate to sacriﬁ ce her.
  Actions and 
  Consequences
  No matter how the campaign develops there will be 
  consequences. Count Brass is neither a fool nor a 
  coward. Attacks upon his family will be dealt with 
  swiftly and harshly, although Brass will take the time to 
  ﬁ nd out who needs to be punished and the extent of their 
  involvement.
  Depending on how the characters are involved and how 
  the various strands of the conspiracy develop (and in what 
  order), will determine how quickly Brass realises there 
  is a concerted plot against him. Once that conclusion 
  has been reached, he moves with a surprising degree 
  of subtlety to root-out the core perpetrators. If Duke 
  Ziminon and Count Huras have made one mistake, it is in 
  believing that Count Brass is just another rich mercenary. 
  Brass is not; he is an extraordinary man for his time – 
  both soldier and scientist – and he has an astute, logical 
  approach to solving any problem.
  Therefore Count Brass should not be seen to stand by 
  idly whilst his name is slandered and family, friends and 
  home threatened. His initial rage soon tempers to calm 
  rationality as Bowgentle helps him work through the 
  different scenarios, calculating who might be behind the 
  various events and what is motivating them.
  Huras, of course, will be an early suspect but Huras 
  is, despite his title, relatively poor. Brass also knows 
  that Huras is clever enough to cover his tracks to some 
  extent, although he also suspects that someone with more 
  money, more clout, may be tugging the bull breeder’s 
  strings. Brass’s methodology is to ﬁ rst ﬁ nd the immediate 
  culprits and isolate them, then, as he assembles evidence 
  and proof, to go after the masterminds.
  Yisselda is Kidnapped…
  Yisselda is Brass’s life. Anyone touching her can 
  expect to feel the full wrath of Count Brass. However 
  he does not behave foolishly; his daughter’s safety 
  is paramount. Ransom demands will be considered, 
  instructions followed but Brass uses every friend, ally 
  and Guardian he can to ﬁ nd her and bring her back to 
  safety, leaving nowhere in the Kamarg unsearched. He 
  and the Guardians know the Kamarg better than anyone 
  and will search the most unlikely places using ﬂ amingo, 
  horse, science and sorcery.
  
  97
  Tarnished Brass
  The aim of kidnapping Yisselda is to provoke Brass 
  into leaving himself vulnerable: he realises this from 
  the instant. So if it comes to negotiations he plays the 
  game but plays it hard, always ensuring he has cover 
  and assistance in the wings. His ﬁ rst priority is to secure 
  Yisselda’s safety. His second is to make people believe he 
  is capable of leaving himself vulnerable to attack in the 
  hope of ﬂ ushing them into the open.
  Neither is Yisselda a meek and willing captive. She is as 
  brave and resourceful as her father. She co-operates so 
  she can gain information and preserve her own safety. She 
  watches everything and listens to all. She tries to engage 
  her captors in dialogue and attempts to sympathise with 
  them perhaps but all the while trying to preserve her own 
  life and gain information for her father. She is not likely 
  to make rash bids at escape or to be arrogantly deﬁ ant, 
  petulant or foolish. That is not her way. She is calm, 
  serene and methodical, truly grace under pressure.
  Bowgentle is Killed
  Killed or harmed. This too provokes Count 
  Brass’s full wrath and it may be the one action 
  that lures him into acting impulsively. Bowgentle 
  is Brass’s conscience and guiding light. Harm to 
  Bowgentle causes Brass to temporarily lose his 
  way and thus become vulnerable.
  His ﬁ rst action is to ﬁ nd and punish those who 
  caused the harm. His second is to start sifting 
  for evidence. Do not forget that both Brass and 
  Bowgentle have access to their own sorcery (the 
  Emperor Glaucoma Rune, as used in The Jewel 
  in the Skull, is a good example of how the two 
  men employ magic to learn what they need to 
  know) and if Bowgentle is hurt rather than killed, 
  their sorcerous knowledge is put to full use to 
  discover why and who is behind it.
  Brass is certainly not above pretending that 
  an assassination attempt has succeeded, even 
  it fails, going as far as staging a mock funeral 
  whilst Bowgentle is secreted somewhere in the 
  Kamarg so he can recover. If killed there is a 
  deﬁ nite period of mourning before Brass turns 
  the full weight of his mind towards the task of 
  ﬁ nding the killers.
  The Secrets of the Towers are 
  Stolen
  If the plans for the towers are stolen and delivered to 
  Huras, Huras passes them to Duke Ziminon. Ziminon 
  intends to use them in preparation for an invasion of the 
  Kamarg once Brass is defeated but not before. He knows 
  he cannot easily out-think Brass on the battleﬁ eld and he 
  needs Brass as weak as possible before sending in troops. 
  He would also need the permission of Granbretan before 
  launching an invasion. Londra considers the Kamarg a 
  backwater and until Baron Meliadus is despatched to 
  forge an understanding with Brass, the region does not 
  ﬁ gure in its plans.
  Nevertheless, the plans to the towers are exceedingly 
  valuable. Granbretan will be interested in them but 
  Ziminon keeps them for later use. In the interim he may 
  suggest to Huras that the towers in a particular region be 
  sabotaged somehow, once he has studied schematics and 
  understand the weapons each uses. This would make for 
  additional missions involving the Avig Brotherhood and 
  the characters.
  
  98
  Tarnished Brass
  If the towers can be disabled and Brass defeated, then 
  Ziminon begins to mobilise his own troops from Normandia 
  to march south, alerting Granbretan to the possibility of a 
  new conquest in the hope they will support his actions.
  Defending the Good and Honest Name 
  of Brass
  Brass is, of course, innocent of the atrocities he is accused 
  of. Anyone who knows Brass knows he would never and 
  has never, done the dreadful things that happened at the 
  Battle of Destang. There are people in Aigues Mortes, 
  like von Villach, who will attest to that but there are 
  also survivors of that battle. Destang is a small town in 
  southern Brittany and there are people there who, if they 
  can be brought to the Kamarg, will testify that Count Brass 
  treated the prisoners he took with civility and mercy.
  Yet there are plenty in the Kamarg who are willing to 
  believe the worst of Count Brass. Dreadful things are 
  done in war and is Brass truly any better than the other 
  cruel and vicious mercenaries abroad in Europe? Once 
  the seeds of doubt are sown, it requires a lot of hard work 
  to undo the lies and for a time, Brass’s integrity is called 
  into question. His response is to address the public and 
  meet the case, challenging anyone who has spread the 
  lies with hard fact and witnesses brought from Destang. 
  His powers of oratory and reason, supported by those 
  who truly know his reputation, should sway the day.
  More difﬁ cult to shake-off are accusations of sorcery, for 
  this is one area where Brass has indulged and done so 
  secretly. If pressed, he will display his research, which is 
  for genuinely peaceful ends and the safety of the Kamarg. 
  Bogomil’s laboratories will be opened so that all can see 
  that Brass destroyed the equipment, putting Bogomil’s 
  vile methods beyond any further use.
  The Conspiracy Prevails
  The conspirators prevail if Count Brass is defeated – that 
  is, killed or driven out of the Kamarg (an unlikely event 
  but perhaps an interesting twist for any Hawkmoon 
  campaign) and there are several consequences.
  � Brass makes a stand to out his enemies and defeats 
  them in battle. This may lead to a climactic 
  showdown between the Avig Brotherhood, Brass, 
  his Guardians and allies, somewhere in the Kamarg. 
  The Avig Brotherhood can call on the Knights of St 
  Jorg to reinforce them and there are plenty more in 
  Europe who would like to see Brass taught a lesson. 
  The Brotherhood wants personal revenge, though 
  and concentrate their efforts on Brass. They do not 
  want lands or territory, just blood.
  � Ziminon marches south with an army, perhaps 
  supported by the Order of the Bull and Wolf. The 
  whole area is garrisoned. Count Huras is given 
  Arles, as promised but Ziminon is in no position to 
  keep his word. Granbretan decides how the Kamarg 
  will be administrated, so Huras may ﬁ nd himself no 
  more than being a puppet for the Dark Empire, just 
  as Ziminon is a puppet.
  � Ziminon will try to take Yisselda as his wife but his 
  ambitions are soon thwarted by Baron Meliadus who, 
  visiting the Kamarg to view the new conquest, falls 
  in lust with Yisselda just as he does in the beginning 
  of the Hawkmoon saga. A power struggle of some 
  kind is bound to ensue
  � The Guardians and those still loyal to Count Brass 
  mount resistance, going underground to stage a 
  rebellion and using their unparalleled knowledge of the 
  Kamarg to strike back hard. The character may form 
  part of such a resistance, or be employed to end it.
   Other Adventures Using 
  Castle Brass
  The Tarnished Brass campaign is a radical, wide-reaching 
  way of using this book. The preceding chapters contain 
  dozens of ideas for plots, stories and adventures in the 
  wild, remote beauty of the Kamarg.
  Most of the major NPCs have some form of personal agenda 
  on a small scale and are willing to employ the characters to 
  achieve their ends. There s scope for political shenanigans 
  within the Aigues Mortes Prefecture, for example; low-key 
  stories set within the streets of Aigues Mortes; more bizarre 
  plots involving the Kalee Maree cultists of Sanmaree and 
  their obsession with Yisselda; and the strange revenge 
  sought by the Mother of Pearl of Beauduc. The castle itself 
  offers scope for low-key domestic adventure and intrigue. 
  The Household has its secrets and agendas; Brass and 
  Bowgentle have theirs. Involve the characters in such tales 
  and make them part of the fabric of Castle Brass.
  This book is intended to fuel stories and campaigns within 
  the region. It is intended to inspire Games Masters to tell 
  their own tales, using a variety of different characters, 
  motivations and situations to create memorable and engaging 
  adventures. One good story leads to others and they often take 
  surprising directions. Let this book act as the springboard for 
  adventuring further in the lands of the mistral.
  
  99
  Forces of the Kamarg
  FORCES OF 
  THE KAMARG
  ‘Ten lines of ﬁ re poured toward the surprised 
  Granbretanians, turning men into living brands that ran 
  screaming for the water. Fire swept across the ranks of 
  men in the masks of mole and badger and the protecting 
  force in their vulture masks – Asrovak Mikoseevar’s 
  mercenaries. Then Hawkmoon’s men had clashed with 
  them, and the air rang with the clangour of weapons. 
  Bloody axes swung in the air, swords swept back and 
  forth, men screamed in death agonies, horses snorted 
  and whinnied, hooves ﬂ ailing.’
  – The Jewel in the Skull
  When Granbretan sets forth to take its revenge on the 
  rebellious Kamarg, the insane Baron Meliadus at its 
  head, the relative peace of the marshlands becomes a 
  battleground of treacherous ferocity as Hawkmoon leads 
  guerrilla raids against the Dark Empire and their own 
  armies clash with those of Count Brass. This chapter 
  provides details of the forces the Kamarg can muster, 
  couched in terms of the massed combat statistics found 
  in the Granbretan sourcebook, along with guidance for 
  Games Masters intending to use the Kamarg as the scene 
  for their own pitched battles.
   General Conditions in 
  the Kamarg
  With few large areas of dry, stable land, the Kamarg 
  offers treacherous conditions for any army that is unwary 
  of the terrain.
  All units ﬁ ght in the Kamarg at a –10 penalty to their 
  Combat Strength and cavalry ﬁ ght at –20. The only 
  mitigation to these penalties are for the Guardians who, 
  being experts in the ways of the land, are able to choose 
  their ﬁ ghting places and tactics carefully enough to avoid 
  the Kamarg’s natural hazards.
  If a unit is forced to retreat it suffers an additional –10% 
  penalty to its CS as it tries to fall-back whilst avoiding 
  treacherous patches of land. 
   Troops of the Kamarg
  The Kamarg’s army is not of any considerable size; it 
  relies on a mixture of volunteer levy, militia troops 
  and the Guardians, both mounted and on foot. The real 
  strength of the Kamarg lies in Count Brass’s formidable 
  towers and his own strategic acumen. Where troops are 
  concerned, the cities of Aigues Mortes and Arles are 
  capable of ﬁ elding both a city levy, a certain degree of 
  trained infantry and cavalry and in the case of Aigues 
  Mortes, the elite troops of the Guardians.
  Troop Types by City
  Troop Types
  Aigues Mortes
  Arles
  Number of 
  Units Available
  Number of 
  Units Available
  City Levy
  3
  3
  Trained Infantry
  3
  3
  Trained Cavalry
  2
  3
  Trained Archers
  3
  3
  Veteran Archers
  2
  2
  Guardian Infantry 5
  –
  Guardian Cavalry 5
  –
   City Levy
  CS: 7
  Morale: 25%
  Number in Unit: Aigues Mortes 300; Arles 500
  Notes: the City Levies of the Kamarg comprise of hardy 
  volunteers equipped with leather armour and medium 
  quality weapons – a broadsword, spear and shield.
   Trained Infantry
  CS:22
  Morale: 75%
  Number in Unit: 100
  Notes: the Trained Infanty units comprise of serving city 
  militia soldiers, equipped with Chainmail armour and 
  decent quality swords, shields and spears.
  
  100
  Forces of the Kamarg
   Trained Cavalry
  CS:32
  Morale: 75%
  Number in Unit: 30
  Notes: Trained Cavalry are drawn from the city militia 
  ranks and ride the Kamarg’s famed horned. horses. 
  They are armed with either a war sword or longsword, 
  shortspear and are clad in leather armour.
   Trained Archers
  CS:22
  Morale: 75%
  Number in Unit: 30
  Notes: More militia soldiers, armed with a longbow and 
  clad in leather armour.
   Kamarg Guardian Infantry
  CS:38
  Morale: 100%
  Number in Unit: 50
  Notes: Most Guardians ﬁ ght from either the saddle of 
  a horned horse or a giant ﬂ amingo but when needed 
  to bolster the ranks of the infantry, will ﬁ ght on foot. 
  Armed with good quality swords and shields, they also 
  carry ﬂ amelances, allowing them to engage the enemy 
  from range,
   Kamarg Guardian Cavalry
  CS: 48
  Morale: 100%
  Number in Unit: 20
  Notes: Commanding horned horses or giant ﬂ amingos, 
  the Guardian Cavalry offer a true spectacle in the their 
  shining helms and striking capes. All Guardian Cavalry 
  carry ﬂ amelances as well as melee weapons for close 
  quarter ﬁ ghting.
   Veteran Archers
  CS: 36
  Morale: 100%
  Number in Unit: 15
  Notes: The Kamarg cannot ﬁ eld many truly veteran 
  archers but the small numbers it has are effective, 
  particularly when engaging in street combat.
   Towers
  The towers encircling the Kamarg are detailed on page 
  9. Their sophistication, coupled with the expertise of the 
  Guardians, enables them to ﬁ re not once but twice per 
  battle round.
  When using towers as part of a pitched battle, consider 
  each tower, irrespective of its armament, to have a CS 
  of 80 and offers the same protection for its occupants 
  as a Small Tower or Low Walls. If a tower is forced to 
  retract into the ground, it takes one battle round for it 
  to complete the manoeuvre and a further battle round 
  to re-emerge. Once submerged beneath ground it is 
  completely invulnerable although it cannot, naturally, 
  engage an enemy.
  
  101
  Index
  INDEX
  A
  Abelard d’Vhar  38
  Accommodation  35
  Accommodation Costs for an Inn or Lodgings 
  (including a basic meal)  36
  Aigues Mortes  16
  Albaron  16
  Anubel Jinjade  39
  Areas Accessed from the Kitchen Stairs 
  (Ground Floor)  77
  Arena, The  56
  Arles  17
  Armoury  67
  As Castle Brass  59
  Avig Brotherhood and the Knights of Jorg  90
  B
  Banquet Hall  63
  Baragoon  12
  Baragoon of the Laboratory  82
  Baragoon Pens  81
  Beauduc Lighthouse and the Mother of 
  Pearl  18
  Bedewin, Chief Stableman  86
  Bogomil Years, The  58
  Bowgentle’s Library and Study  68
  Bowgentle’s Suite  73
  Brotherhood’s Arrival  93
  Bullring, The  17
  Businesses and Premises of the City  46
  C
  Cacharel  19
  Capelliere  20
  Cell Block  79
  Churchgate  48
  City Levy  99
  Clothing  36
  Commerce  35
  Conducting the Tarnished Brass Campaign  95
  Count Brass’s Suite  75
  Count Huras  25
  Courtyard and Grand Entrance  63
  Crime and Punishment in Aigues Mortes.  34
  D
  Day Room  65
  Day Rooms  72
  Defence, Aigues Mortes  31
  Districts of Aigues Mortes  48
  E
  Earl Curlain of Prague  90
  Earth Cannon  11
  Edrikaan Xerencourt  40
  Emil Entroux  26
  F
  Fear Cannon  11
  Final Notes on the Laboratory  83
  First Floor  71
  Food and Drink  36
  Formal Gardens  60
  Fruit Orchards  61
  G
  Gageron  21
  Gallery  65
  Gallowgate  50
  Games Room  65
  General Conditions in the Kamarg  99
  General Conditions in the Laboratories  78
  Ghraves, Head of Household and Chief Serv-
  ant to Count Brass  83
  Giant Flamingo  13
  Gimeaux  21
  Giraud  22
  Glors of Liege  92
  Gorst, Footman  86
  Government, Aigues Mortes  31
  Grand Hall  63
  Grounds and Environs  60
  Guardians, The  5
  Guardian Characters  7
  Guards  60
  
  102
  Index
  Guard Dormitory  71
  Guard Room  70
  Guest Quarters  71
  Guest Rooms  73
  H
  Hallucinations  4
  High Priestess Klawdeea  26
  Horned Horse  13
  Household Area  69
  Household Quarters  71
  Huras’s Plan  93
  I
  Ice Cannon  11
  Introduction to the City, Aigues Mortes  31
  J
  Jar Room  80
  K
  Kamarg Guardian Cavalry  100
  Kamarg Guardian Infantry  100
  Kitchen  69
  Konstantgate  51
  L
  Layout and Floorplans  60
  Leteesha, Head of Chambers and Chief lady to 
  Yisselda  84
  Library  67
  Life in the Kamarg  8
  Livestock  37
  Location, Aigues Mortes  31
  Looees van Tripp  27
  Lose footing and fall  4
  M
  Mahtan Just  27
  Main Laboratory  82
  Map of the Kamarg  67
  Mareklar Huras  41
  Marketgate  52
  Markets  35
  Marsh Bear  14
  Mejanes  23
  Miklan, Head Footman  85
  Militia  33
  Mistral, The  16
  Mistress Bryess, Cook and Head of Kitchen and 
  Parlour  84
  Mother of Pearl, The  29
  Music Room  67
  N
  Nikawl Huras  28
  North Gallery  72
  North Tower  71
  North West Tower  71
  Notables of the Kamarg  25
  Notable People of Aigues Mortes  38
  O
  Operating Laboratory  80
  Other Adventures Using Castle Brass  98
  P
  People of Castle Brass  83
  Places of the Kamarg  16
  Pons Yachar  42
  Portgate  54
  Prices  36
  Q
  Quick sand  5
  R
  Racci of Palerm  92
  Reed Serpents  14
  Riding Equipment  37
  S
  Saliers  24
  Salt Leech  15
  Sanmaree  24
  Sansobahl Marseaux  43
  Sealing Walls and Secret Passage  78
  Sebile, Servant to Yisselda  85
  Second Floor  71
  Secrets of the Guest Rooms  73
  Secret Rooms  65
  Shlorm Naverre  91
  Siege of Bakarak, The  64
  
  103
  Index
  Typical Guards at Castle Brass  87
  Typical Militia  33
  Typical Routine of Castle Brass  76
  U
  Underground Levels  77
  Upper Gallery  73
  V
  Vegetable Gardens  61
  Vendredai  30
  Veteran Archers  100
  Vhonavar Trek  44
  Vineyards  61
  W
  Wargame Room  75
  Water Cannon  12
  Waylayers  5
  Weapons of Brass  11
  Wildlife  12
  Wisdom of Aigues Mortes  39
  Workshop Areas  78
  Y
  Yisselda’s Suite  71
  Z
  Zhonpier Dooco  45
  Zhonzhac Ekare  45
  Soul-Sucking Beetles  81
  Stables  62
  Stable Costs  37
  Stores  73, 81
  Structure and Defence  59
  Study Wing  66
  Sundries  37
  Symphony of the Mistral  68
  T
  Tattersgate  54
  The Castle - Ground Floor  62
  Third Floor  73
  Tidmash, the Gardener  87
  Tiery Zinade  43
  Titus Picheny  29
  Towergate  55
  Towers  75, 100
  Towers, The  9
  Tower Hit Locations  10
  Tower Konstant  56
  Tower Weaponry Table  11
  Trained Archers  100
  Trained Cavalry  100
  Trained Infantry  99
  Travelling the Kamarg  4
  Treacherous ground.  4
  Troops of the Kamarg  99
  Trophy Room  72
  
  104
  Index
  
  105
  Index
  
  106
  Index
  
  107
  Index
  
  108
  Index
  
SOURCE: textdata/thevault/Runequest and Glorantha (d100)/RuneQuest (d100) [multi]/Runequest 1 (Mongoose)/Hawkmoon [multi]/Hawkmoon Castle Brass.pdf