The Dragons of Britain #4-Reissue

Dragons of Britain The THE JOURNAL OF GAMING IN ARTHUR’S BRITAIN Caves of the Circind An Arthurian Adventure for Rune

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Dragons of Britain The

THE JOURNAL OF GAMING IN ARTHUR’S BRITAIN

Caves of the Circind

An Arthurian Adventure for RuneQuest 6/Mythic Britain Chester: The City of Legions Pendragon Adventure: ‘The Dragon Hoard’ Whispers Around The Realm

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Autumn 2014

STYGIAN FOX

T.H. White, The Once and Future King

Contents 2 3 4 5 35 36 40

Night of the Long Knives Contents Noble Edicts Editorial by Steff Worthington The Caves of the Circind A Mythic Britain Adventure by Lawrence Whitaker Knightly Quests ‘The Bound Rose’ A mini-adventure by Chad Bowser A Seat At The High Table An Article on Court Admittance by Steff. Worthington The City of Legions A location for Pendragon, Age of Arthur, and Cthulhu Invictus by Steff. Worthington

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Whispers Around The Realm Plot nuggets and ideas by Steff. Worthington

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Ring Design Jewellery Crafting by Daniel Neugebauer

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‘The Dragon’s Hoard’ A Dangerous Pendragon Adventure by Weli-Matti Pelkonen

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Gratitudes & Complimentaries Links to our contributors

Writers

Steff. J Worthington, Lawrence Whitaker, Chad Bowser, Daniel Neugebauer, Weli-Matti Pelkonen

Artists

Steff. J Worthington, Colin Driver, Mike Wolmarens, Outland Creative, Anodyne, Ashensorrow, Take27 Ltd, Atistatplay, Elevit Stock, Indeed Stock. Cover art: ‘Powerful Knight’ by Dmitry Tereschenko

Direction & Editing Steff. J. Worthington

Copyright Dragons of Britain is a magazine dedicated to the world of Arthurian gaming & RPGs ‘King Arthur: Pendragon’ is copyright 2013 Greg Stafford & Nocturnal Media. ‘Age of Arthur’ is copyright 2013 Wordplay Games. ‘Mythic Britain’ is copyright 2014 The Design Mechanism’. This free fan based magazine is not for sale and is a work of fiction. No similarities to real world people (still living or sleeping underneath a hill) or events are intended.

Submissions & Contact [email protected] We are eager for submissions and this magazine can only continue with your help. Please e-mail your submission idea to the address above.

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Noble Edicts Some of you may have noticed this issue is late. Very late actually. I tried my best to get the issue out in time but unfortunately there wasn’t enough content to fill an issue. This issue wouldn’t have happened at all without the likes of Loz Whitaker, Chad Bowser, Daniel Neugebauer, and Weli-Matti Pelkonen stepping in at the last minute. I doff my cap to you Sirs! Seriously, thank you for helping out. In terms of things that have happened since last issue, my own gaming group are hooked on Pendragon and love the generational aspect of it. Mythic Britain teasers have been released (which are included in this issue) and that looks amazing. I’ve also decided to step back from my own Arthurian RPG project for good. ‘The Bear of Britain’ was instigated from a desire to have a nonmagical, mostly historical Arthurian game based around the KeatmanPhilips theory of Arthur, but it seems like Mythic Britain may be close to that so it makes sense to enjoy that, tweak it where I need to to fit my idea of Arthur, and focus on other projects.

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As for the next issue, well that remains to be seen. I have a great scenario from Ben Quant to place in next issue but I need more content. I’m happy to receive fiction, adventures, articles, and art. I’m also happy to feature ads for any events or companies (no matter the size of the company) to promote their Arthurian products. They will be free (due to the restrictions on the art I use) so if you have anything please send it me in a form I can use (Adobe or Word with art/images separately) to the e-mail address on the contents page. The average downloads for each issue is roughly 100 per month (so issue 1 has been downloaded about 900 times) Also, if you have had any thrilling adventures that you’d like to share with the readership then send them to me and I’ll write a summary page! Until then, I’ll keep the marsh light on so you don’t get lost out there while searching for weird swords held aloft by scantily clad maidens. Steff. Worthington

Caves

of the

Circind

A Mythic Britain™ adventure by Lawrence Whitaker

This scenario is taken from the forthcoming RuneQuest supplement, Mythic Britain. It acts as a sampler for the book but is also complete and playable in its own right, with maps and Non-Player Character statistics provided. Do note that it is intended for a party of about 6, reasonably competent characters, with combat-related skills in the 80% or higher area. If used with beginning, lesserskilled, or fewer characters, then the skills and numbers of the foes should be adjusted accordingly. About ‘Mythic Britain’ Mythic Britain is a forthcoming sourcebook for RuneQuest 6 that details the lives and heroic exploits of post-Roman Britain. It is darker and more gritty than Pendragon and promises savage warfare and legendary exploits. This scenario can be played with RQ6 and Mythic Britain is out in November. See more here: http://goo.gl/hFDQdy

Caves of the Circind A Mythic Britain adventure by Lawrence Whitaker

Merlin, the High Druid of Britain, sends the characters to retrieve the fabled Coat of Beisrydd, one of the Thirteen Treasures of Britain. To succeed they must find the help of the hero, Gawain, uncover the mysteries of Lindisfarena, and defy the wrath of Mawgaus, Druid-King of the fierce Circind Votadini - a powerful animist known to eat the brains of his enemies.

The

search for the Treasures of Britain continues as Merlin sends the characters into the Pictish lands in a bid to retrieve the Coat of Beisrydd. Here they will encounter the Druid-King Mawgaus and his brutal Pitcish tribe, the Circind. They also gain an ally in the form of Gawain, son of King Lot, the Votadini ruler of the Gododdin kingdom. Gawain knows where Mawgaus has hidden the Coat of Beisrydd and, being a northerner himself, knows the wild country of Circind. The Coat Of Beisrydd

The

full name of Beisrydd is Padarn Beisrydd ap Tegid. The name translates as Paternus of the Scarlet Robe, son of Tegid, and the name Tegid is a Goidelic pronunciation of the Roman name Tacitus. Beisrydd hails from a Roman family that was among the first to come to Brit-

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ain, settle, and learn the way of the Celts rather than subjugate them, as was the general tradition. Beisrydd’s ancestors learned the ways of the Old Gods, married into the local clans and, although they remained Roman, were accepted as Britons becoming very much like them. Beisrydd lived two hundred years ago and, accompanied by a druid of the north, went in to the Otherworld where he performed a great service for Arawn, the King of the Otherworld. Beisrydd was noted for the scarlet cloak and tunic of his family, and was known as the Prince in Scarlet: such was his service to Arawn that he was rewarded with a coat of armour impervious to rust, mortal weapons, and which will fit any person, of any size, who is deemed suitable to wear it. The Coat passed into the hands of the Votadini tribe and became a treasure in the care of the southern Votadini who would become the kingdom of Gododdin. However, the coat was stolen by the Circind Votadini who claimed it rightly belonged to them. It was hidden by the Druid-Kings and is said to be well-protected. Only a handful of Circind Votadini know the coat’s true whereabouts, and they are not going to surrender it to anyone, even someone as powerful and influential as Merlin. Merlin’s Instruction It is likely that several weeks - if not several months - have passed since the previous scenario, allowing the

characters time to rest, heal possi- in its retrieval. I do not expect Mawbly, and catch-up with their more gaus to be persuaded either: he has routine lives. a habit of eating those who displease him. No, I rather think you’re going The High Druid gathers the char- to have to steal it...” acters together at wherever is convenient to the campaign. This The coat’s location is protected by could be at Ynys Wydryn, but Mer- certain Votadini ancestor spirits and lin is prepared to travel to engage even Merlin has been unable to dethe characters in this latest quest termine its precise whereabouts. But, for a Treasure of Britain. He re- he says, there is one who is willing to counts the above history of the help: the warrior known as Gawain. Coat of Beisrydd to the characters, and concludes by saying ; “Gawain is the son of Lot, king of the Gododdin Votadini. Lot’s ances“Mawgaus rules the Circind and tors let the coat be stolen into the he and I have always been ene- keeping of the Circind and, because mies. He denies Britain this treas- Gawain has no love for his father, he ure out of hatred for me, so there is prepared to help us steal the Coat is no way that I can be involved of Beisrydd from Mawgaus. It will

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The Coat Of Beisrydd

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not be easy, but Gawain claims to know where the coat has been hidden, and he knows the Circind lands. You will travel into Brigantia first and meet with Gawain; he will then be your guide as you go beyond the Great Wall and into the Pictish lands of the north. After that, it is up to you. If you recover the coat, bring it to me at Caer Ysc, capital of the Brigantes lands.” Journeying to Brigantia The lands of Middle Britain are a mixture of deep forests, rolling hills, sheltered valleys, and wide pastureland. Merlin tells the characters to go to Caer Ysc to find Gawain; the hill fort of Queen Elliw of the Brigantes, the ruler Gawain has chosen to serve as a hired sword. The journey to Caer Ysc should be uneventful and reasonably easy going. At this time of year the weather is more agreeable and may even be warm and sunny for the most part, making travel a pleasure more than a chore. The characters pass to the north west of the old Roman city of Eboracum and must cross several rivers before picking their way through the deep woodlands that make up the northern part of the Brigantes territory. They frequently see the old, pagan markers of the Brigantes: leering and ominous faces carved into both rocks and tree-trunks, often with swirling designs. With a little less frequency the

characters encounter hamlets and villages: simple collections of roundhouses with corrals and pens for livestock and peopled with wary, but welcoming, locals who are happy to offer a little food, a little ale or mead, and a dry roof to sleep under. The Christian religion has taken firm root in Brigantia: the signs of the cross are everywhere and some of the villages have crude chapels and a priest or two. These Brigantes Christians do not seem too perturbed by Pagans: clearly something of the Old Gods still lingers in their hearts although the blessed Saint Brigid has replaced the propitiation of the local forest spirits, and there are no druids to be seen. Eventually the characters reach Caer Ysc, the sprawling hill fort built long ago by the founders of the Brigantes tribe. Caer Ysc encompasses several low hills and is more an enclosed town than a hill fort in its strictest sense. The characters are intercepted by mounted patrols several miles before reaching Caer Ysc’s boundary ditches but once it is established that the character are coming peacefully, the Brigantes war band patrol provides an escort into Caer Ysc’s heart. Given Ysc’s area, there are several small villages, all a part of Caer Ysc, inside the palisade. Lodging and other amenities can be easily found, and the Brigantes prove to be very hospitable people. They are keen for news from the south and God and Jesus are praised as news of victories over the Saxons is delivered. If

anyone asks about Gawain it is eight, and then one is added every clear the name is known - as is year: many are completely covered that of Teneu, his sister. in tattoos, and this why the Romans called them ‘picts’, or ‘painted ones’. It transpires that Gawain has trav- Gawain’s tattoos though, only cover elled much throughout Britain, his upper body; elsewhere he is free hiring his sword to Dumnonia, of them. His hair is dark, coarse, and Powys and Gwent in recent years. tied in a severe ponytail. His beard is neatly trimmed though, and his “He is a good servant of Christ, brown eyes have a softness to them. now,” someone tells the charac- He pauses in his work as the characters. “But he still hates the Saxons ters approach and nods when they and the Picts.” With a little ques- ask if he is the Gawain they seek. tioning the characters can learn a little more about Gawain’s hatred “And you’ll be the ones the druid from his kinsmen - and the way sent,” Gawain says. “Whether you his own father tried to murder his are or not, we’ll not be idle while sister. we talk; find axes and help me finish this lot.” He inGawain has now sworn his service dicates the pile of logs to Queen Elliw and has quarters that need splitting near her hall. Gaining introduc- and it is obvious the tions isn’t difficult: successful characters have Customs or Influence rolls are to assist if they enough to gain the right level of need to earn assistance. his trust.

Teneu If the characters ask Gawain about his sister, Teneu, he remains silent and flashes an angry look. Gawain suspects that King Lot still wants Teneu dead for shaming him: she lives under Queen Elliw’s protection now, and has a new name. Gawain is not about to reveal it to anyone. When he leaves with the characters he doesn’t even let his sister know that he is going - just in case the characters are spies for his father and try to follow him.

Gawain of the Votadini The man the characters seek can be found chopping firewood outside a modest roundhouse not very far from the Great Hall of Queen Elliw. Gawain is not especially tall or broad; in fact, he is quite unassuming, but, stripped to the waist, his athletic physique is unmistakable: he is muscled, fit and, most likely, fast. His chest, back and arms are coated in swirling black and red tattoos typical of the Votadini tribe. Votadini get their first tattoo at the age of The Warrior Gawain

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While they work Gawain listens to what the characters say or ask and replies that he does, indeed, know where the Coat of Beisrydd is located.

Gawain invites the characters into the Great Hall of Queen Elliw. It seems Gawain’s status as a warrior grants him the privilege of dining amongst the queen’s people and, with Gawain, the characters are made welcome. The food is good, and prayers precede each course. Finally, Gawain is called to the high bench where it is obvious he is explaining who the characters are to Queen Elliw. She talks earnestly with Gawain but does not acknowledge the characters. When he returns, Gawain explains.

“I fought with the Circind against the Caledonii for a time,” Gawain says. “Several of them bragged about this coat of mail made by the gods and how it was now a Circind prize and treasure. All of them claimed they touched it, or wore it. When drunk, a couple told me where it’s meant to be. No reason not to believe them. Many’s the “I told them I’d agreed to help Arthur. truth uttered through drink.” The queen does not like or trust Merlin so, if she asks you, you’ve come If asked why he wants to help take from Arthur and it’s because I owe it from the Votadini, he shrugs. him a service in the south. Do you un“My father tried to murder my sis- derstand?” ter. He’s tried to murder me. He had Circind help both times. If I Insight rolls, successfully made, can take something of their’s, it’s gather that either Queen Elliw would fair compensation for them trying disapprove of Gawain leading the to take my life.” characters in search of the Coat of Beisrydd: critical successes go deeper After finishing the wood splitting, and gather that Queen Elliw would Gawain fetches a pale of water, probably want the coat for herself, if washes, then dons a simple tunic she knew the truth of this mission. that he fetches from his round- Despite the Thirteen Treasures being house. of pagan importance, there is still enough belief in the old magic of Brit“I’m going to pray now, before sup- ain for Christians to want these treasper. Come, if you want.” ures - perhaps to deny the pagans any chance of accruing power. He then disappears in the direction of the impressive wood and stone Journeying to Circind chapel where others are going for early evening prayers. Christians, Gawain tells the characters that, to naturally, will join the assembly, find the Coat of Beisrydd, they need but there does not seem to be any to travel far north, to the Pictish kingadmonition for pagans who choose dom of Circind. to remain behind. After prayers “We can go overland, but it is long and

many scouts. Instead, I suggest we go by boat. Faster, safer.” If any characters object to a sea journey, Gawain merely shrugs: “Then good luck in finding what the druid wants. I’m risking my life helping you as it is; I shan’t risk it any more than I need to by traipsing through my father’s lands.”

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dangerous. We have to cross the Great Wall the Romans built and then venture through my father’s lands of Gododdin. After that we have to either head west around the firth, which crosses into the lands of the Caledonii; then we have to travel back east and close to where Mawgaus, king of the Circind, has

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He cannot be swayed and neither will he reveal the coat’s location: the characters have to do as he says. The closest place to obtain a boat is at the fishing village of Red Marsh, a day’s ride to the west. From there, it is a 160 mile sea journey around the western coast, turning due west into the huge firth, or bay, Gawain referred to.

During the ride the characters have an opportunity to try to get to know Gawain better. He is a very quiet, thoughtful man; he rarely speaks and it requires a Hard Influence roll to get more than oneword answers from him. If the characters do encourage him to talk, they learn 1d6 of the following:

The boats in these parts are simple fishing vessels that are not capable of travelling too far from the shore; but, with a good wind and a decent captain, it should take no more than two days to reach wherever it is Gawain has in mind. Once agreement is reached, Gawain recommends leaving at dawn the next day.

1. The Votadini are split into two factions: north and south. The northern tribe is known as the Circind and that is also the name of their kingdom. The southern tribe, ruled by King Lot, controls Gododdin. There is no love lost between Circind and Gododdin: the Circind are barbarians, murderers and cannibals. The Gododdin are more like the Caledonii.

Caer Ysc to Red Marsh The journey to Red Marsh takes around a day by horse, and mounts from Caer Ysc are provided. It is a gentle journey that follows well defined trails through the surrounding forest, eventually winding into the hills to the west. The hills are sparse moorland and from the summit the characters can see across to the west coast of Britain. Gawain reins his horse and points-out the village of Red Marsh. “Village is too grand a name,” he says. “A group of hovels is more like it. If we pay the people in silver, they will be grateful. You do have silver, don’t you?”

2. It was the Votadini that conducted the raids south of the wall that triggered Vortigern’s desire to conquer the Picts once and for all. “The Votadini defeated the Roman 9th Legion,” Gawain says. “What hope did Vortigern and a few Saxons have?” 3. King Lot has a fierce temper and hates the Celts of the south, especially the Brigantes. But he hates the Caledonii just as much. “His rule is based on hate,” Gawain says. “He even hates himself.” 4. Gawain became a Christian only recently. Before that, the Old Gods had been strong with him.

5. He owes Merlin a debt. “The druid helped me in a time when I needed help the most: ‘If I help get him the armour, my debt is paid. I look forward to that day.” (Merlin helped hide Teneu and Gawain when they fled Gododdin; he created certain spirit charms that ensured King Lot could not easily find them south of the Great Wall). 6. Where they are heading is on the coast. “This is one of the reasons why a ship is better. Along with everything else I told you.” By the late afternoon the party reaches Red Marsh. It is aptly named: the coastland hereabouts is low-lying and waterlogged. Horses have to be led through narrow, raised trails and across makeshift firm ways made of logs and reed mats. The group of reed, wattle and daub and moss-roofed huts stands back from the sandy beach, crouching behind grassy dunes that offer the only shelter from the northerly winds. Three simple boats are pulled onto the shore: long, wide-beamed boats with oars and a single mast - typical fishing

vessels: leaky, uncomfortable, but sturdy. The horses will need to be left at Red Marsh, but the boats are large enough to accommodate up to 18 people. The locals are nervous and wary. Although Brigantes they have little communication with Caer Ysc, and worship both the Christian God and the Celtic God of the sea, Manawydan, just for good measure. They are scared of warriors and do nothing to upset the characters. There are twenty villagers altogether - a mix of ages, but with men dominating. Over a simple meal of fish stew, Gawain tells the villagers a boat is needed. “We will pay 1 piece of silver for each day we keep the boat away from fishing. We pay another silver piece to the people who sail it for us. We pay another silver piece for you to look after the horses while we are gone. We will pay a silver piece for their safe return when we get back. We pay one last silver piece for your silence. We were not here. We never came. That is about 10 pieces of silver you can earn by helping us more than you would make in a month.” The Red Marsh villagers readily agree. If the characters want to try to barter, Gawain flashes them a dangerous look. On the waves, they will be at the boat captain’s mercy; if they are generous now, they are ensured safe passage home. Upset them or insult them, and they might find the boat gone after they

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“I still feel the presence of the spirits, and I know that the Old Gods exist. But the One God is real also, and this is the time of his power. Does it matter which god we worship as long as we are sincere?”

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have finished their task in Circind.

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By the time the arrangements have been made, it is too late to sail, and the owner of the boat nominated to take them north says it will be better to sail at dawn. “We will pass the isle of Lindisfarena,” he says. “The currents are strong and the winds tough. Better to sail at dawn and reach Lindisfarena by dusk where we can make shore for the night.” Lindisfarena The next morning, the sky is overcast and the winds strong. The boat owner, Nubh, is reluctant to sail but conducts a short ritual that involves reading various pebbles thrown onto the sand and claims it is safe enough - although hard work. Supplies are loaded Gawain says it will take two days to reach where they are going, and take two days to return, with perhaps two days there - and the ship is dragged down to the sea by the villagers and the characters scramble aboard. The sea is, indeed, rough. Unless the characters have a previous occupation as fishermen, the chances of sea-sickness are high. The ship sails for six hours before reaching Lindisfarena; each character must make a Hard Endurance roll. If the roll is successful, then seasickness is kept at bay. If the roll is failed, then 1d6 hours is spent hanging over the edge of

the boat, vomiting and wishing for death. Every 3 hours so afflicted imposes a level of Fatigue on the character. This is recovered after a decent night’s sleep. Gawain and Nubh are unaffected: clearly Gawain, who grew-up near the sea, has robust sea legs, and Nubh concentrates on guiding the ship. He always keeps land in sight, but the shore is still distant and the waves pummel the small craft as it rises and falls with the sharp swells. As the light begins to fade, Lindisfarena appears ahead. A small, rocky island, it is separated from the main shoreline by a narrow causeway of sand which is only accessible at low tide. The western end of the island is dominated by a large tor of rock overlooking the sea. Nubh steers the boat north of the island and then tacks hard around to find a sheltered cove not far from where the ground slopes towards the sandbank causeway. The characters and Gawain have to disembark and guide the boat onto the shore, wading waist and knee-deep through the surf, until the ship is secure. Nubh says that island is home to a druid who lives in the caves on the south side of the tor; if they give him some food and ale (which they have brought), he’ll be happy enough and may even call on the local spirits to calm the seas the next day. Camp is made in the shelter of the rocky cove. Within an hour or so,

A single figure, quite tubby, waddles across the rocks. He is dressed in shabby, threadbare robes that are barely held together, has bare feet, and short hair, shaved at the front in the familiar tonsure of a druid. He waves his arms frantically and, in thick northern accent, calls out in Brythonic, “I’m peaceful! I’m a druid! I’m hungry!” Ofydd The druid is called Ofydd and he has lived, alone, on Lindisfarena longer than he can remember. “The island is alive you see, the Great Spirit Lindis is all around and she called to me to be her guardian, so here I am. I cannot leave, not until she tells me to, and I shall most likely die here. Have you any ale?” Given food and, especially ale, Ofydd becomes effusive company. Occasionally, the Votadini from Gododdin come to Lindisfarena but they haven’t been here for several years. Only local fishing vessels make any stops, and then only to shelter for the night and to ask Ofydd to call on Lindis to grant calm seas. “A Christian priest came to drive me out two years ago,” Offyd says, “but Lindis took offence. He slipped on the kelp and dashed his brains out just over there.” He points to

a small cairn marking the priest’s burial site. “There’ll be no Christian churches on Lindisfarena, you mark my words!” It seems customary for Ofydd to repay any small kindness by communing with Lindis and requesting calm seas. Once he’s eaten and drunk his fill, he sprawls out on his back, arms and legs spread, staring at the sky, and lapses into a trance, calling Lindis’s name over and over. His eyes roll back into his head and he passes into the Spirit World. Any druid character can accompany Ofydd if they wish: Lindisfarena is intensely magical and the links with the Spirit World are strong: attaining a trance is at an Easy grade of success. The passage below describes what happens to Ofydd on the Spirit World: those observing in the Mortal World see the druid start to spasm and fit, his lips foaming, limbs flailing violently: he is under assault in the Spirit World and there is nothing the characters can do to save him. A druid might be able to summon spirit help of his or her own to assist Ofydd - although the spirit attack is very powerful. The Ancestors On the spirit world, Lindisfarena is a wide, grassy, peaceful island filled with buttercups and birdsong. Lindis herself appears as a dark-haired maiden sitting by the sea strumming a harp and calming the local natural spirits with

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Perception rolls pick-up movement coming from the south.

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her songs. Ofydd, tall and handsome, presents her with gifts of food and drink brought from the Mortal World. Suddenly, from the north, the sky grows dark and rapidly becomes black. Thunderheads roll across the waves, turning the peaceful sea into a roiling storm. Two chariots are born over the waves, bearing-down on the small island. Each chariot is driven by a fierce, tattooed, scarred, spiky-haired warrior, eyes blazing with fury. Spears are hurled as the chariots close on the beach: one strikes Lindis and the second strikes Ofydd. The warriors laugh and spur their chariots forward so that the wheels crush the bodies of Lindis and Ofydd; then they wheel and ride north, back the way they came. Druid characters can try to attack the charioteers with any spirit allies they might have, but both ancestor spirits are Intensity 5 creatures and likely to shrug-off any damage that might be done to them before killing any lesser foes. These are Votadini ancestor spirits - Cing and Cruithne - who guard the spirit borders of Votadini lands against those who would steal and pillage. The Spirit World is aware that someone is coming to steal the Coat of Beisrydd and this is a warning from the Spirit World that the Circind Votadini will defend what is their’s. The spirit Lindis has the recurring trait and so will eventually recover from her ordeal, but Ofydd perishes on the Mortal World, although, in

time, his spirit will come to live with Lindis once the correct burial rites are performed. If the characters bury Ofydd (Customs rolls help determine the correct rites in this part of the world) correctly - and not merely bury his remains under rocks, as he buried the Christian priest - Lindis herself manifests on the Mortal World as the rites for Ofydd’s burial conclude. She appears now as a black-haired young woman, clad in black robes, her feet merging with the substance of the island as though she has grown from it. She manifests high on the rocks, overlooking where Ofydd is laid to rest. She calls down to the characters and beckons for one of them to ascend. “Ofydd served me well and he will come to me, in time, in my golden realm. I give this to you with thanks from Lord Arawn: it should be taken to the High Druid, for it is something he has long-sought.” She hands over a stone knife. It does not appear to be anything special: a flint blade with a crude bone handle wrapped in old, frayed leather. However, a successful Pagan Lore roll by a druid (or Formidable Pagan Lore roll by an non-druid character) recognizes this as the Knife of Farchog, one of the Thirteen Treasures of Britain and a knife that, with one cut, can serve twenty at a feasting table. Even though it is a simple, mundane-looking thing, a Trance roll or Formidable Insight roll

picks-up on the natural, magical aura it radiates. Viewed in the Spirit World the knife gleams and appears as though newly-made (although is still a simple tool of flint, bone and leather). Once the knife is passed to the characters, Lindis fades from view, returning to the Spirit World. Gawain understands the ominous events that befall poor, hapless Ofydd: “The spirits of the Votadini ancestors know we are coming. This is a warning to stay away. Mawgaus and his headtakers will be ready for us.” If the characters investigate the cairn where the Christian priest is buried, they find the skeletal remains of a man, his brown robes rotting away, clinging to the bones, and a wooden crucifix around the neck. The skull has been caved-in, but a successful First Aid roll indicates that this was no fall: the back of his head is completely crushed - the result of a repeated battering by some blunt object. Ofydd most likely did it using a nearby rock. Gawain insists that the Christian priest should be reburied and a cross placed to mark his grave (there is plenty of driftwood on the beach to fashion a crude cross). Gawain buries the priest himself if no one else will help, and he kneels and prays for the man’s soul, begging God to forgive his murderer. There is also the opportunity to investigate the caves where Ofydd made his home. Across a nar-

row cave mouth at the base of the southern cliff is a make-shift screen of dried seaweed, grass, reeds and packed mud. Inside the cave (which extends about 20 feet into the cliff) is a stinking bed, made from more rushes, reeds and dried weed, cooking utensils, a hearth close to the cave entrance, and, hidden in a niche, covered by a carefully placed stone, various items of jewellery, some coins, and a few trinkets that have been scrounged or given to the druid over the years.

As an alternative way of handling this whole encounter, the characters could simply find the Knife of Farchog on Ofydd’s body, or hidden amongst his possessions if they search his cave. Indeed, they could even arrive in Lindisfarna just after the Ancestor Warriors of the Votadini send their warning against helping the characters, leaving behind Ofydd’s corpse for the characters to find.

They come to about 30 Silver Pieces in total, and amongst the treasures, if it has not already been given to the characters, is the Knife of Farchog. Customs rolls remember that stealing from a druid is forbidden, and these items should be either left or interred with his remains. Only the knife, which is clearly magical, can be safely taken, although a Pagan may need to successfully overcome his Pagan passion with Willpower to have the strength of will take the knife. Nubh, having witnessed these weird and sinister events, is terrified. He is all for turning back to Red Marsh and the characters will need to convince him otherwise by overcoming his Willpower with their own Influence rolls. Offering him an additional 1d4 Silver makes the Influence roll one grade easier. The Firth The next day’s sailing is as rough as the previous day. The waves roll

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and rain lashes the deck. There is no shelter from wind or rain, and, as well as feeling sea-sick, characters are cold and miserable. The mood is sombre. Both Nubh and Gawain pray frequently and every lurch of the boat is enough to have Nubh calling to both Jesus and Manawydan for mercy. Towards dusk the sea begins to grow calmer and Gawain goes to the prow of the boat and squints into the distance. The headland is visible, and before it the sea cuts into the land to the west, forming the wide, jagged bay Gawain calls The Firth. “To the south is Gododdin, my home.” He says. “North is Circind. The Firth marks the division between the two clans of the Votadini. We head now to the north shore.” Gawain tells Nubh to head for the northern bay but to keep following it on the sea-ward side. He wants to find a safe and secluded landing place where Nubh can wait. “We will head west to where we need to be, but there are many hiding places along this coast where Nubh can stay safe.” Gawain is also pleased because they have arrived at their destination at night. He explains that there are Votadini patrols along the various coastal paths to protect against raids from Gododdin. “I doubt they will have seen our

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little ship approaching, but Mawgaus will know thieves are coming because the ancestors spirits he worships will have told him. Perhaps though, we may be lucky and he won’t be expecting our arrival just yet.” The characters have to help row the boat while Nubh steers and Gawain watches for somewhere suitable, squinting into the half light. Eventually, after perhaps an hour, he sees somewhere suitable and guides Nubh towards it. A narrow, gravelly cove has been carved into the landscape. The upper part is covered with undergrowth, obscuring anything below from casual sight. Once more the characters have to wade into the water to guide the boat safely aground, but once this is done, it is clear that the hiding place is good enough. The boat is tough to see from either above or from the water. Gawain suggests a few hours sleep, but that they should leave before dawn, making the most of the darkness to keep out of sight of the Circind. Now, he reveals a little more about where they are headed. “If we follow the northern coast of the firth we come to a beach and cliffs. In the cliffs are several caves. On the land above them is a broch, used by the Circind patrols as shelter and watch tower for the coast. That is where we search for the Coat of Beisrydd, for that is where Mawgaus has hidden it.”

From here-on, the characters need to plan how they intend to locate and steal the Coat of Beisrydd. Gawain knows the coat is kept here, but he does not know if it is kept in one of the caves (and if so, which one) or in the Broch. In actual fact, the coat is held in a secret cave beneath the broch and is accessible either from the broch or from the Spring Cave. About the Area The Circind call this is area Aywell Uamh, which means Aywell’s Caves. Aywell is one of the chief gods of the north and these caves, the druids hold, lead into his lands in the Realm of the Gods. For generations the Votadini of Circind have made sacrifices to Aywell in the caves and inscribed many charms, prayers and symbols into the cave walls. Given the sacred nature of the caves, hiding the Coat of Beisrydd here makes sense, although one would never leave it completely unguarded. So the broch that has been built above one of the caves is a permanent garrison for the war band chosen by the Druid Kings to protect the coat from intruders - not that any intruders have ever come before. The countryside inland from the caves is relatively flat, reasonably well-wooded, and within a day’s ride of three Votadini hill forts, to the north-west and west. These hill

forts supply the warriors who patrol the Gododdin border and also supply the warriors who guard the Coat and watch the coast for potential sea-raids. The caves are cut from sandstone. The rock is soft and easily worked, and this has allowed the Votadini to carve a secret tunnel and chamber between the broch and the Spring Cave. It is here that the coat is hidden. The caves are close to the beach, which is a wide plateau of wave-cut rock; the Spring Cave is 90 feet from the low-tide mark, whereas the other caves are only 30 feet or so from the water. The sea no longer reaches into the caves, although it did at one time, and the druids have carved inscriptions to Manawydan - fish - into the cave walls to act as wards against the sea’s intrusion. No one lives in the caves, but once a year, at high summer, Mawgaus leads a ritual where animal and human sacrifices are made to Aywell in the Cave of Serpents. This perpetuates the magical links between Aywell’s realm and the Mortal World and also pleases the ancestor spirits charged by Aywell to protect these caves. These spirits are Cing and Cruithne, the ones sent to kill Ofydd and subdue Lindis. They watch the coasts from the Spirit World constantly and provide Mawgaus with warnings of likely attacks. They can only bring direct harm to those who are in the Spirit World, or passing into Aywell’s Realm: but they can forewarn the Votadini, ensuring they are always ready for their enemies - no matter what precautions

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The Caves, The Broch and The Coat

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those enemies might have taken.

over the Circind.

The Caves

The Cave of Serpents stinks of death: ancient blood that has seeped into the earth, old bone, and the fear of the creatures and men who were sacrificed. It is also magical. A druid lapsing into a trance sees that the rear wall of the cave disappears (although it looks, and feels, quite physical to anyone not viewing the cave from the Spirit World) and a long, sloping tunnel replaces it. This tunnel leads into the Realm of the Gods and emerges in the feasting hall of Aywell where the Votadini ancestors celebrate their immortality with song, war, drinking, hunting and tormenting their enemies. To non-Votadini the tunnel represents a terrifying passageway into a ghastly, barbaric and enemy realm: not that non-

There are three main caves. The Cave of Serpents The Cave of Serpents is a long, narrow cave (30 feet in diameter) that penetrates 150 feet into the rock and slopes steeply downward before levelling. It is high-ceilinged; 9 feet high overall and 12 feet at its highest point. Halfway into the cave is a hand dug pit where the ritual sacrifices are carried out. Bones - animal and human - are strewn all around the pit and extend almost to its back wall. Next to the pit are carved two serpents, one above the other, and these represent the rule of the Druid Kings

Manawydan's Cave This cave is a third of the length of the Cave of Serpents and is kept sacred to two gods: Manawydan, God of the Sea, and Mm, the Votadini Goddess of Fertility. Inscriptions of fish, animals, doublecircle charms and other carvings are all over the walls of the cave, protecting it from the sea and calling for blessings for the farmland further inland. The Druid Kings do not lead the rituals here; that is left to the female druids and druids-in-training to do. Although Manawydan and Mm are important gods, Aywell is the most important and so requires the attention of the Druid Kings. Aside from food remains and general detritus, there is nothing else to be found in here. The Spring Cave The Spring Cave is 36 feet in diameter and 90 feet long. Like the other two, its walls are etched with

Pictish symbols recognising the power of the local water spirit, who manifests in this cave as a natural spring of fresh water in the far corner. The water spirit is a daughter of Mm but has no name mortals can pronounce. The general magical nature of all the caves allows her to take shape in the Mortal World, forming from the water into a child-sized, aqueous creature with wide eyes, long, watery hair, and a curious expression. Mortals fascinate her, but they rarely come, save to leave a few offerings of fruit and ale. She is childlike and adores games - especially riddles and guessing games. If a mortal plays a game with her and wins, she provides three truthful answers to three questions relating to the caves, the broch or the nearby countryside. Abstract the games as a Social Conflict test. The water spirit uses her Spectral Riddling skill of 77% while the character chosen (and there can be only one) uses Insight to guess the riddles she sets. If she loses, she disappears into her pool in a petulant tantrum, causing the water to boil and hiss angrily. On the other side of the cave to the spring is the entrance to the tunnel leading both to the broch and the cavern where Beisrydd’s Coat is hidden. The entrance is blocked by a massive slab of sandstone set flush with the cave floor. It requires a successful opposed test of

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Votadini can reach it: Cing and Cruithne guard the tunnel - they ride up from Aywell’s hall in the chariots and hurl spears at, or ride over, intruders. They can be engaged in Spirit Combat, but they are extremely tough opponents. Their spirit statistics can be found on page 34. Note also that Cing has the Demoralise Folk Magic spell: if he strikes with his spear, the Demoralise spell also takes effect, as well as any Spirit Damage from the weapon itself.

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Perception versus the Craft skill of the tunnel’s creator (74%) to detect. It then requires three successful Brawn rolls to clear enough dirt and dust away from the edges to gain a reasonable purchase and lever the slab up. Beneath it is a 12 foot drop into the tunnel, which leads deeper into the bedrock. The shaft is only 3 feet wide and can be climbed down easily enough with Easy Athletics rolls. Once inside the tunnel though, it is pitch-black. The tunnel is a three and a half feet

wide, but high enough for anyone of SIZ 15 or lower to walk upright; SIZ 16 or higher must stoop, and all physical skills undertaken while stooped are one grade harder. The passage runs for 150 feet in a straight line before widening into a man-made chamber. This is where the Coat of Beisrydd is kept: on the northern wall of the chamber is a hand dug niche, 3 feet above the floor, 3 feet high, one and a half feet wide and 3 feet deep. The Coat of Beisrydd Inside, wrapped in a bear skin, is a coat of finely woven iron mail that gleams as though newly forged and crafted. It is heavy when lifted, but when donned it fits every size and seems to weigh nothing at all. No mortal weapon can damage the armour and it never rusts and never needs polishing. It protects just as any coat of mail does, providing 5 Armour Points to the Chest, Arms and Abdomen, but it does not contribute its ENC to the Strike Rank penalty. Furthermore, it looks like no armour anyone has ever seen. Its links are so finely forged and tightly woven that it seems to shimmer and flow, almost like water. Certainly no human smith could make such a wonderful suit of armour and it was, indeed, crafted by Gorfannon the Smith for the Prince Beisrydd in the Scarlet Robe as thanks for his service to Arawn of the Other World.

Located atop the sandstone shelf, 60 feet above the Spring Cave, the broch is built 30 feet high, 45 feet in diameter, and built with two concentric walls of stone, with a stairway within the gap created by the two walls leading to the upper floors. The roof is made from a cone of trimmed logs with a smoke hole at the apex for the central fire that is kept burning on the broch’s ground floor. Slits in the outer wall allow the warriors who form the garrison to keep watch across both the coast and inland. Where the outer wall meets the wooden roof, a sturdy wooden platform has been built around the circumference allowing for proper watch patrols at the broch’s summit. Inside the broch is divided into three levels (see page 34). The ground floor is the living area; the first floor is the sleeping gallery and the upper floor is storage - mostly for weapons and gear. The broch’s warriors hunt for food every week, finding deer in the nearby forests, and there are plentiful fresh water sources, including the spring in Spring Cave. The ground floor has a vertical tunnel leading down, directly into the secret chamber where the Coat of Beisrydd is held. The warriors are forbidden to enter the chamber unless directly instructed by

The broch is home to a war band of 20 Circind Votadini, chosen from among the clans of the nearby hill forts. To protect the Coat of Beisrydd they deploy thus: •Six come down from the broch to the mouth of the Spring Cave and form a small shield wall across the entrance, preventing escape (without a fight) along the coast. •Four warriors are present in the chamber to directly protect the armour. •Six more warriors watch the coast from cliffs above the caves, using bows and spears to attack anyone fleeing along the beach. •Four more warriors remain inside the broch to attack anyone who overcomes the guards in the armour chamber and tries to escape through the broch itself. All the Votadini warriors are under orders to take these intruders alive. Mawgaus wants them so they can be sacrificed to the ancestors, their brains eaten by himself

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The Broch

Mawgaus and, terrified of what the Druid King would do to them if he were disobeyed, keep to their instructions: however, because the ancestor spirits Cing and Cruithne have warned Mawgaus of enemies approaching the caves, Mawgaus has sent orders for the armour to be protected while he and his war band ride for the broch from the north.

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and his personal retinue, and their blood used as ink for more tattoos. Capture! If the characters are captured they are held in the broch on the ground level until Mawgaus arrives, approximately 8 hours after their capture. The Votadini confiscate weapons and armour, stripping the characters as much to humiliate them as anything else. Their hands and feet are bound with long, strong, leather thongs which are tied tightly enough to cut into the flesh. Four warriors guard the prisoners while the rest go about their usual chores: patrols, hunting and fetching water. This may offer the characters a chance to escape, if they can break their bonds (Herculean Brawn rolls or Herculean Sleight rolls to untie the knots somehow) and overwhelm the guards. Their equipment is thrown into the storage area on the top floor of the broch. Mawgaus, when he arrives, is a terrifying sight. He comes with his personal retinue of twelve warriors. All of them are heavily tattooed, but Mawgaus stands-out. Tall and imposing, his long hair is spiked and bleached white. His body is a mass of red, blue and black swirling designs and it seems that no part of his flesh is unadorned: he truly is a pictii - a painted one. His eyes are dark and piercing and he radiates power. There is no mistak-

ing that he is a formidable druid even though he is like no druid any of the characters are likely to have seen before. He hunkers down before the characters, staring at them for a long time. He tells the guards, using Goidelic, to give them food and water, but he does not order their bonds to be released. Then, he changes to flawless Brythonic. “Merlin sent you to steal the armour. I know this. I am friends with many spirits who watch our borders and our treasures. They told me through dreams and omens. Merlin sent you because he fears my power. He cowers, like a Christian, behind the Great Wall and sends his puppy dogs to do what he is afraid to do. This is why Britain is broken: because Merlin is unfit to mend it. Here is what I will do. One of you will live and not be harmed. The rest of you shall be sliced open, your blood drained for ink for my tattoos, your bones broken and your heads boiled until your brains shrink and I can swallow them whole. The one who lives will watch all of this. Then he will be given your skulls in a sack to take back to Merlin as message from his friend Mawgaus. This is what we Votadini of Circind do to thieves. You have until dawn. Choose which of you will live. The rest can prepare for your painful passing into the Other World.” Mawgaus is icily calm as he delivers this speech. There can be no doubting that he means every word, and his retinue of warriors,

standing behind him, leer and grin as he describes their fate. Then, he goes to the upper level to sleep leaving four of his personal warriors to guard the characters and observe as they make their choice of survivor. Escaping from Mawgaus and the Votadini will not be easy, but it can be done with some ingenuity and help from the circumstances of the scenario. The following are options and tools that can be used to help the characters survive the fate Mawgaus has promised them.

he will call on Mawgaus to let the characters survive and take him as a sacrifice instead. Gawain does not fear death. His faith in Christ is all he needs. If this is agreed to, Gawain insists that the characters find his sister, Teneu, at Caer Ysc and tell her what has happened, not to be upset, and that he will wait for her in God’s Kingdom. It will require the characters to succeed in a Herculean Influence roll to convince Mawgaus to accept one sacrifice, but when the Druid King learns it is King Lot’s son, he is open to persuasion.

Gawain volunteers himself. Gawain is a noble warrior and

Gawain as a rescuer. If the Games Master has decided to let Gawain

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escape (see boxed text on page 15) and return later to help the characters, he is able to sneak into the broch, or create a suitable diversion outside, giving the characters the chance to flee Mawgaus and his men. Games Masters should improvise the nature of the diversionary tactics. Working a miracle. Christians can call upon God to work a miracle (and if there was any time to call for a miracle, then this might be it). If no priest is present, then the roll is made against the Christian Passion score. Gawain can also help by calling for a miracle too. If successfully called for, God sends an immense storm during the night. Thunder cracks the heavens and lightning lashes the countryside, striking the broch’s roof and causing it to cave-in. The characters must make Formidable Athletics or Evade rolls to avoid taking 1d10 damage from falling wood and masonry, but this plunges the broch into chaos as men fall through the broken upper storey and crash to their deaths on the stone floor below. The characters have a chance to make their escape as the Circind forget their immediate orders and try to save themselves. Help from the Spirit of the Spring. If the characters encountered, were polite to, charmed, or let the Spirit of the Spring Cave win the riddling contest, she is aware of their predicament and prepared to help. She causes the waters of her spring to build-up in the sandstone layers beneath the broch and then ex-

plode through the floor and walls in a similar manner to the broch being hit by lightning. The result is enough confusion for the characters to take advantage and make their escape. The Knife of Farchog. One of the knife’s powers is to serve twenty people at a feast: while it is not designed as a weapon, it can be used to help escape. If a character successfully makes a Pagan Passion roll, the knife’s power can be activated - with one slice it can sever up to 20 bonds with a single cut. An Insight or appropriate Lore roll might be necessary to work-out that the knife can be used in this way. And, although not intended to be as an offensive weapon, it is capable of inflicting 1d2 points of damage and the Bleed Special Effect; if the wielder of the knife successfully inflicts a cut on one enemy, up to 20 enemies also suffer the same cut, in the same place, for the same damage. The character uses a Combat Style involving knife, or uses Unarmed. Resisting the Bleed Special Effect is handled as a Group Sorting Roll (page 79 of RuneQuest). The Sacrifice Escape need not come in the time between Mawgaus’s ultimatum and dawn; it can come in the preparation for the promised sacrifice. The characters, if they have not escaped, are dragged down to the Cave of Serpents. This is where

Gawain as the Escape Card Games Masters might contrive to have Gawain escape if the characters are overwhelmed and taken prisoner. He can be used as a deus-exmachina to help the characters escape at a later point, appearing at just the right time in the scenario.

Mawgaus intends to sacrifice them, one-by-one, with the nominated character to be saved watching. The intention is to stake-out each character, in a spread-eagle position, on the floor of the cave in a line. Mawgaus then slices the throat of each victim and sets a bowl (made from a human skull) by each neck to collect the blood. As he moves to the next character, one of his warriors slices-open the belly of the previous one and carefully arranges the entrails so that they can be seen by all watching. Once the characters are dead, their heads are severed and plunged into a cauldron of boiling sea water, and left to cook until all the flesh has been cleaned from the bone. The shrunken brains are extracted and served to Mawgaus and his warriors: the remaining skulls are given to the character nominated to return to Merlin.

This is, of course, a ghastly situation for the characters to find themselves in and, unless a swift (and miserable) end to the campaign is needed, then some last-ditch escape attempt should come at this point. Fleeing the Caves The ideal scenario is that the characters retrieve the Coat of Beisrydd, evade capture and hightail it to their hidden ship. Mawgaus and his warriors will give chase, hurling spears and loosing arrows at the characters as they make for the secret cove where Nubh waits for them. Conduct the chase as a desperate flight for survival but an opportunity for combat. Mawgaus’s warriors are far more competent than those who garrison the broch, and Mawgaus will not

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let the characters run-off with the Coat of Beirydd without a strong fight; it is possible the characters will be injured and some may even be killed in attempting to get away, but, once Nubh’s boat puts to sea, the Circind must abandon the pursuit and let the characters go. Mawgaus though, is not without one, last, trick. Watching the characters flee, he curses them, howling his curse so loudly that it carries across the waves to the character’s ears. He curses their loved-ones to die within a year and a day, and promises that the lord Aywell, God of the Votadini, will deny them - and the characters - the right to the Other World for all eternity. Have the characters make Willpower rolls modified by their Superstition. If the Willpower roll is failed, then the characters believe the curse. It is up to the Games Master how the curse then manifests (and whether it is, in fact, real), but Mawgaus intends its effects to be long-term, subtle, and a slow retribution for their theft of the Circind’s treasure. Concluding the Scenario Gawain is quiet and reflective on the journey back to Red Marsh. The sea is still as rough as before, but this time Nubh avoids Lindisfarena and beaches for the night in a small, secluded cove. Gawain prays, alone, and only speaks if questioned - and then only gives the briefest of answers.

The return to Red Marsh is uneventful. The people of the fishing village have kept their side of the bargain and expect payment as promised, which Gawain ensures the characters pay, if they seem reluctant. As the characters make their way back to Caer Ysc, a lone figure can be seen on the path ahead, stumping determinedly along. It does not take long to recognize the figure of Merlin, even though he wears a hood over his head and has changed from his usual druid robes into less recognizable travelling garb. He greets the characters, insists they dismount, make camp, and tell him what happened. Naturally he wants to see the Coat of Beisrydd and is delighted when the characters display it. But, if they also bring forth the Knife of Farchog, he is overjoyed. “So Ofydd had it all along, did he? The sly old goat. I suspected as much but couldn’t be sure. I thought perhaps Lot had it. But this is splendid! Splendid! I had not expected you to bring-back one treasure, let alone two” Gawain watches Merlin sullenly and, finally, asks the druid if his bargain is now repaid. “To me?” Merlin asks. “Of course. You owe me nothing. Never did. You simply used this ‘debt’ as an excuse to get back at your tribe. But I’m grateful for your help. Even if you are a Christian these days.”

“I can tell you now, though, that Arthur wants you. Or if he doesn’t, he soon will. Come to Caer Cadbryg. Bring Teneu and don’t leave it any later than when the first leaves fall from the oak trees. But, for now, go home. Go to Caer Ysc and rest. I have work to do” The characters are urged to return to Caer Ysc with Gawain. Merlin says he needs no accompaniment, but if they want something to do, they should go to Caer Cadbryg without delay. “Arthur will have work for you,” he says. “Things are getting interesting” About Gawain The youngest of Lot’s children, Gawain is extremely close to his siblings but especially so to Teneu, his sister. When his father threw Teneu to her death, the spirits of Curia saved her and brought that news to Gawain in a dream. The young warrior knew he must get Teneu to safety and, although he had been a loyal Votadini warrior, serving in Curia’s warbands, he was certain Teneu would never be safe while in the Pictish lands. He therefore brought her south, to the land of the Brigantes, and foreswore his oath to his father and Curia, becoming a wandering Pictish mercenary, prepared to fight for whichever chieftain might need his spear and sword. In the ten years since he fled Gododdin,

The bounty on Gawain’s head is substantial: a man’s weight in silver, so it is said, or half his weight in gold. Full NPC stats follow at the end of this section. We hope you’ve enjoyed this taster for Mythic Britain. The book will be on sale in November 2014. In the meantime, if you have not discovered RuneQuest yet, there’s plenty available...

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Gawain is angered at this, but Merlin doesn’t care.

Gawain has never remained in the same community for very long, flitting between Powys, Gwent, Elmet, Dumnonia, and even Kernow. He knows he is hunted, and he knows Uidre the Warrior in Green hunts him. Soon there must be a reckoning, but for now he has been able to keep himself several steps ahead of Uidre, using a variety of names (Gwalchmei, Gualguanus, and Gauvain, for instance) and invented histories.

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Shores of Korantia

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Ships & Shield Walls

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Non-Player Characters

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Gawain-ap-Lot Characteristics Attributes STR: 16 Action Points: 2 CON: 11 Damage Modifier: +1d4 SIZ: 17 Magic Points: 13 DEX: 10 Movement: 6 metres INT: 11 Strike Rank: 7 POW: 13 Armour: Leather CHA: 13

1d20 Location 1–3 Right Leg 4–6 Left Leg 7–9 Abdomen 10–12 Chest 13–15 Right Arm 16–18 Left Arm 19–20 Head

AP/HP 2 /6 2 /6 2 /7 2 /8 0 /5 0 /5 0 /6

Skills: Athletics 55%, Brawn 62%, Customs (Celt) 75%, Endurance 54%, Evade 44%, Insight 52%, Language (Brythonic) 45%, Language (Goidelic) 90%, Lore (Strategy and Tactics) 46%, Perception 53%, Survival 65%, Unarmed 57%, Willpower 45%, Stealth 59% Passions: Love Teneu 90%, Loyalty to Queen Elliw 70%, Oath to Merlin75%, Distrust Merlin 77%, Christian 59% Combat Style: Gododdin Warrior (Spear, Sword and Shield: Trait, Mounted Combat) 81% Weapon Shortspear Longsword Celtic Shield

Size/Force M M H

Reach L M S

Damage 1d8+1d4 1d6+2+1d4 1d3+1+1d4

AP/HP 4/5 6/10 4/15

Typical Circind Votadini Warrior Attributes 1d20 Location AP/HP Action Points: 2 1–3 Right Leg 2 /6 Damage Modifier: +1d2 4–6 Left Leg 2 /6 Magic Points: 11 7–9 Abdomen 2 /7 Movement: 6 metres 10–12 Chest 2 /8 Strike Rank:10 13–15 Right Arm 2 /5 Armour: Leather 16–18 Left Arm 2 /5 19–20 Head 2 /6 Skills: Athletics 59%, Brawn 62%, Endurance 62%, Evade 56%, Locale 66%, Perception 64%, Ride 85%, Survival 67%, Unarmed 59%, Willpower 62% Passions: Loyalty to Mawgaus 80%, Love Battle 70% Combat Style: Circind Warrior (Sword, Spear, Sling, Shield: Trait, Skirmishing) 75%

Size/Force M M H

Reach L M S

Damage 1d8+1d4 1d6+2+1d4 1d3+1+1d4

AP/HP 4/5 6/10 4/15

Mawgaus, Druid-King of the Circind Votadini Characteristics Attributes STR: 13 Action Points: 3 CON: 14 Damage Modifier: +1d2 SIZ: 14 Magic Points: 18 DEX: 10 Movement: 6 metres INT: 18 Strike Rank: 14 POW: 18 Armour: Leather CHA: 14

1d20 Location 1–3 Right Leg 4–6 Left Leg 7–9 Abdomen 10–12 Chest 13–15 Right Arm 16–18 Left Arm 19–20 Head

AP/HP 0 /6 0 /6 2 /7 0 /8 0 /5 0 /5 0 /6

Skills: Athletics 37%, Brawn 33%, Customs (Celt) 100%, Endurance 49%, Evade 44%, Insight 95%, Language (Brythonic) 90%, Language (Goidelic) 100%, Lore (Ancestor Spirits) 90%, Perception 84%, Unarmed 46%, Willpower 85% Magical Skills: Binding 90%, Trance 95% Passions: Loyalty to Circind 100%, Pagan 100%, Hate Christians 90% Combat Style: Gododdin Warrior (Spear, Sword and Shield: Trait, Mounted Combat) 81% Weapon Shortspear Longsword Celtic Shield

Size/Force M M H

Reach L M S

Damage 1d8+1d2 1d6+2+1d2 1d3+1+1d2

AP/HP 4/5 6/10 4/15

Mawgaus is a potent druid. Although he has no bound spirits, he has powerful spirit allies in the form of a High-Wing, an eagle Predator Spirit who hunts for knowledge whenever Mawgaus consumes a new brain, and Luithna, his personal Ancestor spirit who grants the druid several spells. Mawgaus can easily enter the Spirit World and command other spirits as he so needs, but High-Wing and Luithna are his trusted and most favoured spirit allies. High Wing (Intensity 4 Predator Spirit) Spectral Claws and Beak 98%, Stealth 98%, Willpower 88%

chwedlonol Prydain

Weapon Shortspear Longsword Celtic Shield

Luithna (Intensity 5 Ancestor Spirit) INT 17, POW 34, CHA 12

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chwedlonol Prydain 34

Lore (Celt) 134%, Spectral Circind Warrior 96%, Willpower 74% Luithna knows the Theism miracles Corruption, Fear and Heart Seizure. They are cast at Intensity 5 and on a successful roll of 50% or less. Although Luithne provides the magic, Mawgaus channels it, using his own Magic Points to do so. Cing and Cruithne: Ancestor Guardians of the Circind This malign pair are two of the Great Ancestors of the Votadini, heroes from ancient times who have pledged to guard Circind’s borders and destroy its enemies. Both are Intensity 5 Ancestor spirits, and Cing commands Folk Magic spells that can be cast are their enemies in the Spirit World. Cruithne has the Discorporate ability at 70%. Mawgaus can call upon both spirits to aid him, if needed. Ancestor INT, POW, CHA Customs & Lore Spectral Combat & Abilities (Intensity) Willpower

Cing (5) 10, 31, 14 120% 95%, 111% Folk Magic 124% (Bladesharp, Demoralise, Fanaticism) Cruithne (5) 12, 33, 8 124% 70%, 116% Insight 120%, Discorporate 70%

Knightly Quests by

Chad Bowser

The Bound Rose and DrivethruRPG! Setting: A ruined castle deep within the Forest Sauvage Problem: Inside a keep covered in thorn bushes, a beautiful maiden lies trapped on a bier, surrounded by a blanket of thorns. Anytime a knight tries to remove a branch, the thorns push closer on her skin. While the maiden’s eyes are open, and she takes breath, she responds to no stimuli other than the thorns. As the thorns push against her skin, she moans in pain. Secrets: The maiden, although human, grew up in Fairy under the guidance of an Elf. She was recently kidnapped by another elf lord and is being held hostage until her foster father can pay for her release. Solutions: If the knights try to remove the thorns, the hostage taker appears from the shadows and

warns them that a curse has been placed on the young woman and only if the ransom of seven fairy steeds is paid, will she be freed. If the elf lord is attacked, he shimmers away to Fairy. An alternate plan exists, however. A successful Awareness roll reveals a portion of a carving on a wall behind thorn bushes. Clearing away the thorn bushes reveals text carved into the wall, “Only those able to look past the misdeeds of others may succeed.” The most Forgiving knight must be the one to remove the blanket. Glory: 50 Glory per knight for rescuing the maiden.

Magna draconis arturius rex

Short Adventures

35

dracones britanniae 36

A Seat At The High Table One of the benefits of knighthood,

nobility, or fame of skill is that in most civilised places across Britannia, a wanderer is sure to find a bed to sleep in, a hearth to warm their bones on a chilly Winter’s night, and hearty fare to ease his hunger. While this is more likely to be the case in Pendragon than Age of Arthur or Mythic Britain, it depends on who the visitor is and what their reason for seeking an audience with the king, lord, earl, or chieftan is. The following ‘knotwork diagram’ shows exactly who can gain access easily to the local ruler depending on their standing and role in society. While it is fair to say that each situation is different, Cambrian hill chieftains or the Gaels of Dal Riada may be far less welcoming than Arthur at Camelot for example, it’s a good generalisation to keep in mind when Player Characters arrive in a new settlement. Of

course, if a Gamesmaster has an ulterior motive to progress an adventure or intrigue then this advice can be thrown out of the window. The play’s the thing! Whether the local ruler is the chieftain of the Gododdin or Earl Robert of Salisbury, the British seem to all have a trait in common; the sanctity of hospitality. Some civilised Earls may wish to be chivalrous and have their king think well of them, some Christian homesteaders may see it as a duty to help strangers, but even Pagan barbarians see the benefit in letting strangers, and their own people, see the value of their largesse. Not all settlements contain a welcome. The Votadini Circind are a notable example (see this issue’s Mythic Britain adventure) and a local lord’s reaction may depend on the setting and if you are a traditional enemy, but by and large,

an enemy won’t harm you while in his stead or mead hall. He may do all he can to make you feel uncomfortable, but he won’t actually harm you until you’ve left his castle surrounds. At that point, he is released from the bonds of hospitality and may do as he pleases. Killing a guest is such a nefarious

act that it is left to Saxons. The Night of the Long Knives/Brad y Cyllyll Hirion, where Saxons drew their hidden daggers against their British counterparts at a feast during peace negotiations, is seen as one of the most despicable and treacherous acts of British history. The Rings and Bars

Rings

The Wheel Explained The image to the left shows 3 concentric circles, or rings, depicting the various distance from the lord’s table. The importance of the individual is indicated by how near their position is to the centre and at the top. Therefore, Foreign Dignitaries, while being on the same ‘bar’ as Famous Merchants are seen as much more important. Consult the ‘Rings’ when the player characters are at home or have settled into somewhere new, and consult the ‘bars’ when visiting a lord or chieftain for the first time. Entry onto the wheel itself is decided by the guards or chastelain when your player characters first arrive.

Bars

F Foreig nD ig n

Her alds

Trusted Slaves

&

ffs

ti n i a Pl

Famo us

Me rch a

s nt

Trusted Aides

The Peasantr y

Noble Families

The Leaders Table

s ou Fam

Cr ans a ft s men & Men of Me

Ba se

es

ita Family in Adoption, ri Marriage, & Blood

Household Guard

W arr ior s

Oth er Slave d Ser vants s an

& Ba rds

Likely entry point for Player Characters

37

dracones britanniae 38

Starting

at the outer ring we see there seats furthest away from the lord belonging to Trusted Slaves (those such as wet nurses and educators who have served their masters for many years and are treated as extended family), Other Slaves & Servants are at the lower end of the wheel and therefore are of least importance in the lord’s household, or village (these are the people who serve food and drink at feasts or till the land and keep the beasts. Normal slaves would not be allowed in the hall or keep so if these are present, they are the cooks and servers. Despite being on the wheel, their position shows their relative importance in society, not their position in the hall), The Peasantry are those villagers without a specific and valued trade but who are free men. Seen as higher than Other Slaves, equal to Craftsmen, and lower than ‘Trusted Slaves’ they run the bawdy house, are town militia, or farmers. Craftsmen & Men of Means are essentially the middle class of feudal society. They are the metalsmith, the Fletcher, the Clergy not from noble families, and Shipwrights.

The second ring shows those nearer to the lord’s table and those who will eat in the mead hall or castle. They will be a familiar sight to the lord and will be known to him. The Household Guard are soldiers or warriors specifically chosen by the lord or chieftain to protect his fam-

ily. The will be chosen from noble or battle hardened families and would normally reside in the quadrant ‘Noble Families’. Trusted Aides are those valued counsellors who attend to the needs of the kingdom or duchy on behalf of the lord. They may be magicians, physicians, tax collectors, or anyone who may prove useful and trustworthy to their lord and be employed exclusively for that purpose. Noble Families are those who have no relation to the lord but are still part of the hierarchy at play. They may be very distantly related, were elevated in the past through largesse, wealth, or right of might. They may also be rivals to the current rulers and may supply endless intrigue. Family in Adoption, Marriage, and Blood will be the closest to the lord, chieftain, or king. Their seats will be either side and at right angles or in front of the king or lord’s table in civilised/feudal societies, and will be alongside the walls nearest the chieftain’s table in barbarian cultures. The lord can usually trust those sat at these tables. Oaths of fealty would still be given, like all subjects, but they’re mostly redundant as the curse ‘Kinslayer’ would travel around the kingdom faster than Shadowfax. The King's Table would be the goal of most visiting knights and warriors. In some cases they may not actually have a choice as any paranoid lords will require visitors to come before them in their halls and explain their intent. Getting to that table may depend on who your player characters are. If we take it for granted that the majority of

the mead hall as wanted men then that very same peasantry may be an angry mob with whom the player characters will have to contend. Of course, if the local leader treats his peasantry terribly they may face cheers or requests for help. Similarly, if they have a dispute to put before a lord and are base knights or low clergy (or even just commoners) then they may use the ‘Plaintiffs & Base Heralds’ bar to approach the lord’s table. They will pass via the peasantry (entry is always via the bar containing the script), they would then meet with an appropriate Trusted Aide, who will then, if necessary, take you before the lord. After an audience, the player character may then be addressed, questioned, or helped by a member of the lord’s extended family and may learn intrigue or scandal, before being escorted out of the keep by one of the Trusted Slaves. Whilst it shouldn’t be set in stone and expected by the players, use this diagram as a brief guide on how nobility and royal households are built and organised. The king, lord, or chieftain can’t see just anyone and unless it is of vital importance the second ring should be able to deal with mundane matters.

dracones britanniae

their party is made up of Famous Warriors then their route to the local lord will be via the bar that takes them past the Other Slaves in the castle or mead hall as they are taken through the working parts of the keep and given some meagre food and drink before they are then vetted by the Household Guards for security reasons, then taken to the Kings Table to speak or perform in front of the lord. After doing so, and if they intend to leave and not stay as guests, they will then be thanked, paid, or spoken to by the lord’s Trusted Aides, They will then pass the Peasantry who will no doubt gaze in wonder as a bard or warrior of notoriety passes through their ranks based on gossip from the court/mead hall. Bear in mind it is important how the knights/warriors comport themselves. Passing through the peasantry on the way out of the settlement may not seem like much but if they leave

39

The

City Legions of

A Look at Chester Throughout the Ages in Historical Terms, King Arthur Pendragon, Cthulhu Invictus, and Age of Arthur Chester’s Naming

Before Rome...

The City of Chester has gone through many name changes in its history. In the main text I use all the names equally and frequently change names to help the reader grow accustomed to how interchangeably the names were used.

Long before the Romans arrived 30 years after their invasion, there were members of the Cornovii camped along the estuary. They would have fished with coracles and nets and spear and have led a quiet life. What happened to them once the Romans arrived is not known but it is unlikely to have been violent as historical records and stelae record that local chieftains would often send their sons to the fortress for military training. As the Roman fortress was also known to have the largest non-military settlement attached to a fort in Britain, it is likely the locals just lived alongside the fortress. What better way to protect your clan than live next to a Roman fortress?

Deverdoeu - ‘Brythonic’ Deva - Roman (Latinised form) Castra Legio - Roman Caer Lleon - Cymric/Welsh Legercyestre - Saxon Caer - Modern Welsh Chester - Modern English Natives of Chester are called ‘Cestrians’ by both English and Welsh people (the first ‘C’ being an ‘S’ sound as in ‘SESS-treeens’).

The Roman Era When the Romans established their

40

legionary fortress in AD79 a map by Ptolemy noted it was in the lands of the Cornovii and named ‘Deva’. While the name stuck for centuries as a name for the settlement, it is now considered by many as the name of the local river goddess. The word survives somewhat today in the Welsh word Dyfrdwy (Eng: Dee) as the name of the river that flows from Llyn Tegid (Bala Lake in Gwynedd) through Llangollen, then Chester, and finally past Parkgate on the Wirral before it joins the Irish Sea, however in Roman Times the estuary started proper at ‘Deva’, or to give it the Roman name at the time; Castra Legio. While there were other legions on ocassion based at Chester, it is the twentieth legion for which the city is known. With the legions II Pia Fidelis, then the XX Valeria Victrix stationed on the bluff that overlooked the Dee, it’s easy to say why raiders

The Praetorium was the commander’s residence and would’ve been the single largest dwelling.

Roman Buildings

The Valetudinarium, or hospital, was a large building behind the Principia and dealt with the legions medical needs.

As well as the normal buildings you would expect to find in a Roman town, there were also unusual differences. Worship of the local deity (now Romanised as Minerva) was present in temples and shrines and a huge Amphitheatre was present. The Forum a large public open space usually used to trade goods and acted as a market. It also became a place where public political discourse took place and proclamations from at home and the empire were read out. The Principia is the administrative headquarters of the fortress and larger city. It would have looked like a large courtyard surrounded by colonnaded offices and dealt with the day to day needs of the legion and the citizens nearby. The Basilica was a great hall attached to the Principia and would have been used to address soldiers and to present promotions awards, and news meant only for the troops.

The Thermae, or baths complex, would have been enjoyed by many who took advantage of the superior technology enabling hot and cold water. There were two (that we know of) in the city, One by the south gateway of the Via Paraetoria (now Bridge Street) and inside the city walls, and one by the docks.

The Ludus and Amphitheatre was the largest building of it’s kind in Britain seating almost 10,000 people and has recently been offered up as the possible ‘round table’ of Arthurian legend. This writer, and many scholars, remain to be convinced. The Portside would have been a lively place with sailors from as far as Eastern Spain unloading their wares here. While the area would’ve gained a reputation for rowdy behaviour and therefore leading to many adventures, it is worth bearing in mind that this was a regimented military camp and risky behaviour would have been dealt with efficiently. The Mansio is the official coaching house and is a possible place for visiting PCs to stay. There is still an inn on this site today known as the Golden Eagle. The sign over the door still bears the Imperial Eagle.

dracones britanniae

from Ireland and the Pictish north stayed away. The site grew prosperous, stable, and populated enough to be considered as the Roman capital of Britannia Superior for two years before the anticipated invasion of Ireland was called off. The fortress’ role was chiefly naval and was used as a departure point for the Roman expedition that circumnavigated the north of Britain in AD84, and supplied the armies that subjugated the north throughout those campaigns.

41

dracones britanniae 42

After AD122 Chester’s importance seemed to wax and wane depending on the fortunes of the province and the larger empire. Legions were taken away to war elsewhere in Britain or in an attempt to ‘seize the purple’ (claim Emperorship) and either eventually returned in reduced numbers or were roundly defeated and needed reconstituting. In fact, for much of the 2nd century, the city was quite run down and some barracks were used as open rubbish dumps despite the large civilian settlement that had grown at Heronbridge a few miles down the road.

With shrines to Minerva (paying tribute to Deva, who may have been a local version of the British goddess of wells and springs named Coventina) cemeteries, a parade ground, houses, and stores, this would have been a very active and busy city at the height of the Roman occupation. Initially the walls were wooden palisades built with a run on top and complete with wooden gateways to allow entry into the city until they were replaced with stone after the Twentieth Legion arrived in AD90 from the newly abandoned Viroconium (less suited for use now the nearby tribes had been pacified). Viroconium has been proposed as the site of ‘Camelot’ in King Arthur: The True Story by Graham Phillips and Martin Keatman.

In 197 Emperor Septimius Severus dispatched a new governor, Virius Lupus, to Britain and Chester was refurbished greatly during that time. In time, the wolf (Lat. ‘Lupus) would come to represent the city and still does today on it’s coat of arms. In the third century Chester gained a mixed garrison of the XXth, IInd, and Sarmatian cavalry but it’s military days were numbered. It was occupied by some soldiers and civilians up to 383 but the legions had left. Honorius’ letter telling the Britons ‘to look to their own defences’ was just telling Cestrians something they already knew. The region and the city would be contested by Gwynedd, Powys, Mercia, and Northumbria and defended from the Irish, Picts, and Saxons but in reality, Chester never saw prosperity, or even a permanent population, again until the late 7th century under the protection of King Æthelred of Mercia.

The Legionary Fortress facing North West

43

A Cestrian Timeline Year Pre-Roman

The Roman Arrival

Probable History

Pendragon

Members of the Cornovii tribe move into the lower Dee Valley and their worship of Cernnunos (the horned god) begins to change to the river goddess Deva. The settlement is named ‘Deverdoeu’.

Age of Arthur

Cthulhu Invictus

Members of the Cornovii tribe moving into the Dee Valley cause the Fae to retreat deeper into the woods on The Wirral. Herne the hunter is seen less and less and his worship is replaced by Sulis.

Members of the Cornovii tribe seize the degenerate Lacertii lands and chase the tribe into the dark forest. The Lloigor deep in the Dee Valley are temporarily without worshippers. The Lacertii begin to establish a new temple.

The Cornovii accept Roman rule around AD 79 after Caratācos (Caratacus) of the Catuvellaunii is defeated in battle and the Druids of Ynys Mon are wiped out. A town begins to grow about the fortress. In AD61, Bwddica of the Iceni revolts.

A Roman Commander establishes the fortress and a shrine to Sulis in the hope that it will wash away the corruption that deforms the local children in the forest to the north and east of the city. This ‘plague’ is due to the Lloigor reaching out to their old adherents and an attempt to establish new worshippers.

Deva is chosen as Britannia Superior’s capital but only temporarily while plans are made to invade Eire. AD100 - 150

With Brigantia and Cambria subdued interest in Deva wanes in the empire. New building is halted and a period of decline sets in.

AD150 - 250

Emperor Severus travels to Britain and orders the maintenance of Deva. Buildings once restricted to the military (such as Baths) become open to others. With a mixed legion, auxiliaries, and Sarmatian horsemen occupying the fort, the city begins to transition into a civilian settlement, especially after Severus’ death in Eboracum in AD211. In AD184 Lucius Artorius Castus leaves

44

As Roman rule appears to slip, local chieftains, once loyal to or wary of Rome begin to strengthen their rule. Gaels and Picts begin to harrass the Isle of the Mighty. A local family rises to prominence. Rising within the Roman civilian structure with their sons entering military service, they would eventually become the Randalls.

A party of Roman and Celtic warriors from the Deceanglii and Cornovii attempt to invade Faerie with disastrous results. The fort becomes poorly manned and is threatened by Irish raiders. Trust in it’s defences wanes.

After a raid on the hidden temple to the Lloigor (and possibly Ghatanathoa) by a party or Celtic and Roman warriors in the Wirral forest, word passes around the Roman authority that Deva is cursed and the city becomes irrelevant to Roman plans.

While the Roman culture remains, the local citizenry start to see themselves as communal defenders rather than relying on Roman legions.

Emperor Severus visits Deva and uses a cursed druid to commune with the Lloigor in the Wirral forest, near the overgrown temple. He imagines them to be ‘dark Celtic spirits’ and entreats them to give him aid in his forthcoming war in Caledonia. Using preternatural magicks his wish is granted. However, Severus dies of a strange corruption before he can use his gift from the Lloigor on the Picts.

Faith does not return until the visit by Emperor Severus. He brooks no talking of spirits or the Fae and concerns himself with the forthcoming invasion of upper Caledonia.

Year

Probable History

Pendragon

Britain and leads his knights into battle in Gaul creating a tradition of horse borne warriors that lasts until well after the legends of Owain Ddantgwyn, the Bear of Britain (a possible candidate for ‘Arthur’) rise. AD250 - 350

AD350 - 400

Age of Arthur

Cthulhu Invictus

The Fae consider the Roman influence a blight upon the land but aware of subtle machinations that may bring Rome’s downfall. The Fae bide their time.

The resurfacing of ancient treasures of the Britons lulls the lloigor into a temporary sleep.

The Fae of the Seelie Court encourage the Picts of the north to forego their promises of peace and invade. Part of the Fae wants to manipulate the Picts into freeing the Fae sites currently taken by Romans (such as Deva) but most fall in line for sport. The Picts realise too late that they are just pawns in a larger game that is being played merely to pass the time and relive boredom in the Seelie Court.

The cult surrounding the lloigor begins to grow even as the Lacertii finally fade from history. Birth defects and dark forsworn magicks inflict their toll on the people of the forest who begin to fade from the mortal plane. Woodsmen abandon the forest claiming they are followed by shadows.

The slow demise of an empire leaves ripples in it’s people. While the garrison was still being paid in locally minted coins and they may have referred to themselves as members of the XXth, they were a legion in name only. Most of the fighting men had gone north to fight the Picts in AD306 and had died or just not returned and the civilian population were being pressed into militia service and to the upkeep of the walls against Irish raiders who were becoming more bold. Despite being known as ‘the city of the legion’ and ‘the city of eagles’ for 2 centuries, it was a poor reflection of its heyday and had nowhere near a legion of defenders. It is at this point the city’s civilian population begins to outnumber the garrison.

At this time the City of Legions is crying out for direction and leadership. Discarded by Rome , a member of the Helwyr Darian (‘The Shield Hunters’ ) family weds a Romanised Germanic merchant based in the city. In order to capitalise on the family name and dowry, the merchant adopts the Germanic version of his wife’s name, Randalúlfr. (Later changed to Randall (‘Shield’)).

The Romans inflict a heavy loss (despite losing a legion) upon the Picts and peace reigns for a time. The Fae are both incensed at losing their pastime but also filled with admiration Many in the city, including at human tenacity. some of the older soldiers, see Randall as the future of the city of legions and not the disinterested Roman Empire.

The locals see the manipulations of the Lloigor as a sign or Roman decadence and greed and begin to rebel against Roman excesses.

Deva continues to evolve from a military fortress into a civilian centre. When Magnus Maximus (Macsen Wledig) withdraws the remaining legionaries from Deva to fight in Gaul in AD383, the civilians take over the defence of the city completely. Irish raids increase.

The local Roman commander protests his orders from Maximus to leave the city and journey to the continent and is replaced. Randall waves the legion gleefully goodbye as they leave knowing he will soon be ‘Dux’ and in sole command of the city. His son, who was an auxiliary until he was

An ‘Emissary’ enters the city from the forest and claims to speak ‘for the ancient spirits who own this land and its people’. This cloak clad human craves an audience with the commander in the now dilapidated fortress. The civilians fear the Emissary and beg the remaining Romans to kill him

His name takes on a special significance as he oversees the civil defences while the legionary commander of the fortress oversees the military fortifications.

The Seelie Court present in Lyonnesse starts to become inquisitive other realms, especially those that are showing individuality from the Roman Empire but also retain civilisation. It severs it’s ties with the barbaric tribes and opens talks with Armorica, Kernow, and realms such as Urbe Le-

The lloigor refocus their attentions on the city in an effort to expand their power further.

When 30 men from the XXth try to escape to the woods they are captured and put on military trial for their lives. Locals threaten revolt if they are not freed. The commander executes them and the ensuing riot costs 120 more lives.

45

Year

Probable History

Pendragon

Age of Arthur

hobbled in a riding accident, knows better and fears for the city’s safety now the soldiers have left. He instigates a standing militia and tries to instil Roman drill into his men with only partial success initially but eventually does such a good job that when Constantine III arrives in Castra Legio in AD407 he takes the militia with him. The city is left undefended for a short time.

gionis using human agents. The Seelie Court begins to engage with the world while the Unseelie Court withdraws to the forests.

Honorius sends a letter to the British advising them to “Look to your own defences.” A powerful warlord, Gwrtheyrn (Vortigern), assumes control during a council meeting in London and begins to organise the defences of Britain against the Picts and Gaels. Gwrtheyrn is the lord of the region that will become Gwynedd (which includes Deva) and has experienced their depredations first hand.

The Randalls pledge their fealty to Vortigern, high king of Britain, and appeal for help against the Irish raiders. Vortigern sends a small force but is ultimately powerless to stop their continued raiding. He simply doesn’t have the men at hand to defend all of the island of the mighty. Vortigern begins to eliminate his rivals.

Honorius’ letter arrives to a much depleted garrison and the locals begin to organise a defence to protect the city. A riot causes the Sceptre of Lluw to disappear. Predations by foreigners increase dramatically. One of the last Roman military leaders takes over control of the city in a civilian role and names himself Agricola after the past emperor.

Vortigern invites the warlord Cunedda to move his tribe from the lowlands of Scotland to North Wales. When Cunedda takes up residence in Deva (now called Caer Lleon and Castra Legio) he orders repairs and bolsters the defences of the coast from Chester to Caernarfon. Vortigern invites the Saxons to Britain to defend against the Picts. The ‘Night of the Long Knives’ occurs and leaves a power vacuum throughout the kingdoms.

Cunedda and his sons move to northern Cambria to help protect the region from Irish raiders. His reputation, and his treatment of Irish camps in mainland Cambria, makes the Gaels fearful of raiding. The Picts are another matter. Areas far to the north of Caer that trade with the city suffer predation by the Picts and Vortigern appeals for Saxon mercenaries to fight for him. He is ultimately betrayed.

The Notitia Dignitatum, compiled c.AD400, lists no troops in Deva nor the Twentieth anywhere else in Britannia. Any remaining Romans in Britain are taken to fight on the continent by Constantine III in AD407 and they never return.

Abandoned by Rome AD410

AD410 - 450

46

Cthulhu Invictus

and to burn the forest. The Roman Praetor is asked to leave the city and take the soldiers with him. The praetor denies the demand from the Emissary and is found dead the next Lyonesse lends Urbe Legionis morning. the sceptre of Lluw which protects the city from flooding The Roman garrison comand the river from silting up. mander hires Gael and Pict mercenaries to destroy the The Picts and Gaels attack in temple but after suffering horfear that the Britons have al- rific losses to the ‘Shadows in lied with the Fae and will be- the wood’ decide to raid the city instead for some meagre come unstoppable. valuables. With the city now defenceless after the withdrawal of the remaining Roman troops, the citizens abandon the city. they move eastwards into the newly established kingdom of Tegeingl and south to Powys. Many people set up farms a few miles from the city and take stone from the walls to shore up their own dwellings. After a brief period the city is reoccupied but not by the living.

Vortigern invites Cunedda and his clan down from Gododdin lands to take the city in his name and to rule as a noble house. Cunedda and his sons lose many friends trying to take the ‘City of Ghosts’ from While the population shrinks their cursed inhabitants. marginally, the defences hold and Agricola leaves the safety They are given shelter at Deof the city to his eldest on his gannwy by Vortigern and death bed. The Fae begin to many civilians follow them as take a more active role in the more and more of their kin are human affairs of the city now abducted in the night from that Christianity is embedded the nearby area only to reappear on the city walls as dark Vortigern allies himself with in the city. Agricola and his sons invite the clergy to the city and make peace with their neighbours. The local tribes see the benefit of trade and keeping a strong ally in the area.

Year

AD450 - 500

Probable History

Pendragon

Age of Arthur

Gwerthefyr (Vortimer), Vortigern’s son, rebels and fights the Saxons but later dies and Vortigern regains lordship over Britain. He is eventually overthrown and his castle in Gwynedd is burned down with him in it (possibly by a reckless Einion).

the Saxons and gives them more land. British nobles are outraged and recall Ambrosius Aurelianus back from his wars against the Goths on the continent. Ambrosius realises that there is no peace with the tyrant Vortigern.

Worries in wider Britain avoid the city and it grows in a peaceful and stable manner. Vortigern, now the high king, places more troops and ships at Urbe Legionis to defend it against the attacks by the Gaels and Picts. Word reaches the city of a great druid born elsewhere in Cambria. Attacks by outsiders drop due to mercenaries.

guardians made of shadow.

Einion succedes his father in AD470 and the governance of the new kingdom of Gwynedd is split into Gwynedd, Ceredigion, and Meirionydd. He acquires the kingdoms of Rhos, Tegeingl (which contains Deva/Caer), Powys, and Pengwern in the power struggle after the ‘Night of Long Knives’.

The current Randall dies on the ‘Night of the Long Knives’. Ambrosius Aurelianus escapes to Brittany.

The Saxon mercenaries rebel and Arthur is born. The Night of Long Knives robs Britain of it’s finest marshals and lords.

The Lloigor possess a Saxon chieftain and then murder all the British guests at a peace conference.

He raises an army and, with his brother Uther, defeats Vortigern who retreats to his castle. A young Merlin demonstrates why Vortigern’s castle extensions keep falling down. Contrary to advice he continues with the build but subsequently dies in a fire there. Ambrosius becomes high king briefly before he dies and the title passes to Uthr.

Aurelius Ambrosius launches a campaign from a staging post at Urbe Legionis against Vortigern and defeats him. He names the city “His war-like capital” and is crowned ‘BenDdraig’ or Guletic (Pendragon) of all Britain.

Aurelius, away fighting Cornwall at this time, rouses his troops and prepares for the ultimate battle against the ‘Shadow World’ present in north western Britain. A young Merlin begins to search the land for the fabled ‘Thirteen Treasures of Britain’ to aid Aurelius in the fight. As they enter the region (around 50 miles from Deva) they see desolation and a blight that stunts crops and kills livestock and farmers. When they arrive at Deva they find it is empty in the daylight. A ruined ghost town, but as night draws near the Britons start to see shadows move on their own. Aurelius utters the words “There is no life for leagues all around, yet we are not alone.” and sends his herald to implore Uther to send aid. Aurelius and his army are never seen again.

The Fae begin their manipulations in an attempt to rid Powys of Men but fail. Urbe Legionis begins to become a Arthur is conceived at Tintagel starting point for adventure and is then hidden at Penllyn into the dark forests of north(Bala Lake, Gwynedd). Uthr is ern Britannia. poisoned at St Alban’s leading to his madness and death. Ambrosius and Uther both die fighting the Saxon at VerulaThe Randles (as they are now mium. The ‘Boy King’ assumes known) shows fealty to Nor- control and continues the gales (Tegeingl) in order to fight. bolster the defence of the City of Legions. Norgales accepts Agricola (IV) of Urbe Legionis responsibility for it’s protec- promises his daughter Guintion now that the Irish threat hyfar to Arthur to secure an is much reduced. The sword in ally if Powys or the Gaels at-

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The Lloigor now has an unliving army with which to extend their power. They move westward and eastward and Vortigern hires Saxons to fight the menace. They betray Vortigern and turn against the Britons out of fear of the Lloigor. Vortigern sets fire to his own keep and dies after a ‘Shadow’ gains control of his gatehouse.

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Year

AD500 - 550

Probable History

Einion dies in AD500 and is succeeded by Cadwallon Lawhir (who assumes the rule of traditional Gwynedd (from Anglesey to Tegeingl (Flintshire) and his brother, Owain Ddantgwyn, assumes lordship over Powys). Caer/Castra passes into the hands of Powys at this time. It is in a much reduced state and population. In AD510, Owain relieves the beleaguered king of Deheubarth (SW Wales) atop Baddan Hill (nr Bath) and annihilates the local Saxons. Afterwards, Owain is referred to as ‘The Bear’ (cym. Arth, lat. Ursus). His sword is named Dyrnwyn (White Hilt) and takes on a sacred significance. In AD534 Cadwallon, a few years after destroying the last Irish camps on Anglesey, dies. His son, Maelgwn, is passed over for the crown in Degannwy in favour of his uncle, Owain, lord of Powys and Rhos. At this point, Caer/ Castra is a frontier town, quiet and poorly manned and maintained. Some years later, Maelgwn raises arms against his uncle Owain (‘Arthur’) in pursuance of what he sees as his birthright. The battle of Camlann takes place and Maelgwn kills ‘Arthur’ but his army is deci-

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Pendragon

Age of Arthur

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the stone appears in London.

tack. Arthur has continuing Uther sends no aid and insuccess against the Saxons af- stead crowns himself High ter raising the Sword of Albion. King. He begets Arthur on the Enchantress Ygraine and kills her husband Gorlois.

Saxons besiege London. Upon hearing the news, Duke Randle repairs the walls of the City of Legions and presses more men into the militia. He uses his grandfather’s knowledge of roman drill and the city begins to punch above it’s wait in local skirmishes. London is recaptured. Picts begin raiding again during the anarchy that grows in a country without a high king. In the chaos, Castra (Cheshire) rises and provides political and resource support to Norgales and then surpasses it. While it is still a vassal to Gomeret (Gwynedd), through political and marriage alliances Cheshire acquires Dinas Bran, home of the Norgales nobility.

Arthur relieves Caradoc at Mons Badonicus. Merlin disappears and goes mad from the slaughter. Picts and their Angle allies attack the city. Arthur has foreseen the city’s vulnerabilities and arrives just in time with an army. He smashes the Pict and Angle army.

The Fae who lent their power on the side of the invaders against Christian and Roman Urbe Legionis in the battle are destroyed and the woodland around the city is torched and tilled for planting. The Fae withdraw from the area and create new Earthly holds over the Mersey, Weaver, and the Dux Randle follows his duty Wych Brook. and oath to Norgales and reluctantly enters battle against The Mordred Rebellion takes Arthur at Bedegraine. He suf- hold. Having lost faith in the fers minor losses. Randle is dis- King, Agricola (V) sides with gusted with the rapine and pil- Mordred in his dispute. lage committed by Lot’s forces elsewhere in Cambria. Once again, the beauteous In the Battle of Castle Terrabil, peace which has reigned over Lot falls and Lothian and Nor- Britannia since the defeat of gales sue for peace amid the the Saxons is broken by the corpses of their kings. Randle war between the noble housfalls also and his son pledges es of Britain. fealty to Galihodin, new king of Norgales who, in turn, Mordred and Arthur meet pledges to Arthur. The City at Camlann and destroy the of Legions continues to grow hopes of the Britons. Arthur is and rise in stature. It becomes

Arthur rises and defeats the Saxons at Caer Baddan. Arthur cannot extend his realm into the Lloigor created area of desolation so Merlin tells Arthur to march on Deva holding the flaming sword Dyrnwyn (Excalibur) to dispel the Shadows. Merlin goes ahead to dispel the Lloigor using magic to avoid bloodshed on the British side. Despite using the ‘Ring of Elenud’ which granted invisibility, to sneak into the forest, Merlin is never heard from again. Arthur leads his army to Deva where the Shadow army is waiting. Despite heavy losses he is triumphant and burns much of the Wirral forest. No temple is ever found. Arthur’s nephew finds a strange artifact in the burnt wood and secretly withdraws to Degannwy. Arthur names him coward and traitor for leaving the army and taking home his men before he was relieved. Maelgwyn (Mordred) refuses calls to return and begins to worship the strange idol he found near Deva. It tells him secrets such as Arthur being his incestuous father as well as his uncle. It promises him all of Britain and he would be called

Year

After Arthur

Probable History

Pendragon

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mated. He returns to Degannwy and later dies of plague in AD547. He is succeeded by his son Rhun Hir. From him, the line of Gwynedd continues until 1719 and included King Henry VII. The line ended without issue. The line was resurrected through marriage (illegitimacy being allowable terms of lordship in Welsh law) and continues to this day with the 11th Baronet of Bodelwyddan.

prosperous and moderately independent. It’s Roman ways continue and the trade and security situation improves with Arthur’s invasion of Ireland. The Wirral forest opens up to adventure and many strange beings are seen (including Gawain’s ‘Green Knight’).

taken to Avalon to heal and to be tended by the Fae in penitence for their interference in mortal affairs. Their magicks will assure Arthur’s return when Britain is once again under the heel of invaders.

Wledig and Pendragon, feared among other nations. If only he would remove Arthur and replace him.

‘Arthur’ is survived by his son Cynlas who frequently raids on his neighbouring kingdoms. The line ends with him sometime in the late 6th century. It was at this point that the city ceased to be referred to in any Latin sense and was called Caer and Legercyestre.

In AD564 Mordred stirs gossip and the War of Britain begins. Cheshire sides with Lancelot and later, at Camlann, Dux Randle dies fighting alongside Mordred.

The magic of Britain begins to disappear as the once and future king leaves the Earthly realm.

The Saxons capitalise on the British infighting and take lands that will one day become England. Every few decades courageous adventurers search the ruins in the day looking for Arthur’s sword but they are always anxious to leave before sundown.

While Caer remained a city in Powys it also remained a seat for nobility, the Cadelling dynasty (tracing their line back to before Cyngen and Vortigern). Caer remained an important, if poorly maintained settlement, until AD616. When Selyf came to the throne of Powys in AD613 he was a young boy and this prompted Northumbria to attempt an invasion. The young Selyf of Powys, Cadwal Crysban of Rhos (at that point a Cantref of Gwynedd) and possibly Mercia (led by Cearl) faced an army of North-

In AD543 the Wasteland reaches Cheshire and causes great hardship and a reversal of fortunes.

Mordred and Arthur meet in battle in a valley near Llyn Ogwen and both die. The Lloigor corruption fades away with the Dee Valley now uninhabited. Locals regard the whole region as haunted and say that an undead Magician now haunts the walls of the ancient Roman city on the Dee. At night, even though many miles away, there are some who can still hear whispers from the walled city.

The Fae start to see their world dwindle and power fade. BarThe King, his adversary, and barous men begin to chop the dreams of the Britons are down their sacred places. The now dead. History reasserts number of men begins to itself. warp reality away from magic Stirred on by stories of Arthur’s and wonder and to industry. exploits, his descendant, Selyf of Powys, attempts to find the In AD616 at the Battle of Chester (at the time known as Caer The Fae realise that it was Ar- blade with his uncle Cadwaland Legercyestre) the ‘Hen thur and the Sword of Albion lon Crysban of Rhos. He jourGogledd’, or ‘Old North’, is sep- that kept them in the mortal ney’s to the city with his army arated from southern Britain. world and they begin to real- only to learn that the Angles Cumbrian as a language and ise that it is time for the kings in Northumbria have thought a people will die out and join of Men to rule without inter- the same and sent an army (to deny the blade to Selyf if they their ancestors. ference by the Fae. must, or retrieve it for King Now only echoes of the Fae, Æthelfrith if they can. coupled with the stories of At this time Chester begins their exploits, remain. There Despite bringing 200 monks it’s long decline as lesser men are shadows in forests, a blur to plead to God for victory, Sevie for lesser glories and king- in the corner of your eye, and lyf and Crysban are cut down. doms. Players may wish to the feeling that you are being The monks share their fate. followed but that is all that is

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Year

Probable History umbrians at Chester led by Æthelfrith and were defeated. Æthelfrith had the 1200 monks who had arrived to pray for the Britons executed before the battle for praying for a British victory. His troops would later bury the monks heads under the streets of Chester.

Pendragon

In time the city would be controlled by the Welsh, Danes, Mercians, Northumbrians, Normans, and the English. It has left the city today with an enormous wealth of history and an appreciation for ancient treasures.

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Feeling that Deva is somecontinue service to this city left of the Fae in our world. how cursed, Æthelfrith has the in order to ‘rage against the monks’ heads buried in the dying of the light’ as Dylan ground of the city in order to Thomas puts it, but Greg Stafford fears it may become an Probable History reasserts it- hopefully cleanse the area of it’s vile corruption. The blade anti-climax to the great cam- self. was never found and may rest paign and who am I to argue? their still. The Lloigor and other mythos entities and powers remain quiet and hidden from view and begin to plan their long reprisal. For what is 1500 Apart from a brief time when years to the Lloigor? Cestrians sang Hallelujah from the city walls managing to deter Dublin Vikings, the history of the city is pretty much as history has written.

The city would soon depopulate and stone taken from the city walls to repair farmhouses and wells nearby would give the city a reputation as being ‘The City of Ghosts’, partly because of the dead warriors and monks who lay in and near the city, but also because of It would not see a prominent the wind howling through the role in British life until the Mergaps in the walls. cian era. Despite the Northumbrian victory, the city passed into Mercian hands but would remain largely unoccupied (save for a few squatters) until AD907 when it was re-fortified by Queen Æthelflæd against Norse incursion (the Norse had raided Chester in AD893 and had found it abandoned).

Age of Arthur

Realm

A look at some of the gossip, tales, and rumours around Arthur’s realm

534

AD

In Camelot

A

squire from the house of a Saxon outlaw arrived, rather timidly, at court and announced that Sir Kay had been captured. This is seen as a direct challenge by the knights of the court and nothing else, as the court regards well the words of Kay in latter days that he “If honour doth reside in me, would not be ransomed.” The king did inform the squire to leave in comfort and safety and to bear hence this message to he who sent him. “Tell your master that my knights do lift themselves from their present labours and seek to escort Sir Kay from his revelries and adventures in lesser lands.” Once the squire had departed, the King then bade a company of good knights to travel to this villain’s land and to relieve this ‘Turquine’ of his ‘prize’ and, if God wills it, to visit upon him the King’s justice.

This past evensong a widow of the town Mistress Bello, a seamstress

of the Jewish Quarter, was beaten and robbed near to the City Cross. It was daylight and she suffered much indignity and shameful treatment at the hands of her assailant. The city guard are looking for a fair haired youth who may be in the possession of a sum of gold beyond his natural means. All who encounter this base fellow are to send word to the city guard. Elsewhere In Logres

A strange beast has been seen wan-

dering the hills north of Windsor and along the banks of the Thames. Seemingly made of the bloody part remains of a man which can detach its head and throw it after its prey, the horrific creature has been suspected in the disappearance of 3 landed knights. Travellers are urged to take care on their journey and to stick to the roads and paths frequented by honest folk.

A mysterious portent has been seen in the sky of northern Britain. In the heavens was seen a great mane of fire crossing the sky akin to a red dragon in flight. It is unknown whether this be a portent which reveals the doom or destiny of the British people.

dracones britanniae

Whispers Around the

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Sailors

in the Solent, who took shelter in a tempest of seemingly unnatural qualities, have reported a most disconcerting sight. They allege that they suffered some small waves that rocked their boats and peered overboard to look down upon the pate of huge blue giant, some 20 feet down, as he was walking out to sea. Taking the depth of the sea into account this would mean the ‘Blue Fathomed Giant’ would be at least 50 feet high. While there was no sight of a crown or trident, the locals have taken to believing the giant was Neptune himself.

Of

late, the land of Hertford has been doubly unfortunate being prey to wandering Saxons and a blight that has stolen the crops of their health. The people are enfamished and the good people of happier lands have offered meagre portions to lessen the trials of the good folk of Hertford. Earl Gilbert has been chastised by the King for not doing more to help his subjects. Any knight wishing to do duty to the King and the commonfolk can offer their men-at-arms to protect the grain leaving Camelot or can give alms for poor relief at Hyde Abbey in Camelot.

Every

week we hear more of the treacherous and impious Saxon raiding and razing villages in the east. While feigning temporary loyalty to Arthur through his lords, they continue their rampant destruction of persons, chattel, and hearth. Are they ever to be

trusted? Only this week 5 children sought refuge in the keep of good Duke Derfel of Lindsey. Their family had been murdered and their farm burned as they hid. Luckily, they ran from the farm as the Saxons left. The Duke has found them a home with a childless couple of Lindum, given them a small sum for their welfare, and charged his knights to seek out these foul brigands. Outside Logres

Rumours

of a cessation to raids by the Irish seem to be borne out as King Mark has arranged a marriage for himself with the daughter of King Anguish of Erin. It is said that the princess Iseult is one of the fairest women in the mortal realm and it has only been Anguish’s wrath that has deterred some from speculating that her fair visage comes from consort with the Fae.

Those

knights not in current service or questing are invited to attend the Peningues Tournament near the City of Legions. Duke Randle offers a wondrously bejewelled and golden ring as prize goods and asks that all knights bring their lineage and warrant to the Duke’s pavilion in the small town so that he may properly greet all worthy men. He has regarded much of the bravery of Sir Mordred and Sir Lancelot and much desires their company.

The bard Eifor has taken up an of-

fer of employment from Duke Escan of Cambenet as his personal musician. Duke Escan will be no doubt popular with his guests.

- Chaucer

Ring Design By Daniel Neugebauer Rings are one of the oldest items of jewellery. The oldest known rings are 21.000 years old. In Malory’s Le Morte D’Arthur rings are used as tokens of love, distress or identification. The design could be very simple or rather complex with different metals and fine craftsmanship. Whoever finds, inherits or wins a ring (perhaps in a game of riddles in the dark), could use these generator tables to design it very quickly and with some surprises. This ring is made of… Just roll a D10 to find out of what the ring is made of:

1 – Wood 2 – Iron 3 – Bronze 4 – Silver 5 – Bones 6 – Stone 7 – Amber 8 – Gold 9 – Platinum 10 – Glass

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"But all things which that shineth as the gold, Ne'er is no gold, as I have heard it told,"

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1D10 Ornaments Now the ring gets some ornamentation. Naturally there isn’t much space on a small ring, so you get only one roll, but you could always add an inscription on the inner surface. Roll a D10. 1 – True Gem. Roll a D6: 1 = ruby 2 = emerald 3 = amethyst 4 = sapphire 5 = opal 6 = diamond. 2 – Gem. Roll a D6:

1 = quartz crystal 2 = turquoise 3 = obsidian 4 = tiger’s-eye 5 = lapis lazuli 6 = malachite.

3 – Head of an animal made of gold. Roll a D6: 1 – boar 2 = falcon 3 = snake 4 = unicorn 5 = deer 6 = dragon.

6 – Coat of arms. Roll a D6: 1 = family of the king 2 = noble family 3= knight of the round table 4 = notable knight 5 = poor knight 6 = extinguished family line. 7 – Religious symbol Roll a D6: 1 = Christian 2 = roman 3 = pictish 4 – Arabian 5 = saxon 6 – druidic. 8 – Inscription of a motto. Roll again! 9 – Pearl. Roll again: Even: a white pearl; Uneven = a black pearl. 10 – The ring is made of two different materials and is very artful. Roll again on “The ring is made of…”. 1D10 Characteristics

4 – Christian relic. Roll 1D6: 1 = Ash 2 = drop of blood 3 = hair 4 = splinter of wood 5 = splinter of bone 6 = piece of cloth.

Now its time for something special. Are there any characteristics on that ring? Just roll a D10 to find it out!

5 – Inscription of a name. Roll again!

2 – The whole ring is just a cheap copy.

1 – A secret compartment for poison or medicine.

3 – The ring is damaged or messy.

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5 – The ring is cursed! Once per day the knight gets a -5 to a roll of the gamemasters choice. 6 – The ring was stolen in the last D6 Days! 7 – A lady far, far away has a copy of the ring. 8 – The ring could not be stolen. It must be received as a gift or be won in a fair fight, otherwise it finds its

way home. 9 – The ring is blessed by a holy person! Once per day the knight gets a +5 on a roll of his choice by invoking their deity’s name. 10 – The ring sends 1D6 strange dreams in the night. After that, the effect is gone. For each night roll a D6: 1 = Bad dreams of dark woods (receive a check on cowardly) 2 = dreams of quiet lands (receive a check on temperate) 3 = erotic dreams (receive a check on lustful) 4 = religious dreams (receive a check on pious) 5 = bad dreams of battles (receive a check on cruel) 6 = Dreams of King Arthur (receive a check on just).

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4 – A legend told that this is the ring of… Roll a D6: 1 = a Christian martyr 2 = a beautiful Lady 3 = a legendary warrior 4 = a foreign king 5 = a wise scholar 6 = a Fae magician.

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Magna draconis arturius rex 56

The

Dragon’s Hoard An Adventure by Weli-Matti Pelkonen The Premise The Player Knights’ Lord has heard of a dragon guarding a pile of treasure in a cave in the Pennine mountains, near Leeds. He sends the Knights off to kill the dragon and claim the treasure for their Lord. Needless to say, Loyalty 16+ Knights should be jumping at the opportunity to serve their Lord, especially since if they pull this off, there is every expectation of gaining their Lord’s (further) favor and rewards. The Lord provides the Knights with 15 packhorses (sumpters) and 5 grooms on rouncies to look after the packhorses. This is in addition to the squires and any other entourage the Player Knights would take with them. Trouble along the way These are some potential ideas for the GM to throw at the Player Knights along the way, if they wish

to extend the adventure and stretch the encounters out. A Suspicious Lord Having a bunch of knight with a caravan of packhorses moving through one’s territory can make any lord to worry about a potential raid, let alone a suspicious one. The Player Knights might have to explain their purpose, and while stopping them while they are on the King’s Road is not an option, the Lord can certainly make his ill will known by barring them from his hospitality or even sending knights to shadow the Player Knights just to make sure that they are not up to something. Off the King’s Road, things might escalate even more, even to violence. Explaining things to the Suspicious Lord might require Courtesy and Trusting vs. Suspicious rolls. Lying to him would definitely be a case for a Deceitful roll as well, and on a failure, the reaction

Bandits A big caravan like that will attract attention from bandits as well. This can range from large bandit groups (probably at least 4 times the Player Knights number, possibly led by a robber knight) attacking openly to smaller ‘gangs’ (1d6 Bandits) trying to sneak in at night to steal a couple of horses and scamper (Horsemanship, Hunting to catch them). Wrong location Once the Player Knights reach Leeds, none of the locals seems to know what dragon they are talking about. They’d be directed to Old Neddig, who is a blind old storyteller. Old Neddig doesn’t have much respect for knights, but a successful Folk Lore roll and an ale or two would get Old Neddig started with his stories. On a failed Folk Lore roll, Old Neddig might ask the Player Knights why he should help them? Payment is possible, the size of which would determine how much information Old Neddig would give (possibly a Generous check, if the Player Knights are spending anywhere near to £1). Threatening Old Neddig personally would make him laugh bitterly and ask if that makes the intimidating knight feel brave, to be threatening an old blind man (Proud check to take offense, Cruel check if actu-

ally harming the old man). Threatening his granddaughter (a pretty young lass, making an appearance after a while to bring Old Neddig something to eat and drink) would be more efficient, but certainly not very chivalrous (Honor penalty is possible, as are Arbitrary and Cruel checks). Old Neddig knows the story of a white dragon that used to roam in these parts. Its lair is reputed to be further north, in the mountains west of Aldborough. He is able to give an approximate location. If his help was gained by Folk Lore or a generous payment, he would warn the knights that in the stories the dragon knows magic, being able to call shrouds of mist to rise to hide it from the heroes seeking to slay it. He also warns them that the dragon thinks naught for lying to the heroes to get them to lower their guard. Should he be asked about the route over the mountains and he is well-disposed towards the PKs, he would tell him about the Giant Huw who lives there (see below). The Player Knights have a choice of which route to take from Leeds: 1) Try to go over the mountains (crosscountry, slow and hard traveling), or 2) Go back on the road and go via Aldborough (easy riding). Over the Mountains This is a very difficult crossing for horsemen, made all the more

Magna draconis arturius rex

would be bad, potentially causing the Lord claim that they are liars and thieves, which can escalate to duels of Honor.

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Magna draconis arturius rex 58

so by the fact that a Giant named Huw lives in these parts. The trip is about 30 miles of very bad terrain, so it takes about a week for horsemen to cross it, if their guide rolls a successful Hunting roll at -5. Failure means that they are backtracking and take another week to try and find their way through. A critical Hunting roll allows the Knights to avoid the Giant and get through speedily, while a Fumble means that they are lost, meet the Giant and roll at -10 from now on for all other Hunting rolls. Each week of travel, each rider has to roll Horsemanship. A failure means that at some point, he takes a fall from the horse, with 1d6 of damage. A fumble will cause a catastrophic fall, 3d6 damage and a lamed horse that needs to be put down or an outright dead one. Unridden horses roll their DEX and on a Fumble, they lame themselves. If they are carrying a load of 150 lbs, they fumble on 19-20, and if 200 lbs, on 17-20. They are likely to lose a couple of horses on these hills, but they are likely to be cheap sumpters. Each week of travel, there is a chance of meeting the Giant, Huw. This chance is up to the GM, of course, but a suggestion is to make it 1-10 on 1d20. Huw the Giant (Standard Giant, Glory 250 for defeating him) SIZ 40, DEX 5, CON 30, Armor: 25, HP: 70

Club – 15 (Damage 15d6) Thrown Rock – 10 (Damage 6d6, a shield gives an armor bonus to the defender, not a skill penalty to the thrower, due to the size of the rocks, the total armor is halved) Valorous Modifier: -5 (divided amongst the knights seeking to engage him) When encountered, Huw is blocking the road and demanding a toll. Huw does not like intruders on his mountains, and he dislikes knights, many of whom have tried killing him before. Still, he is not a total idiot, and if the Player Knights try to negotiate with him, he would demand half of their horses as his price for allowing them to move on unmolested. If the Player Knights offer just sumpters, he would complain that they are trying to fool him by giving him the smallest horses, how about a couple of those big ones (warhorses), instead? However, a couple of extra sumpters would make him happy. This might cost the Player Knights most of their packhorse allowance, or even more... If the Knights refuse him and prepare for a fight or try to flee, he would start throwing rocks at them. At long distance, his aim is not that good, but there is a lot of horseflesh there to be hit, +5 to his skill but the target is determined randomly. Once the PKs ride closer to engage him, he has two more rounds to throw rocks at them. The knights’ shields would give +6 to the knights’ armor rather than

Go via the Road They’d encounter a patrol of Malahaut knights (dozen or so) at the crossing south of Tadcaster. The Malahaut knights are suspicious to see a group of knights with so many empty packhorses, clearly they are up to something. The Play-

er Knight spokesperson can roll Courtesy to start with, and can then come up with some innocuous reason why they are travelling with so many packhorses (Deceitful vs. Suspicious 16 of the leader of the Malahaut knights). Failure in either, or telling the truth, or having a Round Table Knight or a Player Knight who is well-known in Malahaut (let alone notorious) will mean that they will be firmly requested, by force of arms if necessary, to visit Eburacum to see the King of Malahaut. The King of Malahaut is a suspicious and greedy man, and if he hears of a dragon’s treasure for the taking, he claims that since it is in Malahaut lands (even if that is debatable), it belongs to him. But if the Player Knights help, they will certainly be richly rewarded. He also sends some of his knights and soldiers along (to ensure the PKs don’t try to abscond with the treasure), as well as wagons for the treasure. The Malahaut knights are there mainly to see for the treasure’s safe arrival to the King, but can be convinced to help against the Dragon with good rolling. If the Player Knights refuse to cooperate with the King of Malahaut (not smart), the King will be unhappy with them, and will detain them at Eburacum. They are treated according to their rank as ‘guests’ rather than flung into the dungeons if they have already revealed the location of the dragon’s lair. If they have not, they will get to visit the dungeons of Eburacum until they are willing to be more rea-

Magna draconis arturius rex

-6 to Huw’s skill, as the rocks are big and heavy enough that even a hit on the shield might break bones rather than just bounce off. Remember that the total armor is halved against rocks (Armor of Honor protects at full +3 value). If he hits a horse with a rider, roll 1d2 to see whether he hits the man or the horse. If the horse is killed/ crippled from under a charging knight, the knight takes 2d6 damage from the high-speed fall (armor doesn’t protect). He can be attacked by two horsemen at once, but he does not suffer any unmounted penalties nor do lances get that +5 bonus, because of his size and the length of his arms and the club. Huw’s tactics depend on the GM: he might easily split his skill at first and then start concentrating on single opponents when he gets frustrated. His high Damage and Armor values mean that he is a very dangerous opponent, and the knights likely need critical hits to bring him down. If Huw gets badly wounded (Major Wound, half hit points), his morale may shake, and he can try to flee. The Player Knights have the option of letting him go at that stage (and gain Prudent checks). If they follow him, he would fight to the end like a cornered (Giant) rat.

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Malahaut escort: 3 knights, 3 mounted sergeants, 10 spearmen, 10 archers, 5 wagons. Sir Rhun (Glory 5449) A middle-aged, trusted rich vassal knight of the King, leading the escort. He wouldn’t take risks. Statistics: 13/7/12/12/9, DMG: 4d6, UNC: 6, HP: 25 Sword-20, Lance- 17, Horsemanship-16, Loyalty (King of Malahaut)-16. Sir Tudfwlch (Glory 2140) An experienced household knight. A reasonably gregarious man, he might even befriend the Player Knights if they act friendly towards him, and that would incline him towards helping the Knights against the Dragon. Statistics: 18/10/13/15/14, DMG: 5d6, UNC: 8, HP: 33 Sword-17, Lance-14, Horsemanship-13, Loyalty (King of Malahaut)-17 Sir Aeddan (Glory 2060) A young, household knight, a recent addition. Cold, merciless eyes. Intrigue: Sir Tudfwlch mentions that Sir Aeddan is skilled for his age and got his position by killing a knight who insulted him in a duel. He has a bit of a reputation already for seeking Glory. He would join the Player Knights if offered a slice of the reward, and might even turn against

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sonable. The King will send some of his knights after the Dragon’s treasure. It is up to the GM whether they manage to defeat the dragon or if they fail (number of survivors also up to the GM). If the attempt is a failure, the King might attempt to convince the Player Knights to help, in return for their freedom, requiring solemn oaths from them to defeat the dragon and return to Eburacum with its treasure. Should they do this, the King sends them on their way with the escort of knights, soldiers and wagons for the treasure, as above (see sidebar for stats). The Cave The Player Knights no doubt wish to try and time their arrival to the morning, in order to have a full day to do their thing. The cave is up on a steep mountain side, horses would be likely to break a leg going up, especially if it is faster than on a walk. The cave itself has a tunnel about two men wide, high enough for people to walk upright. It inclines downwards slightly. The knights will have to carry torches for light. After maybe 100 paces, the tunnel opens up into a large cavern. There, maybe another 20 paces from the tunnel, is a pile of gold and silver coins, upon which lays a big, sinuous, winged dragon, its white scales reflecting the torchlight. There is more gold there than the Player Knights have ever seen, or even thought existing in the whole Britain! A king’s ransom and more!

The dragon welcomes the knights to its lair (for it is an intelligent dragon, not a mere wyrm). It introduces itself as Medreth the Many-Colored, and asks the Player Knights for their names. It is quite willing to talk with the Knights, claiming to have been alive when the Romans came for the first time. It also claims that the hoard is cursed, and will bring death and destruction if stolen. The dragon will happily lie about anything in order to convince the Knights to go away and leave it alone (Deceitful 20), making up stories of other dragons and their hoards (some of which might be correct, leading to other Pennine Wyrm adventures in the Perilous Forest book). It would even let the Player Knights to take a double handful of gold, each (about £100), if they press enough. Depending on its perceived chances, it might take an opportunity to try and attack a Player Knight who is bending down to pick up his share of gold (thus without shield and sword if he is using both hands), netting the Dragon a potentially unopposed attack at +5 (if the Player Knight stated being careful, a DEX roll to evade; if he had his weapon or shield in hand, Weapon skill can be used at -5 for combined action instead). If the Player Knights are fooled/intimidated by the dragon, Medreth is quite willing to let them depart... for now. But do see Nocturnal visit, below.

The Dragon Medreth the Many-Colored It is actually a smaller dragon than it appears to be (thanks to the illusion magic of the lair), about the size of a big wyrm. Unlike wyrms, it doesn’t regenerate. Bite-20, 9d6 damage. Flame breath-15, 3d6 damage, armor doesn’t protect. (Simultaneous with the Bite; Shield protects on a partial success. Can also be used as the PKs are charging against one opponent or to split the dice against multiple opponents, forcing a Valorous roll. Roll weapon skill to get the shield armor bonus.) Armor: 20 HP: 100 DEX: 25 (Slippery rascal, will try to evade and flee when at half hit points. There is a tunnel leading further down into an underground river where the dragon will dive into and swim to safety. If it manages to flee, it will cause problems for the Players later on, especially if it knows who they are.) Valorous -10 (divided by the number of knights attacking) Special: Should the Players decide to attack, the lair of the dragon is filled with magical mist. Roll the Player Knight’s Honest vs. Deceitful 16. On a success, he is able to see through the magical mist and is able to attack the dragon; no further rolls are needed. On a partial success, he can’t see the dragon to attack it, but can fight normally if the dragon attacks him. On a failure, he will fight at -5 if he is

attacked. He can continue rolling each round. The dragon attacks first those who can see it, of course. The Hoard There is around 240,000 silver denarii (weight around 1000 pounds, worth £1000) in the pile and another 100,000 gold aurei (weight around 2500 pounds, worth £50,000). The coins are from the Roman era, mainly late first and second centuries. Each sumpter can carry 100lbs easily, 150lbs OK enough and 200lbs in a pinch for short distances. If the Player Knights are planning on returning across the mountains, they ought to pack light (100 lbs) or their horses will suffer penalties. Spare rouncies manage around +50 lbs in comparison to sumpters. If the Malahaut knights are present, they are demanding that the hoard should be returned to Eburacum so that the rightful owner, the Centurion King, can divide it. However, if the Player Knights think of suggesting it, they would be happy to let the Player Knights take the silver and the Malahaut Knights take the gold. Any 50/50 split is strenuously contested, by force if need be. The wagons the Malahaut knights have will easily transport the loot. If the Malahaut knights are not present, but the Player Knights select the road through Aldborough out of here, they will run into a Malahaut patrol the next day and get to explain the loot; a trip to Eburacum would result, or a fight.

his compatriots if offered a big chunk of gold. Needless to say, if this happens, he would expect to be compensated with silver once the gold turns to leaves. And well compensated (£100 at least), at that, given that he just made himself a pariah amongst the knights by turning on his lord. If given the silver, he would establish himself as a reasonably successful robber knight with a band of followers and potentially be an object of a future adventure. If he is not given the money, he will blame the Player Knights and plot revenge. They now have a robber knight dedicated towards raiding their manors when he gets a chance. Statistics: 16/10/18/13/9, DMG: 6d6, UNC: 7, HP: 29 Sword-16, Lance-10, Horsemanship-14, Loyalty (King of Malahaut)-13, Selfish-16, Vengeful-16, Cruel-16, Honor-8 The knights’ equipment would be average for the campaign era, except for Rhun who would have a slightly better kit, if available. For instance, in the Romance Era, everyone might have reinforced chain and chargers, while Rhun might have partial plate armor instead. Sergeants: Sword-14, 5d6, armor 10+6, [14/10/14/14/10], HP: 28 Spearmen: Spear-12, 4d6, armor 4+6, [11/10/12/13/10], HP: 24 Archers: Bow-14, 3d6, armor 4+6, [11/10/12/13/10], HP: 24

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If they choose to go over the mountains, see the previous description of that route. Of course, they may have already slain the Giant and thus will not meet him again. Nocturnal visit If the Player Knights were fooled/intimidated by the Dragon, it makes an attack in the middle of the night, wishing to wipe these interlopers out rather than let them report to their Lord; after all, that might lead to more valorous knights being sent next! If Player Knights have posted guards, Awareness at -5 would give them a warning, albeit not a long one (no time to put on armor). Thanks to the darkness of the night, the Player Knights would suffer -5/+5 modifier to the dragon’s benefit, as the dragon has much better night vision. The Dragon would swoop in and collapse tents in its first attack to entangle knights (and soldiers, if any), and then try to kill them one by one as they struggle out. An advance warning would allow them to rush out with their shields and weapons, otherwise they have to roll DEX each round to get out. It will take at least a turn of movement for the knights to start converging on the Dragon, once they are out of the tent. If they were forewarned and manage to present a solid front, the Dragon might instead attack their horses; it is a cunning, smart dragon with centuries of experience at staying alive, and the GM should play it like that. The saving grace is that the Dragon is very much not suicidal. If it seems

that the tide is turning against it or if it is facing a coordinated attack from numerous knights (and soldiers), it will prefer to flee and fight another night! Of course, after this surprise, the Player Knights are unlikely to sleep soundly again for a while... If the Dragon escaped during the fighting in the cave, it is unlikely to try attacking the Player Knights. After all, it is now badly wounded (half HP or even less?) and the they have clearly shown themselves to be capable of hurting it. Revenge is a dish best served cold, they say... (see The Aftermath, below). The Twist Of course the gold coins were faerie gold, turning to leaves after a full day out of the cavern has passed, in the following morning. If the Malahaut knights got palmed off with the leaves, and the Player Knights are still present, they would demand to take the silver to Eburacum, never mind what has been agreed before. If they knew where Player Knights went, they might give chase, knowing that they will otherwise come off very poorly when the King wishes to know where his treasure is. The Return If the Player Knights are returning with a caravan laden with silver, they will need to be vary careful with regards to bandits and especially robber knights. The word would spread quickly, even outracing the Player Knights. As long as

See the previous chapter on ‘Trouble along the road’ for some ideas. The Reward The rewards the Player Knights gain depends on how they manage the adventure. The rewards are roughly calculated for 3-5 Player Knights. For 2 Player Knights, doubling the reward might be in order, and for 1 Player Knight, tripling it would not be out of place for such heroism! Option A: The Player Knights return to their Lord with the full silver amount. The Lord is very pleased and gives each of them £50 in silver, or an enfeoffed manor, whichever each Player Knight would prefer. If they fought Malahaut knights to achieve this, they are declared outlaws by the King of Malahaut, and should stay away from that Kingdom if they know what is good for them. Option B: The Player Knights bring the silver to Malahaut, but did defeat the dragon on their own. The King of Malahaut claims the hoard for himself, as the heir of the legions of Eburacum, whose paychest this hoard clearly comes from. And after all, his knights helped to secure

it, by safely transporting it to Eburacum. However, he will reward each Player Knight with £20. He is not concerned about the Player Knight’s Lord, who, in turn, will be a bit displeased by all of this. Courtesy and Loyalty Lord rolls might blunt his ire, as well as giving some of their reward to him. Good rolling would see his ire directed more towards the King of Malahaut and not his trusted knights, who have deserved their reward. Option C: The Player Knights bring the silver to Malahaut, but needed the help of the Malahaut knights to defeat the dragon. As such, the King decides to split the reward between his men and the Player Knights, and each Player Knight gets only £10. See Option B for the Player Knights’ Lord’s reactions. The Aftermath The treasure should have been good for at least a few hard fights. Furthermore, if the King of Malahaut got the silver, he might hire a big group of Mercenaries and cause some trouble up in the North by conquering some of those small, independent Pennine lordships. Even if the dragon is gone, the ‘cursed’ treasure will still cause death and destruction... If the Dragon is still around, it might become a recurring villain for the Player Knights. Certainly, any damsels of their acquaintance might be targeted; it is practically a tradition! Medreth might also raid

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they manage to stay on the King’s Road, the higher nobility would not dare to upset King Arthur by robbing them, but individual knights might decide that the loot is worth it.

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their manors, whether they are present or not, depending on how dangerous it feels the task is. Is it trying to lure a Player Knight out to duel (which the Dragon is likely to win), or is it just trying to pester the knights in order to punish them for its losses? That is up to the GM. Sir Aeddan could become a recurring foe for the Player Knights as well, depending how the situation was handled with him. See his de-

scription in the afore-mentioned sidebar. GMs should feel free to let him get beefed up a bit during a year or two in order to make him more equal to the Player Knights, if necessary. A Hate (PKs) would be a suitable Passion for him.

Gratitudes & Complimentaries

THE GENEROUS CONTRIBUTORS WHO HAVE MADE THIS ISSUE OF THE DRAGONS OF BRITAIN POSSIBLE. THEY'VE STEPPED UP. NOW IT'S YOUR TURN.

Lawrence Whitaker Writer Contact: [email protected]

Colin Paul Driver Artist and Cartographer Contact: [email protected] Examples: www.bitbrush.net

Chad Bowser Writer Contact: http://www.chadbowser.com/

Daniel Neugebauer Writer Contact info is [email protected]

Weli-Matti Pelkonen Writer Contact info is [email protected]

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STYGIAN FOX