TEXT: A Fantasy Campaign Setting for
  Chivalry & Sorcery 3rd Edition
  By Andrew Cowley
  TM
  
  Marakush Design Head:
  Steve A Turner
  Editors:
  Sue and Steve Turner
  Proof Reading:
  Ratty, Andrew Cowley, Deidre Cynar, Scott Hughes, Marion Marson,
  Jon Sermon, G.W.Thompson and Sue Turner
  Cover Design:
  Karen Newis (of RED SLAP Creatives)
  Cover Artwork:
  Andrew J Hepworth (of RED SLAP Creatives)
  Interior Artwork:
  Andrew J Hepworth (of RED SLAP Creatives) and others
  Cartography:
  Andrew Cowley
  Creative Consultants:
  Terry Austin, Colin Speirs, G W Thompson and Steve Turner
  AAAAANDERIA
  NDERIA
  NDERIA
  NDERIA
  NDERIA
  by
  Andrew Cowley
  A Kingdom Sourcebook for the Dragon Reaches of Marakush,
   a Fantasy Campaign Setting for Chivalry & Sorcery
  
  FOREWARD
  It gives me great pleasure to bring to you 'ANDERIA' , the first ex-
  pansion of the 'Dragon Reaches of Marakush'.  Its writer, Andrew
  Cowley, can truly be described as the orinal architect of Anderia.
  Back in 1984, two 19 year olds, both out of work, both avid gamers
  had plenty of time on their hands.  We had grown tired of the major
  fantasy game system on the market and Chivalry & Sorcery 2nd
  Edition had filled the gap.  During the Summer of '84 a powerful one
  on one game began, my character a lowly Petit Sergeant, a Captain
  in the Emperors Guard of what would become the Dragon Isle, his
  name, Karonus Ursine.  The adventure became a quest, Karonus
  became a King but he needed a Realm to rule, thus was born Urtind.
  Andy and I over the next few months brainstormed the original world
  of Marakush in sketchy notes, including one wild week which gave
  birth to the language of Urtish, over 200 words in its vocabulary
  (including 25+ verns, a couple of them irregular) modelled on
  German.   Then time passed, we both married, divorced got back in
  touch. By which time I had re-married and Sue had pummelled my
  box full of notes into our first product.  This rambling is my way of
  saying thank you to Andy for running such a terrific game and giving
  to me the basics for my campaign world. (I still think the map draw-
  ing competition we began in '82 isn't over yet!)
  But in his own words, Andy asks :
  Q.  What makes a good Kingdom module?
  A. People.  It seems to me that what makes up a kingdom are
  the people that populate that area. All of their idiosyncra-
  sies, foibles, hopes, likes, dislikes, enemies both domestic
  and foreign as well as their taste in clothes, traditions, laws,
  their attitudes towards different classes of people e.g. priests,
  scholars, warrior and wizards etc.
  Some people prefer the wild adventure of high fantasy and oth-
  ers of more stable natural look towards stark historical reality.  I
  have tried to live somewhere in between these two mediums
  and the information can easily be tailored to one or the other.
  I have tried to get rid of my pet hates about running a campaign:
  The first of this long list is names. Some people like to give their
  countries a common name convention, I have trouble with names
  and when put on the spot for the name of an NPC that I have just
  introduced on the spur of the moment I don’t have the time to
  think of original names.  So in this respect I have no name con-
  ventions at all and anything goes.
  I have run some very enjoyable games on Anderia and I invite
  you and your players to take a walk through the dark Cordelon
  Forest or wander through the busy streets of Hope looking for
  that patron who will line your purse with gold.
  With that I'll leave you to enjoy the next expansion of Marakush.
  - Steve Turner
  CONTENTS
  HONOUR ADIEU! -INTRODUCTORY STORY
  PAGE 1
  ANDERIA - AN OVERVIEW
  PAGE 5
  THE PEOPLE OF ANDERIA
  PAGE 7
  RELIGION
  PAGE 10
  MAGIC
  PAGE 13
  TRADE & ECONOMICS
  PAGE 15
  SOCIAL GROUPS
  PAGE 16
  GOVERNMENT
  PAGE 18
  GAZETTEER
  PAGE 22
  APPENDIX 1 - CHRONOLGY
  PAGE 34
  APPENDIX 2 - MAJOR NPC'S
  PAGE 38
  APPENDIX 3 - NEW CREATURES
  PAGE 40
  APPENDIX 4 - NEW MAGICALITEMS
  PAGE 42
  APPENDIX 5 - POLITICAL STRUCTURE
  PAGE 44
  APPENDIX 6 - SETTLEMENTS OF ANDERIA
  PAGE 48
  APPENDIX 7 - INTRODUCTORY CAMPAIGN AREA
  PAGE 50
                    WITH START UP ADVENTURE
  APPENDIX 8 - RELIGIOUS FESTIVALS
  PAGE 62
  INDEX
  PAGE 62
  FIGURES
  FRONT COVER:
  THE COURT OF ANDERIA
  FRONTSPIECE:
  THE KING HUNTING IN THE DOLAN FOREST
  Cover Artwork and Interior Illustrations on pages8,11,13,15,19,20,21,37,38,40,41 and
  frontpiece are copyright1998, Andrew J Hepworth.
  The "Marakush" logo is copyright1998, Karen Newis
  Chart Design on pages 19,20 and 21 are copyright 1998, Karen Newis
  "Anderia" is copyright 1998, Andrew Cowley and Brittannia Geme Designs Ltd
   " Marakush" is copyright Stephen A Turner, 1998.  Published by Brittannia Game
  Designs Ltd as a supplement for Chivalry & SorceryTM.
  The Author asserts the moral right to be be identified as the author of this work.
  Chivalry & Sorcery is a registered trademark of Brittannia Game Designs Ltd.  All
  rights reserved under US Law and International and Pan-American copyright
  conventions.
  Interior illustrations on other pages: The images used herein were obtained from IMSI's
  MasterClips/MasterPhoto Copyright, Collection, 1895 Francisco Blvd. East, San Rafael,
  CA 94901-5506, USA.
  All of the characters and places described in this book are fictitious, and any
   resemblance to actual persons, living or dead, is purel;y coincidental. All rights reserved.
  No part of this publication may be reproduced, stored in a retrieval system, or  transmit-
  ted, in any form or by any means, electronic or otherwise, without the prior permission of
  the publishers, except for the purpose of review.
  Printed in Great Britain by The Lion Press (1931) Limited.
  A  catalogue record for this book is available from the British Library
  ISBN 1-902500-00-8
  DEDICATED TO:
  TRUE FRIENDS WHO HAVE LIVED ANDERIA WITH ME AND WHOSE
  INSPIRATION JOINTLY FILLS THESE PAGES.
  
  INTRODUCTION 1.1
  HONOUR ADIEU!
  1
  On a bitterly cold winter’s day, with the snow having fallen
  steadily for three days, there is no sign of let up.  None of the
  patrons of the Blue Perriott are very pleased about being held
  captive here by the weather. The wine tastes like vinegar and
  the bread is as hard as rock; but at least there is a fire.  The
  rooms are crowded and the social mix makes for an very un-
  pleasant atmosphere since Nobles do not mix with Pagans
  and merchants do not mix with petty journeymen.
  I am not very contented so far with my visit to Anderia.  First
  the ship pulls into a small fishing town on the coast, miles
  away from Constitution were I should be. Secondly the map
  that I paid a considerable amount for, and was assured was
  complete and accurate in all details, did not show this town of
  Ballingay.  I should have known better than to trust a sailor
  with less than ten fingers. During the three days I have been
  locked up here I have made little or no contact with the natives
  at the inn as they all seem hard-
  ened and rough compared to the
  gentlefolk back home. However,
  since the snow does not seem to
  be letting up I have decided to
  go down and break the ice - so
  to speak!
  At the bottom of the stairs the
  noise and the stench of stale beer
  made me feel quite dizzy.  Still,
  I pulled myself together and in
  my best voice announced to the
  assembled throng, “Good evening, everyone.“  I enunciated to
  the back of the large room, proud of my recent mastery of the
  Anderian language.  Heads turned and voices hushed at my
  greeting.
  “May I join you kind Sirs?”  The room returned to its normal
  rowdy state and I took this as a complacent yes.  I scanned the
  room for a place to sit.  It was very crowed but there seemed
  to be several options available to me.
  I finally decided to sit next to someone with a little noble bear-
  ing about him, obviously a knight of the realm, this person
  seemed to be quite friendly as he chatted to his sergeant. I sat
  myself down on the hard wooden bench with as much dignity
  as I could muster and requested the best wine on offer from a
  passing maid servant.
  "Good evening Sir, I am Methrick of the Taraj Empire, a land
  some distance from here.  This is my first visit to Anderia.
  Pray tell me, does it always snow so hard?”   I enquired from
  my companion, a knight, ensuring that I never once looked
  him directly in the face.  The sailors on the ‘Storm Crow’, the
  ship I arrived on, told me that the nobles of this land dislike
  being looked at directly.
  The Knight stopped his conversation, turned slowly towards
  me and said,  “During time of year like this we have lots of
  snow, your country is blessed not to have it.”
  I leaned back my mouth slightly open. This man’s speech was
  terrible, his diction unclear and his accent barely understand-
  able.  Perhaps I had made a mistake and this was not a noble
  knight of the realm but a simple although wealthy mercenary.
  “I am a merchant dealing in the fine treasures of my country, I
  have brought spices to trade at Constitiution.  What, prey Sir,
  is your given vocation?”
  "Spices?  I see.  Would that be
  things such as pepper?” my
  companion asked.
  Just then the door to the inn
  swung open and accompanied
  by a gust of wind and infall of
  snow, a strange man appeared
  in the doorway.  He was wear-
  ing a long robe that was
  adorned with all manner of
  shiny things.  There were feath-
  ers from a peacock, brightly coloured stones polished to a mirror
  finish, metal buttons, glass beads, gemstones and many more.
  On his head he wore a peaked cap that had a single black and
  white feather poking from it and under his arm he carried a
  lute.
  Before stepping into the Blue Perriott the stranger spoke out
  loud and in a strangely melodic voice called, “I would like to
  say good evening to you fine gentlemen, but the weather pre-
  vents me as I prefer to speak the truth.  I am the Magpie, a
  wandering minstrel and bard of these parts. May I enter and
  entertain you this cold evening?  All I ask in return is a bowl of
  broth and a warm by your fire.”
  A raucous shout went up from the assembled mix, “Weh! Sing
  oh! merry minstrel.“ And he did.
  After several renditions of both serious and funny ballads, I
  asked if the bard would tell a story, one that would most typify
  the Kingdom of Anderia.
  
  INTRODUCTION 1.2
  2
  He sat and thought for a few seconds and then said, “Anderia
  is a kingdom about sides and honour, what side you take here
  is very important. The Pagans have their side, the White Scarf
  nobles have the Red Scarf nobles to complain about and the
  clergy have their own factions within the church to fight against.
  So I shall tell you a true story of conflict and honour, and of
  choosing your fate.”
  With that said, he launched into his story using many voices
  and ventriloquisms . . .
  The Earl awoke; his sleep troubled by the memories of the
  recent battle and the need to ask his men to once again lay
  down their lives for the cause.   He wiped the sweat from his
  forehead, raised himself from his cot and walked over to the
  table.  He drank heavily from the pitcher there.  Outside, the
  pink-orange glow of another day began to sneak over the hill-
  tops and into his marquee.  He took some of the bread and
  cheese that had been left for him the previous evening and bit
  off a large chunk.
  His mind turned toward the day’s problems.  His men were
  tired and those who were fit for battle were severely reduced
  in numbers, but even so Baron Forestal’s forces had suffered
  in equal measure and their moral was probably far worse than
  his own troops.  After three months the Baron’s besieged cas-
  tle would be severely rationed and morale would be a major
  problem.  He regretted having to continue to fling rocks and
  burning torches over the walls, but this was war and such a
  castle would stand siege for a long time without a continual
  bombardment.   This conflict had been well heralded and the
  defenders would have crammed the cellars past capacity with
  all manner of stores.
  The shouts of the master sergeants went out, calling the morn-
  ing sentries to their positions. Sir Besquith, the Earl’s aide,
  entered without ceremony. “Good morning my Lord.  The morn-
  ing sentries are set and the men are rising as we speak.  How-
  ever, I think that they would appreciate it if you could give
  them a few words my Lord.”  Sir Besquith had never before
  heard an orator such as the Earl, whose words lifted the spirits
  and made cowards brave and brave men cowards.  He took
  every opportunity to get the Earl to speak publicly so that he
  might take note and try to emulate his greatness.
  “Very well Besquith, see to it that the men have good victuals
  and fetch me before they start their morning duties, for I have
  a plan which, with luck and blessings from the Lawgiver, will
  save more unnecessary bloodshed.”
  “Men of Gainbury, be still, quiet and give me heed.  Let me tell
  you of a great victory, won by men valiant of heart on this hill,"
  he spoke on and with every word the Earl painted a picture,
  soon all eyes were upon him.
  “I call myself knave for I stand in the company of my brothers
  who shed their blood that I might rule an Earldom.  Each man
  here today will have his name remembered in my halls.  He
  shall feast with me at my table lest I forget my place in the
  presence of my brothers in blood.”  He then laid forth his plan
  to the assembled company before him, leaving no detail unat-
  tended and no doubt in their minds as to the outcome.
  “So, I call upon those who can walk, bear arms with your broth-
  ers and hide your wounds so our numbers will be counted great
  by the enemy.  Tomorrow we shall eat breakfast at Forestal’s
  table.”  The injured slowly rose bearing their injuries bravely
  and taking up sword and spear, they heeded their Earl’s com-
  mand.  Sir Besquith drew breath and his chest ached as if
  struck, his eyes were suddenly filled with tears at the sight
  before him.
  The front-line spearmen formed up on the hillside, their once
  brightly coloured tabards now blood-stained and muddy, heavy
  cavalry to their left and light cavalry and archers to their right.
  To the rear and out of sight, lay waiting the wounded ringers.
  Forestal moved his men into position. The opposing camps
  now facing each other across the well churned battlefield, slowly
  began to edge forwards, towards a further day of conflict.  The
  archers stuck their arrows into the earth and strung their bows
  in readiness to rain arrows down upon their foes.  Forestal’s
  numbers were smaller than the Earl had thought, maybe he
  could win the day without shedding any more blood.
  The Earl raised his white scarf and a horn sounded and the
  wounded men heard the signal for them to move into plain
  view of the opposition.  Some of their numbers were standing
  only because the men either side of them were supporting
  them whilst others used their spears as crutches.  As they
  moved over the brow of the hill they were surprised to see that
  no engagement had yet been made.  They stood smartly in
  their freshly washed tabards and, holding clean banners, sang
  with all their hearts.
  Baron Forestal sank visibly in his saddle, from where had the
  Earl obtained all these reinforcements?  Some of the Baron’s
  peasant levies wavered in the ranks and high on the other hill
  the Earl gauged the effects of his subterfuge.
  “Sir Besquith.”
  “Yes, my Liege?”
  “Take three of our best knights and ride out to the other camp
  under a flag of truce.”
  “Aye my lord, I think I know what you ask.”
  
  INTRODUCTION 1.3
  3
  “Make sure that Forestal can have a way out of this with some
  honour, or he will fight to the death and our misdirection will be
  for naught.”
  “I ride with your wisdom.”
  The Earl watched Besquith and the three chosen knights ride
  out under the flag of truce.  He tried to make out who the other
  men were, he was
  sure that the large
  man to the right was
  Sir Nankivel, a
  beast in combat.
  The Earl recalled
  that 
  Nankivel’s
  weapon was the
  great sword and
  that he was known
  for his skill through-
  out the whole of
  Anderia.  The sec-
  ond he could not
  make out, but the
  third of the knights
  was unmistakable.
  It was his former
  sergeant at arms,
  Edgington, who he
  himself 
  had
  knighted just three
  weeks past after he
  stood first on the
  wall and held the
  position while more
  troops scaled the
  ladders.  A blow to the head had sent him falling and he was
  presumed dead by all.  He turned up at the camp later that
  same night after spending all evening half buried in the mud.
  The Earl recalled how his actions on the wall that day had
  saved many lives and cost Forestal dearly.
  Besquith and the knights rode slowly and deliberately towards
  their opponents, zig zagging through the troops.  Once into the
  clear ground at the bottom of the valley they hauled in their
  destriers and waited for Forestal to ride out.  A group of four
  split away from the main body of Forestal’s army, and made
  their way through foot and horse until the two groups were
  face to face in the centre of the battlefield.  Besquith gazed at
  Forestal’s bloodshot eyes and cracked lips.  Sleep and water
  must be in short supply in the castle, he thought.  He waited
  for the enemy to speak first.
  “Well knight, what do you have to say on behalf of your Lord
  who sits safe atop yonder distant hill?”
  “My lord the Earl has bid me ride forth so that we may discuss
  a peaceable settlement. The Earl sits atop a hill for two rea-
  sons.”
  Baron Forestal listened intently to what Besquith had to say.
  “First, Baron, is your legendary prowess in battle, which keeps
  the Earl at a distance lest temptation be too great for your
  sword arm to bear.  Secondly, the marshalling of our reinforce-
  ments takes his
  time and attention.”
  “He is wise to be
  afraid of my sword
  arm, had he been
  present I would
  have lost my hon-
  our for his head and
  left my son to rule
  the fief.”
  “My lord, the Earl
  honours you and
  your troops, he
  knows of your mas-
  tery of tactics and
  has sent me here to
  ask for your parole
  for the sake of your
  forces.  He under-
  stands that you
  would not have
  your men die in a
  battle against such
  superior numbers,
  especially if that
  battle could not be won; your honour is too great.”  Forestal
  looked left and right at his knights, wounded, tired, hungry and
  thirsty, and knew what he must do.
  “Very well sir, I am at the mercy of your Lord.  I will meet him
  in his camp at noon to discuss terms.”  He turned his horse
  smoothly and rode off with his escort close behind.
  Soon after Forestal’s troops began to splinter and make their
  way back to the castle. The Earl sighed and put on his red
  scarf, he had earned the right to wear this.  He prayed to the
  Lawgiver, thanking her that his deception had worked and many
  honourable souls were saved.
  The large oak table appeared set, but many servants still fussed
  around it.  A huge boar with an apple in his mouth, a swan
  regal even in death, pheasants, fruit and wine aplenty, all were
  laid out to perfection.  The sounds of his men rejoicing their
  victory warmed the Earl’s heart and raised his spirits.
  
  However, he knew if the Baron Forestal were to hear such
  celebrations, he would not be similarly heartened, so he went
  down to his men and, standing on a cart, waited briefly while
  the sergeantry brought the assembled throng to order.
  “Fellows of Gainbury!  Brothers in Blood!  Men of Victory!”
  The host before him surged forward shouting, “Victory to
  Charles, Victory to Charles, Victory to Charles!”
  The Earl held up his hands for quiet and they became silent to
  a man.  “Let us reflect upon the days past, those who are no
  longer with us and
  those who are suf-
  fering the wounds
  of war.  We should
  respect them!  Not
  assault their ears
  with our good
  health.  What
  would the Law-
  giver think if we
  were not humble in
  our victory, if we
  did not revere the
  dead and injured, if
  we did not give all
  courtesy to the de-
  feated enemy so
  they might retain
  their honour.  I ask
  you, one and all, to
  be respectful and
  to drink to your
  comrades with dig-
  nity, not revelry,
  and then on the
  morrow, as I did
  promise you, we shall breakfast together at Forestal’s table.”
  “Are these terms acceptable, Baron Forestal?”  Sir Besquith
  spoke in his most neutral voice.
  “I so agree to all these terms.”  Forestal was gritting his teeth
  as he declared his surrender.  He and his men sat passive,
  saying no more than required and exercising great restraint as
  they sat in front of the feast laid before them.  The terms were
  normal for such an occasion; he was to wear the red scarf and
  pay tribute to the Earl Charles’ fief each month.
  As soon as the peace treaty was agreed, Forestal and his men
  left, they did not stay any longer than protocol required, they
  returned to their horses and galloped off in some haste.
  INTRODUCTION 1.4
  4
  That afternoon Charles wandered throughout the ranks of the
  dead and said his own private prayers for their souls.  As the
  sun drifted down over the hills he thought of breakfast at the
  table of Forestal, as he had promised his men.  Suddenly, he
  coughed, then again and he saw the blood stain his tunic.  He
  meant to shout but instead gave a croak, “Poison!” and he
  tumbled from his horse.
  HONOUR ADIEU!
  The Magpie looked up at the enthralled crowd in the inn,
  Methrick, the visitor from Taraj, lay on his side his wide open
  eyes seeming to stare up at the rafters.  The noble’s body, its
  head tilted to the side
  with blood trickling
  down the left cheek,
  had not moved fom
  the chair. Whilst the
  Pagan, ever aware of
  his surroundings, lay
  half way between the
  Magpie and the oth-
  ers, his hands out-
  stretched in a desper-
  ate attempt to defend
  himself and others
  from this seemingly
  inoffensive 
  bard.
  With an eerie quiet
  settling upon the inn,
  the bard looked up.
  Speaking to no one in
  particular, as there
  was none left alive,
  he murmured, “Did no
  one ever tell you that
  to see a magpie on its
  own is bad luck?
  “One for sorrow, two for joy.
  Three for a girl, four for a boy.
  Five for silver, six for gold.
  Seven for a secret never to be told.”
  The foreign sage, Methrick, never knew what was happening
  until the Magpie, a Minstrel Wizard, uttered the words of power
  at the very end of his spell, by which time it was too late.  His
  wizardry had been perfected over hundreds of years and its
  subtlety could only be picked out by the best of sorcerers.  The
  spell had cleared the way for the Magpie to pick his choice of
  the goods at the now silent inn, then he made his way out into
  a world of sunshine as, strangely, it had finally stopped snow-
  ing, back to his tower, warmed by the powers of his craft.
  
  OVERVIEW  2.1
  ANDERIA - AN OVERVIEW
  5
  The kingdom of Anderia is located on the northwestern sea-
  board of the area of Marakush which is known as the Dragon
  Reaches.  The kingdom occupies some 145,000 square miles
  and its population is scattered throughout the land in sparse
  settlements.  Anderia is mainly made up of temperate forest,
  which is rich in flora and fauna.  Over the years some of the
  forested regions have been stripped in order to provide agri-
  cultural land, but the majority of the realm still lies beneath a
  dark blanket of forest.
  The central and western areas of the kingdom are dominated
  by the Bright Steep Mountains that average around 3,000 feet
  in height, the highest of these peaks being “The Bearded Man”
  at around 4,400 feet.   A dense heath covers the southern
  region with areas of moorland where some tribal nomads still
  manage to eke out an existence.  These tribesmen are known
  as the Kamesh and their main income comes from trade in the
  pitch which they harvest from the bogs.
  Anderia was founded in the year 124 AU according to “Bethrin’s
  History of Marakush”, a great tome written by an ancient Tylwyth
  Teg and still maintained by them in the Elven Realm to this
  day.  The peoples who founded the area were from the noble
  northern households of Urtind, who escaped during the time
  when the Succession Wars gripped Urtind.  They battled with
  the resident clans of Anderia in the hope of gaining a foothold
  in the region, and to gain lands in which to build themselves
  new homes.  After many years of struggle integration finally
  took place and people of both sides intermarried, so giving
  birth to the current realm and peoples of Anderia.
  The kingdom is bordered to the southeast by the Carlegg Moun-
  tains where non-human clans of Orcs reside.  Many in Anderia
  believe that this area is ripe for conquest but as yet no one has
  really tried to tame the mountains.  In the northeast, the king-
  dom is bordered by the impoverished realm of Asanthi.  Anderia
  can be considered a country actively posturing towards con-
  quest of their neighbours.  However, the Carlegg Mountains
  are providing a barrier to this in the east.
  The country is isolated and fairly difficult to reach since it is
  bordered by the sea on three sides and by the Carlegg Moun-
  tains in the east.  There are several access routes in existence
  but due to the continuing conflicts between the noble families,
  they are poorly maintained.  Only the East Road to the large
  kingdoms is kept in a passable condition and this hosts more
  regular traffic and some trade caravans.  Roads are patrolled
  by robber barons and jousting knights who waylay passersby
  and caravans taking money in exchange for allowing passage.
  These nobles have no scruples whatsoever, believing it is their
  right to demand “toll” for keeping the roads secure and looking
  after their upkeep.
  The Anderian people are a religious race who devoutly follow
  the teaching of the Lawgiver - Beleryn.  They believe that any-
  one who does not follow Her teachings is a heathen and a
  heretic and that they will be unable to pass to Endorina, the
  home of the Lawgiver.  Occasionally a very devout King will
  instigate a Crusade against these people in order to try to make
  them rescind and return to the true faith.
  Anderia is a feudal kingdom based around the fealty of knights
  and nobles to their Liege Lord and ultimately, their King.  The
  King is appointed by the Lawgiver (the ultimate power in the
  universe according to the Anderian people), and he owns all of
  the lands in Anderia.  He then rents out territories in exchange
  for tribute in the form of goods and services, whilst in return
  the King promises to keep the land free from invasion, protect
  the religion of the kingdom and to administer the kingdom in
  the name of the Lawgiver.
  Within this bureacracy are two major factions, the Red Scarves
  and the White Scarves.  Originating from two differing aspects
  of the Lawgiver’s doctrines, the Red Scarves believe that the
  use of chivalric combat and the need to expand the worship of
  the Lawgiver is paramount to their purpose.  They urge the
  need for tournaments and religious conquest of other lands.
  On the other hand, the White Scarves believe in their duty to
  the serfs of the land that they are sworn to protect.  Over the
  years these differing factions have led to various disputes
  amongst neighbouring nobles but at the present time, these
  differing views have turned into open wars between nobles,
  with each side raising private armies.  The King has allowed
  this to continue as it prevents the nobles gathering their forces
  to threaten him.  Despite this the factions continue to grow
  within the court itself, with the Red and White Scarves trying
  to either gain the support of the King himself, or even commit
  treason by attempting to place their own pretender on the throne
  of Anderia.
  Anderia is split into five large Shires and four smaller Counties
  each of which is ruled by a bureaucracy (see Government qv
  and Appendix 5).  The County of Sagrem is the exception since
  it is a conquered barbarian state and as such has no internal
  bureaucracy, only a Governor and his aides, who subdue the
  area using military rule.  The population of Sagrem is very
  different to the rest of Anderia and they do not co-operate readily
  with the military officials; those who are willing to do so are
  considered to be collaborators.
  
  OVERVIEW  2.2
  6
  Languages
  The main languages of Anderia are Anderian, Pedrandir,
  Carabish and Urtish as well as Thieves’ Cant and Wizards'
  Tongue.
  Anderian, spoken by the majority of inhabitants of the king-
  dom, is a language derived from Old Urtish.  Anderian, like
  most of the languages in the Dragon Reaches, uses both the
  Tadarn Runes and Bethrin Script, however reading and writing
  are reserved for the upper classes.  Even the highest of knights
  and nobles may not be
  able to read or write.
  However, the  majority
  of the warrior classes
  see the ability to read
  and write as feminine
  and unmanly traits.
  Strangely these classes
  do not seem to mind if
  their daughters or wives
  are able to read or write,
  some even consider it
  to be a good trait when
  choosing a wife.
  Carabish is the lan-
  guage of the Pagans,
  who inhabited the area
  before the kingdom of
  Anderia was founded by
  the refugees of Urtind.
  This language is now
  only spoken in the back-
  water mountain regions
  and by the barbarians of the Province of Sagrem.  Carabish is
  written using Tadarn Runes and is a very simple language to
  learn.
  Merchants and bureaucrats are the main users of written lan-
  guage within Anderia, with scribes being employed by them
  and the wealthy families to send messages and record deeds.
  Both the merchant classes and the wealthier people of the
  kingdom tend to use the trade language Pedrandir to transact
  and record their business.  However, royal decrees are always
  written in a two-column format, one column being in Anderian
  and the other column being in Urtish, the language of the
  church.
  The third language spoken in Anderia is Urtish, the language
  used by the Church of the Lawgiver.  They continue to use
  Urtish even though the church itself is regarded as a schism of
  the Church of Urto by those living outside Anderia (see Reli-
  gion qv)
  This is mainly due to the fact that the majority of the religious
  books came from the martyrs who gave their lives for the
  Church of Urto in the realm of Urtind.  The language is learned
  only by those who have attained the second circle (Acolyte)
  and is only used openly by the clergy.
  One of the pseudo languages that is used within the realm is
  that of the thieves’ community.  Due to the severe laws and
  the persecution of thieves, they have banded together into a
  brotherhood and invented their own language.  This consists
  of a form of slang, sign language and snatches of Pedrandir.
  The tongue has very
  few hard consonants
  and many soft vowels in
  order to reduce the
  noise level of the lan-
  guage and, when it is
  spoken correctly, it
  sounds like a bush as it
  rustles in the wind.  They
  also have a purely sign-
  based language that is
  used when total silence
  is required.  There is no
  script as such for
  Thieves’ Cant but they
  do have a form of sigils
  that can represent wide
  concepts, orders, names
  of people etc.  (see So-
  cial Groups - Thieves
  Guild)
  Another similar language is that used only in hushed tones
  and within secret chambers, for this is the language of magic
  and wizards.  This language originates from the Dragon Isle,
  which was once the philosophical centre of the world and where
  magic was said to be born and nurtured into maturity.  The
  Wizards' Tongue is in fact a debased form of Argonish, an
  ancient language that sadly has now been lost to antiquity.
  The language is a rolling speech, almost song-like with no
  guttural sounds in the tongue.  The written script is hieroglyphic
  in nature using pictographs; both language and script are very
  difficult to learn.  Within the rest of the Dragon Reaches, Wiz-
  ard’s Tongue is used by both the Guild of Esoteric Lore and
  the Ancient Order of Elemental Magic.
  It should be noted that the two magical organisations above
  are not represented in Anderia.  Occasionally a member may
  enter the kingdom surreptitiously but like members of the Elder
  Brotherhood (the only organised group of mages in Anderia),
  they are subject to the religious charge of heresy and to its
  associated punishments.
  
  PEOPLE OF ANDERIA  3.1
  7
  The general populace of Anderia are the inhabitants of all
  regions with the exception of Sagrem.  The description of the
  average inhabitant of Anderia is as follows:
  HEIGHT:
  5’0” - 5’8”
  MASS:
  Normal For Height
  COMPLEXION:
  Medium to Fair
  EYES:
  Blue or Grey most common
  HAIR:
  Fair and Red Straight hair most common
  The people are more concerned with religion and saving their
  eternal souls than in any other subject. They have been beaten
  into a religious fervour by generations of powerful ecclesiastic
  leaders.  Their days are littered with many and varied holy
  days and religious festivals. Over time, the religious leaders
  have become very rich off the backs of the conscientious peas-
  antry.  Everyone aspires to being able to reside on Endorina,
  the home of the Lawgiver, after their death and as such they
  are a very superstitious people and have many strange cus-
  toms to ward off the evil spirits that may come to test them or
  take away their due rights of luck. Religious artifacts are sold
  to ward off evil and penance contracts can be bought from the
  church to avoid any retaliation by the Lawgiver for any wrong
  deeds, that have been carried out in life, after you die.
  The people of Anderia view wizards as evil entities and as
  such they are outcasts from society.  Due to their superstitious
  nature, many are afraid of the powers that wizards wield and
  will find ways of trying to avoid contact with them at all costs.
  However, there are some nobles who secretly use wizards to
  further their political power, regardless of the cost to their own
  honour.  It is rumoured that even the King has been known to
  seek guidance from wizards in the past.  The Church's view is
  one of utmost horror and if caught, a wizard is likely to suffer
  burning at the stake after a perfunctory trial that enables the
  Church to show its belief in law and order.
  Thievery is deeply frowned upon and the punishments are
  severe.  Any knight or noble who holds land may meet out
  justice as he sees fit in that territory, so crime and punishment
  for peasants and serfs will vary from one area to the next de-
  pending on the Liege Lord.  However, should a knight, noble
  or religious person come under the hammer of the law, they
  are given a different type of justice and generally are allowed
  to prove their innocence by “trial by combat”.  Religious lead-
  ers are tried for crimes under the clerical justice system.  Very
  few people know exactly what this consists of and as such
  many religious crimes can go unpunished, especially as in many
  cases the victims are in awe of the clergy.
  Anderian clothing is typically bland with bright colours being
  seen as immoral and furtive. The quality of clothing available
  is good but expensive, with only the very wealthy able to af-
  ford anything other than a simple linen tunic.  The men tend to
  wear brown breeches with a linen tunic, usually belted at the
  waist.  The women wear simple linen dresses that reach to the
  floor, tied at the waist with a long girdle.  They also wear a
  linen headdress made from a circle of white cloth, which is
  held in place by a narrow leather headband.
  The carrying of weapons in Anderia is governed by Chivalric
  Rules, so only liveried soldiers or knights may bear arms.
  Knights and soldiers are unlikely to wear armour unless there
  is a specific reason, normally their dress will be similar to that
  of the peasants except that it may be of slightly better quality
  and they will usually wear a tabard bearing their insignia or
  that of their Liege Lord.  Heraldry has only recently been
  adopted and designs are very basic, with very few flowery
  motifs.
  THE PEOPLE OF ANDERIA
  GAME STATISTICS
  Character Generation
  All characters that originate in Anderia should be human as
  there are no humanoid populations in the realm.  To begin with
  you will need to identify whether the character is a native of
  Sagrem or not.
  Percentage dice should be rolled with a 15% chance of the
  character being a native of Sagrem if the campaign is located
  outside of Sagrem, and an 85% chance if the located within the
  county of Sagrem.
  All characters use the Social Tables from the main C&S rule
  book with Sagrem characters either deducting 5% for social
  class or having to pay an additional 10 points for nobel rank.
  When a character of Sagrem stock encounters one of Anderian
  stock, the Sagrem characters Social Status is altered.  For
  Sagrem Peasants the Status is halved, while for Sagrem Nobles
  it is reduced by 5.
  Heights and weights
  These are generated using the table in the main rule book us-
  ing the following:
  Anderian Male
  Height 1d10+18 / Build 1d10+1
  Anderian Female
  Height 1d10+15 / Build 1d10-1
  Sagrem Male
  Height 1d10+22 / Build 1d10+4
  Sagrem Female
  Height 1d10+20 / Build 1d10+2
  Anderian names are normally French with Nobles having Breton
  and peasants having Gascony names. People of Sagrem have
  Saxon or Nordic type names.
  
  PEOPLE OF ANDERIA  3.2
  Courting and marriage in Anderia is conducted in a tradition-
  ally strict manner where females have to be chaperoned by an
  elder aunt or some other older female relative, who looks after
  the virtue of the maid.  The courtier has to ask the permission
  of her father before any liaisons may take place and it is a full
  year before they are allowed to be alone together.  The year
  after that they are given permission to marry with the father of
  the bride paying for the ceremony and giving a gift to the house-
  hold of the husband-to-be.
  Most marriages within Anderia are arranged and the couple
  have little say in the matter.  Marriages are normally arranged
  to further the political and monetary status of the two families
  concerned and little thought is given to the happiness of the
  children.  Occasionally couples have defied their families by
  marrying but this usually results in their families disowning them
  and even, in extreme cases, exile.
  Duelling can be carried out legally by two people who have a
  serious disagreement.  They must first go to their respective
  Liege Lords and petition them for the right to duel.  They will
  usually be asked to attend the court in order for arbitration to
  take place, where they will be expected to try to resolve the
  problem reasonably.  Should this fail (and in many cases by
  the time the people petition their Liege Lords it is usually far to
  late for arbitration) they will normally be given permission to
  fight.  The duel will take place at the castle, keep or manor of
  the greater Lord within seven days from permission being
  granted.  The contest will be attended by the Lord, to ensure
  fair play, and by a physician to attend to any wounds.  The
  contest will be to first blood unless otherwise decided.  How-
  ever, combatants, one or the other, frequently change their
  mind about this once the fight has begun, and it then contin-
  ues until one of the parties is far too incapacitated to continue.
  The Hunt
  The Hunt is a tradition undertaken by a landed knight upon the
  anniversary of his knighthood.  It is a ritualistic event which
  follows a set pattern and begins by the Knight travelling to his
  Liege Lord to redeclare his fealty.  He will then ask permission
  from his Lord to hold the Hunt and it is normal for the Lord to
  grant the request - it is only in exceptional circumstances that
  such a request many be denied.
  The knight will then return to his land and travel to his vassals.
  He will then humble himself before them, begging them to
  attend so showing his humility in power.  He then returns home
  to slaughter his best calf for a feast.  Once all of his guests
  have arrived they will venture out into the countryside and
  hunt for noble beasts, such as a Great Stag or a fierce Boar.
  8
  FIGURE 3.1 - DUELLING KNIGHTS
  The Liege Lord will have first try for a quarry and then turns
  will go down in the social order until each has taken a turn,
  including the peasants and serfs.  They will then return to the
  knight's home to feast and make merry.
  The Hunt is considered an event for all ranks of people and
  the more a knight appears to care for this people, the more
  esteemed he will be considered, especially in the eyes of the
  church and the Lawgiver.  It is also a good way to advance
  oneself politically and the more money a knight spends on the
  event the more popular, and maybe the more well-known he
  will become.  Many knights invent (or pay a bard to invent)
  long and obsequious oratories to impress and sway their Lord
  and curie favour - this, however, is expected and woe betide a
  knight who does not try to impress.
  
  9
  NEW SKILL
  CUP OF VARA
  RES (WILLPOWER)
  Agility & Discipline
  Demanding: DF5
  The ‘Cup of Vara’ is a development of a local religious dance of
  Anderian Pagans.  As such the skill – DANCING (FOLK) – IS a pre-
  requisite to learning this skill.  To use this skill, a PC must first
  build up the rhythm of the ‘dance’.  This takes 15 AP’s if there is
  no percussion accompaniment, or 10 AP’s if a drummer is
  present.  A check must then be made at the beginning of each
  combat  round before any other actions take place.
  If  successful, he/she begins the dance that  mesmerises any
  opponents.  Opponents must make a resisted Willpower check
  at the beginning of each round to avoid being mesmerised by
  the dance.   If they fail this check they are unable to use any
  defense against any light weapon attacks made by the PC. A
  resisted Willpower check to break free is made at the end of
  each round or if the opponent is successfully hit.  However, the
  AP cost of usinglight weapons is increased by 1 due to using
  the attacks as part of the dance.  When a PC achieves PSF
  25+ he/she gains the ability to reduce the normal AP cost of
  light weapon attacks by 1. At PSF 50+ he/she gains the ability
  to use full attribute damage bonus with light weapons as if they
  were medium weapons.  These benefits are as a result of op-
  ponents being mesmerised and leaving openings for the at-
  tacks from the PC.  If someone skilled in playing a drum plays
  the necessary beat during combat, the user of ‘Cup of Vara’
  gains a bonus of +10 to his or her TSC if the drummer makes a
  successful skill roll or +15 to TSC if a critical success.
  PEOPLE OF ANDERIA  3.3
  The County of Sagrem
  A very different type of people reside in the County of Sagrem:
  HEIGHT:
  5’5” - 6’0”
  MASS:
  Normal to Massive
  COMPLEXION:
  Medium to Dark
  EYES:
  Brown most common
  HAIR:
  Black and Brown wavy hair most common
  The peoples indigenous to this region are a very simple folk
  who have been subjugated by the Anderians.  The residents
  are currently mounting a subversive war with the local authori-
  ties whilst trying to maintain their own values and freedom.
  They are a race of fierce warriors, who prefer open fighting to
  the subversive nature of the current situation, which is the main
  reason for the county being governed by marshal law.  To try
  to maintain some semblance of independence, the people of
  Sagrem will often speak in Carabish since very few of the mili-
  tary understand the language.
  They are primarily an agricultural people with their "govern-
  mental" structure being based around the clan rule principle.
  Each family or clan has a Leader, who is the source of justice
  and rule for the family.  Any disputes between the clans are
  normally referred to the Great Leader, the elected head of all
  the clan leaders, for settlement, although if this is not possible,
  the Great Leader may order the various clans' champions to
  settle the matter in a similar manner to the joust in other areas
  of Anderia.  In Sagrem though the situation can be far less
  controlled.
  They believe all things are linked to nature and Mother Earth,
  which ironically is a further aspect of Beleryn, and their reli-
  gious structure is based on a Druidic priesthood.  They still
  believe in many Gods and accept that the Lawgiver is real but
  that she has no benefit to their lifestyle (due in part to the
  Druidic priesthood advocating the role of Beleryn as the Earth
  Mother).  Neither do they have any fear of death or magic due
  to their belief that all things return to nature at some time or
  other.
  They wear animal furs as their primary form of clothing, these
  being worn over a plain linen kilt.  They will also wear a brooch,
  usually of silver, to signify which clan they belong to.  Clan
  emblems are based on nature and take the shape of stylized
  birds and animals.
  The people of Sagrem are forbidden to carry, own or store any
  arms or armour by the oppressive régime of the province.  They
  have therefore, secretly developed a martial art based around
  their primitive religious dance.
  The art is called "Cup of Vara" and groups of warriors can
  often be seen practicing the art, to the regular beat of a drum.
  To any military personnel watching, it simply seems as though
  they are practicing their religious rites.  This art is most effec-
  tive and the swaying of the practitioner will mesmerise his oppo-
  nent.  The martial artist has to be very supple, athletic and fit
  as the art form involves a number of tumbling techniques.  They
  have also included simple farming tools, such as small plough
  blades, blunt bailing knives, grain flails and the stick, into the
  art and these can be very deadly.
  Courting is not heard of and males buy their wives from the
  woman's father.  The head of the clan or Leader is the power
  of the village and he has the last say on all matters, this will
  include arbitrating at discussions relating to the "price" to be
  paid for a wife.
  Duelling is not taken part in and if a disagreement occurs they
  will just fight to the death (normally using unarmed combat)
  and then, by law, the winner will have to take in the family of
  the loser.  It is possible, therefore, for a single warrior to have
  a very large extended family.  Generally the adopted family
  members are treated better than their own as this is seen as
  honorable.
  
  RELIGION OF ANDERIA 4.1
  RELIGION OF ANDERIA
  10
  During the early years of the Church of Urto, there were many
  meetings of the Clergy to discuss the finer points of the Ursine
  Scriptures.  These meetings often broke up into heated debates
  verging on riotous arguments.  A small group of these Clerics
  interpreted certain aspects of the scriptures, pertaining to the
  aspect of Beleryn that advocated Justice, with a different vision
  to that held by the majority.
  Their interpretation held that through the force of strict laws,
  applied with vigour and might, the greater blessings of Beleryn
  and, therefore, salvation would be gained.  The group gained
  a small number of followers from the nobility, notably B’ran
  Johannes Mannon, a powerful Lord of the Eagle Tribe in Urtind.
  This led to a schism in the Church, with the small group advo-
  cating Beleryn as the Lawgiver, the bringer of Justice.
  When the Canus Cult toppled the Ursine Dynasty, and the
  Succession Wars began, Johannes Mannon seized the oppor-
  tunity to renege on his tribal and feudal obligations.  Leading
  his Clan westwards, they traversed the northern peaks of the
  Carlegg Mountains and entered what is now Anderia.  Amongst
  the group travelled the entire Clergy of the Lawgiver sect.  Re-
  grettably the great Johannes died in an avalanche in the
  Carlegg Mountains and Jared Mannon, his brother, became
  Clan Chief.
  The Clergy were amongst the loudest voices in the battles
  against the local inhabitants and seized some of the richest
  lands for their order.  The Church of the Lawgiver has since
  split the realm of Anderia into various regions, where they ad-
  minister secular law and are among the most powerful of the
  landowners.  Within the Church itself are smaller groups such
  as the Monastic Orders and the various Fighting Orders whom
  they sponsor.  The Monastic Orders grew from the need of
  some priests who wished to retire from the public work of the
  Church after the lands were first settled.  They sought an ex-
  istence whereby they could expand their understanding of the
  Lawgiver's desires.
  From these Monastic Orders, who were granted lands by the
  Orthodox Church, have grown the religious Fighting Orders.
  When the monasteries were first created, it became apparent
  that the ‘Barbarians’ were rebellious so the monks called for
  landless knights to protect them.  From these knights and their
  followers were formed the first of the Fighting Orders. Today,
  the Central Church is extremely powerful, being backed by
  coffers filled with gold from various sources, usually the regu-
  lar tithes (10% of all income) donated by its worshippers.
  The Church, although replete with many pious individuals, has
  become power hungry. The upper echelons are filled with those
  clerics with a political bent, searching for individual power and
  glory.  Those clerics who remain pious are either found within
  the Monastic Orders or within rural parishes, where they are
  happy serving the community.  The Fighting Orders serve both
  the monasteries and the Central Church, fulfilling their reli-
  gious vows to carry Holy Justice across the land.
  The Central Church
  The Central Church has structured levels of status within it,
  these allow the ordained clergy and lay people to recognise
  their positions within the religious social order of the realm.
  The levels and brief descriptions of the positions within the
  church are as follows:
  Lay People
  Non-ordained members of the congregation
  who have some theological training and ac-
  cess to minor Acts of Faith
  Initiate
  One who has been introduced to or has at-
  tained knowledge in a particular field
  Deacon
  A lay person who assists the minister in vari-
  ous functions.  They are allowed to wear pure
  white vestments of the clergy with a green stole
  indicating their rank.
  Archdeacon
  A church official, as in the Anglican Church,
  who is in charge of temporal and other affairs
  in a diocese, with powers delegated from the
  bishop. As with the Deacon, they wear white
  vestments but with a black stole.
  Ordained or Priests in Training:
  Novitate
  A lay person who is a candidate for admission
  into a religious order.  They wear a simple
  white vestment.
  Acolyte
  A person who has entered a religious order
  but has not yet taken final vows, they add a
  white stole to their white vestment.
  Curatant
  A priest who supervises the interests of the
  grounds belonging to the church and is a priest
  undergoing final training, having taken full
  vows, but is not yet ordained.  They replace
  the white stole with a brown tabard.
  Faltavar
  Ordained priest responsible for either a par-
  ish without the attached tithes or who assists
  within a cathedral. They wear white vestments
  with a black tabard.
  
  RELIGION OF ANDERIA 4.2
  11
  Faltavin
  Ordained priest who is connected with a royal
  court or a noble household.  They wear a white
  tabard charged on the top left of their breast
  with the device of the family they serve over
  white vestments.
  Rectovar
  Ordained priest who has charge of a parish
  and owns the tithes from it.  They wear a green
  tabard over white vestments.
  Deavar
  Ordained priest appointed to oversee a group
  of parishes within a diocese.  They wear a
  purple tabard over their white vestments.
  Canotage
  The senior priest serving in a cathedral or col-
  legiate church.  They wear a red tabard over
  white vestments.
  Biovar
  A high-ranking cleric, usually in charge of a
  diocese and in some churches regarded as
  having received the highest ordination in un-
  broken succession from the martyrs of the
  Lawgiver.  They wear purple vestments with a
  black stole.
  Caltanovar
  A priest of the highest rank, heading an arch-
  diocese or a province, who rank just below
  the Paltanivar.  They are appointed by the
  Paltinivar directly and they wear red vestments
  with a black stole.
  Paltanivar
  The Leader of the Church of the Lawgiver, of
  a similar status to the Pope.  He wears black
  vestments with a gold stole embroidered with
  a set of scales at each end.
  Monastics
  While the clerics of the Central Church sit in their churches
  filled with gold and worry about the contents of the donation
  plate, the clergy who have taken the Monk's Habit toil at the
  earth in silent prayer and devotion. They are organised as fol-
  lows with the priests of the level of Curatant and above being
  automatically accepted into the Orders as Brother Monks. All
  members of the Monastic Orders wear simple brown vestments.
  The only means by which non-members can identify their ranks
  is by the decorative knots that are tied into their girdle of hemp
  rope. They spend most of the day at prayer, services taking
  place every four hours throughout the day and night.
  Novice
  A person who has entered a religious order
  but has not yet taken final vows
  Lay Brother
  A member of a male religious order who is not
  in holy orders but engages in the work of the
  order.
  Brother Monk  A man who is a member of a brotherhood
  living in a monastery and devoted to a disci-
  pline prescribed by his order. There are many
  varieties of monasteries with wildly varying
  doctrine. They tend towards the following of
  the work of a saint.
  Prior
  A monastic officer in charge of a priory rank-
  ing next below the abbot of an abbey.  The
  Prior has a similar social standing within the
  church as a Canotage.
  Abbot
  The superior of a monastery - He generally
  wields absolute power amongst the brothers
  who work and live within his charge.  The Ab-
  bot has a similar social standing within the
  church as a Biovar.
  The Fighting Orders
  These are men who in life have dedicated themselves to com-
  bating chaos the only way they know how. Through might of
  arms they wage war on the infidel and the heretic. They give
  up vast sums of money and huge tracts of land to join the
  order where they are purified in the sight of the Lawgiver and
  given the right to conduct holy war.
  FIG 4.1 - A BROTHER MONK CALLING HIS BRETHEREN TO PRAY
  
  RELIGION OF ANDERIA 4.3
  They are tried by the religious courts and may not be harmed
  by duel or justice other than that held by the church. Their
  structure is based around the feudal society from which they
  were drawn and is represented in the Central Church by a
  chaplain, usually drawn from the Knight Commanders.
  Members of this rank and above are all ordained as priests to
  assist them in their fight against the foe.  When not in combat
  they wear simple undyed linen vestments with tabards of their
  order.
  Lay Members of the Fighting Order –
  Those who have sworn alleigance to the order but have not
  taken Holy Vows
  Man at arms
  The lowest members of the Order, the
  general warrior
  Sergeant
  A Man-at-arms, given some authority over
  a group of men.
  Sergeant at Arms A freeman who has joined the order,
  entitled to ride a horse.  They make up the
  general cavalry of the Order.  They may
  become knighted on the field through acts
  of supreme courage or holy deeds.
  Full Members of the Order
  Squire
  A Knight in training, usually younger sons
  of Nobles or sons of lesser knights with
  little prospect of lands of their own.  Along
  with the Sergeant at Arms, they make up
  the body of the cavalry.
  Knight
  A full Knight who joins the order after
  giving up all his worldly goods.
  Knt. Commander A Knight in charge of a number of the
  order. Usually promoted from the ranks of
  Knights.  From this rank and higher are
  drawn those members put forward for
  ordination to the priesthood.
  Knight Chevalier The Knight in charge of a Chapter of the
  order, also known as the Chapter Master.
  Marshal of the
  A Knight of some rank, responsible for a
  Order
  province and all the chapters within that
  province.
  Grand Master
  The Knight who has gained the position of
  head of the order, responsible to no-one
  but the head of their sponsoring Monastic
  Order and the Paltanivar.
  The titles are self-explanatory and like feudal society there is
  no crossing of the boundaries between Knights and ordinary
  troops.
  12
  As with the monastic orders the fighting orders have varying
  doctrines, which they practice with fervour. They are normally
  sponsored by a monastic or orthodox sect who lends them
  their good name to fight for. In the history of Anderia these
  fighting orders have proven themselves in battle time and time
  again. They have also however been assigned with
  committing the most horrible atrocities.
  Notable Fighting Orders of Anderia:
  Order of St.Bruno
  Blue tabard with gold hand held up
  in blessing.
  Order of St.Mark
  Red tabard with silver angel, wings
  outstretched.
  Order of Justice
  Black tabard with a set of golden
  scales of justice emblazoned, the
  largest order in Anderia.
  GAME STATISTICS
  Faith Lvl
  Acts of Faith
  Initiate
  1
  Standard
  Deacon
  2
  Standard
  Archdeacon
  3
  Standard
  Novitate
  1
  Standard
  Acolyte
  1
  Standard
  Curatant
  2
  Any
  Faltavar
  3
  Any
  Faltavin
  3
  Any
  Rectovar
  3
  Any
  Deavar
  4
  Any
  Canotage
  4
  Any
  Biovar
  5
  Any
  Caltanovar
  6
  Any
  Paltanivar
  7
  Any
  Novice
  1
  Standard
  Lay Brother
  1
  Standard
  Brother Monk
  2
  ++
  Prior
  4
  ++
  Abbot
  6
  ++
  Man at arms
  1
  Standard
  Sergeant
  1
  Standard
  Sergeant at Arms
  1
  Standard
  Squire
  1
  Standard
  Knight
  1
  Standard
  Knight Commander
  2
  ++
  Knight Chevalier
  3
  ++
  Marshal of the Order
  4
  ++
  Grand Master
  6
  ++
  Acts of Faith relate to those listed in Chapter 8 of the main C&S rule
  book, where a full explanation is given for those marked ++ usable by
  Monastics and members of Fighting Orders.
  
  MAGIC OF ANDERIA 5.1
  13
  MAGIC OF ANDERIA
  Magic was invented many thousands of years ago in the
  kingdom of the Dragon Isle.  This island kingdom was then the
  philosophical centre of the world.  They had all of the greatest
  mathematicians, alchemists and philosophers and the best
  mechanical devices.
  One hot summer’s day, a
  young philosopher by the
  name of Hydres was out in the
  mountains meditating on a
  problem that his master had
  set him.  It was during his time
  of meditation that he experi-
  enced what he called a “mo-
  ment of lucidity”.   He was vis-
  ited by a great dragon, named
  Piomenedes, who revealed
  unto him the three truths of
  the universe and their corre-
  spondence to the laws of
  magic.
  Hydres recorded these teach-
  ings over many years and
  called the works the “Codex
  Magical” - the ledger of the art
  of magic.  He gained many
  followers in his later life and
  stories tell that he lived on to
  reach an age that was impos-
  sible for mortals.  The follow-
  ers began to make more and
  more political noise, using
  their powers to control those
  of lesser knowledge and soon
  everyone was clamouring to
  learn 
  the 
  powers 
  of
  Piomenedes’ Magica.
  Shortly after this, the Dragon Isle was rocked by a series of
  titanic earth tremors and the Emperor began to blame the many
  wizards of the Isle for causing the destruction.  Emperor Tiam
  began a persecution of the wizards and many of them, includ-
  ing Hydres, fled the Isle.  The majority of these wizards even-
  tually found their way to either the Wizard’s Isle or the Ser-
  pent’s Isle, whilst those who followed Hydres and his teach-
  ings eventually settled in what is now Anderia.
  These wizards continued to expand their knowledge in peace,
  whilst also controlling the local populace, until around 120 AU
  when refugees from the Succession Wars in Urtind, a neigh-
  bouring kingdom, began to arrive in the area.  These new ar-
  rivals, worshippers of a small scism of the Church of Urto came
  to regard the control of the
  people by the wizards as an
  anathema to their beliefs.  The
  following years saw a crusade
  against the original populace
  by the new arrivals.  This cam-
  paign caught the wizards by
  surprise and the original inhab-
  itants were eventually con-
  quered.
  Some of the more powerful
  leaders of the magical frater-
  nity survived this time and
  formed the Brotherhood of the
  Twelve.  Members of the
  Brotherhood are now scat-
  tered all over the Dragon
  Reaches, but predominently in
  Anderia where they work in se-
  cret to develop their skills, out-
  lawed in all but a few places.
  The Brotherhood of the
  Twelve
  “If you take a perfect sphere it
  will take twelve spheres of
  equal size to cover it com-
  pletely. “
  This is the underlying principle behind Piomenedes’ Magica
  and is the foundation for the Brotherhood of the Twelve.  The
  Order was founded upon the knowledge that Hydres, after re-
  ceiving his instruction, took twelve disciples and became known
  as the Ancient Brother.  Each of these twelve, known as Older
  Brothers, also take twelve disciples and it is the, known in turn
  as the Elder Brothers, who go out into the world and form the
  twelve Convocations of  Magica.   They in turn have twelve
  disciples, known simply as Brothers, who form the Guilds of
  Brothers.
  
  MAGIC OF ANDERIA 5.2
  14
  Each of the Guilds of the Magica have been established in
  kingdoms where an Elder Brother has settled and started a
  Guild of Brothers.
  The Convocation of Magica itself, however, has thirteen mem-
  bers.  This thirteenth member is the Elder Brother himself.  He
  is never seen by his twelve disciples and leads simply by the
  power of his will.  The Older Brothers follow this example and
  they in turn remain hidden to the twelve members of their par-
  ticular Guilds of Brothers, again leading by their will.  The Origi-
  nal Ancient Brother is now many centuries old and has never
  been seen whilst the Older Brothers are perhaps 150 years old
  and are seldom seen.
  Guilds are typically built in out of the way places where the
  cosmic aura is strongest and magical powers run more freely
  than where the negative vibration of the Dominion rule. The
  Older Brother will pick somewhere that will match his aura of
  Speciality e.g. Earth.
  Times have changed in Anderia and the Brotherhood have
  been forced to move into urban areas to still the beast in the
  hearts of the men there. You can find the Guilds of the Broth-
  erhood in many of the cities and towns here, though they are
  covered in secrecy. Only those who are destined to find the
  Brotherhood see the symbol of their order where they tread.
  The ideals of the Brotherhood are to increase the spiritual con-
  sciousness of humanity and allow them to reach an ethereal
  state. They believe that we are all eternal spirits and are living
  in a mortal body so that we may learn through our experi-
  ences. When the body is old and has served its purpose we
  die. This is, however, only a death of the mortal body and the
  spirit is returned to earth to live another life and accumulate
  more experiences.
  The body we take when we return depends upon the quality of
  our previous life and the karma of our parents and the benefits
  of the stars.
  The Brotherhood is a hard, unfeeling, uncaring and monstrous
  group of people. This is only because of their ultimately long-
  term views in that they will return to complete the works of
  their immortal spirits.
  The area of study for the Brotherhood is called the Enigma
  and covers all of the magical topics. Those whoare versed in
  the Enigma become withdrawn and distant  from the real world
  and find mundane topics very difficult to understand. They have
  very strange and mystical verses that are supposed to de-
  scribe the Enigma.
  The Enigma that can be known is not the Enigma.
  The substance of the world is only a name for the Enigma.
  The Enigma is all that exists and may exist
  The world is only a map of what exists and may exist
  One experiences without self to sense the world
  And experience with self to understand the world
  The two experiences are the same within the Enigma
  They are distinct only within the world
  Neither experience conveys the Enigma
  Which is infinitely greater and subtler than the world.
  Or: -
  Looked at it can not be seen - it is beyond form
  Listened to but not heard - it is beyond sound
  Grasped at but cannot be touched - it is beyond reach
  These deathless things evade definition
  And blend into a single Enigmatic Mystery
  In its rising there is no light
  In its falling there is no darkness
  A continuous thread beyond description
  Lining what can not exist
  Its form, formless
  Its image, nothingness
  Its name Enigmatic Mystery
  Meet it, it has no face
  Follow it, it has no back
  Understand the past, but attend to the present
  In this way you know the continuity of the Enigmatic Mystery
  Which is its essence.
  
  TRADE & ECONOMICS 6.1
  15
  TRADE & ECONOMICS
  Most trade is conducted at three levels. The first and highest
  level is between Merchants and Merchants. They use ‘Usurers
  Notes’ as currency and they are recognised by all Guilds as
  being valid. There are two types. Specific, where a person or
  guildhall is named, or general where the bearer is paid directly.
  The second level is between Merchant and Trader, they often
  exchange coinage but some will accept Usurers Notes or bar-
  ter. The third level of trade is between Trader and the general
  public, which is usually by barter or coinage.
  Coinage is quite rare and only Urban Freemen and Guildsmen
  are likely to have coin to pay for goods or services. Merchants
  have wealth and power and even the highest Nobles will bow
  to a wealthy merchant.
  The main asset of Anderia is the rich fine clay that is found in
  many areas.  This fine white clay is used to manufacture fine
  porcelain, which is much in demand in the Taraj Empire and
  elswhere in the Dragon Reaches.
  This fine porcelain fetches an exceedingly high price in the
  west, and it is this commodity that has founded the fortunes of
  the Merchant houses. What has not yet been exploited is the
  large amounts of tin deposits that are sometimes found with
  the fine clay.  It simply awaits the day when some entrpreneur
  comes along and begins wholesale mining.
  Up until now the currency of Anderia has been that of the
  Dragon Isle. Originally, Anderia had no currency of its own,
  the few coins the refugees carried were those of Urtind.  As
  they carved out the realm of Anderia, traders from the Dragon
  Isle visited the new settlements and began trading for what
  resources had been wrestled from the original inhabitants.
  They used these coins to pay for the commodities, and this
  practise became adopted by the fledgling realm.
  Recently, with the increasing wealth of the Merchants, the King
  has come under increasing pressure to introduce a unique
  Anderian currency.
  Surprisingly, the call for the new currency comes from the
  Nobles and not the merchants.  The merchants have realised
  that a new currency may well undermine their own wealth.
  GAME STATISTICS
  Money Conversion
  The coinage used currently in Anderia are as follows:
  Scales
  a 4 dram copper coin
  Claws
  a 4 dram silver coin
  Fangs
  a 4 dram electrum coin
  Wings
  a 4 dram gold coin
  Royals
  a 4 dram platinum coin
  1 Scale  =2 C&S Pennies
  1 Claw = 1 C&S Shilling
  1 Fang  = 1 Crown
  1 Wing = 2 Crowns
  1 Royal = 2 Sovereigns
  1 C&S Shilling
  = 1 Claw or 10 Scales
  1 C&S Crown
  = 1 Fang, 5 Claws or 50 Scales
  1 C&S Sovereign
  = 5 Fangs, 25 Claws or 250 Scales
  1 C&S Dragon
  = 1.5 Royals, 7.5 Wings, 15 Fangs
      75 Claws or 750 Scales
  
  SOCIAL GROUPS 7.1
  SOCIAL GROUPS
  16
  There are many social groups amongst the inhabitants of
  Anderia, but the main groupings that concern adventurers are
  as follows.
  Merchants
  Within Anderian society, the Merchant class holds a large
  amount of power, in so far as they control the purse strings of
  the realm.  With the majority of sales amongst Merchants be-
  ing undertaken under Usurers Notes, the finances to back these
  notes are held by a small number of Merchant Princes.  In
  some cases these Merchant Princes are also Nobles of the
  Realm, but a few are common men, traders who have by
  shrewd business acumen acquired a great amount of wealth.
  These men provide some of the backing for the continuing
  disputes amongst the Red and White Scarves.
  Although disliked by the Nobility, they have little choice but to
  accept them as they currently have the means to pay the many
  mercenaries hired by the Barons for their little “Wars”.
  Thieves Guilds
  Within Anderian Society lurk a number of hidden groups, those
  with knowledge reckon on the Elder Brotherhood being the
  most powerful.  Others believe that the Merchant houses wield
  the real power, while a few still say that the Barons hold the
  upper hand by might alone.  But within these groups they speak
  of another group, a group that holds sway over the Merchants
  through fear, that disgusts the Elder Brotherhood and is fool-
  ishly ignored by the Nobles.  They are the many Thieves' Guilds
  within Anderia.  Each town has a small guild which in turn
  owes fealty (albeit a loose one at that) to the Guild in the near-
  est city.  Thieves who are not members of a Guild do not ben-
  efit from the network of fences, safe houses and other benefits
  that the Guild can offer.  Invariably, the many Guilds also try to
  ‘muscle’ in on each others' territories which can lead to some
  rivalry in the larger towns and cities.  The further away from a
  city, the more independent the guild is, with its Guildmaster
  regarding himself as a major citizen.  All of the guilds share
  and teach the knowledge of Kaldran, the sigils that they use to
  send messages and also Fiskal, the sign language, examples
  of which are shown opposite.  Both should be regarded as
  Ancient Languages to learn as skills, unless one is a thief when
  they are vocational skills and learnt as if a foreign language,
  (Kaldran as both written and spoken, whilst Fiskal should be
  regarded as written only but used as a spoken tongue.)
  Below are just a few examples of the signs used by the thieves
  guilds in Anderia.
  This gesture used in
  greeting indicates that
  there are many guards
  about.
  This gesture means that
  the local Guildmaster
  wishes to see you
  straight away!
  This gesture means that
  a lock needs picking.
  This gesture shows that
  a lock has been picked
  successfully.
  This gesture used in
  greeting indicates that
  your guild dues are
  outstanding, pay up in 2
  days or else!
  This gesture indicates to
  others that there is
  atripwire below.
  This gesture is used in a
  handshake. It indicates
  that picking pockets in
  the area is easy, with no
  guards on watch.
  This gesture is used to
  show that the area is
  clear of any traps.
  
  SOCIAL GROUPS 7.2
  17
  Knighthood
  This has a formalized sequence for learning the skills of a
  warrior and that of a manager of estates. These have been
  established under tradition for many generations. First, the
  person must be born into the correct family as only by inherit-
  ance can a person become a Knight. It is indeed a rare occa-
  sion that a sergeant or man-at-arms is knighted in the field of
  battle. It would have to be for a great deed such as saving his
  Lord's  life or  slaying a dragon.
  The Page
  At the age of 10 to 15 the aspirant  will become a page and
  learn the ways of courtly life by observing their elders and
  doing those menial tasks assigned to them. After this period
  most girls become maids in waiting and the boys go on to
  become Squires.
  Squires
  These are boys  aged 15 or older who have been through their
  service as a page. They are servants to a Knight and are ex-
  pected to study the ways of the Knight while they serve. Those
  who are confident, religious and show aptitude may later be-
  come Knights. However, most remain as  squires.
  Most candidates must wait until the age of 21 before being
  knighted after serving six years as a Squire. Men knighted
  younger are exceptional but not unheard of. There are several
  grades of Knighthood, the difference being primarily one of
  wealth.
  Knight Captain
  These are Knights without a Liege Lord or land and offer their
  military services for pay. They are the lowest class of Knight
  and receive little or no respect from other Landed Knights.
  Knight Bachelor
  These are Knights whose income is derived directly from their
  Lord, either through direct maintenance or by cash payments.
  The word comes from “Bas Chevalier” or “low Knight”. They
  may also be known as “Household Knights” because they live
  in their Liege Lords household, not on their own land. They
  form the Lord's bodyguard and standing army, and they travel
  wherever their Lord takes them. Their loyalty is crucial to the
  Lord's  success so they are treated well and receive great
  honour.
  Knight Vassals
  These are knights who own their own land. They are substan-
  tial landlords and are capable of equipping themselves for war.
  They are duty bound to serve for 40 days of war plus 20 more
  should the Lord demand it. They are also obliged to serve
  three months of castle garrison duty and at court to offer ad-
  vice whenever the Lord demands it. This group includes all of
  the major Barons, Dukes and Earls, for they are all Knight
  Vassals of the King.
  
  GOVERNMENT 8.1
  GOVERNMENT
  18
  The absolute monarch at the present moment is King Alladan
  who is 43 years old.  His Queen, Mone is only 21 years old and
  hails from the County of Sagrem to the south.  They have no
  children and are not planning to have any in the near future.
  The King's mother is still alive at the age of 66. He has three
  younger brothers and two younger sisters. All of these siblings
  are jealous of his power as monarch and secretly plot to over-
  throw him.  Each member of the King's government plots to
  further their own position and have raised their own private
  armies, under the auspices of the Red and White Scarves
  dispute. The monarchy is advised by a simple but effective
  bureaucracy consisting of:
  Members of the Chamber
  Lord High Chamberlain
  Earl Nicholas Montforte
  Keeper of the Rolls
  Master Harvey Kinthorp
  Astrologer Royal
  Master Luther Pengor
  Physician Royal
  Master Carl Junger
  Interpreter Royal
  Master Peter Lain
  Master of the Royal
  Baronet Marvin Orlow
  College of Arms
  The Royal Jester
  Guy Lucky
  Musician Royal
  Justin Veron
  Musicians
  12 other entertainers
  who come and go at His
  Majesty's pleasure
  Poet Laureate
  Arthur Monsort
  Royal Chef
  Master Gilbert Arnou
  Royal Food Taster
  Position changes often!
  Chief Scribe of Chambers
  Master Kevin Polorson
  Scribes of the Chambers
  20 other scribes.
  Servants of the Chambers
  150 other staff with more
  menial duties.
  The Members of the Exchequer
  Chancellor of the Exchequer
  Count Ricardo Viselli
  Clerk of the Chancellor
  Master Orin Lorkin
  Scribe of the Chancellor
  Master Fredrick Collon
  Scribe of the Exchequer
  25 scribes destined to be
  accused of pilfering
  Treasurer of the Exchequer
  Baron Colin Derwent
  Clerk of the Treasurer
  Master Adrian Miles
  Scribe of the Treasurer
  Master Steven Darlon
  Scribes of the Treasury
  25 scribes destined to be
  accused of pilfering
  Treasury Chief Assayist
  Master Daniel Hawker
  Governor of the Royal Mint
  Baron Wesley Porter
  Engraver Royal
  Master Trevor Spliter
  Master of Coinage
  Master Roger Kildon
  Chief Scribe of the Mint
  Master Nigel Horthorn
  Scribe of the Mint
  10 good men
  Military Bureaucracy
  Marshal of the Realm
  Duke Ferdinand
  Gabrow
  Chief Constable of the Realm
  Baronet Justin Carvon
  Captain of the High Guard
  Knight Commander
  Sir Robert Gallad
  Captain of the Low Guard
  Knight Commander
  Sir Tristram Ingle
  Knight Bachelors
  60 men of honour and
  of the High Guard
  worth
  Knight Bachelors
  60 men of honour and
  of the Low Guard
  worth
  Sergeant of the High Guard
  120 men
  Sergeant of the Low Guard
  120 men
  Forester Royal
  Sir Robert Lovell
  Members of the Chancery
  Chancellor of the Realm
  Duke Otto Letor
  Keeper of the Privy Seal
  Baron Morcom Kelbore
  Keeper of the Charter Rolls
  Master Luther Poe
  Chief Scribe of the Chancery
  Master Gordon
  Henersay
  Scribe of the Chancery
  30 men incapable of
  treason
  Constable of the Royal Towers
  Sir Harlon Tregor
  Ambassadors of Anderia
  12 men of goodly
  wisdom
  Captain of the Watch
  Sir Fredrick Brook
  Agent of the Chancery
  50 men of no
  conscience and
  perfect memory
  The Kingdom is split into five large Shires (Holdshire,
  Borreshire, Vildenshire, Logrenshire and Pencalshire) and four
  smaller Counties (Hackham, Beaufort, Pomley and Sagrem).
  The County of Sagrem is the odd one out here as this is a
  conquered barbarian state and as such has no internal bu-
  reaucracy, only a Governor and his aides. The peoples here
  are very different and they do not co-operate with the officials.
  On the next three pages are some diagrams which show the
  interelationship of some of the major figures in the countries
  bureacracy, and what they really think of each other.  It must
  be remembered that each of these figures commands their
  own small army.
  
  GOVERNMENT 8.2
  19
  
  GOVERNMENT 8.3
  20
  
  21
  GOVERNMENT 8.4
  
  GAZETTEER 9.1
  GAZETTEER
  22
  Name:
  ALBERCRAIG
  Settlement Type:
  Town
  Population:
  2,200 (rises to 2,600 during race days)
  Liege Lord:
  Baron Norman Tenly
  Resources:
  Horses
  Site of the Faeroe 100 horse race, the town is sited along the
  banks of the Inky River with the crags of the Carlegg Moun-
  tains close by.  The town consists of closely packed houses
  surrounding a riverside market area.  On the outskirts of the
  town are the corralls where the horses for sale at the market
  are kept.  They are also used for the horses that are entered
  into the Faeroe 100.  The race is only held when the signs are
  right.  The race always has exactly 100 of the finest horses
  and riders enter, but only 99 ever finish as one of the riders will
  catch the eye of the Fairy Princess and be taken by her to their
  realm.  The signs are variable, but could be the presence of a
  ring of mushrooms; a lightning struck tree, a strange birth in
  the city or a cloud formation that looks like a female face.
  Name:
  ASHLEY
  Settlement Type:
  Hamlet
  Population:
  1,200
  Liege Lord:
  Sir Kilbride Haversham, Constable of
  the King
  Resources:
  Timber and items of an arcane nature
  Ashley is a small settlement of timber hovels, surrounding a
  small timber motte and bailey castle that borders the Tumal
  Forest.  The small keep is the residence of the King’s wizard
  (one of only a handful of known wizards), a rogue by the name
  of Pollus Halding.  He infiltrated the Elder Brotherhood and
  learned their secrets. The Brotherhood discovered his decep-
  tions before Pollus could learn fully of their network, but too
  late to undo the arcane knowledge he had already assimilated.
  He now works for large amounts of money and power for
  Alladan, by providing prophecies and minor spell castings.
  Queen Mone sees this going on and laughs at the petty par-
  lour tricks that impress the King so much.
  Name:
  BALLINGAY
  Settlement Type:
  Town
  Population:
  3,000 (rises to 4,000 during market days)
  Liege Lord:
  Baron Karl Hasanun
  Resources:
  Animals and religious items
  The Baron here uses Orcs as slave labour.  They are brought
  in from the Carlegg Mountains and for many citizens of Anderia
  this may be the only time they actually see an Orc.  He uses
  them to build the walls around this large town, hoping to create
  a rich seaport city.  The walls themselves are some thirty feet
  high  in places and now surround the south and east sides of
  the town, the north is still awaiting the construction of the foun-
  dations, while the western harbour currently lies unprotected.
  The market here has a tendency to become rowdy as the peo-
  ple are also skilled in a ball game that runs through the main
  thoroughfare of the city.  Strange animals from the mountains
  can also be seen here and act as quite an attraction for the
  well to do, especially as some are being imported from Bain-
  bridge to the south.  The town's cathedral is almost finished
  and will the inhabitants will see in the New Year with a tourna-
  ment at which the town will gain its City Charter.
  Name:
  BALTHORPE
  Settlement Type:
  City
  Population:
  3,600 (rises to 4,200 during market days)
  Liege Lord:
  Baron Tyler, the King's cousin
  Resources:
  Religious items and a healing spring
  Standing on the heights overlooking the mouth of the River
  Gargel, this small city has built up a reputation as having some
  of the finest healing springs in Anderia.  The priests of the
  cathedral administer the healing gifts of the spring waters, a
  task they have performed since the cathedral was founded.
  The cathedral has beenin existence on this site since 247 AU
  and it is the oldest structure still in its original condition - sur-
  rounded as it is by many timber framed wattle and daub build-
  ings, the white limestone of the cathedral stands out.  Every
  seventh day a flourishing market sells various goods to the
  many visitors to the city.
  
  23
  GAZETTEER 9.2
  Name:
  BANKING
  Settlement Type:
  Village
  Population:
  2,700 (can rise to 3,500 with the
  addition of Pilgrims)
  Liege Lord:
  Baron Thomas Verrier
  Resources:
  Spiritual Healing and the home of
  a Holy Relic
  Towards the headwaters of the Stormflow River stands the
  small village of Banking.  The stone cottages of the village lie
  amongst the woodland, at the foot of a series of rapids and
  waterfalls.  Banking was the home Saint Bruno, a pious man
  in his time, he endured the tortures of the flaming brand but it
  is said that his faith in the Lawgiver healed his wounds almost
  as soon as they were made.  Upon his death many of his relics
  were dispersed throughout the realm, and his knucklebone,
  kept within a silver reliquary, resides in the small village church.
  People from all over Anderia come here for spiritual and bod-
  ily healing.  Also attached to the church is the Fighting Order
  of St Bruno, dedicated to fighting the oppression of the truly
  faithful in the name of the Lawgiver.
  Name:
  BARAMERE
  Settlement Type:
  Hamlet
  Population:
  1,400
  Liege Lord:
  Sir Malcolm de Warenne
  Resources:
  Home of a Sword Master
  The cluster of hovels that passes for Baramere straddles the
  lowest ford of the Inky River.  Its only real claim to fame is that
  the hamlet is home to Master Alfred Whitle.  Also known as
  ‘Skewer’ or ‘The Tempest’, he is one of a new breed of Sword
  Masters that are advocating lighter blades and greater speed
  in duels.  They see the armoured duels as a waste of time with
  most combats ending in exhaustion rather than a wounded
  settlement of honour.  To try to prove their point, they have
  singled out various upstarts and challenged them to a duel
  without the benefit of armour.  The faster blade is devastatingly
  effective.  The opponent of course also wears no armour, as
  honour would not be served if they had such an advantage.
  Name:
  BASENBROOKE
  Settlement Type:
  Town
  Population:
  2,800 (rises to 3,500 during market days)
  Liege Lord:
  Sir Michael de Fitz, Constable
  to the King
  Resources:
  Fine beers and home of a Thieves' Guild
  This remote town lies atop the northern stretches of Balon
  Heath.  Despite its remoteness, a large market has sprung up
  here over the last ten years.  Its popularity is unexplainable
  but it has also attracted the thieves community (due in part to
  the number of prospectors using the town).  The market square
  is surrounded by many fine stone built taverns and inns, which
  radiate out along the streets of Basenbrooke.  These inns act
  as the home of many miners and prospectors who try to find a
  big strike in the Bright Steep Mountains.  However, they tend
  to spend any finds in the town, usually on the local beer which
  is traditionally drunk from the ceramic tankard called a "Fisher",
  always saying "the big strike" is just around the corner.
  Name:
  BENSTONE
  Settlement Type:
  City
  Population:
  11,500 (rises to 13,500 during
  market days)
  Liege Lord:
  Duke Charles, the King's brother
  Resources:
  Minerals and headquarters of the
  major Guilds
  The city has grown up around a large royal castle which stands
  upon a hill, alongside the Stormflow River.  The castle is heav-
  ily fortified and a surrounding wall has been started to take in
  the current buildings and the cathedral, all of which are built
  from the local sandstone (after which the city is named).  A
  decent sized market is held in a large meadow every seventh
  day for the nearby fiefs.  It is usually held across the river and
  is reached by the great bridge recently built at the Duke's re-
  quest.  The mineral wealth of the area has increased the popu-
  lation of troops in the area and many soldiers and mercenaries
  can be found here.  Since the city is the home of the Guild
  Bureaucracy, guild member’s flock here once every year for
  the Masters' Vote, a very important ritual in the Guild if you
  have a political frame of mind.
  
  GAZETTEER 9.3
  24
  Name:
  BLACK CLIFF
  Settlement Type:
  Town
  Population:
  2,700 (rises to 3,400 during market days)
  Liege Lord:
  Sir Nigel de Warenne
  Resources:
  Works of art and various written works
  This small town lies at the heart of the County of Sagrem with
  its many wattle and daub hovels gathered around a small
  market square.  Despite its outward appearance, when you
  see the inhabitants it becomes obvious that there are more
  than a few scholarly types residing here.  Although the river
  Lustre is narrow at this point, its depth and current make it
  treacherous to cross, which has resulted in the Governor de-
  manding a bridge to replace the ferry.  At present only the
  foundations have been completed, the many disruptions from
  the local Pagan population having delayed proceedings.  At
  the market, held every tenth day, the typical stalls are lexicog-
  raphers, accountants, astrologers and other men of knowledge
  such as philosophers and sages.  Artists also have a large
  representation in the town and with all of these lower rank arts
  Black Cliff is regarded as strange by even the worldliest noble.
  Name:
  BLACKMOOR
  Settlement Type:
  Town
  Population:
  5,700 (rises to 7,200 during the
  monthly fair)
  Liege Lord:
  Earl Ian Malay
  Resources:
  Works of fine art, and many
  scholarly works.
  Known as "the town of two bridges", Blackmoor lies at the fork
  of the rivers Lustre and Sponlon and a bridge stands at either
  end of the town to allow passage over both.  The Earl has a
  large citadel here but sadly it is in need of much repair follow-
  ing a recent siege.  A small country style market is held daily
  and provides a focal point for the surrounding area, but it grows
  in size once a month when a well renown monthly fair is held.
  Hidden deep within the social structure of the town is a chap-
  ter of the Elder Brotherhood known as the Cosmic Wind.  They
  have been working here to destroy some chaos monster that
  continually brings the city bad luck.  One of the well-known
  citizens of the town is Ralph Henddon, a very good artist who
  is becoming known throughout the kingdom of Anderia.  His
  works line the walls of many of the Nobles' castles all over
  Anderia.  He primarily works with oils and his best works are
  portraits.   The back streets of Blackmoor are littered with schol-
  ars of all specialities and areas of knowledge.  They are shunned
  by a militaristic society but continue to be dedicated to their
  field of study.  It could even be one of these who may be the
  cause of the chaos that blights the city of Blackmoor.
  Name:
  BORENHAM
  Settlement Type:
  Town
  Population:
  4,200 (rises to 5,500 during market days)
  Liege Lord:
  Baron Getan Malay, the King's uncle
  Resources:
  Metalwork goods and large weekly
  cattle market
  Located in the heart of the county, the town provides the cen-
  tral focal point for all fiefs in the surrounding region.  A market,
  which takes place every seventh day sees the farmers and
  serfs bringing fresh produce from the fief to the town along
  with fine specimens of local cattle.  The strong stone houses
  of the town are the home for numerous forges and these pro-
  vide the base for the teeming metalcraft industry, whose work-
  ers produce excellent metalwork of all kinds.
  Name:
  CAINSTER
  Settlement Type:
  Hamlet
  Population:
  1,500
  Liege Lord:
  Sir Jules of Guerre
  Resources:
  Glue
  Herodate, who recorded that he visited the town here, said;
  “Never a smellier town have I roamed since Calathag (in the
  neighbouring realm of Milthar) when the plague had devas-
  tated the town leaving a stench along every street.”  It is often
  said that only a fool visits Cainster in the hot summer months,
  since it is then that the smell is at its worst.  The town is also
  famous for its strong adhesive glue made from the bones of
  dead animals.  The curiosity is where do the dead animals
  come from, as Cainster is not known for the vast number of
  animals in the area?
  Name:
  CALDRON
  Settlement Type:
  Village
  Population:
  2,400 (rising to 3,500 during harvest)
  Liege Lord:
  Sir Andrew Carran
  Resources:
  Cider and fruit (mainly apples)
  The many apple orchards surrounding the town contribute to
  the town's one and only famous feature - cider. This is the
  cider capital of Anderia with various colourful names for its
  brews like - "Dead Man's Amber", "On yer back after two",
  ‘Never again!", "Sweet Water Megan" and the most popular:
  "The Bard", named for its ability to make people sing like a
  bird.  There are many inns and taverns, which become filled
  by fruit pickers at harvest time and by tasters during the winter
  months.  Various barrels of the brews are frequently shipped
  to both Constitution and Hope for the King's table.
  
  25
  GAZETTEER 9.4
  Name:
  CAREMORTON
  Settlement Type:
  Hamlet
  Population:
  1,200
  Liege Lord:
  Sir  William Leblanc
  Resources:
  Copper
  This thriving fishing hamlet with its timber cottages and slate
  roofs also benefits from the many local mines. These large
  copper mines in the surrounding area are well used and well
  guarded by royal troops.  The local market sells home made
  bracelets and lucky charms made from the copper ore that
  can be found loose in the area.  Occasionally ships will anchor
  off the coast while ore is ferried to them by the local fisher-
  men, who use this opportunity to supplement their income.
  Name:
  CLODBURY
  Settlement Type:
  Hamlet
  Population:
  1,400
  Liege Lord:
  Sir Lomsden, Constable for
  Duke Ferdinand
  Resources:
  Pottery
  The hamlet is renowned for its stylised pagan pottery, which
  has even reached the royal court.  A ruined keep with a black
  history lies just three miles from the town.  The keep, known to
  the superstitious as "The Spike of Doom", was home to Baron
  Nathan Azlim, a practitioner of the black arts.  He is said to
  have abducted townsfolk
  for his work, made merce-
  naries of Orcs and evil
  was said to have walked
  the land at night.  Duke
  Ferdinand, hearing of this
  trouble in his domain sent
  some of his best men to
  oust this malevolent
  beast, along with Sir Wil-
  lis who was to be the Con-
  stable for the fief and
  town.  Their story is long
  and sad, for they never re-
  turned and the tale is only
  known from the retrieved
  journal 
  of 
  Farther
  Ballingay who accompa-
  nied them as chronicler.
  The Duke went into a rage
  and sent a small army to
  defeat Azlim and though
  their battle was long and hard, they pulled down the tower and
  captured Azlim.
  Name:
  CLOWDALE
  Settlement Type:
  Hamlet
  Population:
  1,200
  Liege Lord:
  Sir Benley Revell, Constable of
  Duke Fudego
  Resources:
  Wine
  The first time you encounter Clowdale is travelling westwards
  from the capital, Constitution.  The road suddenly leaves the
  verdant forest and you find yourself amongst lush vineyards.
  The vineyards yield a good crop and create an unremarkable
  but tasty wine.  The hamlet surrounds a large timber hall where
  the grapes are traditionally pressed in large wooden vats by
  walking, and visitors to the hamlet are always welcomed with
  a chance to sample the latest vintage.  The harvest time is
  normally a holiday season, with all the inhabitants discarding
  their usual jobs in order to bring in the grapes and bottle the
  wine while they are at their best.  The end of the harvest is
  celebrated with a huge party where everyone eats, drinks and
  makes merry.
  Name:
  COINMINSTER
  Settlement Type:
  Hamlet
  Population:
  1,400
  Liege Lord:
  Sir Willimow Crane, Constable of the
  King
  Resources:
  Minerals
  The town itself is nonde-
  script, but deep in the earth
  of Coinminster, as its name
  betrays, is a secret facility
  that turns plundered golden
  coins into a new Anderian
  currency.
  Should the shrouded facil-
  ity be uncovered, secret
  garrisons are nearby, and
  the town is filled with spies
  belonging to the King's
  Scarlet Messengers.
  Some local peasants have
  begun to avoid the small
  Hamlet, saying "Thems
  that goes yonder nay re-
  turn!"
  This is a reference to a small band of local brigands, who made
  the mistake of venturing into the settlement.  The Scarlet Mes-
  sengers made sure that they would never reappear, they sim-
  ply vanished.
  
  26
  GAZETTEER 9.5
  Name:
  CONSTITUTION
  Settlement Type:
  City - Capital
  Population:
  27,500 (rises to 31,000 during market
  days)
  Liege Lord:
  King Alladan
  Resources:
  Market, arms, armour, religious artifacts
  and various imported goods
  Constitution is the capital city of Anderia, King Alladan holds
  court here and the fine palace is a good example of Anderian
  architecture.  The city holds a market every day in Centenary
  Parade and this is the largest market in the kingdom, with some
  areas undercover in a section known as the Orbit.  For secu-
  rity the Royal Treasury lies deep within the barracks area and
  all of the currency reserves of the realm and royal treasures
  are stored here.  Some sea trade comes through here, but the
  majority of this is from Privateers sanctioned by the King to
  raid other shipping.  Some of the finest arms and armour in
  the hemisphere are manufactured in Constitution, with excel-
  lent work being produced by both Villian De Rothfell and Charles
  Morton.  The large marble-faced cathedral, dedicated to the
  Lawgiver, is a site for pilgrims from all over the realm and
  regular holy days can swell the population of Constitution be-
  yond tolerance.  The walls of Constitution are vast and extend
  into the distance from any reference point, while, once inside,
  the visitor is met by a marked contrast between the areas of
  the city, known as Quarters.
  The Royal Quarter is extensive and is lush with plants and
  gardens.  Few shops or trades are represented here unless
  deemed necessary by royal proclamation.  The Guards on duty
  here are the best available and they patrol the quarter at regu-
  lar intervals.  The Royal Quarter is even lit by night so that the
  nobles of the realm may walk the gardens after dark in apparant
  safety.
  The Merchants' Quarter is less extravagant than the Royal
  Quarter but of the same spacious design. Most trades and
  guilds are represented here with high quality luxury goods be-
  ing most predominant.  Although not formally lit at night, many
  of the shops trade into the night and the light from these does
  tend to illuminate the quarter somewhat.  There are also regu-
  lar patrols of guards, sponsored by the merchants in the area.
  Downtown is a midge-modge of merchants who have not quite
  made the grade and guildsmen who have been exiled from
  their particular guild, for one reason or another.  Shops of all
  kinds can been seen here and as the area is the prime resi-
  dence for knightly town houses,a large selection of Ostlers,
  Weaponsmiths and Armourers can also be found too.
  The Waterfront is a rough and dangerous area by night and
  full of hustle and bustle by day, with ships bringing visitors and
  travellers to Anderia, and pirate ships, sharing the same docks.
  Many thieves work this area looking for fresh targets off the
  incoming ships.  There are a large number of inns and taverns
  which line the streets, whose quality is as variable as the tide.
  The shops and trades found here tend towards the exotic with
  many visitors from distant lands setting up curiosity shops.
  Alchemists, Astrologers, Magicians, Mercenaries, Physicians
  and strange followers of other religions etc can be found resid-
  ing in this area.
  The Market Quarter is a large area dedicated to the perma-
  nent outdoor and indoor markets of Constitution.  It is a choice
  area for thieves, who are run by organised groups, and any
  freelance thieves in this area had better be good or they will
  quickly be found dead in some forgotten alley.  Travellers are
  fairly safe in this area as very little violence is tolerated by the
  leaders of the groups, and it is only if someone accidently sees
  or hears something they should not, that they are likely to come
  to any harm.  The area is split into several sections, each of
  which is run by seperate group each headed by a chief, The
  Hub, The North spoke, The South Spoke, The East Spoke,
  The West Spoke and the Orbit.  Of these six areas, the Orbit is
  the most dangerous, run by someone known as The Principal,
  with the group gaining a distinct reputation.  The Principal has
  defended the Orbit against all of the other chiefs and even the
  King's Own Scarlet Messengers.
  The Commons has very little in the way of thief activity as
  most of the travellers have nothing to steal or are the stealers
  returning home.  However, murder is commonplace here due
  to inter-gang rivalry and a distinct territorial motivation.  All of
  the bread and butter type trades are represented here along
  with street traders, beggars, tinkers and scholars.
  The Jewellery Quarter has much opulent architecture and
  the very wealthy live here guarded by well-paid mercenaries.
  The shops are all of the jewelsmith and goldsmith crafts but
  the odd moneylender breaks the pattern.
  The Military Quarter contains the barracks for the town guards,
  and parade grounds along with the tourney field are part of
  this area's sights.  The streets here also tend to be fairly wide
  to enable troops to march down them with ease.  The greatest
  dangers here are from being called out for a duel (especially if
  you offend someone without realising it), or being run over by
  a speeding knight on horseback.
  
  27
  GAZETTEER 9.6
  Name:
  COWSTINGS
  Settlement Type:
  Village
  Population:
  2,000 (rises to 2,400 during market days)
  Liege Lord:
  Sir David Saltar
  Resources:
  Timber
  Many debates are centred on Cowstings.  Firstly about the
  town’s name, and secondly since its origin is on the site of an
  old pagan ruin.  The town itself was home for several years to
  the scholar and historian Herodate who said, “Energy sur-
  rounded the town that gave me spirit to complete my works”.
  Name:
  DASSUP
  Settlement Type:
  Hamlet
  Population:
  1,900
  Liege Lord:
  Sir Malladan Gestang
  Resources:
  Wool
  A nondescript collection of wattle and daub hovels that cower
  at the foot of a motte and bailey castle.  This fortification, the
  timber keep of which is being converted to stone, is the home
  of Sir Malladan, the famous tourney knight.  His keep is filled
  with the armour of his victims at the joust.  The hamlet itself
  has a small collection of spinners that produce some of the
  best quality spun wool, garnered from the local sheep.
  Name:
  DORMOUTH
  Settlement Type:
  Village
  Population:
  2,100
  Liege Lord:
  Sir Henry Grange
  Resources:
  Fish
  An unremarkable fishing village sited at the mouth of the
  Wetlands River.  Its only claim to fame is the view of the sea
  and the safe natural harbour that it overlooks.  It is also the
  home to a number of smugglers who make the most of the
  safe coves in the area.
  Name:
  DUNHOLOW
  Settlement Type:
  Village
  Population:
  2,400
  Liege Lord:
  Sir Stephen Percy
  Resources:
  Ironwork and other metalwork goods
  Hidden amongst the forest in the shade of the Bright Steep
  Mountains lies Dunholow.  Amongst its many well-built houses
  lies a smithy which houses a magical anvil, reputably to be of
  Dwarven origin, which enables the local smiths to create their
  great ironwork.  It has an excellent history of metal work with
  wrought iron products, making good use of local timber for
  fuel and locally mined iron ore, which has a naturally high car-
  bon content.  Several of the smiths have earned royal acclaim
  by producing goods for the royal palace at Constitution.
  Name:
  DUNSTERN
  Settlement Type:
  Town
  Population:
  3,200 (rises to 4,100 during market days)
  Liege Lord:
  Baron Harold Neville
  Resources:
  Market, timber, wine and longbows
  The market, which is held here every ten days, sells a wide
  range of products made from wood, with local carpenters tak-
  ing advantage of the the locally grown birch, elm and oak.
  Bowyers here make the famed longbow with some of the heavi-
  est pulls in Anderia; they can even make bows with a draw
  weight of 200lb, which even the strongest archer would find
  uncomfortable to draw.  The oak casks made here are used to
  produce a fine wine, deep red in colour and with a fruity fla-
  vour that the people in this part of Anderia love. Export of this
  has never taken off as many find the strong taste too much.
  Name:
  EVENLIGHT
  Settlement Type:
  Hamlet
  Population:
  1,500
  Liege Lord:
  Sir Gawath Jones
  Resources:
  Inns and taverns
  The home of Sir Gawath, once a household Knight of the King’s
  elite guard (even though he holds lands of his own).  He left
  the King's Household in disgrace, the reason unknown, and
  now wanders the streets of Evenlight and the remainder of his
  fief, as a poor preacher of the gospel.  The town is also fa-
  mous for a number of fine bards who ply their music and sto-
  ries of adventure whilst wandering  the taverns and inns of
  Evenlight.  They tell of the Elves and the Little People, of great
  battles and dragons' treasure hordes.  A fine evening can be
  spent at the "Golden Goose" listening to the strumming of John
  Silkenvoice and hearing his stories of once upon a time.  Ad-
  venturers tend to stop here awhile to recuperate from their
  toils in the wilderness and thus the bards have access to more
  material for their epics.
  Name:
  FALKEY
  Settlement Type:
  Village
  Population:
  2,600
  Liege Lord:
  Baron Thomas De More
  Resources:
  Fine porcelain
  Unlike the white china type clay found in most ceramic areas,
  Falkey uses a clay that when fired has a unique blue hue to it.
  The products made from this are sold at the nearby markets in
  large numbers - some has even been seen at the summer
  palace of the King at Hope.
  
  28
  GAZETTEER 9.7
  Name:
  FARMOUTH
  Settlement Type:
  City
  Population:
  15,500 (rises to 18,000 during market
  days)
  Liege Lord:
  Duke Blaize, the King' uncle
  Resources:
  Ship building, seafood and clothing
  The city is famous for its simple outdoor market that serves
  the local fiefs and the fresh seafood that can be purchased
  here is excellent, with offerings of cod and haddock being some
  of the best in the realm.  Farmouth is the centre in Anderia for
  the ship building industry.  They build the small sturdy ships
  that are able to turn in the wind with frightening speed.  These
  ships have harried foreign traffic for many years with great
  success.  The people of Farmouth are very fashion conscious,
  and as such the area has attracted the best tailors and cloth
  merchants in the Kingdom.  However, some of the areas around
  the city are subject to bandit and brigand attacks.
  Name:
  FAVENGER
  Settlement Type:
  Town
  Population:
  7,500 (rises to 9,000 during market days)
  Liege Lord:
  Earl Courtlan, the King's uncle
  Resources:
  Market, arms, armour and religious
  artifacts
  The market here has a reputation for the strange and bizarre
  with many alchemists showing their wares to the public and a
  goodly number of religious artifacts available for sale.  Derrick
  Patterson is the Master Armourer in the town and has made
  some excellent pieces, his reputation is such that his arms
  and armour is custom made to order.  Religion here is an im-
  portant part of the social structure. The citizens of Favenger
  take any lack of faith very seriously and unbelievers are toler-
  ated, though occasionally spitting and stone throwing are known
  to occur.
  Name:
  FAYFIELD
  Settlement Type:
  Hamlet
  Population:
  1,200
  Liege Lord:
  Sir Colm Jarvis
  Resources:
  Metalwork
  Fayfield is the home of the world's strongest man, Jason
  Canberry.  Jason is a simple farmer who has achieved some
  limited fame for his inhuman strength.  The local fair hosted a
  strongman competition and contenders came from far and wide.
  There were several feats of strength to be performed each
  one more difficult than the last with the final test being lifting a
  cart filled with children.  All of the contenders failed except for
  one; a large man from Hope, a giant in a man's skin, Hallan
  Dunley.  He lifted the wagon of children though his muscles
  bulged and his sinews cracked.  So you ask how did Jason
  become famous?  He lifted Hallan lifting the wagon!
  Name:
  FENHILL-ON-MOOR
  Settlement Type:
  Village
  Population:
  2,500
  Liege Lord:
  Sir Jason Underhill, Constable to the
  King
  Resources:
  Ponies
  Fenhill-on-Moor is located at a junction of two main routes and
  a major ford across the Aengel River.  The village is most
  noted for the local sturdy ponies that are bred here.  Kalon
  ponies were used by the Pagans and are still used by many
  families in Sagrem.
  Name:
  GAINBURY
  Settlement Type:
  Village
  Population:
  3,200
  Liege Lord:
  Sir Raymond De Falton, Constable to
  the King
  Resources:
  Wool and cloth
  Situated on the lowest fordable crossing point of the Lustre
  River, Gainbury has suffered recently from the loss of its Lord
  and many men in conflicts with a neighbouring Baron.  Still
  without a lord, the fief is held by a Constable of the King, pend-
  ing assignment of the estates and the title of Baron.  A propen-
  sity of sheep has given rise to a thriving textile industry in the
  city with various types and weights of woolen cloth being made.
  In this respect, the city is becoming famous for a light weight
  tweed cloth known locally as "Gainbury Tweed".  Gainbury is
  attempting to re-introduce its once famous Cloth Market and
  regain its Town status.
  
  29
  GAZETTEER 9.8
  Name:
  GENGORGE
  Settlement Type:
  Town
  Population:
  2,600 (rises to 3,100 during market days)
  Liege Lord:
  Baron Kolin Purter
  Resources:
  Fish
  The town of Gengorge, which is located on the River Girth, is
  relatively non-descript but it is noted for a fish dish that is made
  from a local variety of fresh water fish similar to the Barbel.  It
  is quite spicy, using local herbs to add tang and heat to the
  dish, and while some consider it to be a classic, others say
  that it is an acquired taste.  The King's personal cook hales
  from here, and has introduced the dish to him, which, it is said,
  has become a royal favourite.
  Name:
  HAGTONBURY
  Settlement Type:
  Hamlet
  Population:
  1,500
  Liege Lord:
  Sir Franklin De Borvan, Constable to
  the King
  Resources:
  Iron ore
  Sir Franklin was knighted for his action in battle for saving the
  life of Baron Getan Malay, the King’s uncle.  As a further re-
  ward Franklin takes the rent of the hamlet for his own.  The
  local mine delivers some of the best quality iron ore and with
  the placement of Franklin as Constable, the King has secured
  this valuable asset for his own use.
  Name:
  HIERIDGE
  Settlement Type:
  Hamlet
  Population:
  1,100 (rises to 1,400 during visits
  from Royalty)
  Liege Lord:
  Sir Nigel Warren
  Resources:
  Hot springs and war horses
  The horses bred here are the finest war-horses in Anderia and
  accordingly due to this it is these horses which are used for the
  Royal Cavalry.  Altherik the One-Handed, a master horse
  trainer, trains them in dressage.  He asserts that the hot spring
  water here contains something that gives the horses their power
  and intellect.  The hot springs also attract the royalty as the
  ancient pagans that once lived here crafted great baths, in
  which people could bathe and feel the recuperative effects of
  the hot water.  They had fallen into ruins when the town was
  founded but are now restored, although sadly not to their former
  glory.
  Name:
  HINGLEY
  Settlement Type:
  Town
  Population:
  2,900 (rises to 3,200 during market days)
  Liege Lord:
  Baron Ian Kaleson
  Resources:
  Market and fruit
  A very beautiful town, Hingley has extensive orchards where
  during the early summer the blossoms create a wonderful
  aroma.  Many who visit here say that the groves are enchanted
  by the fey who made them fall hopelessly in love with a stranger.
  True or false, the fruit of Hingley is certainly in demand.
  Name:
  HOPE
  Settlement Type:
  City
  Population:
  22,000 (rises to 25,000 during market
  days)
  Liege Lord:
  King Alladan
  Resources:
  Market, wine, ceramics, minerals and
  religious items
  The official second city of Anderia, the King will hold his winter
  court here as the weather tends to be milder during these late
  months.  The entourage that accompanies him brings a great
  influx of wealth to the city.  However, unlike the market at
  Constitution, Hope has no fixed site or dates for market days.
  It tends to be a very hit and miss affair with the defining factors
  being such things as the weather, visiting dignitaries, holy days
  and crop yield, all of which will affect the turn out.
  One thing that the area is renowned for is the fine quality of
  wine that is produced on the terraces which can be seen on
  the hillsides outside the city.  Large oak vats give the wine a
  distinctive enough flavour on its own, but add to this the rose-
  mary that is grown in between the vines, and a unique blend is
  born that is sought by connoiseurs from far afield.
  Hope is fortunate in that the hills and mountains here provide
  a fine quality white clay not unlike china clay.   With this the
  Pagans of the area craft fine ceramics that Anderia exports for
  great profit.  Minerals are not uncommon in the mountain re-
  gions of the south and heavily guarded caravans carrying gold
  and silver are often seen travelling to the north during the sum-
  mer months.  The south has been branded lawless and god-
  less, this is mostly due to the actions of the pagan rebels of the
  area and the recent and increasing incursions of Humanoid
  races into the area.  The religious leader of the area is
  Caltanovar Wolarty, who continually pesters the King for more
  troops and greater budget to put down these rebellions and
  return the people to the true faith of the realm.
  
  30
  GAZETTEER 9.9
  Hope has no regular design, it simply sprawls out on either
  side of the main highway which runs throught the city.  The city
  walls, added as an afterthought, are of cheap construction and
  in poor repair, requiring funds from the royal coffers to make
  good.  Even the Cathedral here is in partial ruins, the priests
  are living in the west wing after the heavy rainfall a year ago
  collapsed the other roofs.  Caltanovar Wolarty is permanently
  in Constitution, lobbying the nobles their for help (and their
  money), and while they see him as a pest at best, he is the
  essence of the church.  The central citadel is a huge castle,
  known as Castle Diamond, which has double walls and double
  towers, and is considered to be the best defensive structure
  ever built in the Kingdom. Some say it will never fall.  It is
  however, permanently undermanned and should any attack
  be made against it the response would be measured by their
  lack of numbers.
  The city is noted for its dirty streets and the multitude of beg-
  gars who have crafted begging into a mystical quasi-religious
  art form.  Despite attempts to rid the city of these undesira-
  bles, they keep returning.  No thieves’ guild operates in the
  city and thieves run an independent show with tightknit family
  groups forming small thief bands.  Travellers are more likely
  to fall ill from food poisoning and other such complaints than
  from a thief’s dagger.  A large percentage of the population of
  Hope is of the poor and starving type, mainly because Hope is
  a free city and so more than a few peasants come here to hide
  for a year and a day, to earn their freedom.
  Hope, despite its appearance is a place where adventures start.
  The hills hold the promise of gold or silver and the mountains
  are littered with old Pagan ruins, Orc infested but containing
  strange magical devices.  The forests are crawling with brig-
  ands and bandits that need hunting down and more than one
  or two treasure maps have made brave adventurers wealthy.
  The city is also home to some of the best and most creative
  minds in the realm.  Working in stone, a masterpiece is cre-
  ated in a hovel on Chipping’s Street.  A young boy performs
  his apprentice work in oils and a woman weeps at the beauty
  of his artistry.  The blue tint of the pottery is decorated with
  cornelia and turquoise and so a royal vase is created.  Deep in
  the dark an Elder Brother predicts the coming of the Poison
  Tongue Orc tribe and plots his recruitment of heroes to win the
  day - for Hope.
  Name:
  HUNBERT
  Settlement Type:
  Town
  Population:
  3,000 (rises to 4,100 due to transient
  Cartographers)
  Liege Lord:
  Baron Weyland Aubrice
  Resources:
  Maps
  This walled town is recognizable from a distance, because al-
  though the walls stand twenty feet high, many of the buildings
  have three stories and the red slate roofs seem to glow, espe-
  cially at sunrise and sunset.  A place worth visiting if you are of
  an adventurous spirit.  Many of the finest Anderian cartogra-
  phers here busy themselves copying ancient and rare maps.
  Some true finds have been made on the market stalls of this
  small town.
  Name:
  HUNTHORPE
  Settlement Type:
  Town
  Population:
  2,900 (rises to 3,400 during market days)
  Liege Lord:
  Baron Tesker Lordin
  Resources:
  Ceramics
  This coastal town long ago abandoned the fishing trade after
  discovering large deposits of fine local clay and it is now con-
  sidered to be the best market area for picking up cheap but
  excellent quality ceramic goods.  While they are not collec-
  tor’s items they will certainly last a lifetime - barring accidents.
  The best pieces are kept for export to the Taraj Empire and
  you can normally find at least a couple of Taraj coastal mer-
  chant cogs harboured here.
  Name:
  KADEN
  Settlement Type:
  Hamlet
  Population:
  1,100 (rises to 1,400 during market days)
  Liege Lord:
  Sir Jules of Guerre
  Resources:
  Music
  Kaden is a smallish hamlet of timber framed buildings with
  whitewashed wattle and daub walls.  A small brook runs along
  the southern edge of the village and in the centre of the ham-
  let stands a large timber hall, raised above the level of the
  main street by stone arches.  Beneath the arches can be found
  the weekly market whilst the hall above houses the Barorve
  School of Music.  This school is the only location in Anderia
  where the common folk can not only learn how to play various
  instruments, but also to read and write music.  The hamlet is
  also home to Lintas Darant, a writer of ballads that are very
  popular at court.  He can often be found in the Barorve School
  helping his former master and tutor, the aging Hemas Barorve.
  The hamlet is also the home of Gloria Fabage, whose angelic
  voice is said to be in the gift of the Lawgiver, her singing can
  sway the heart of the coldest wizard.
  
  31
  GAZETTEER 9.10
  Name:
  KELENWORTH
  Settlement Type:
  City
  Population:
  5,000 (rises to 7,500 during Tournaments)
  Liege Lord:
  Baron Edward, the King's brother
  Resources:
  Tournaments, arms, armour, leatherwork
  and basketwork
  The market here sees some unique examples of basketwork.
  The first day of every third month also sees a grand tourna-
  ment.  Held on the splendid and expansive lawns here, the
  prize brings knights from all over Anderia.  Weaponsmiths and
  armourers have found a home here and while their goods are
  not up to the quality from Constitution or Westport, a gem can
  be garnered if patient.  As a compliment to the metal armour,
  good leatherworkers can also be found here.  No tournament
  would be just without the sanction of the Lawgiver, and this is
  done by the head of the town's militaristic cathedral blessing
  the tourney before it starts.  The town is also home to the
  chapter houses of several fighting orders.
  Name:
  KILDUR
  Settlement Type:
  Town
  Population:
  2,700 (rises to 3,200 during market days)
  Liege Lord:
  Sir Geoffrey De Raine
  Resources:
  Fish
  An unremarkable town with fish being their main produce sold
  at the market, which is held every seventh day.  However re-
  cently, rumours have begun to spread that pearls have been
  found in the freshwater beds, and strange characters have been
  seen in the area.
  Name:
  KLYSHILLMINSTER
  Settlement Type:
  Hamlet
  Population:
  1,000
  Liege Lord:
  Sir Michael Halban
  Resources:
  Oil, tar, pitch, and religious items
  The geothermal activity in this area has created various tar
  pits and bubbling oil wells.  Rumoured to be the site of a mira-
  cle of St Mark a large abbey of monks has also sprouted here.
  They proclaim the healing qualities of the oils found here, while
  the town’s inhabitents sell the tar, pitch and oils at a market
  held every seventh day.  There is also a special market held
  on the first day of spring each year, since this is said to be the
  anniversary of St Mark's miracle.
  Name:
  KOLOUN
  Settlement Type:
  Town
  Population:
  2,000 (rises to 2.500 on market days)
  Liege Lord:
  Sir Jeremy Dassaul, Constable to
  the King
  Resources:
  Gems
  The town is well visited by the wealthy nobles, who crave the
  gemstones and fine minerals that are mined here.  They, of
  course, require their religious needs seen to and so a luxuri-
  ous church has been erected for them.  The church dominates
  this small town with its twin spires and leaded glass windows.
  The King will never relinquish this town, as the wealth from the
  sales of its gems is far too valuable to him.
  Name:
  LAKE-ON-HEATH
  Settlement Type:
  Town
  Population:
  3,200 (rises to 4,000 during market days)
  Liege Lord:
  Baron Gaunt, the King's cousin
  Resources:
  Arms and armour, religious artifacts and
  mercenaries
  The market here is worthy of note for the religious relics that
  frequently and regularly seem to turn up here.  Rumours of
  holy spirits in the lake have been circulating for years and,
  with the addition of a small Wyvern that has moved into the
  area, some of the greatest adventurer warriors of the realm
  are being attracted to the Town.  Where there are warriors
  there are arms and armour - this town is no different and as
  such has a favourable selection of good weaponsmiths.
  Name:
  LOWLAKE
  Settlement Type:
  Village
  Population:
  2,200
  Liege Lord:
  Sir Robert Davenport
  Resources:
  Bows
  This lakeside settlement of wattle and daub thatched hovels,
  hides a deadly secret.  Under the auspices of Sir Robert , the
  bowyers of Lowlake have mastered the art of the re-curve.
  Their bows are as accurate and deadly as a longbow but with-
  out the large draw weights.  Little is known of these, due to Sir
  Robert's desire to kept the knowledge hidden, as the avant-
  garde (all of whom are Red-Scarves) all use longbows.  Sir
  Robert is a staunch White Scarf and so wishes to augment his
  own small army with these weapons.  He knows that many
  more men will be able to use the recurve bow with the same
  deadliness of a longbow and so hopes to gain the advantage
  over his enemies.
  
  32
  GAZETTEER 9.11
  Name:
  MAGORIN (Ogrenshire)
  Settlement Type:
  Town
  Population:
  3,800 (rises to 4,700 during market days)
  Liege Lord:
  Baron Gesepe de Ville
  Resources:
  Herbs and spices, jewellry and ship
  building
  A local folk and craft market is held every seventh day with
  flowers, herbs and spices, base jewellery and artists being some
  of the trades represented.  The area has very different ideas
  about dress codes and the young aristocrats consider the tai-
  lors of the town very much en vogue.  Magorin is also the
  home of the renowned shipwright, Alkensal, and his ship de-
  signs are arguably the best in the realm.
  Name:
  MAGORIN (Holdshire)
  Settlement Type:
  Hamlet
  Population:
  1,000
  Liege Lord:
  Sir Edward Montague
  Resources:
  Metalwork, arms and armour
  Once a thriving town, the raids of brigands and bandits and
  the warring of the local nobles have reduced this large town to
  a way station.  The limits of the town obviously once catered
  for almost double the number of its current inhabitants and
  abandoned habitats can be seen long before you reach the
  new town centre.  A few weaponcrafters and armourers still
  trade with the local mobs to earn a living but the general popu-
  lation is poor and starving.
  Name:
  MONARCHAM
  Settlement Type:
  Village
  Population:
  1,700
  Liege Lord:
  Baron David Warton
  Resources:
  Beer
  During the dark ages of Anderia when the kingdom was split
  into many small kingdoms, the town of Monarcham was the
  seat of King Bithold.  Bithold was a just ruler and well loved by
  his people, however, his military skill was poor and the small
  realms were his undoing.  The people of Monarcham brew a
  strong light beer that is served chilled and refreshes especially
  during the heat of the summer months.
  The barrels of the local beer are kept hidden away in local
  underground caves.  These caves somehow have a constant
  temperature all year round, just above freezing..
  Name:
  RULEY
  Settlement Type:
  Hamlet
  Population:
  1,700
  Liege Lord:
  Sir Mark Giles
  Resources:
  Stone and masonry
  An area of excellent quarrying stone and much of the sur-
  rounding architecture has been erected using the stone from
  the quarries of Ruley.  A skilled mason can work the light blue
  coloured granite of the area into an excellent block for fortifi-
  cations or a flagon for a noble’s great hall.  Some of the popu-
  lace have taken to carving the granite and their works of art
  are sold at the local market, held every seventh day.
  Name:
  SALISMOOR
  Settlement Type:
  Village
  Population:
  2,100
  Liege Lord:
  Sir Jules of Guerre
  Resources:
  Beer and a Thieves' Guild
  A fine brew is exported from Salismoor.  The town has a repu-
  tation for pick pockets and amongst the underworld it is said
  that entry into the Thieves’ Guild is automatic if you hail from
  Salismoor.
  Name:
  SKILON
  Settlement Type:
  Hamlet
  Population:
  1,200
  Liege Lord:
  Sir Jonathan Robson
  Resources:
  Religious manuscripts
  The small hamlet of Skilon has a nearby abbey that is noted
  for the brothers’ copious copying of religious manuscripts.  They
  turn out large numbers of highly decorated religious texts and
  sell them to passersby, giving a share of the profits to the local
  poor.  The mystery is the speed at which they work, creating
  vast collections of scripture.
  
  33
  GAZETTEER 9.12
  Name:
  ST CLIMES
  Settlement Type:
  Hamlet
  Population:
  1,100 plus 43 Monks
  Liege Lord:
  Sir Robert Mackson
  Resources:
  Cast iron and bells
  Tucked away in the heart of the Dolan Forest lies St.Climes.
  Named after a pious monk who sacrificed himself to save a
  fellow monk from a collapsing bell tower, legend has it that the
  bell never cracked but captured the image of Brother Climes
  on its surface.  The small priory that the brothers lived in, built
  a new bell tower to house the bell, now regarded as a holy
  artifact.  The priory has long since been abandoned, its ruins
  lie a furlong into the forest, but an Abbey has now replaced the
  priory.  St Climes Abbey attracted many brothers skilled in
  metalwork and has become the site of the one and only foun-
  dry in Anderia.  Technically gifted, the Brother Monks of St
  Climes, along with the layworkers of the hamlet craft large
  bells for the churches of Anderia.
  Name:
  ST MARKS
  Settlement Type:
  Village
  Population:
  2,100 (rises to 3,000 with pilgrims)
  Liege Lord:
  Sir Geoffrey Hawkes
  Resources:
  Religious artifacts and wool
  The village of St.Marks lies in a bend of the Stormflow River,
  its limewashed wattle and daub buildings overshadowed by
  the marble church of St.Mark.  The village is home to the fight-
  ing order of St. Mark, the large church and religious centre
  which has built up around the church of St Mark.  Once claimed
  to be the site of St Mark's third miracle - the DESTRUCTION
  OF THE HOST where 1,000 Orcs are said to have been turned
  to dust and blown away on a wind singing like the voice of
  angels.  The attached Chapter House of the small fighting or-
  der is the headquarters and is attached to the monastery that
  sponsors it.  Although the order only numbers 374 members,
  The Grandmaster and 112 other Members are based here.
  The monastery currently has 53 brothers and its Abbott, Fa-
  ther Jonathan, is quite outspoken and has urged vehemently
  that the Order support the cause of the White Scarves.  Grand-
  master Henry Mollet is very disturbed about the outspoken
  attack against the Red Scarf faction, of which he is secretly a
  supporter.
  Name:
  TENPEAKS
  Settlement Type:
  Town
  Population:
  2,300 (rises to 2,900 due to mercenary
  camps)
  Liege Lord:
  Baron Cedric Norton
  Resources:
  Arms, armour, mercenaries and
  minerals
  Located in the shadow of a large copper mine the town has an
  oversized compliment of guards and mercenaries.
  Weaponsmiths and armourers as always have been attracted
  to this town.  Noted as a dangerous place by the historian,
  Herodate, who lost an arm in a senseless brawl between two
  mercenaries who he had never met and never spoken to -
  apparently they did not like the colour of his tunic!
  Name:
  WESTPORT
  Settlement Type:
  City
  Population:
  17,500 (rises to 19,500 during market
  days)
  Liege Lord:
  Duke Ferdinand, the King's father-in-law
  Resources:
  Market, arms and armour, sea trade and
  religious items
  The fair city of Westport is a thriving seaport, built 300 years
  ago to make the most of the natural harbour of Ionian Cove,
  the city has become the major seaport of Anderia.  On a high
  ridge overlooking the main harbour lies the castle of Duke
  Ferdinand, extending down the side of the slopes, it merges
  with the walls of the city itself.  A large cathedral noted for its
  unique stained glass windows lies at the centre of the city and
  forms the heart of the twelve churches that cater for the city
  population.  A nice size market is aired every first and mid day
  of the month covering every conceivable commodity.  Westport
  has an excellent range of arms and armour and the resident
  manufacturers are trained in Constitution by the great names
  who reside there.  Sea trade, as in Constitution, is mostly from
  Privateers although the majority of Taraj traders also dock here.
  It is a normal sight to see at least a score of vessels docked at
  the busy harbour with many waiting at anchor in the cove.
  Name:
  WILENHEIM
  Settlement Type:
  Village
  Population:
  4,800 (40% are soldiers)
  Liege Lord:
  Sir  Mortimor Brand, Constable for Earl
  Ian Malay
  Resources:
  Mercenaries, Engineers
  Wilenheim is the military heart of Earl ian Malay, it is here that
  his war machine trains his private army within a great defen-
  sive citadel.  The Town also has a school for military engi-
  neers, which produces some oif the best siege cpataims in the
  realm.
  
  APPENDIX 1.1
  APPENDIX 1 - CHRONOLOGY OF ANDERIA
  34
  124 AU
  Jared Mannon crowned the first King of Anderia. The
  battle to establish a home had been long and many
  Nobles and Pagans had died. The Nobles from the
  east, with nowhere else to go, had no choice but to
  take the land by force. They took horses from the
  local area, trained them as warhorses and they dis-
  covered mines, from which they were able to smelt
  iron for their weapons and armour.
  126 AU
  After two years of unsettled peace with the now paci-
  fied Pagans, Jared took his first wife. He was now
  twenty-eight years old and ruler of a small-embat-
  tled kingdom. His wife was the daughter of a wealthy
  landowner back home by the name of Santine.
  127 AU
  The following year the first heir,  Jareth Mannon was
  born. The Kingdom gave great celebration for the
  realm was blessed with an air to Jared within only a
  year.
  128 AU
  Queen Isabelle gives birth to Elizabeth. The Pagans
  rise up in arms and attack the new town of Constitu-
  tion. Jared now thirty-six years old is once again in
  command of his troops. This time they are on the
  defensive and bravely man the ramparts against what
  are vast numbers of Pagans.
  Amid all of the hew-and-cry of battle Isabelle gives
  birth to Jared's third child, Judith.
  130 AU
  The Pagans storm the redoubt of Constitution and
  force the Nobles to abandon their position and flee
  to the mountains. In the retreat a mob of Pagans
  assail the kings vanguard. He fights  with great val-
  our and at the end of the skirmish only the King and
  his commander, Lord Gregory Linford, are alive sur-
  rounded by the dead bodies of Pagans. In the confu-
  sion young Judith, barely a year old, dies.
  131 AU
  Isabelle gives birth to Jared's last and most famous
  child. Vasilla will come to be known as the Prince of
  Battles.
  146 AU
  Queen Isabelle passes on to the next world at the
  age of 52. She developed sudden illness which her
  physicians could not cure.
  147 AU
  Elizabeth Mannon is wed to Lord Malkum Linford,
  the son of the commander of the King's Vanguard.
  148 AU
   Jared mourned the loss of his wife in public for two
  years, after which he could take no more.  He  leads
  a suicidal attack on the now Pagan held Constitu-
  tion. After 110 days of continuous fighting the Noble
  forces entered their town of Constitution once again.
  The street fighting was fierce and in the ensuing
  melee Jared was mortally wounded and died some
  seven days later. That winter Jareth was crowned
  king in the ruins of the temple of the Lawgiver at
  Constitution. Jareth was twenty-one but well steeped
  in battle. He publicly vowed vengeance upon the
  Pagans for the killing of his father. Vasilla at the age
  of just sixteen was knighted and given command of
  a non-religious fighting order who called themselves
  the Order of Red Justice, they wore a red slash mark
  where the kings wound had been. Unexpectedly the
  young princess Elizabeth gives birth to a daughter,
  Selinda.
  150 AU
  Elizabeth gives birth to William later to be known as
  ‘Plusgrand'.
  152 AU
  Jareth takes a bride. Margun Baleth, meanwhile
  Elizabeth gives birth to a son Blair.
  153 AU
  The Order of Red Justice makes several attacks upon
  Pagan villages. They claim that the spirit of the Law-
  giver possesses them and sends them into a battle
  fury against the Pagans.  At the battle of Moonstone
  River , barbarian cavalry outnumbered Prince Vasiliia
  and his men by five to one. Ordering his knights to
  dismount they formed a battle circle, their lances used
  to form an outer defensive ring.
  
  APPENDIX 1.2
  35
  At the end of the hot day, 70 of his men had fallen,
  the barbarians lost over three quarters of their force
  which numbered over 1,000 cavalry and spearmen.
  The rest fled in fear in the face of the religious
  battlerage of the Order. Prince Vasillia is named the
  Prince of Battles by his men, a title only he will wear
  and carry to his grave.
  154 AU
  While on a long patrol Pagan assassins creep into
  the camp and kill the Prince of Battles in his sleep,
  the Order swears revenge will be taken. Jareth takes
  ill and dies of some strange illness in the fall of that
  year. Elizabeth is crowned the first Queen of Anderia.
  During the winter her husband succumbs to the same
  illness that took her brother
  155 AU
  Elizabeth calls all of the border patrols back and be-
  gins to fortify the border and secure their holdings
  instead of stretching their resources. A stone wall is
  started around Constitution.
  164 AU
  The town wall is completed and the Pagans are un-
  able to make any impact upon the smaller but
  stronger area controlled by the Nobles. William
  'Plusgrand' weds Dorthia Candell.
  165 AU
  The attacks continue but the close proximity of aid
  to each manor makes this impossible for the Pagans
  assaults. Elizabeth begins construction of a cathe-
  dral at Constitution, a large structure that surpasses
  the designs from their homeland, it will take 20 years
  to complete.
  166 AU
  William and Dorthia are blessed with a son, Borth.
  167 AU
  Blair Mannon is wed to Pruella Groven. Pruella gives
  Blair his first son, Jared II, born later that year.
  168 AU
  The Pagans cease their attacks but also fortify on
  the contested border and so begins an uneasy peace.
  170 AU
  Pruella gives birth to William 'Boar Face' Mannon
  172 AU
  Dorthia gives William his second son,  Wilfred
  174 AU
  Dorthia gives William his third son,  Jethred
  175 AU
  Elizabeth is ill with the strange illness that has plagued
  the land, she sends knights on a quest to find a cure.
  Selinda weds Dylan Arley.
  176 AU
  Sir Kemos returns from deep within Pagan forests
  with a curative herb for the strange illness. The
  Queens is administered to by the physicians and
  makes a complete recovery. Kemos is given border
  lands and made Queen's Knight Protector.
  177 AU
  The Queens eldest daughter, Selinda and her hus-
  band Dylan vanish mysteriously while journeying from
  their manor to Constitution. A journey of some forty
  miles across safe farmland and light woodland.
  178 AU
  Blair Mannon is assumed killed in a duel over a petty
  insult. He and his wife secretly travel south with their
  loyal retainers. They settle amongst the dwaves of
  the mountains. On the road to the mountains Pruella
  gives birth to Heather, Blair's only daughter. Blair dies
  defending a group of female dwaves on a path against
  Orcs.
  183 AU
  Dorthia Candell at the age of 36 dies in childbirth
  188 AU
  Jethred weds Marylin Carramore, the arranged mar-
  riage cements two great families.
  190 AU
  Cathedral of Constitution is completed. The entire
  kingdom celebrates. Borth Mannon weds Vivienne
  Candell his cousin.
  196 AU
  Wilfred Mannon weds Jayne Blackham, a suspected
  witch.
  198 AU
  Jared II weds Carmen. Carmen is of native moun-
  tain stock and was reputed to be so beautiful that no
  man could look at her and not fall in love. Later in
  that year his mother Pruellacatches a chill and dies.
  200 AU
  On the day that the Queen announces that she will
  extend the walls of Constitution she dies. Later that
  month William 'Plusgrand' so called because of his
  unnatural height 6’8" is crowned King of Anderia.
  204 AU
  Heather Mannon is wed to Nigel Brake. Later that
  year their daughter Elizabeth is born
  210 AU
  In one fluid motion and precision movement the Pa-
  gans attack all of the principal strongholds of the in-
  vaders. Slaughter is rife and few nobles survive the
  attacks. The Pagans are reinstated as the nobility of
  their own lands. The only royal survivors are the sib-
  lings of Blair.
  215 AU
  Jared II returns to Anderia with a mass of troops in-
  cluding Legions of Dwarven warriors. The kingdom
  is racked with war for seven years with much blood-
  shed. This time is called the Rebirth.
  221 AU
  Jared II dies valiantly in battle and is succeeded by
  his son Albert who rules for one year before meeting
  death from a pagan arrow.
  
  APPENDIX 1.3
  36
  222 AU
  Nigel Brake Husband of Heather Mannon who was
  thought dead escaped the slaughter before the re-
  birth. He was on a long-range patrol mission when
  the attacks began. He took his men west into the
  deep forest. He returns to give aid to Albert and be-
  comes King upon Albert’s death. During his years in
  the wilderness he had married kerry, a Pagan
  shieldmaiden. Kerry was a strong woman and con-
  tinually tried to forge an alliance between the two
  peoples even after the death of her husband in 229
  AU.
  230 AU
  Eric, the eldest son of Nigel and Kerry takes the throne
  of Anderia. In one bold movement he give the pa-
  gans more rights than ever granted under any other
  Noble monarch. He comes under great pressure both
  religious, political and military. He creates the south-
  ern province of Sagrem and the position of Gover-
  nor who has the responsibility of keeping the pagans
  happy. This act in one stroke stopped the hostilities
  between the two races.
  264 AU
  Eric dies at the age of 52 in the arms of his wife
  Berbadette, they have no children. The lack of heirs
  and the unclear lineage of Mannon causes massive
  rebellions with even Pagan chiefs from the south
  claiming the throne from the marriage of Kerry.
  265 to
  The Kingdom is plunged into a dark age that lasts
  494 AU
  for over  two hundred years when anyone who has
  followers and money can be the king of his own
  realm. Anderia is split into many small kingdoms
  with petty nobles acting as king. Written history is
  no longer kept and many records of the past are
  lost along with the great relics brought from their
  homelands.
  495AU
  Anderia is divided into five major kingdoms with
  the majority of power held by Daniel Darride. His
  fiefland is prosperous and he proves to be a good
  steward.The next 25 years were bloody indeed and
  the area now known as the province of Sagrem
  suffered more than any other area. The Orcs of the
  Carlegg Mountains invaded Anderia, many towns
  and villages were left in ruins. The city of Gainbury
  while under attack constantly stood, even after
  their main thrust. Reinforcements from the still
  prosperous North filled the ranks daily while food
  became scarce in the South and many armed
  forces deserted rather than face the Orc armies.
  They turned to the forests and became bandits and
  brigands stealing from those who had little to give.
  456 AU
  This year, as quickly as they came, the Orc armies
  disappeared, no one knows what caused them to
  leave. Their number were steady and their victo-
  ries growing, while Anderia was having difficulty
  fielding troops.
  Several people who move in Occult circles claim
  that the war ended due to the intervention of the
  Elder Brotherhood and the hero's they recruited.
  523 to
   Anderia is crippled by the war and turns more and
  544 AU
  more towards piracy to increase the coffers of the
  petty Kings. Sagrem is in the process of rebuilding
  but still suffers from Orc raids and the depreda-
  tions of bandits and brigands. The power of the
  clergy here is broken, people have lost their faith in
  the face of the tragedies. During this period several
  wizards set up small towers from where they hire
  desperate mercenaries to do their killing. Again the
  land suffers with an unbroken blight ruining crops.
  545 to
  The population of Anderia goes into free fall. There
  554 AU
  are barely enough people to work the fields. The
  petty kings order privateers to bring back slaves to
  work on their lands and the country enters a black
  era in its history that surrounding territories have
  yet to forgive.
  563 AU
  Secretly one man has the courage to gather
  together a band of men, strong of faith, men who
  knew the wilds and how to fight. They called
  themselves Rangers and declared war on the evil
  forces in the southern realms. Brigand, Bandits,
  Orcs and despotic sorcerers all fell to their banner.
  As they fought more and more like minded men
  rallied to the charisma of this man. Soon the towers
  of the sorcerers lay in ruins, the strength of the
  bandits was broken and the Orcish forces were
  reduced to small war bands. The Rangers success
  was nearly total, but before finishing the job com-
  pletely their numbers dwindled as the sword turned
  to plough shears and men returned to their homes
  and the land they farmed.
  
  37
  APPENDIX 1.4
  564 AU
  The one man who made the Rangers such a power-
  ful force was Anderon Mannon who claimed descent
  from the original refugee kings of old. He had as-
  sembled a popular following amongst the chief lords
  of the area. His actions in the south made him hon-
  ourable even in the eyes of the most steely political
  lords, he was even beloved of the pagans, some of
  whom served without prejudice in the Ranger pa-
  trols of Sagrem.
  565 AU
  Late in this year and even later in his life Anderon
  aged 63 claimed more and more support from indi-
  vidual Barons and Earls. He was proclaimed overall
  ruler and King of Anderia. He was crowned in the
  Cathedral at Constitution by the Caltanovar.
  566 AU
  For another 5 years the Kingdom of Anderia flour-
  ished under the rule of Anderon but with no wife or
  child as heir troubles began to rumble again. Anderon
  named his young nephew as the next in line to the
  throne and groomed him to be a good steward of
  the land and a wise ruler. Anderon saw there was
  too much anger in the eyes of his nobles and that
  the kingdom needed a diplomatic king who could
  rule with kindness and wisdom.
  571 AU
  Age 47 Phillepe Malay became the king of Anderia.
  He took it upon himself to make Anderia whole again
  and pushed back the boundaries of the kingdom to
  their original greatness backing up against the mighty
  Carlegg’s. His explorations revealed new resources
  including valuable metal mines that would secure
  the status of Anderia for the future.
  572 AU
  Phillepe takes his first wife Katherine Arazor. Alladan
  is born in the same year. A year later the king’s
  brother Charles is born.
  584 AU
  The king dies in the south country from a poisoned
  Orc arrow while on an exploratory expedition.
  585 AU
  Alladan is 13 and is crowned king while the kingdom
  is run by his mother and the crown advisors
  612 AU
  Alladan takes Mone as his wife and the country
  celebrates. Alladan is 40 and Mone is 19 year old.
  613 AU
  Trade begins anew with foreign countries, due mainly
  to the charisma and diplomacy of Alladan. Visitors
  bring news and trade goods to a once secluded
  realm.
  614 AU
  Present day. Sagrem is rebuilding but still suffers
  from small bandit and Orc raids. It is know as an
  area of mystery and wild adventure. Constitution is
  a port of opportunities and the streets are paved with
  gold!
  The Elder Brotherhood are no longer spoken of and
  their fraternity is once again hidden from public view
  to maintain their secrets and protect tehmselves from
  the Church Inquisitiors.  Alladan has knights search-
  ing for the lost artefacts of his forefathers. Religion
  is slowly creeping its way back into the world of poli-
  tics, their coffers having dwindled slightly during the
  wars. The pagans are the bad guys again but in the
  south they are at least treated as equals to serf
  labourers.
  King Alladan (Back towards viewer) in heated discus-
  sion with Chamberlain Earl Nicholas Monteforte and
  Master Harvey Kinthorp, Keeper of the Rolls.
  
  APPENDIX 2.1
  APPENDIX 2 - MAJOR NPC'S
  38
  8th Level Knight
  Neutral Virgo
  Astronomical Lore,
  National Geographical Lore
  Royal Blood
  1st Son and Credit
  Appearance
  6’0" 172 lb. Black wavy hair ,brown
  eyes and medium complexion. He has a
  wart in the crook of his nose that is red
  and quite pronounced.
  Personality
  The King is overconfident of his abilities
  to run the kingdom and unaware of those
  who plot against him. He sees the world
  through rose coloured glasses and trusts
  that people are what they say they are.
  He learned at a young age that wide
  open spaces are dangerous to a king and
  attacks can come from any quarter out in
  the open.
  Personality (continued)
  He has developed an unnatural fear of these open spaces and
  never travels out in the open, always choosing roads that
  travel through woods or heavy fief areas. Overconfident, Trust-
  ing & Agoraphobic..
  KING ALLADAN
  ABILITIES
  AGILITY
  12
  STRENGTH
  12
  CONSTITUTION
  10
  INTELLIGENCE
  15
  WISDOM
  20
  DISCIPLINE
  20
  BARDIC VOICE
  15
  APPEARANCE
  07
  PIETY
  17
  Body 25
  Fatigue 30
  Jump 6
  Move 13
  LCAP 177 lb.
  CCAP 89 lb.
  Skill
  Lvl
  PSF
  TSC
  Astronomical Lore
  8
  36%
  76%
  National Geographical Lore
  4
  18%
  78%
  Riding a Horse
  4
  20%
  70%
  Riding a War-horse
  4
  20%
  50%
  Mounted Combat
  4
  12%
  42%
  Cavalry Lance
  4
  20%
  50%
  Slashing Swords
  4
  12%
  52%
  Spears
  4
  20%
  60%
  Diplomacy & Politics
  8
  36%
  76%
  Chess
  8
  30%
  90%
  Heraldry
  6
  30%
  80%
  Brawl
  2
  6%
  56%
  Leadership
  8
  36%
  86%
  Battlefield Tactics
  9
  35%
  65%
  Play Flute
  1
  7%
  47%
  Bargaining
  6
  30%
  70%
  Oratory
  3
  21%
  51%
  Charm
  6
  18%
  48%
  Local History & Legend Lore
  5
  21%
  81%
  Regional History & Legend Lore
  3
  15%
  65%
  Riddling
  2
  18%
  58%
  Core Skills
  Alertness Sight
  0
  0%
  5%
  Alertness Sound
  0
  0%
  5%
  Dodge
  4
  20%
  70%
  Stamina
  4
  12%
  52%
  Willpower
  0
  20%
  60%
  Native Language
  0
  6%
  66%
  
  APPENDIX 2.2
  39
  The king was born into a privileged position and knew only the
  royal court in his younger years. He was taught the ways of the
  Knight but cared little for battle, preferring to test his wits against
  an opponent rather than his brawn. The Chamberlain Montforte
  began to teach him to play chess and he took to the game
  well, beating the Chamberlain after only a few lessons. He
  then turned to his uncle (father's Friend) the Duke Ferdinand
  and Marshal of the Realm. The Duke liked the boy and sur-
  passed onto him all of his knowledge of battlefield tactics and
  chess. Once again the young boy passed his tutor in skill.
  Later in his life he travelled more with his father, scouting out
  the rebel barons in the realm and putting down the insurrec-
  tions in the kingdom. Alladan did not take to the heavy-hand
  of his father ways, refusing to go on any more trips. He se-
  cluded himself in the court and filled his head with Science
  and Astrology.He spent many hours with his new best friend
  Luther the Royal Astrologer and found a person against whom
  he could throw all of his chess might and still loose. Luther
  taught him how the heavens rotated around the world and how
  their influence effected all our lives, like an appointment book.
  Alladan still to this day believes deeply in the Astrologers pre-
  diction.
  Skill
  Lvl
  PSF
  TSC
  National Geographical Lore
  4
  18%
  78%
  Diplomacy & Politics
  8
  36%
  76%
  Local History & Legend Lore
  5
  21%
  81%
  Regional History & Legend Lore
  3
  15%
  65%
  Bargaining
  6
  30%
  70%
  Oratory
  3
  21%
  51%
  Charm
  6
  18%
  48%
  Riddling
  2
  18%
  58%
  Detect Lie
  6
  22%
  42%
  Read Character
  5
  22%
  39%
  Witchcraft Mode
  10
  n/a
  n/a
  Command Method (M)
  10
  36%
  86%
  Divination Method (M)
  10
  34%
  84%
  (Spells are left to the Gamemaster's discretion)
  Core Skills
  Alertness Sight
  0
  0%
  5%
  Alertness Sound
  0
  0%
  5%
  Dodge
  4
  20%
  70%
  Stamina
  4
  12%
  52%
  Willpower
  0
  20%
  60%
  Native Language
  0
  6%
  66%
  QUEEN MONE
  12th Level Witch
  High Aspect Libra
  Detect Lie, Read Character
  Royal Blood
  1st Daughter and Credit
  Appearance
  5’3"” 112 lb. Black straight hair,
  brown eyes and fair complexion.
  She has pure white whites in her
  eyes.
  Personality
  A deeply disturbed young woman
  who sees the court as her play
  ground. She engineers disasters
  and watcheshow people deal with
  them. She controls several of the
  court bureaucrats using spells.
  ABILITIES
  AGILITY
  12
  STRENGTH
  12
  CONSTITUTION
  10
  INTELLIGENCE
  15
  WISDOM
  12
  DISCIPLINE
  20
  BARDIC VOICE
  15
  APPEARANCE
  17
  PIETY
  17
  Body 22
  Fatigue 30
  PMF 58
  Jump 6
  Move 13
  ML
  5
  LCAP 117 lb.
  CCAP 59 lb.
  
  APPENDIX 3.1
  CHAOS EEL
  40
  TYPE
  Fresh Water
  Salt Water
  EXP AWARD
  250
  3000
  AGIL / AR
  22 (94%)
  20 (90%)
  CON / AR
  14 (73%)
  15 (76%)
  DISC / AR
  10 (58%)
  11 (62%)
  INT / AR
  11 (62%)
  14 (73%)
  STR / AR
  18 (85%)
  20 (90%)
  HEIGHT / LENGTH
  6' long
  15' tall
  WEIGHT (lbs)
  110
  1500
  CCAP (lbs)
  n/.a
  1275
  BODY
  30
  107
  FATIGUE
  21
  42
  MOV
  18
  16
  WALK
  n/a
  n/a
  DBL TIME
  n/a
  n/a
  SWIM
  10
  12
  JUMP
  n/a
  n/a
  BMR
  10
  10
  DODGE 40%+
  0 PSF
  0 PSF
  STAM 40%+
  45 PSF
  45 PSF
  WILL 40%+
  20 PSF
  20 PSF
  SIGHT 5%+
  0 PSF
  0 PSF
  SOUND 5%+
  0 PSF
  0 PSF
  ATTACKS
  BITE Medium/Large 40/50%+
  Mdm +40 PSF
  Lrg +40 PSF
  DAMAGE
  MB 7 + 8
  LB 12 + 8
  ARMOUR
  Vs SLASH
  5
  7
  Vs CRUSH
  7
  9
  Vs PIERCE
  4
  6
  Vs MISSILE
  4
  6
  Vs ENERGY
  7
  7
  FOOD:  4 NU / lb
  SPECIAL ABILITIES
  Double AP loss from critical hits due to blood loss, depth of
  bite and the fact that they don’t let go. Once a bite is success-
  ful the next attack gains +25 to PSF.
  DESCRIPTION
  A particularly nasty creature, these have been attributed intel-
  ligence in the way that they hunt. Unlike normal eels they have
  primitive front legs that allows them to move around on land.
  However, while they are on land they are very vulnerable.
  Employing pack tactics they cluster around fording points and
  are more likely to be encountered after heavy rainfall. They
  are both large and strong with a powerful bite that can shear
  through chainmail. Their bite also includes an anti-coagulant
  so that once they have bitten they hang on and enjoy a long
  warm drink. Once their prey is drained they dice up the car-
  cass and share the food amongst the group, each having an
  equal portion.
  Entire troops of men, even on horseback have disappeared
  due to the actions of the Chaos Eel.
  Usually encountered in small family groups of 5-10, but have
  been know clustered into tribes of 20 or more in rainy sea-
  sons.
  The Salt water variety is even more nasty attempting to drag
  any bitten prey down to the depths.
  MAGICAL MATERIALS
  Chaos Eel Blood MRF*3
  Elemental Water
  The blood counts as four quantities for annointing magical
  devices used in combat such as swords.
  Chaos Eel Teeth MRF*2
  Elemental Water
  The teeth count as one quantity in magical items intended
  for healing purposes.
  
  APPENDIX 3.2
  41
  FOREST TRUFF
  TYPE
  EXP AWARD
  1,500
  AGIL / AR
  23 (96%)
  CON / AR
  -
  DISC / AR
  18 (85%)
  INT / AR
  18 (85%)
  STR / AR
  -
  HEIGHT / LENGTH
  5' tall
  WEIGHT (lbs)
  -
  CCAP (lbs)
  -
  BODY
  40
  FATIGUE
  32
  MOV
  20
  WALK
  10
  DBL TIME
  20
  SPRINT / FLY
  40
  JUMP
  -
  BMR
  40
  DODGE 40%+
  40 PSF
  STAM 40%+
  50 PSF
  WILL 40%+
  35 PSF
  SIGHT 5%+
  35 PSF
  SOUND 5%+
  40 PSF
  ATTACKS
  No Physical Attacks
  ARMOUR
  Vs SLASH
  0
  Vs CRUSH
  0
  Vs PIERCE
  0
  Vs MISSILE
  0
  Vs ENERGY
  0
  FOOD:  Zero
  SPECIAL ABILITIES
  May use magic as ML 6, Illusions to level 6 PSF 45
  Commands to Level 4 PSF 26, Air to Level 4 PSF 26
  Water to Level 6 45, and they may lend up to 27 fatigue to a
  friendly Wizard for casting spells.  The only real means of
  attack other than magic, is by the use of their possession abil-
  ity.  The rules for possession can be found on page 36 of the
  C&S Creature Bestiary.
  DESCRIPTION
  Born out of the essence that lies between the blades of grass
  and the stones, the trees and the moss, the sky and the land;
  the Truff is a spiritual being. Depending upon whom you talk to
  the Truff can be either malevolent or benevolent. They work
  for the good of the life of their forest and have been known to
  aid wizards who combat evil forces within the Truff’s realm.
  They do this by lending the wizards some of their life force,
  effectively reducing the cost of the spells they cast to zero.
  The Truff protects foresters who only cut dead wood and man-
  age the forest well, culling only where needed.
  They have been known to warn of attack by wolves or guide
  the forester away from pitfalls. Those who harvest the bounty
  of the forest for their own greed and profit will almost always
  come to ill if a Truff is in the area.
  Truffs live in the boundaries between this world and the spirit
  world and as such have no physical body. They can only mani-
  fest themselves in a reflective surface such as a still pool or
  the shine of a knight’s armour. This makes them very difficult
  to get rid of. They can however be trapped. A wizard must first
  fashion a mirror from true silver and 21 other materials from
  the area of the Truff’s home. Once crafted he must go to an
  area in the forest where there are no reflective objects except
  for the magical mirror. Then he casts the Rank 6 summoning
  spell Summon Lesser Spirit. When the Truff appears in the
  mirror the final closing word is spoken on the mirror enchant-
  ment and the Truff is trapped. The wizard must however be
  very wary as the Truff is a powerful spirit and he will not be
  very pleased at being trapped. The enchantment does not stop
  him from using his powers. Most likely the wizard will bargain
  services for release.
  
  APPENDIX 4.1
  APPENDIX 4 - NEW MAGICAL ITEMS
  42
  THE SWORD OF JUSTICE (HOLY ARTIFACT)
  This is a lost artifact of the Kingdom of Anderia, it was brought
  to this country by the refugee nobles of the east, seen as the
  symbol of their power and religion. Its manufacture has been
  lost to man and no duplicate could be made as the hilt of this
  mighty blade contained irreplaceable holy items. The blade is
  surrounded by myth and conjecture with its powers varying
  from staggering to mundane.
  The opposing lords of the current monarchy believe that the
  blade will emerge from its hiding place in the hands of the true
  and rightful king.
  They claim that Lady Jayne was never recorded as having
  died and her line continues in secret until the time is right when
  the boy king will come forward and claim Anderia from Alladan’s
  line of pathetic, diplomatic and wishy washy brats. The new
  king will be a strong military ruler who will lead the people in
  battle to conquer territories far and wide in the name of the
  Lawgiver.
  Others believe that the sword was taken overseas during the
  dark ages and lives now in a magical realm waiting for the
  birth a holy king who will give the kingdom its spiritual awak-
  ening.
  Yet others still, are convinced that the sword was sold abroad
  when the royal coffers were empty so that the privateer ships
  could be maintained and plunder brought in to the kingdom.
  SWORD OF JUSTICE - HIGH POWER VERSION
  •
  It will give the wielder of the sword +20 to his to hit score
  and +35 if he has 20 piety with the Lawgiver. It will inflict
  +10 wounds in addition to the base damage for a Knight
  Broad Sword.
  •
  It has the ability to ward against evil as the act of faith
  Guard against the Supernatural.
  •
  It will ignore the armour of an evil opponent but will refuse
  to strike a goodly man
  •
  It will show the path to the righteous
  •
  It will allow the wielder to fight on against the forces of
  darkness at normal PSF even when his fatigue levels are
  depleted. This requires no stamina roll.
  •
  It will reveal the presence of evil to its wielder.
  •
  It will reveal the presence of danger to it wielder.
  •
  When commanding his troops the wielder , if of the faith,
  will gain +25 PSF to any charismatic skills.
  •
  If on horseback the wielder will never be unhorsed.
  •
  If the wielder is slain while fighting the foes of the Law-
  giver, an automatic Call Back the Dead occurs.
  It also has all the powers of the medium and low power
  sword.
  SWORD OF JUSTICE - MEDIUM POWER VERSION
  •
  Superior quality broadsword +5 damage Critical 8-10
  •
  Holy symbol carved on ruby set into the pommel gives the
  wielder +20 PSF to hand to hand and mounted combat
  •
  Holy symbol on blade gives wielder the ability to sense
  danger if a fatigue point is spent concentrating for 5 AP's.
  •
  Holy symbol on blade gives wielder the ability to sense
  evil at any time.
  •
  Holy symbol on blade gives the wielder the ability to use
  the skill Charm at level 5 with a Bardic Voice and Appear-
  ance of 15 each. (This rises to level 8 and attributes equal
  to piety if piety is over 17.)
  •
  Holy symbol on blade allows the wielder to benefit from
  the Act of Faith, Restore the Faithful once per combat
  •
  Holy relic in the hilt gives the wielder, if of the Lawgiver
  faith, +15% to PFF.
  SWORD OF JUSTICE - LOW POWER VERSION
  •
  Superior quality broadsword +5 damage Critical 8-10
  •
  Large 30 ct Ruby in pommel
  •
  Large 20ct Sapphires set in gold Quillions
  •
  Blade engraved in ancient tongue “Escluvil Mar De
  Brareth” meaning “Draw only to restore Peace”
  •
  Scabbard is made from dragon skin and trimmed with
  dragon gold.
  •
  The steel is of such fine quality that when it strikes
  another blade a singing sound rings out. 25% chance
  that lesser quality blades will break upon contact.
  
  APPENDIX 4.2
  43
  THE SCEPTRE OF KINGS (HOLY ARTIFACT)
  Born out of an ancient realm, older even than the kingdom
  from which the Nobles of the east fled. The Sceptre is rumoured
  to be the most powerful item in existence, for it is the very
  symbol of the Lawgiver on Marakush. The Sceptre went miss-
  ing from its most secret and holy of hiding places deep in the
  mountains at about the same time that Jared took his host
  west. All of the scholars believe that Jared is responsible for
  the theft, and took it with him to ensure that the Lawgiver was
  represented in his new home. They ran into many areas of
  trouble along the way and much of the host never made it to
  Anderia. It is thought that on the long journey the sceptre was
  lost, for no mention of it has ever been chronicled in Anderia.
  There are many places that the Sceptre could lie and more
  than a few false treasure maps have lead the foolhardy ad-
  venturer to their death. Some Knights perpetually quest for
  the Sceptre and roam the lands in search of its light.
  Again, as for the Sword of Justice many of the powers of the
  Sceptre are purely speculation and I offer three alternatives
  for you to pick and choose from, as you will. I of course use
  the mundane version.
  THE SCEPTRE OF KINGS – HIGH POWER VERSION
  3 ½ feet long made of solid gold and weighing more than a
  knight’s broad sword the sceptre is bejewelled with every fine
  stone known to man.  The top of the sceptre holds a 50 ct
  diamond the size of a mans fist and should the rays of the sun
  be caught in it all who behold this would be struck blind.  Being
  in the very presence of the sceptre causes those of the faith to
  fall to their knees and be subject to humility in the face of the
  Lawgiver on Marakush. It has all the powers for the medium
  and low magic campaigns plus the following:
  •
  Anyone touching the Sceptre who does not have 20 piety
  for the Lawgiver is rendered unconscious for 5 minutes.
  If a non-believer in the Lawgiver this increases to 30 min-
  utes
  •
  Allows the user to change his appearance to any likeness.
  Requires 25 AP's to prepare and concentrate at the cost
  of 5 fatigue.  A Piety AR is required and if successful the
  critical die indicates how many hours the change can be
  maintained, at the cost of 1 fatigue per hour.
  •
  Allows the user to call forth the Act of Faith Exorcise once
  per week if a succesful Piety AR is made.
  •
  Allows the user to see through the falsehoods of super-
  natural beings.
  •
  If the wielder is slain while fighting the foes of the
  Lawgiver, an automatic Call Back the Dead occurs.
  SCEPTRE OF KINGS - MEDIUM POWER VERSION
  3 ½ feet long made of solid gold and weighing more than a
  knight’s broad sword the sceptre is bejewelled with every fine
  stone known to man. The top holds a large 50 ct diamond that
  sparkles brightly.
  •
  Cure Deafness +20 to Piety AR
  •
  Cure Blindness +15 to Piety AR
  •
  Restore the Faithful +10 to Piety AR
  •
  Recognize Evil +25 to Piety ARPSF 45%
  •
  Restoration +10 to Piety AR
  •
  Neutralise Toxins
  SCEPTRE OF KINGS - LOW POWER VERSION
  3 1/2 feet long made of solid and weighing more than a knight’s
  broad sword the sceptre is bejewelled with every fine stone
  known to man. The top holds a large 50 ct diamond that spar-
  kles brightly.
  Anyone, who has this item in his or her possession will not live
  very long; not because of magical enchantments but because
  of what the item stands for and its base value in gold.
  The church would adorn anyone who was holding this and still
  alive as the most pious person ever, as they should be dead.
  The King would be livid that anyone would have his family
  heritage.
  The intrinsic value of the piece if it could ever be sold would
  reach into the hundreds of thousands of golden coins.  Enough
  to buy a country!  Enough to be hunted down!
  
  APPENDIX 5.1
  APPENDIX 5 - POLITICAL STRUCTURE
  44
  Position
  Holder
  Shire
  Lord High Sheriff
  Sir Gilbert Cascon
  HOLDSHIRE
  Lord Justice of High Court
  Baron Norman Tenly
  Constables of the Royal Castles
  Sir James Harcourt
  Sir Henry Faversham
  Armourer of the Royal Castles
  Master Peter Gill
  Armourers
  Master Lorin Kilburn
  Master Duncan Senley
  Chief Forester of the Shire
  Sir Giles Mortimer
  Chief Scribe of the Shire
  Master Clive Buvaer
  Royal Commissioner of Customs & Excise
  Baron Cedric Norlon
  Lord High Sheriff
  Sir Daniel Frenton
  BORRESHIRE
  Lord Justice of High Court
  Baron Tesker Lordin
  Constables of the Royal Castles
  Sir Nigel Gescon
  Sir Peter Lathgoe
  Armourer of the Royal Castles
  Master Gordon Blythe
  Armourers
  Master Kevin Enders
  Master Boris Torvin
  Chief Forester of the Shire
  Master Zethron Jor
  Chief Scribe of the Shire
  Master William Bruin
  Royal Commissioner of Customs & Excise
  Baron Kolin Purter
  Lord High Sheriff
  Sir Michael Dunkle
  VILDENSHIRE
  Lord Justice of High Court
  Baron Jason Fen
  Constables of the Royal Castles
  Sir Luc Plessin
  Sir Nathan Cole
  Armourer of the Royal Castles
  Master John Hedgemore
  Armourers
  Master Clive Seaton
  Master Derrick Longday
  Chief Forester of the Shire
  Master Alba Vedlen
  Chief Scribe of the Shire
  Master Peter Cotter
  Royal Commissioner of Customs & Excise
  Baron Owin Williams
  The Shires of Ogrenshire, and Pencalshire have not been detailed specifically to allow Gamemasters to develop their own NPC’s.
  Within the shires named above are various factions, members of either the Red Scarves or the White.  The choice of which faction
  the above mentioned belong to is down to the individual Gamemaster's own campaign.
  
  APPENDIX 5.2
  45
  Political Structure of the Counties.
  Position
  Holder
  County
  Sheriff
  Sir Giles Porter
  HACKHAM
  Justices of the Peace
  Master Hayden Plink and 10 men
  of good conscience
  Lord Justice of Assize
  Baron Weyland Aubrice
  Lord High Justice of County
  Master Kayt Sidlam
  Royal Forester
  Master Siome Julroy
  Foresters
  10 men true of arrow
  Chief Scribe of the County
  Master Eric Morgan
  Scribes
  10 men swift of quill
  Collectors of Taxes
  10 common men devout of purpose
  Sheriff
  Sir Abram Westley
  BEAUFORT
  Justices of the Peace
  10 Men of god conscience
  Lord Justice of Assize
  Baron David Warton
  Lord High Justice of County
  Master Roger Ingle
  Royal Forester
  Master Trevor Lithly
  Foresters
  10 men true of arrow
  Chief Scribe of the County
  Master Martin Konley
  Scribes
  10 men swift of quill
  Collectors of Taxes
  10 men greedy in aspect
  Sheriff
  Sir Karl Pothmore II
  POMLEY
  Justices of the Peace
  10 men of purchased conscience
  Lord Justice of Assize
  Earl Charles Evermore
  Lord High Justice of County
  Sir Renko Evermore
  Royal Forester
  Sir Barton Evermore
  Foresters
  10 men of loyal bows
  Chief Scribe of the County
  Master Fredrick Fink
  Scribes
  10 men of crooked ink
  Collectors of Taxes
  10 men of large physique
  
  46
  APPENDIX 5.3
  
  APPENDIX 5.4
  47
  Governor
  Earl Ian Malay
  Lord High Sheriff
  Baron George Hawkling
  Lord Justice of High Court
  Baron Harmon Radfeal
  Justices of the Peace
  Roger Manse
  Clive Dunfield
  Simon Keln
  William Branbury
  Daniel Hogget
  Peter Baker
  Colin Worbington
  Thomas Giles
  Christopher Marley
  Jason Thwait
  Lord Justice of Assize
  Baron Edgar Barret
  Chief Forester of Sagrem
  Anthony Cook
  Royal Forester
  John Cranner
  Foresters
  John Samuels
  Eric Miles
  Sabastian Glenn
  Kenneth Glaive
  Robert Archer
  George Arrowsmith
  Sidney Redland
  Alan Moorland
  Jack Brand
  Sean Xavier
  Chief Scribe of the Province Master Francis Lamb
  Scribe Accountants
  Mat Benning
  Jefferson Taylor
  Owen Evans
  Bill Redfern
  Clark Fallows
  Nigel Boot
  Wallace Burgh
  Rupert Amstrong
  Liam Gommy
  Craig O’Dowd
  Royal Commissioner of
  Customs & Excise in Sagrem Baron Simon Traxler
  Collectors of Taxes
  Gordon Baile
  Mike Jenson
  Orvil Wyle
  Peter Culper
  Derrick White
  Frederick Handson
  Robert Mullan
  Robert Pilgare
  John Pugh
  Mark Pillsburgh
  Tenants in Chief Within Anderia
  Their Population and Area of Land
  Holder
  Held
  Serf
  Yeoman
  P.Sgt
  Men
  Sgt
  Sq
  Kts
  TOTAL
  Area
  King Alladan Malay
  KG
  3,500
  2,500
  1,250
  1,500
  750
  250
  250
  37,500
  3,000
  King Alladan Malay
  PR
  2,800
  2,000
  1,000
  1,200
  600
  200
  200
  30,000
  2,400
  Duke Charles Malay
  HH
  1,750
  1,250
  625
  750
  375
  125
  125
  18,750
  1,500
  Earl David Malay
  GG
  1,610
  1,145
  575
  690
  325
  115
  115
  17,250
  920
  Duke Ferdinand Borcherds
  GG
  1,610
  1,145
  575
  690
  325
  115
  115
  17,250
  920
  Duke Blaize Malay
  FF
  1,540
  1,100
  550
  660
  320
  110
  110
  16,500
  1,320
  Duke Fudego Borcherds
  FF
  1,540
  1,100
  550
  660
  320
  110
  110
  16,500
  1,320
  Duke Carlos Malay
  FF
  1,540
  1,100
  550
  660
  320
  110
  110
  16,500
  1,320
  Earl Courtlan Arazor
  EE
  1,470
  1,050
  525
  630
  315
  105
  105
  15,750
  1,260
  Earl Randolf Borcherds
  DD
  1,400
  1,000
  500
  600
  300
  100
  100
  15,000
  1,200
  Earl Ian Malay
  CC
  1,330
  950
  475
  570
  285
  95
  95
  14,250
  1,140
  Baron Getan Malay
  V
  840
  600
  300
  360
  180
  60
  60
  9000
  720
  Baron Edward Borcherds
  V
  840
  600
  300
  360
  180
  60
  60
  9000
  720
  Marquis Ricardo Machelli
  FF
  1,540
  1,100
  550
  660
  320
  110
  110
  16,500
  1,320
  Count Adrian Beuvan
  BB
  1,260
  900
  450
  540
  270
  90
  90
  13,500
  1,080
  Count Noel Sheldon
  AA
  1,190
  850
  425
  510
  255
  85
  85
  12,750
  1,020
  Baron Antoni Gavini
  U
  770
  550
  275
  330
  165
  55
  55
  8,250
  660
  TOTAL
  26,530
  18,940
  9,475
  11,370
  5,605
  1,895
  1,895
  284,250
  21,820
  Area is developed land including pasturage and patrolled areas. Wilderness and mountains will swell this figure considerably.
  Anderia has vast areas of wilderness which are great for adventures.
  Population is stable, however these figures are likely to be more than double this due to very few people being involved in the
  census.  Many travel around, journeymen in particular but also mercenaries and adventurers.
  County of Sagrem
  
  APPENDIX 6.1
  APPENDIX 6 - SETTLEMENTS
  48
  SETTLEMENT
  SHIRE/COUNTY
  POPULATION
  LORD
  MAIN RESOURCE
  Ændell
  Borreshire
  900
  Knight
  Scholar
  Albercraig
  Holdshire
  2,200
  Knight
  Horses
  Ashely
  Sagrem
  1,200
  Constable
  Arcane
  Bainbridge
  Sagrem
  600
  Knight
  Beer - Tobacco
  Balingay
  Ogrenshire
  3,000
  Baron
  Animals - Religion
  Balthorpe
  Sagrem
  3,600
  Baron
  Healing - Religion
  Banking
  Vildenshire
  2,700
  Baron
  Healing
  Banocore
  Sagrem
  200
  Knight
  Arms & Armour
  Baramere
  Holdshire
  1,400
  Knight
  Sword Master
  Basenbrooke
  Hackham
  2,800
  Constable
  Thievery - Beer
  Benstone
  Vildenshire
  11,500
  Duke
  Minerals -  Guild Bureaucracy
  Bindrey
  Sagrem
  200
  Bailiff
  Paper
  Black Cliff
  Sagrem
  2,700
  Knight
  Scholars - Art
  Blackmoor
  Sagrem
  5,700
  Earl
  Arcane - Artist - Scholars
  Boeder
  Sagrem
  200
  Knight
  Art
  Borenham
  Beaufort
  4,200
  Baron
  Animals  - Metalcraft
  Cainster
  Sagrem
  400
  Bailiff
  Timber
  Cainster
  Ogrenshire
  1,500
  Knight
  Glue
  Caldron
  Sagrem
  2,400
  Knight
  Fruit - Cider
  Caremorton
  Pomely
  1,200
  Knight
  Copper
  Chegworth
  Sagrem
  200
  Knight
  Scholar
  Clodbury
  Ogrenshire
  1,400
  Constable
  Pottery
  Clowdale
  Ogrenshire
  1,200
  Constable
  Foreign Trade - Wine
  Clysod
  Borreshire
  700
  Knight
  Flint
  Coinminster
  Pencalshire
  1,400
  Constable
  Gold
  Constitution
  Ogrenshire
  27,500
  King
  Sea Trade - Arms & Armour -
  Religion
  Corbeth Abbey
  Hackham
  300
  Abbot
  Religion
  Cowstings
  Vildenshire
  2,000
  Knight
  Wood
  Dassup
  Holdshire
  1,900
  Knight
  Wool
  Dayton
  Pencalshire
  370
  Knight
  Heraldry
  Demobury
  Pomely
  550
  Knight
  Leatherwork
  Denbury
  Vildenshire
  875
  Knight
  Ceramics
  Dorfel
  Sagrem
  200
  Knight
  Clothes
  Dormouth
  Pemely
  2,100
  Knight
  Fish
  Dunholow
  Sagrem
  2,400
  Knight
  Metalcraft
  Dunstern
  Sagrem
  3,200
  Baron
  Woodcraft - Wine
  Edinwell
  Beaufort
  250
  Bailiff
  Arcane
  Evenlight
  Hackham
  1,500
  Knight
  Food – Music
  Falkey
  Sagrem
  2,600
  Baron
  Ceramics
  Fallum
  Borreshire
  200
  Knight
  Wool
  Fardelving
  Holdshire
  750
  Knight
  Arms  & Armour
  Farmouth
  Borreshire
  15,500
  Duke
  Sea Trade - Ships - Cloths
  Farnoth
  Sagrem
  350
  Knight
  Animal Furs
  Favenger
  Ogrenshire
  7,500
  Earl
  Arms & Armour - Religion
  Fayfield
  Hackham
  1,200
  Knight
  Metalcraft
  Fenhill-on-moor
  Vildenshire
  2,500
  Constable
  Animals - Fish - Fruit
  Gainbury
  Sagrem
  3,200
  Baron
  Textiles
  Gengorge
  Borreshire
  2,600
  Knight
  Fish
  
  APPENDIX 6.2
  49
  SETTLEMENT
  SHIRE /COUNTY
  POPULATION
  LORD
  MAIN RESOURCE
  Hagtonbury
  Borreshire
  1,500
  Knight
  Minerals
  Hainglade
  Sagrem
  350
  Knight
  Minerals – Timber
  Haleham
  Sagrem
  600
  Knight
  Fruit
  Hieridge
  Vildenshire
  1,100
  Knight
  Baths – Horses
  Hingley
  Pomely
  2,900
  Baron
  Fruit
  Hope
  Borreshire
  22,000
  King
  Wine – Ceramics – Minerals -
  Religion
  Houlcroft
  Vildenshire
  750
  Knight
  Honey
  Hunbert
  Hackham
  3,000
  Baron
  Cartography
  Hunthorpe
  Borreshire
  2,900
  Baron
  Ceramics
  Joepete
  Borreshire
  350
  Knight
  Charcoal
  Kaden
  Ogrenshire
  1,100
  Knight
  Music
  Kelenworth
  Vildenshire
  4,000
  Baron
  Tourneys - Arms & Armour -
  Leather  -  Religion
  Kildur
  Vildenshire
  2,700
  Knight
  Fish
  Kinley Priory
  Holdshire
  200
  Knight
  Religion
  Klyshillminster
  Sagrem
  1,000
  Knight
  Oil – Religion
  Koloun
  Holdshire
  2,000
  Constable
  Minerals – Religion
  Lake - on -  Heath
  Beaufort
  3,200
  Baron
  Warrior - Arms & Armour
  Laneminster
  Pomely
  700
  Knight
  Clothes – Religion
  Lowlake
  Borreshire
  2,200
  Knight
  Bows – Clothes
  Magorin
  Ogrenshire
  3,800
  Baron
  Clothes – Ships
  Magorin
  Holdshire
  1,000
  Knight
  Arms & Armour - Metalcraft
  Monarcham
  Beaufort
  1,700
  Knight
  Beer
  Munsten
  Ogrenshire
  250
  Knight
  Animals
  Penbury
  Ogrenshire
  450
  Knight
  Silver
  Ruley
  Vildenshire
  1,700
  Knight
  Stone
  Salismoor
  Pencalshire
  2,100
  Knight
  Beer – Thieves
  Sarenfast Abbey
  Hackham
  200
  Kinght
  Religion, Arms & Armour
  Skilon
  Pomely
  1,200
  Knight
  Books
  St. Climes
  Sagrem
  1,100
  Knight
  Religion – Bells
  St. Marks
  Pencalshire
  2,100
  Knight
  Religion – Wool
  Stevenham
  Beaufort
  800
  Knight
  Tin
  Swender
  Beaufort
  450
  Constable
  Cobblers
  Tenpeaks
  Holdshire
  2,300
  Knight
  Arms & Armour - Minerals
  Waynhall
  Holdshire
  750
  Knight
  Ceramics
  Webbley
  Vildenshire
  750
  Knight
  Medicinal Herbs
  Westport
  Vildenshire
  17,500
  Duke
  Arms & Armour - Sea Trade -
  Religion
  Wildcape
  Vildenshire
  800
  Knight
  Wagons
  Wilenheim
  Sagrem
  4,800
  Earl
  Military – Architecture
  Wyelms
  Ogrenshire
  250
  Knight
  Leatherwork
  
  APPENDIX 7.1
  50
  APPENDIX 7 - INTRODUCTORY CAMPAIGN AREA
  A Small Area in the South East of the Kingdom, in the Province of Sagrem.
  The introductory campaign area shows a small area surrounding Boslon,
  which will be detailed further in later supplements.  Boslon is now largely
  abandoned, but once upon a time it was a thriving town.  The map
  above covers an area 8 miles by 8 miles, and is located approximately
  50 miles southeast of Gainbury on the large Country Map.  A small
  section of the main map is on your left.  On both maps is indicated a
  stone monolith and this is highlighted on both by the lines to the left.
  
  APPENDIX 7.2
  51
  It is assumed that all characters who adventure in this area
  are of Sagrem stock (ie Pagan).  Any NPC's of Anderian stock
  are referred to in their individual descriptions.  To generate
  characters please refer to the Game Statistics on page 7.
  LOCATIONS
  KRENDEL
  Population 57
  6 Farmsteads and 1 Inn
  Joe Cotter
  Small cottage with wife and seven children
  Sam Blain
  Small cottage with wife and six children and
  one horse
  Michael Duff
  Small cottage with wife and nine children
  David Swinton Medium cottage with wife and four children
  and pigs
  John Morgan
  Small cottage with wife and ten children and
  dogs
  Andrew Cotter
  Small cottage with wife and five children plus
  a horse and sheep
  Guy Peeps
  Marsh Haven Inn with wife and two children
  plus a horse and chickens
  Description
  The small hamlet of Krendel lies on the bend of the Moon-
  stone River and is bisected by the Bibble Stream.  Half a mile
  to the West is the large and dangerous Marsh Buzzwing.
  Life here is at the typical small hamlet pace and everyone
  knows each other’s business.  Several of the families in the
  settlement are related and the majority stay in the hamlet after
  reaching adulthood and work on the family farm.
  As a sideline business, the women here take the carapace of
  the Buzzwing Beetle and make jewellery out of them.  They
  can be seen sitting at their benches along the West Road work-
  ing away.
  The price of these brooches varies but as a guideline any value
  from 10 pennies to 2 silver shillings can be asked.  They are
  considered lucky charms here against the Trolls in the marsh,
  as it is said that the flashing colours distract and frighten the
  Trolls.
  The hamlet has three horses and the entire hamlet uses them.
  The pigs are fed with scraps from everyone and when killed
  they will be shared between the villagers.  The Headman of
  the hamlet is David Swinton who has made some money from
  his escapades in the wars and he has a fine medium sized
  cottage.  He also has picked up some reading and writing at
  minimal levels.
  About half a mile to the south of Krendel lies an ancient pagan
  wall.  This is considered haunted by the ghosts of long dead
  warriors who gave their lives defending the wall.  No one will
  camp near to the wall, as strange tales of frightening dreams
  have been told by those who have.  If the old wall is followed it
  eventually enters the Cordelon Forest and meets with some
  ruins.  However, no one has ever explored these ruins (or if
  they have they have never returned to tell the tale).
  Marsh Haven Inn
  Owner:
  Guy Peeps
  Proprietor:
  John Duff
  Quality:- The Inn offers an average quality ale that is brewed
  by Master Peeps himself by his secret recipe.  The wine is
  purchased from the Merchant Thomas Royal from Boslon and
  they receive a delivery every month on the 1st day. They will
  normally run out by the 28th day.
  Food is simple and meat is not served with meals.  The main
  dishes are mostly pearl barley and spiced vegetable broths,
  cheese is also popular and several types of baking such as
  bread, cakes and pastries. The rooms are all shared by 2-3
  people unless under special circumstances when people can
  double up and fit six in one room.  Bedding is normally clean
  except after holidays when it may have been left.
  Rooms **  Food ***  Drink ***  Service ****
  Costs * A tip of 10% is customary
  Guys Ale
  8cp per drink or 2sp per night
  Wine Royal
  6cp per drink
  Basic Meal
  8cp
  Superior Meal
  1sp includes meat either chicken
  or pork
  Room
  10cp shared between 2-3 people
  Stable
  10cp
  Stable Destrier
  2sp
  
  APPENDIX 7.3
  52
  Oats per Bushel
  35cp
  Rations Available at the Inn
  1 Lb Salt Pork
  6cp
  1 Lb Salt Fish
  5cp
  1 Lb Smoked Sausages 13cp
  1 Lb Black Bread
  9cp
  1 Lb Hard Tack
  15cp
  1 Lb Salted Butter
  10cp
  1 Lb Dried Fish
  4cp
  1 Lb Cheese Good
  1sp
  1 Lb Mixed Vegetables
  3cp
  1 Lb Marsh Salt
  15cp
  Description
  The Marsh Haven Inn is on the West Side of the road away
  from and facing the rest of the village of Krendel.  It is set back
  from a courtyard and watering trough. The building has two
  floors and a thatched roof, the walls are daub painted black
  and white.  The family dog, a small terrier type who yaps and
  snaps at new arrivals, protects the courtyard.  The dog is called
  "Nip" and is well loved by all the villagers, he is getting old now
  and does not move around as much.
  The post of oak that sticks out of the courtyard has a large
  painted sign that depicts a traveller lost in the marsh surrounded
  by Buzzwings and a Troll running from the flashing lights.  The
  artwork is very poor and could be mistaken for just about any-
  thing.
  From outside a person can see the smoke rising from the tall
  chimney of a fire that is always lit.  He can smell the broth that
  is always on the stove and hear the laughter of Peter and Jill,
  Guy Peeps’ two children, playing.  Guy owns a horse and he is
  left to roam around;  he often accosts new visitors looking for
  a few tit bits.  The Inn is shaped like a large ‘E’ and the central
  prong is where the large oak doors are that welcome guests.
  The windows are decorated with flower boxes which are tended
  by Guy's wife, Julie.  She spends most of her days looking
  after the flowers and her nights cooking and mending.
  Inside, the hallway is lined with oak panels and the scent of
  the flowers wafts along the halls.  At night the sounds of merry
  men from the bar room mingles with the smells of the cooking.
  The bar area is a square room in the north wing and has plenty
  of room for fifty guests.  There is a games area where various
  dice and throwing games can be played like darts, skittles and
  Shove Ha’ penny.  Upstairs are the guests quarters, these are
  large rooms that have been designed for at least 3 people to
  share.  They have a wash basin and a towel and three straw
  filled mattresses.
  The barman is John Duff, the eldest son of Mike Duff.  He
  works here despite the fact that his father wanted him to work
  on the family farm.  John earns good money here and meets
  many different types of people.  He gives his family a large
  share of his earnings but has yet to win back the favour of his
  father.
  The serving wench is Freda Morgan.  She works here all hours
  of the day and night.  Her duties are such that she has little life
  of her own.  John, the barman, gets very jealous if he sees her
  in conversation with a patron and soon gets her back to her
  duties.  She is pleasant of nature and very demure.  Her age is
  not known but she looks in her late twenties.  She very much
  wants to marry someone who travels around and she hates
  being kept in one place.
  The stable boy is Tom Skillion, he came to the village some
  four years ago with a caravan passing through.  He never left
  the village and married one of Sam Blain’s sisters.  He is a tall
  chap and knows much about horses and what they are worth.
  He and his wife are saving up so that they one day might have
  their own ostlery somewhere.  Sally Skillion is the chamber
  maid and makes sure all of the rooms of the inn are clean and
  respectable.  She is a dowdy person and always looks scruffy.
  Guy Peeps, the owner, can be found at the bar every night
  talking about beer, politics and the marsh and generally keep-
  ing an eye on his investment.
  Because of the location of the Inn they have few regular pa-
  trons but some of the people in the village can be seen here
  along with the wine merchant and perhaps a few soldiers from
  Boslon.
  
  APPENDIX 7.4
  53
  OLD CHURCHLEY
  POPULATION 74
  6 Farmsteads, 1 church, 1 smithy, 1 fisher and 1 potter.
  Angus McBride
  Medium cottage with wife and four
  children
  Sam Angtree
  Small cottage with wife and seven
  children and a horse
  Nigel Dougals
  Smithy, small cottage,  wife and two
  children and a horse
  Peter Brook
  Medium cottage with wife and nine
  children plus a horse
  David Seatter
  Medium cottage with wife nine
  children and a horse
  David Charles
  Small cottage with wife and seven
  children
  Ray Garret
  Medium cottage and ten children
  Fr. John Christopher
  Church with staff of seven
  Alan Winter
  Fisherman, small cottage with a
  boat and four children, no wife
  Ian Potter
  Potter, small cottage with wagon,
  wife and five children.
  Description
  In the bow of the Moonstone River and the Linscor Stream the
  golden fields of Old Churchley welcome visitors. The village is
  set around the old church, built from local fieldstone and cov-
  ered in gargoyles.  It is the local parish church for all of the
  inhabitants on the campaign map area.
  Father Christopher is 68 and still performs ceremonies every
  day for the few who attend but he is rigorously training his
  apprentice, Brother Samuel, to take over.
  Father Christopher no longer travels to the surrounding man-
  ors to give blessings and Brother Samuel has taken on this
  task.
  Nigel Douglas is the village smithy and also performs work for
  Krendel and sometimes Skelton.
  Standing away from the village by half a mile is the home of
  Forester Jack.  He is a mystery to the locals but does bring in
  game and also trades furs and hide for supplies every so often
  for exchange for other goods he requires.  He seems to be
  religious as he visits church every week.  Some of the villag-
  ers fear him and the women folk swoon over him as he is quite
  handsome.
  Ian Potter the Potter has a wagon and horse.  Most of the
  villagers have borrowed his wagon in the past at some time to
  travel to Skelton with goods for sale.  He lets them at no charge
  and he is a very popular man.
  On an evening, every man gathers at Ian’s cottage and they
  talk over what has happened during the day and drink Ian’s
  home made wine.  They are welcoming to strangers and ask
  no money for the refreshments.
  Douglas - Smithy
  Owner:
  Nigel Douglas
  Nigel is a self-taught smithy and farrier. He can produce sim-
  ple metalwork of an average to poor quality. Anything greater
  or more complicated than plough shears and horseshoes are
  beyond his capabilities. Nigel is happy to trade anything for his
  work and most of the village owes him vegetables and grain
  for his efforts. Outsiders to the village would be asked to pay
  in coinage but his prices are very low.
  Nigel’s Cottage backs onto the riverbank, it is a wattle and
  daub type small cottage with exterior buildings for his smithy.
  His wife uses the fire overflow to heat the house and to cook.
  The building has a single floor and the family shares their home
  with the horse. Inside the house the floor is packed earth cov-
  ered with straw, and beds are inside the thatched roof area.
  St. Jude's Church
  Owner:
  King
  Proprietor:
  Father John Christopher
  The old church was built in 290 AU by the Earl of Sagrem to
  serve as the parish church for the surrounding manors and
  holdings. Father John Christopher and his seven staff (owing
  to the importance of this religious site, he has many lay assist-
  ants) run the church.
  Brother Samuel is preparing for his journey to the cathedral to
  be ordained as a minister in the Holy Church of the Lawgiver.
  He has been in training since a very young age and he sees
  Father Christopher as a paternal father as well as a spiritual
  father. Brother Samuel has taken over the parish duties, as at
  Father Christopher can now only perform local services due to
  his age.
  The grounds of the church provide food for the priests and
  they will take in strangers and travellers who need somewhere
  to stay for the night. They are trained in medical aid and have
  given treatment to many in Father Christopher’s time.
  
  APPENDIX 7.5
  54
  Any ceremony can be performed here and Father Christopher
  has a very high piety. This has influenced Brother Samuel.'s
  own piety.
  The Holy Relic of Saint Jude.
  This takes the form of a strip of cloth that was used to bathe
  her head during the torture to try to get her to change her
  religion. The relic itself is boxed in an ornate wooden con-
  tainer measuring about 4” square and made of walnut and
  inlayed with rosewood. It has never been opened as far as
  Father Christopher can remember.
  Sacramental Wine of St. Jude.
  The Holy Water of Father Christopher
  The Cross of Father Christopher.
  The Father has blessed this cross every day and every night
  for 40 years. As a result it is a very powerful focus of his faith.
  The Book of St. Jude.
  This is a copy of the original writings of this saint of the Law-
  giver. In the tome she gives the reader directions on how to
  live a fruitful and spiritual life. Any reader of the original book
  will gain piety points if a successful Piety AR is made, 3 with a
  critical success of 10, 2 with a critical roll of 7 to 9 and 1 other-
  wise, up to a maximum of 20. Any reader of the 1st edition
  copies will gain 1 piety point if a a successful Piety AR is made
  where the critical roll is greater than 7.. Those who do not
  believe in the Lawgiver who read the original book must make
  a Piety AR roll to test their own belief. If they fail their AR and
  also have a Critical roll less than 4, they will convert to the
  Lawgiver.  Only non-believers with with a Piety greater than
  15 will remain firm in their beliefs..
  The Pottery
  Owner:
  Ian Potter
  Ian prides himself on his quality of work, which is difficult, be-
  cause he is not that good. As a result much of his work he
  scraps. If anyone asks for a piece of work they should be pre-
  pared for a long wait until he gets it just right.
  The overall effect is that the quality is good but the service is
  poor. Because Ian takes so long and uses so much material
  his prices are high
  ADVENTURE SITES
  THE MONOLITH
  This is the barrow of a lost pagan king buried here centuries
  ago. The monolith stands atop the mound measuring 14’ high.
  It is made of dark grey granite that is not local to the area and
  has only one symbol on each surface. Beneath the monolith
  are many tombs, cut into the soft sandstone.
  These chambers are where the king, his relatives and advi-
  sors are buried. There is a secret entrance to the vaults below
  hidden by the years of growth on the north side of the mound.
  The local rye grass is very tough and has made a good cover-
  ing. There is little of value down here, the relatives and advi-
  sors chambers contain nothing that has not rotted or rusted
  away.
  The false king’s chamber contains some pretty trinkets that
  look good but would only fetch 200sp in total. Not worth the
  labour of dragging them out. A simple evaluation roll will alert
  the players to this. There are some weapons here that were
  once of great value and superb quality but no longer of any
  use.
  The real king’s chamber is hidden behind a secret door. This
  has been magically hidden and requires the spell Dispel Illu-
  sion to be cast to find it with a resistance of PSF 30. Once the
  door is detected ½ INT AR% will show the method of opening.
  The room is small and has been sealed well from the ravages
  of the years. The room has many treasures and the small size
  of the chamber extenuates the amount.
  The guardian of the king’s chamber is a basilisk called KAL
  HLUK. He was taken when young and forced to serve the kings
  commands. The king was able to rule with absolute fear and
  conquered many territories. The basilisk now stands guard over
  his master’s remains, immortal in his service, dedicated in
  dealing death. He has been entombed in the vault for several
  centuries and now he wants most of all to be master of his own
  destiny.
  KAL HLUK will be so pleased to see another human that he
  will let out a screech of pleasure when he sees them. This will
  more than likely force the players to attack him.
  If a Magus decides to research the monolith their success may
  reveal the existence of the basilisk or even its nature. What-
  ever the result the basilisk will not join the party or become
  attached to one of the player characters. He will, if impressed
  by their compassion for his situation, agree to offer them one,
  and one only, service.
  
  APPENDIX 7.6
  55
  Kal Hluk - Greater Basilisk
  Height 36" Length 9’
  Wt: 100 Lb Dodge: TSC 61
  Stamina: TSC 82        Will: TSC 76 Experience 800
  Body: 30
  Fatigue: 30
  Move: 13
  BMR: 0
  Armour: Tough Hide S: 4 C: 7 P: 6 M: 7 E: 4
  M Bite TSC 64  Damage: 7
  M Claws PSF: TSC 58 Damage: 3
  Glance - Petrifaction
  For further details please refer to page 17 of the Chivalry &
  Sorcery Creature Bestiary.
  Appearance: - The basilisk takes the form of a large lizard
  with glittering toad like eyes, and a sandy/yellow scaly hide.
  Kings Chamber Treasure
  A small wooden box made out of a very bright coloured wood
  and held shut by an ornamental silver clasp. Inside the box
  sitting on a bed of red velvet are:-
  14 ct Cut Ruby
  10Cr
  10 ct Cut Topaz
  120sp
  6 ct Cut Diamond
  5Cr
  A gold Tiara with ruby
  and sapphire gemstones
  30Cr
  Slate engraving
  2Cr
  Onyx Vase
  1Cr
  Coins
  1,000cp
  500sp
  150Cr
  THE FOUR STONES
  Atop a grassy mound lie four stones, littered with runic sym-
  bols that no man has deciphered. The people of the local area
  have no idea of their ancient history and believe the glyphs to
  be Elvish. The stones stand in a diamond configuration about
  10’ apart. The stones themselves are diamond in shape and
  their tops are pointed like a pyramid.
  The stones are made from milky white moon quarts that store
  the rays of the sun during the day and then releases the en-
  ergy during the night giving off a cool creamy white glow like
  the autumn moon.
  They stand each 10’ high and regardless of the weather they
  are always warm to the touch. The ground around the stones
  never accumulates snow or frost and animals will not approach
  the stones (Some riders have been known to be thrown from
  their mounts).
  The centuries have not worn the stones as their magical na-
  ture has protected them well from the ravages of time. They
  are from the ancient pagan times, when a magical people ruled
  the area of Anderia, who had a greater understanding of the
  powers of magic. Present day wizards are passing down a por-
  tion of the pagan knowledge that was once common in usage.
  There are people who have a natural ability to focus the forces
  that magic uses to create its effects and these are still around
  today in the form of Healer Witches and Hedgerow Wizards.
  This stone square is attuned to the forces of magic and stores
  the powers of nature and the sun during the day, releasing it
  during the night.
  
  APPENDIX 7.7
  56
  The effects are that the area generates a magical aura giving
  any spell caster +13 PSF when casting spells in this area, their
  ML is increased by 3 and fatigue costs are halved.
  There is however a drawback to the area; The drawing in of
  energy creates a well in the outer areas and so all within 2
  miles of the stone are magically at a penalty of -5 PSF when
  casting spells and fatigue costs are doubled. This positive and
  negative force has no effect on those few who are able to
  manipulate the powers such as Priest Wizards.
  The glyphs are from those ancient pagan times and relate the
  journey of their elders into the next cycle. They seem to be of
  human origin but with an Elvish outlook on life and certainly a
  greater command of magic than the present day wizards of
  the Elder Brotherhood
  If a mage studies the runes and breaks the language followed
  by a further period of study equal to MRF / 8 - E they will
  discover a text revealing the ancient techniques for the inner
  circle of Transcendental Spellcraft and Continue from Be-
  yond. Should anyone try to displace the stones or do them
  damage they will be caught up in a permanent Chaotic Land-
  scape as the illusion of the innermost circle.
  PERSONALITIES
  JACK SMETHSON
  Forester 6th Level
  Age 20
  AGL: 14
  INT:
  10
  BV:
  18
  STR: 13
  WIS: 14
  APP: 16
  CON: 16
  DIS:
  14
  PTY: 11
  Height: 5’11”
  Weight: 154 lb.
  Jump: 7
  Move: 15
  Body: 33
  Fat: 33
  Skills:
  Perception Sound
  PSF: 18% TSC: 23%
  Perception Sight
  PSF: 18% TSC: 23%
  Willpower
  PSF: 10% TSC: 50%
  Dodge
  PSF: 20% TSC: 70%
  Stamina
  PSF: 20% TSC: 60%
  Foresters Stealth
  PSF: 22% TSC: 72%
  Blending into the
  Surroundings
  PSF: 22% TSC: 62%
  Cover Tracks
  PSF: 18% TSC: 68%
  Tracking
  PSF: 18% TSC: 68%
  Find Direction
  PSF: 22% TSC: 82%
  Intention of Animals
  PSF: 18% TSC: 68%
  Forage for Foods
  PSF: 18% TSC: 68%
  Set, Disarm and
  Detect Traps
  PSF: 18% TSC: 68%
  Fishing
  PSF: 18% TSC: 68%
  Wood Axe
  PSF: 22% TSC: 62%
  English Longbow
  PSF: 20% TSC: 50%
  50%
  45%
  40%
  30%
  20%
  SR
  MR
  LR
  ER        MAX
  Range
  20
  90
  200
  400
      800
  Critical
  10
  10
  10
  10         none
  Dmg
  17
  8
  5
  2
       -
  Armour
  Leather Hides
  S: 1 C: 0 P: 1 M: 1 E: 3
  Appearance:
  Jack is tall and handsome with a sad smile that always seems
  to slide across is face. The long black hair he wears makes his
  drawn features and pale complexion ghost like. His physique
  is excellent and he is obviously very strong. He has steely
  grey eyes that complete an entrancing look. His clothes are
  practical for his life in the woods; mostly light leather of own
  making. His attitude is very rough as he lacks the social con-
  tact for manners or courtesy.
  
  APPENDIX 7.8
  57
  After his years of living in the wilderness Jack has become
  attuned to the noises of the forest and woodlands. At the slight-
  est noise he will be awake and ready for action taking no pen-
  alties. He is also able to make perception rolls while asleep as
  any noise or smell out of the ordinary will alert him to possible
  danger.
  He fled his home owing to a crime he committed against a
  noble.  He travelled for days and days through forest and dell
  all the time avoiding the patrols and keeping away from main
  paths. Eventually he settled on the outskirts of the manor
  Skelton and has remained aloof since then fearing recogni-
  tion.
  DANIEL SURMAN
  Knight Captain 9th Level
  Age 31
  AGL: 18
  INT: 12
  BV: 12
  STR: 20
  WIS: 18
  APP: 12
  CON: 18
  DIS: 18
  Piety: 20
  Height: 6’0”
  Weight: 122 Lb.
  Jump:10
  Move: 18
  Body: 53
  FAT: 45
  Skills:
  Alertness Sight
  PSF: 6% TSC: 11%
  Alertness Sound
  PSF: 6% TSC: 11%
  Stamina
  PSF: 43% TSC: 103%
  Dodge
  PSF: 39% TSC: 99%
  Willpower
  PSF: 12% TSC: 52%
  Tracking
  PSF: 36% TSC: 66%
  Mounted Combat
  PSF: 46% TSC: 86%
  Kt Broadsword
  PSF: 46% TSC: 96%
  Lance
  PSF 28% TSC: 58%
  Shield Play Heavy
  PSF: 46% TSC: 86%
  Dagger
  PSF: 39% TSC: 89%
  Wrestling
  PSF: 43% TSC: 73%
  Speak Uruk:
  PSF: 30% TSC: 70%
  Full Chain Mail + Quilt
  S: 9 C: 6 P: 8 M: 9 E: 7
  Shied Large Reinforced
  S:16 C: 15 P: 18 M: 20 E: 10
  Appearance:
  Daniel is of Anderian stock, a shrivelled man, dwarfed by his
  experiences in the border wars where he distinguished himself
  and earned the everlasting favour and knighthood from his
  liege Lord Sir Alfred Mackin. His frame is hunched and he
  walks with a slight gait. His look is one of resoluteness that
  tells you that he has stared death in the face. He stands about
  6’0” but due to his hunch this looks more like 5’8”.
  He has brown curly hair and brown eyes that stare with a wild
  look. His complexion is rough and weathered from the nights
  on the wet and windy mountain battlefields.
  A real religious zealot, he was converted during the border
  wars against the Uruk’s. He gives real hellfire and brimstone
  speeches to his troops. “ The only thing that kept me alive in
  those bloody, desperate times was my faith in the Lawgiver”.
  When he really wants to put the frighteners on he starts chant-
  ing the old Uruk battle cant he learned in the mountains.
  Suffering decrepitude from all his old wounds he is no longer
  the sturdy agile youth he once was. Daniel was an old cam-
  paigner in the border wars with the Uruk’s and he knows all of
  their little quirks and even survived a poisoned arrow. He talks
  little of his battle days and prefers to enlighten his troops into
  religion. From the look in his eyes and the way he speaks to
  you, you just know the he means business.
  JASON MACKIN
  Squire
  Age 20
  Skills
  None of Worth
  Appearance:
  An Anderian of small stature and frail build measuring only 5’
  high. His complexion is yellowed from his poor diet and drink-
  ing. With a face pockmarked from acne and a foppish voice,
  he has become hated by everyone for the parasite that he is.
  Jason lives his life indoors dreaming up his stories. He has
  brown straight greasy hair and brown eyes.
  While not clever, bardic of voice or nimble of finger he has the
  ability to dream and create fantastic ideas and weave them
  into stories. While unable to relate these into words or writings
  of any fashion that would please an audience, this takes up
  almost all of his time. He gets a blank expression and goes
  into a trance for hours. His father has washed his hands of him
  as a knight and left him in charge of Skelton manor. He is
  more of a parasite using the manor resources to keep his life-
  style. He relies on the people around him to make the manor
  pay.
  Jason has a bad reputation as a coward. This is with everyone
  within the boundaries of the manor.
  
  APPENDIX 7.9
  58
  OLD MEGAN
  Shaman Healer Level 15
  Age 48
  AGL: 18
  INT: 17
  BV: 13
  STR: 9
  WIS: 20
  APP: 5
  CON: 25
  DIS: 17
  PTY: 17
  Height: 4’8” Weight: 76 lb.
  Jump: 8
  Move: 17
  Body: 50
  Fat: 58
  MKL: 7
  Skills:
  Alertness Sight
  PSF: 15% TSC: 15%
  Alertness Sound
  PSF: 15% TSC: 15%
  Stamina
  PSF: 21% TSC: 61%
  Dodge
  PSF: 28% TSC: 68%
  Willpower
  PSF: 30% TSC: 70%
  Read Pagan Runes
  (Ancient Tongue)
  PSF: 50% TSC: 90%
  Speak Pagan
  (Ancient Tongue)
  PSF: 62% TSC: 102%
  Detect Lie
  PSF: 64% TSC: 84%
  Read Character
  PSF: 64% TSC: 84%
  First Aid
  PSF: 60% TSC: 120%
  The Healing Arts I
  PSF: 60% TSC: 110%
  The Healing Arts II
  PSF: 60% TSC: 110%
  Make and Use Drugs
  & Poisons
  PSF: 48% TSC: 78%
  She has all spells of Divination and Plant lore to 6th level
  and Wards to 4th
  Appearance:
  Megan is a sad sight to behold; her virtues have taken a
  great toll on her. She is only 4’8” tall and hunchbacked, her
  arthritic hands are twisted and gnarled. Her teeth are black-
  ened and she has a fearsome stare. Her hair is white due to
  the apparition haunting her sleep, her complexion is shallow
  with brown sunken eyes. She is a strange apparition and
  most are afraid of her. She wears only black clothing saying
  that it absorbs the powers.
  Given the gift of empathy by the pagan gods she uses her
  powers for the good of humanity. She is able to see ghosts,
  demon spirits and other world entities. She has an Intuitive
  understanding of how to treat the wounded, sick and suffer-
  ing. She is able to withstand pain and fatigue, so has no
  upper limit on the number of levels of Endurance and
  Conditioning she may have.
  At only 4’8” high she has been banished from the fief but al-
  lowed to live on the rocky ground south of the four stones.
  She is hated and despised by the church but needed by the
  people who travel to her for medicine and midwifery. Megan's
  ability to see things of other worlds has cursed her to be for-
  ever racked with the images of those she couldn’t save. In the
  middle of every night they come to haunt her sleep, leaving
  her tired and incapacitated until morning.
  HERMIT SAM
  Shaman Wizard Level 13
  Age 42
  AGL: 12
  INT: 25
  BV: 9
  STR: 9
  WIS: 14
  APP: 6
  CON: 8
  DIS: 19
  PTY: 1
  Height: 6’2” Weight: 150 lb.
  Jump: 6
  Mov: 13
  Body: 25
  Fat: 27
  MKL: 6
  Skills:
  These need to be tailored to the individual requirements for
  Hermit Sam.
  Appearance:
  Sam is obviously mad, his entire facial expression with wide
  eyes and a wild smile. He is tall and thin with grey long hair
  and buck teeth; he has a skippy walk that is quick and agile.
  He tries to cultivate a friendly demeanour and travels trying
  to interfere with everything and anything. Sam believes
  himself to be the real political power mover, which is a
  delusion. He schemes and threatens using his deadly pet
  rat. He believes that he is the avatar of the rat god put on
  the world to do good (his twisted version). Most of the village
  folk fear him and run when they see him coming. Tall and
  thin he looks like a beanpole scarecrow.
  Enthral comes in handy to get the serfs and peasants to do
  his biding, making them forget the sins they have committed
  afterwards. Another useful little talent for Sam is the spell
  Fear. He makes people fear that which is against Sam’s
  ideals. This could be anything as Sam is, definately, quite
  mad.
  .
  
  APPENDIX 7.10
  59
  INTRODUCTORY ADVENTURE
  The players are to protect a caravan from attack by bandits
  then track them back to their hideout. The bandits have no
  idea that the caravan is guarded and they are not prepared to
  fight trained men.
  THE CARAVAN SOUTH
  This consists of four wagons, each carries the produce of the
  finest cloth merchants in Boslon. Their ultimate destination is
  Cannonport to the South, but they will first stop off at Aquilla.
  The players' characters are to guard the caravan, under cover
  of being the fifth wagon of cloth merchants. Only the Master
  Guildsman will know their true identities as hired swords and
  he is completely trustworthy.
  Wagon #1
  Headed by Master Textiler Jedro Thrubrath, a 40-year-old
  man of stern speech.  He finds little, if anything, funny and any
  joviality by the players will be met with a quick rebuke for their
  lack of humility before their imminent journey through brigand
  and barbarian infested forests. He has with him two journey-
  men, who are making their first trip south.
  They are Dellan Marbow, a female, and Jeckla Marbow, her
  brother. Jedro has a cargo of linen that has been asked for by
  a short supplied merchant in Aquila. Dellan and Jeckla are
  totally afraid of their domineering master and only mix when
  he is not around. They soon remember their place when he
  turns up and they once again fall silent. None of these are
  brave or willing to risk their lives for their goods. If the brig-
  ands give them the chance to give over the stock for their
  lives.  No problems; just take it and leave.
  Their wagon is of medium size and is pulled by two draft horses
  with a spare horse being towed behind. The journeymen travel
  by the side on foot while their master drives the wagon. Jedro
  thinks that this is protocol and how things should be. At the
  front of the wagon is an icon of the Lawgiver. This was pur-
  chased at a market stall and has more than likely been sold by
  a down and out; who was given it by a priest and has sold it to
  better his fortunes. Jedro is not a religious man but believes a
  person needs all the help he can get. He curses proficiently
  and swears to the goddess continuously.
  Wagon #2
  This wagon his headed by Kaitlyn Deltow, a bright and chirpy
  woman of mid years. She claims to be in her mid thirties to
  any who ask and get an answer but really she is 43 years old.
  She always has a smile for the men and has measured many
  an inside leg in her time. She is quite short, standing around
  5’2” tall with a voluptuous figure and has a bright shock of red
  hair.
  Her companion on the journey has nothing to do with textiles
  and he is her guard. His name is Tedrick Dansun, a tall ath-
  letic type of a well-kept appearance. His attitude is carefree
  and he will gladly partake of any other females who give in to
  his charms. He is 35 years old and seems to be of high birth.
  Both Kaitlyn and Tedrick are worshipers of Lysenda. They have
  been assigned to each other and are to recruit some other
  members for the church on this journey. To do this they will
  first use their charms. If this fails they will resort to chemistry
  and administer the Draft of Love, a special potion composed
  for this purpose by the priestess of their underground church
  in Boslon.
  The effects of the draft are only temporary and will wear off in
  two days unless other drafts are quaffed. The side effects are
  delusions and lack of appetite. If taken repeatedly it can cause
  liver failure within a month followed swiftly by death. The wor-
  shippers of Lysenda are not killers and will endeavour to stop
  short of this. If their victims have the stamina and willpower to
  resist them then so be it.
  Their wagon is small with only one horse pulling and no spare.
  It is however covered with a canvas tarpaulin. Both ride on the
  wagon and are glad to invite any of the walkers on for a ride.
  Wagon #3
  This merchant is Kesjet Dueper, the only one of the travellers
  who is not transferring cloth. Kesjet is a wool merchant and is
  transferring some choice fleeces to Cannonport. He is a large
  rotund man of a huge and strange appetite. He eats things
  that  would make most people ill to think about.
  He likes to hear stories of what other people have done in their
  lives and on the dark quiet nights he will pump even the most
  introvert person for details of their adventures.
  He travels, unlike all of the others, alone. This is mostly be-
  cause his large cart is overloaded with fleeces and food. Any
  other person on the journey could a) not put up with the cui-
  sine and b) detract from the amount of food he could carry for
  himself.
  His wagon is the largest in the group with an extended wheel-
  base and a four-horse pull system.  He has a spare horse in
  the rear but he expects to have to kill this for food before the
  journey ends. Should the brigands attack he will gladly part
  with the fleeces for his life.  If they ask for his provisions he will
  become enraged and attack even against the odds and facing
  certain death.
  He is quite wealthy and has brought along several Usurers
  notes that he is hoping to cash when he gets to Cannonport.
  
  APPENDIX 7.11
  60
  They are for the following amounts.
  1.
   Bearer bond 250P
  2.
   Merchant bond 4 Cr.
  3.
   Bearer bond Cannonport only 3 Cr.
  4.
   Merchant bond Hope only 5 Cr.
  5.
   Guild trade goods only worth 10 Cr.
  Also hidden within the side leather of his boot is a vellum parch-
  ment.
  Pagan. A recipe for a purple dye. This is to be sold at
  Cannonport for 400 Cr.
  The importance of this docket is second to none and could be
  the player’s next mission. A purple dye has been rumoured
  about on Anderia for many centuries. Kesjet came across this
  paper from an old shepherd who discovered a cave while bring-
  ing in the sheep. He heard running water and investigated.
  The parchment was a fragment from an old tome he found
  there. After seeing shadows move inside he left and sealed
  the cave. While Kesjet has the rest of the tome this page falls
  into his area of expertise. The other pages were incomprehen-
  sible to the scholar who translated it.
  The buyers for the recipe are the Elder Brotherhood. They do
  not want the recipe to become general knowledge. There have
  been wars fought of the royal colour and who possesses the
  recipe. It is better that the colour purple is forever a posses-
  sion of the Brotherhood and only the wizards wear the regal
  colour.  The buyer is One Ash Valor, a wizard of the mind and
  master of commands. He is prepared to pay the price asked
  and pamper the greedy merchant. The Brotherhood is a wealthy
  one and money has little or no meaning to their members. He
  is posing as a wealthy merchant from ‘An Empire to the south’
  who would have this colour for a senator friend of his that he
  would promote in the senate.
  After the caravan is attacked and Kesjet is left with nothing but
  the clothes on his back and the recipe in his boot he implores
  the players characters to aid him. He will stay at Boslon and
  await them there. If they take the job they will be paid many
  golden coins.
  Wagon #4
  From Baylan Adin Baldere has a fine collection of Russet
  bolts to take to Cannonport. He and his three sons are travel-
  ling south to sell of their remaining stock before winter sets in.
  Aidin’s sons are Kelgore 13 years, Matore 18 years and
  Lotore 21 years. They are like small duplicates of Aidin and
  follow him around like little ducks after their mother.
  They are of average height with dark complexion with brown
  eyes. They all have brown straight hair.
  Their wagon is of medium size with two horses pulling and one
  spare in the rear. They all ride in the wagon and are brave
  enough to fight for their goods. They carry Long Swords with
  which to defend themselves and their stock.
  Wagon #5
  This wagon is headed by the players' characters. It is a small
  wagon that has been loaded with rejected or poor grade cloth.
  They have two old nags pulling the wagon and if a knight or
  sergeant is with the company then they will have a riding horse
  trailing the wagon.
  They are to be given some quick instruction on the slang used
  by textilers for cloth and processes. This will give the players a
  Basic Knowledge BC% in the skill. While on the journey they
  are to see if anyone in the caravan could be a spy for the
  Brigands, as they suspect that someone is giving away infor-
  mation about the strength of the caravan's guards. When the
  brigands attack they are to show themselves only to stop any-
  one getting killed. After the Brigands flee with their goods they
  are to be traced back to their lair and destroyed.
  The Brigands base, 7 miles directly north of Krendel
  
  APPENDIX 7.12
  61
  They have a few pre-set dart traps set on the path to the cas-
  tle. If detection is failed, a party member may be hit by a dart
  that does one point of damage, but is coated with a poison that
  acts like the Lapus Memoriae drug under the skills making
  drugs in the Materia Medicina skill category. Someone who
  had a PSF of 30% in setting & Disarming Traps set the traps.
  Make sure that the PSF is subtracted from the success chance
  of finding the trap, and dodging the dart. The dart makes its
  attack with a BC 40% PSF 30% TSC 70%.
  There is a secret underground entrance that they may find by
  observing the Brigands for a couple of days.
  Once the group is in the castle, they will have to fight off the
  Bandits. There are 30 altogether, the majority of which are 1st
  level. The leader is a 5th level man at arms and he has three
  bodyguards of 2nd, 3rd and 4th level (these are left to the indi-
  vidual Gamemaster to detail as required).
  OBOLAN KAIRDREW - BANDIT LEADER
  Warrior Level 5
  Age 32
  Award: 375 XP
  AGL: 12
  INT:
  11
  BV:
  10
  STR: 13
  WIS: 10
  APP: 10
  CON: 13
  DIS:
  11
  PTY: 10
  Height: 5’10”
  Weight: 170 Lb.
  Jump: 8
  Mov: 13
  Body: 30
  Fat: 28
  LCAP: 186Lb
  CAP: 93Lb
  SKILLS
  BC
  PSF
  TSC
  Dodge
  50%
  15%
  65%
  Stamina
  40%
  17%
  57%
  Willpower
  40%
  7%
  47%
  Animal Handling
  50%
  10%
  60%
  Brawling
  60%
  23%
  83%
  Knife Combat
  50%
  17%
  67%
  Slashing Swords
  50%
  17%
  67%
  Lt. Shield Play
  40%
  17%
  57%
  Spears
  40%
  15%
  55%
  Wear Lt. Armour
  Obolan has on his person 2 shillings and 30 pennes. In his
  quarters he has 5 Cr and 300 pennies along with the following
  gems
  Amethyst           2 Cr
  Coral                 20 pennies
  Quartz Crystal   50 pennies
  Diamond           10 Cr
  30 X 1
  ST LEVEL - BANDIT MEN AT ARMS
  Warrior Level 1
  Award: 50 XP
  AGL: 12
  INT:
  10
  BV:
  10
  STR: 12
  WIS: 11
  APP: 10
  CON: 14
  DIS:
  12
  PTY: 10
  Height: 5’8”
  Weight: 142 Lb.
  Jump: 8
  Mov: 12
  Body: 28
  Fat: 26
  SKILLS
  BC
  PSF
  TSC
  Dodge
  50%
  7%
  57%
  Stamina
  40%
  8%
  48%
  Willpower
  40%
  0%
  40%
  Animal Handling
  50%
  2%
  52%
  Brawling
  60%
  9%
  69%
  Knife Combat
  50%
  9%
  59%
  Slashing Swords
  50%
  9%
  59%
  Lt. Shield Play
  40%
  9%
  49%
  Spears
  40%
  7%
  47%
  Wear Lt. Armour
  
  APPENDIX 8 / INDEX
  APPENDIX 8 - RELIGIOUS FESTIVALS
  62
  Anderia currently uses the Urtish calendar (see “The Dragon
  Reaches of Marakush” for more details), the priests of the
  Central Church regarding every fifth day as a day for wor-
  ship for the faithful.  During times of batle, the priests erect
  temporary altars to meet these requirements.  There are a
  number of religious festivals, the most notable being:
  The Days of Judgement – the third Galend in Asut, a week
  of religious prayer to the Lawgiver.
  The Carnival of Salvation – 8th to the 10th day of the first
  Galend in Inarr. This recalls the days that the ancestors of
  Anderia arrived out of the Carlegg Mountains, with thanks
  given to the Lawgiver.
  Feast of St.Bruno – 12th day of the third Galend of Mald
  Feast of St. Marks – 4th day of the first Galend in Hydrek
  Feast of St.Climes  – 6th day of the first Galend in Maruth
  INDEX
  Albercraig
  22
  Ancient Order of
  Elemental Magic
  6
  Anderian
  6
  Argonish
  6
  Asanthi
  5
  Ashley
  22
  Ballingay
  22
  Balthorpe
  22
  Banking
  23
  Baramere
  23
  Basenbrooke
  23
  Beaufort County
  18,44
  Beleryn (Lawgiver)
  5,6,7,9,10,23,30,35
  Benstone
  23
  Bethrin Script
  6
  Bindery
  59
  Black Cliff
  24
  Blackmoor
  24
  Borenham
  24
  Borreshire
  18,44
  Bright Steep Mountains 5
  Brotherhood of the
  Twelve
  13,14
  Cainster
  24
  Caldron
  24
  Canus Cult
  10
  Carabish
  6
  Caremorton
  26
  Carlegg Mountains
  5,10,22,36
  Church of Urto
  6,10,13
  Clodbury
  26
  Clothing
  7,9
  Clowdale
  26
  Codex Magical
  13
  Coinminster
  26
  Constitution
  25,26,27,30, 31,
  34,35,36,37
  Cowstings
  27
  Cup of Vara
  9
  Currency
  15
  Dassup
  27
  Dormouth
  27
  Dragon Isle
  13
  Druids
  9
  Duelling
  8,9
  Dunhollow
  27
  Dunstern
  27
  Emperor Tiam
  13
  Endorina
  5,7
  Enigma of Magic
  14
  Evenlight
  27
  Faeroe 100 Race
  22
  Falkey
  27
  Farmouth
  28
  Favenger
  28
  Fayfield
  28
  Fenhill-on-moor
  28
  Fighting Orders
  10,11,12
  Fiscal (Thieves
  Sign Language)
  16
  Gainbury
  36,59
  Gengorge
  29
  Guild of Esoteric Lore
  6
  Hackham County
  18,44
  Hagtonbury
  29
  Hieridge
  29
  Hingley
  29
  Holdshire
  18,44
  Hope
  29
  Hunbert
  30
  Hunthorpe
  30
  Hunting
  8,9
  Hydres
  13
  Kaden
  30
  Kaldran (Thieves Cant) 16
  Kelenworth
  31
  Kildur
  31
  King Alladan
  18,19,26,37,38
  Klyshillminster
  31
  Koloun
  31
  Lake-on-heath
  31
  Lawgiver (Beleryn)
  5,6,7,9,10,23,30,35
  Lowlake
  31
  Magic
  13
  Magorin (Holdshire)
  32
  Magorin  (Ogrenshire)
  32
  Merchants
  15,16
  Monarcham
  32
  Monastics
  10,11
  Ogrenshire
  18,44
  Orcs
  5,22,36
  Order of Justice
  12
  Order of Red Justice
  34
  Order of St.Bruno
  12,23
  Pagans
  6,34,35,36
  Pedrandir
  6
  Pencalshire
  18,44
  Piomenedes
  13
  Pomly County
  18,44
  Queen Mone
  18,19,22,37,39
  Red Scarves
  5,18,31,33, 44
  Ruley
  32
  Sagrem
  5,6,7,8,9,18,24,28,36,47
  Salismoor
  32
  Serpents Isle
  13
  Skilon
  32
  St.Bruno
  23,62
  St.Climes
  33,62
  St.Jude
  53,54
  St.Mark
  31,33,62
  Tadarn Runes
  6
  Taraj Empire
  15
  Ten Peaks
  33
  Thieves Cant (Kaldran) 16
  Thieves Guilds
  16
  Thieves Sign
  Language (Fiscal)
  16
  Tylwyth Teg
  5
  Ursine Scriptures
  10
  Urtind
  5,6,13
  Urtish
  6
  Urtish, Old
  6
  Usurers Notes
  15,16
  Vildenshire
  18,44
  Westport
  31,33
  Westport
  33
  White Scarves
  5,18,31,33, 44
  Wilenheim
  33
  Wizards’ Tongue
  6
  
  THE KINGDOM OF ANDERIA
  Copyright 1998. Brittannia Game Designs Ltd - Cartography and Heraldic Designs by Andrew Cowley
  
  Brittannia Game Designs Ltd
  proudly present
  Further explore the world  introduced in “T he Dragon
  Reaches of Marakush”.  Enter the region of Anderia,
  partake of the lush and verdant geography, marvel at the
  inhabitants and their Machiavellian politics.
  Intended for use with Chivalry & Sorcery
  and all other fantasy role-playing games.
  Published by:
  BRITTANNIA GAME DESIGNS LTD
  94 Laurel Road
  Dudley
  West Midlands
  DY1 3EZ
  England
  email: Marakush@aol.com
  UK Price: £9.95          US Price: $14.95
  Re-order: #8515
  TM
  
SOURCE: textdata/thevault/Chivalry & Sorcery (osr)/Chivalry & Sorcery Marakush Setting/Chivalry & Sorcery Marakush Anderia.pdf