Wormwood 1.2
Wormwood 1.2
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COLOPHON
This current iteration of Wormwood was published October 2024. This is a work in
progress.
Playtesters: Hera Hassan, Carmilla Pardēz, James Dagliesh, Matt Johnny, Dean
McBride, Bradley MacDonald, Lee Simonetta, Hannah McKee, Emily Hazel, Dominique
Arseneau, Millie Haniiye, Francine Leon-Reyes, Voula Saad, Genevieve de Jong, Annika
Kaler.
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FOREWORD
What follows is a series of rules and accompanying appendices intended to adapt the
setting of your old-school fantasy role-playing game to that of the Late Antiquities
period of western Europe. Rather than ne-er-do-wells from a typical fantasy world,
Wormwood places characters as mercenaries, rogues, reavers and cutthroats looking to
take advantage of the chaos and conflict during the Late Antique Little Ice Age of the
6th century A.D. The scope of this book specifically covers the 20 years of Justinian I’s
Gothic War (A.D. 535-554) but easily lays the groundwork for a multi-generational
campaign placing the characters as children (or even grandchildren) of warlords in
Merovingian Francia.
• “Domain play”; political and factional intrigue, the importance of social status,
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An Old-School Primer
To play, players and referees will require three six-sided dice and one twenty-sided dice
each. Additionally, you will require a rules compendium: either the 1974 edition of the
World’s Most Popular Role-Playing Game, or one of many inspirational retroclone
derivatives: Delving Deeper, Iron Falcon, Swords & Wizardry, or GreyHarp. Finally, you
will need graph paper for mapping dungeons, miniatures to represent the adventuring
company, entourage and adversaries, and finally a printed copy of the world map.
Distance, Ranges, and Movement Rates: all measurements are given as inches,
which are further converted as a matter of context. 1” represents 10 feet while exploring
or fighting within a dungeon, 10 yards while fighting within the wilderness, and 1 mile
while exploring the overland map.
Experience Levels: are gained at the end of each year, based upon each player
character’s accumulated treasure for the year. This treasure can either be recovered from
dungeons, earned through mercantile ventures such as landlording, or won in warfare,
but must be stored in the player character’s vault for winter.
Gold Pieces: are simplified rather than attempting a facsimile of late antiquities
historical accuracy. One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper
pieces (cp). 20 coins of any type is equal to one pound of carrying weight.
Heroes: includes all men and monsters with 3 or more hit dice but fewer than 7 hit
dice.
Men, Normal: all creatures of the same basic proportions as humans and of less than
heroic status: ie, fewer than 3 hit dice thrown.
Monsters: all creatures controlled by the referee. Monsters may additionally be normal
men, heroes, superheroes, etc.
Superheroes: includes all men and monsters with 7 or more hit dice.
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CHAPTER ONE: HISTORY
The following chapter provides historical context and framework to assist players and
referees in historical role-playing. Digest or disregard at your discretion: faithfully adhere
to the spirit of this manual as intended or pillage it for parts for your own campaigns.
Readers looking to jump immediately into action should skip ahead to Chapter 2:
Characters.
An Empire, Divided
As the Roman Empire expanded, its colonial borders eventually grew beyond the
abilities of a centralised government to effectively rule. Constant warfare and civil
unrest, particularly during the civil war crises of the 3rd century, led to Emperor
Diocletian introducing a Tetrarchy system which would divide the empire between East
and West, jointly ruled by two co-emperors and their assigned heirs and lesser
colleagues. In the end the Tetrarchy led to a series of civil wars between co-emperors
instead of preventing them and was abandoned; and though Constantine I would re-
unify Rome as one empire once more - and move the capital to Byzantium - it was once
again partitioned upon his death and the tradition of physically dividing the Roman
Empire into an East and a West continued.
Christianization of Europe
The last and most severe persecution of Christians in the Roman Empire was in A.D.
303 under Diocletian, who rescinded Christians' legal rights and demanded they comply
with the traditional religious practices of Rome. This was shortly reversed under
Constantine I, who converted to Arian Christianity in A.D. 312 and issued the Edict of
Milan in A.D. 313. This gave Christianity legal status and Christians a reprieve from
persecution. Later he convened the First Council of Nicaea in A.D. 325 and thus
influenced the creation of the Nicene Creed. These shifts in power and influence of
Christianity, specifically Nicene Christianity, in mainstream Roman culture had an
accelerationist effect which culminated in the A.D. 380 Edict of Thessalonica under
Theodosius I, which made Nicene Christianity the state church of the Roman Empire.
Despite this, Christianity was not the dominant religion in Europe during the early Late
Antiquities and would not come to be for several centuries. Gallo-Roman paganism
remained exceedingly popular, and despite the First Council of Nicaea declaring
Arianism a heresy a significant population of pagan Goths converted to Arian
Christianity in the 4th century. Christians, particularly Nicene Christians, were an oft-
persecuted religious minority throughout the west and remained so until the ascension of
Clovis I. And while Clovis’ baptism and conversion to Nicene Christianity in 508
eventually led to the widespread adoption of the Nicene creed in the west, at the time it
weakened him politically and militarily and set him apart from his Arian Goth
neighbours.
Even in the Nicene east, Constantine's policy toward non-Christians had been
"toleration with limits", so in general, conflict between Christians and pagans was more
rhetorical than violent. No legislation forcing the conversion of pagans existed until the
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reign of Justinian in A.D. 529. Christians of the fourth and fifth centuries believed
Constantine’s conversion had established Christianity’s superiority in heaven, and thus
were more concerned with heresy and establishing an orthodox than they were
converting pagans. The predominant religious conflict of the day would remain between
Arian and Nicene Christians.
Renovatio Imperii
Although experiencing a decline of its own, unlike the west the Eastern Empire never
degenerated into a series of “soldier-emperor” rump states ruled by barbarian warlords,
nor did it suffer the same frequency or severity of vassal state barbarian uprisings. This
was due to numerous cultural and political factors - like moving the capital to
Byzantium - and also a degree of luck. Justinian I’s accession in A.D. 529 was a
watershed moment for the empire. He swiftly consolidated power, re-vamped the
inefficient Roman bureaucracy, produced extensive legislation on provincial
administration, re-asserted imperial control over religion and morality, and ruthlessly
purged political opponents. He revitalised the Eastern Empire with promises of
renovatio imperii - a reconquest of the west and a restoration of Rome’s frontiers and
provinces. After securing a temporary peace with his primary military and political
rival, the Persian empire, Justinian sought to take advantage of the instability in North
Africa and Italy and launched invasions into the Vandalic and Ostrogothic Kingdoms.
Upon Clovis's death in 511, the Merovingian kingdom included all of Gaul except
Burgundy and all of Germania magna except Saxony. This kingdom was divided
amongst his sons, a fractious tradition that would characterise Merovingian rule as
particularly contentious. Clovis’ successors and their subsequent successor-kings would
ally with and turn against each other constantly, which weakened royal power but gave
enormous gains to the regional Gallo-Roman aristocracy.
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Volcanic Winter of A.D. 536
In his report during the Vandalic War, Eastern Roman historian Procopius recorded,
"during this year a most dread portent took place. For the sun gave forth its light
without brightness... and it seemed exceedingly like the sun in eclipse, for the beams it
shed were not clear". At least three simultaneous and massive volcanic eruptions cooled
the planet’s atmosphere for years and in March of A.D. 536, Constantinople began
experiencing darkened skies and plummeting temperatures. Summer temperatures fell
1.5-2.5 degrees Celsius, initiating the coldest decade in over 2,000 years. Another
volcanic eruption in A.D. 539-540 dropped temperatures as much as 2.7 degrees Celsius,
and still another eruption in A.D. 547 extended what would be called the Late
Antiquities Little Ice Age. Snow fell during the summer months. Crops failed across the
globe. Coupled with the Justiniac Plague, people died by the millions. Accounts by
contemporary historians such as Cassiodorus and Michael the Syrian spoke of a “weak,
bluish colour” to the sun’s rays, a moon “empty of splendour,” frost during harvests, "A
winter without storms, a spring without mildness, and a summer without heat,"
unseasonable drought, widespread famine, and a sky "blended with alien elements…
stretched like a hide across the sky."
Hell on Earth
“It was the beginning of one of the worst periods to be alive, if not the worst year,”
wrote medievalist Michael McCormick, a historian and archaeologist who chairs the
Harvard University Initiative for the Science of the Human Past. A person living in
these times could hardly be faulted for believing the world was truly ending - a cold and
dimmed sun and a colder winter, famine, plague, war, societal collapse and barbarians at
the gates. It is these apocalyptic themes of conquest, plague, civil war, famine and death
- easily remembered as the individual portfolios of the Four Horsemen of the Apocalypse
- that resonate throughout this book.
Conquest
The power vacuum in western Europe left by the collapse of the Western Roman Empire
has created dozens of barbarian kingdoms of Gallo-Romans and migratory Goths, each
warring with each other over land and resources. “Soldier-emperors,” claimants and
pretenders to Roman tradition, cling to the last vestiges of imperial power. Conflicts in
Asia Minor bring new barbarians across the Danube in search of their own lands. The
Merovingian kings of Francia eye each other’s land as hungrily as they do the lands
beyond their borders, their kingdoms’ perpetual war machines fuelled by tribute and
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treasure captured in battle. And above all looms the spectre of Justinian’s renovatio
imperii: legions of kataphraktos shock cavalry and foederati horse-archers, reclaiming the
wayward western Mediterranean at the tip of a lance.
Plague
A report by the Medical Faculty of Paris states that a conjunction of planets had caused
"a great pestilence in the air". Grain-barges from Egypt drift listlessly into port in
Constantinople, their holds crawling with plague-infected rats. The weak sun and ever-
present volcanic fog bring with it hacking phlegm-coughs, caul eyes, and the skin-lesions
and buboes that herald the slow, weeping death. At its worst, there is no room to bury
the dead. Funerary rites are left unattended and entire cities reek of pyre-smoke, of
miasma-warding incense, and rot. The living carry with them a thin and haunted look
and greet strangers with a bared blade if they greet them at all.
Civil War
The crises of the 3rd century civil war doomed the Western Roman Empire as a parade
of “soldier-emperors” and their succession struggles carved up the imperial frontier like a
fat capon. Now Frank fights Goth for the rights to plunder the carcass. The long-haired
Merovingian kings wage brotherly war and butcher their siblings’ children to keep them
from the tangled web of succession. In Byzantium, tax-averse aristocrats and senators
rile unruly mobs to storm the palace and unseat Justinian, and 30,000 die when the
emperor unleashes generals Belisarius and Mundus upon them. In Ravenna the newly-
crowned King of the House of Amal ascends the throne after imprisoning and murdering
his cousin. Charges of heresy pit Arian Christian against Nicene, laying the fuel for
endless justification for murder and regime change.
Famine
As sure as the gleam of gold is the glint of the knife from the man coming to take it.
The volcanic ash and fog chokes whatever crops the early frost doesn’t freeze, sending
rats scurrying to devour food stores wherever they can be found. Summers of constant
warfare bleed farms dry of farmhands and leaves produce to rot come harvest. Kinglings
demand lavish tribute to pay for each new conquest and violently squabble over
insufficient resources. Soldiers and mercenaries who fight for victory’s spoils roam from
war to war like starving wolves. Crows and ravens cloud the skies above farmer’s field
and battlefield alike. And when the plague comes, the Emperor tightens the purse-string
like a noose, demanding increased taxes to make up for the shortfall in labour.
Death
The historical 6th century was rife with elements that would have certainly seemed
supernatural at the time - Dungeon Crawl Classics (or your old-school tabletop role-
playing game of choice) brings the supernatural to the forefront through the inclusion of
monsters, magic, spiritual corruption and mutation, and of course: the undead. Frankish
and Gothic kings jealousy covet the accumulated hoards of dragons - or are secretly
dragons themselves. Brythonic druids practice forbidden rituals in cedar groves, quietly
accumulating power to drive the Christian heathens from their lands. Vampires prey
upon the isolated aristocracy in a city of plague even while disease-ridden zombies climb
up from the sewers to devour what living remains. Roman ruins howl in the night with
the echoes of angry spirits.
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CHAPTER TWO: CHARACTERS
Age & Ageing
Establish age at the onset of character creation or when it becomes important to do so.
To randomly determine age:
Fighting-
Race Level 1 Cleric Magic-User
Man
Dwarf 41-60 - - -
Elf 104-180 - - -
Halfling 22-32 - - -
Human 16-21 19-24 16-21 26-36
Age impacts ability scores. This does not apply to newly-created characters: assume
their respective age-related ability score additions and subtractions are included in their
throw. Additions to ability scores do not increase past 18. A character whose Stamina is
reduced to 0 dies of natural causes.
Middle aged: Subtract 1 Strength and Constitution; add 1 Intelligence and Charisma.
Venerable: Subtract 1 Strength, Dexterity and Constitution; add 1 Wisdom each year.
Young Middle
Race Adult Old Venerable
Adult Aged
Dwarf 35-50 51-150 151-250 251-350 350+
Elf 100-175 176-550 551-875 876-1200 1200+
Halfling 22-34 35-69 70-100 101-144 145+
Human 16-21 22-40 41-60 61-90 90+
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Alignment
Alignment in Wormwood is marginally different than in other old-school role-playing
games. Rather than a loose indicator of moral value, a character’s alignment is a
measure of their social structures and the social order, as represented by the laws of
Gods and mortals and established hierarchies of status. All behaviours, from noble and
altruistic to self-centred and cruel, are found within all three alignments. Similarity of
alignment does not necessarily indicate allyship and difference of alignment does not
necessarily indicate hostility.
Lawful characters cleave to the established order of things, whether that be God or
the state. Lawful characters believe that social hierarchies are divinely mandated and
must be preserved and maintained at all cost, even to their own personal detriment. To
a lawful character, anything performed in the name of the Church or the State is the
law, and therefore just.
Language plays a more important role in late antiquity than in most fantasy adventure
role-playing games. While the language of both the Church and the government is
Liturgical Latin, there is no “common” or other single uniform dialect or language
throughout western Europe, and certainly not one elsewhere. Instead, languages are
determined by birthplace.
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Throw Birth culture Spoken language(s)
1 Anglo-Saxon West Saxon
2 Berber Arabic
3-4 Vandal Vandalic
5-6 Visigoth Thervinigi
7-8 Parisian Frank Frankish
9-10 Soisson Frank Frankish
11-12 Orleans Frank Frankish
13-14 Metz Frank Frankish
15-16 Ostrogoth Vulgar Latin
17-20 Eastern Roman Empire Mediaeval Greek
Languages can be “half learned,” this being enough to conduct trade and conversation. If
a language is learned twice, characters are literate in it, able to read and write. Most
people in Late Antiquity are illiterate. All characters begin with Liturgical Latin, as well
as their birth language, as half known. Birth languages and birthplaces are determined
on the table below.
Known languages can be held “in reserve” and chosen later; however, a reserved language
must be declared as known the first time it is encountered. Not all languages can be
learned in this manner.
Language is a marker of culture, and there is no unified “Elf culture” or “Dwarf culture”
or “Halfling culture” in Late Antiquity. Elfs could be born in North Africa as easily as
Francia. A Dwarf is as likely to be raised amongst Ostrogoths as Picts. A Halfling could
just as easily grow up speaking Byzantine Greek as Brythonic.
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Social Class
Social class was of great significance in late antiquity. Even after the fall of the Western
Roman Empire, much of Europe maintained the Roman ordines, a measure of wealth
and birth that determined social standing. In theory, lower-class people could rise to the
higher classes through the accumulation of wealth; however the upper social classes are
largely restricted by birth save for exceptional cases. Social class largely influences how
characters interact with those around them and navigate social settings, particularly
laws.
On character creation, each player character should throw a dice to determine their
social rank.
Social Rank
1. Servi
2. Coloni
3. Prosperous coloni
4. Nobile
5. Prosperous nobile
6. Equestrian
7. Vicomte/senator
8. Comte/bishop
9. Duke/archbishop
10. King
Servi are slaves; their lives are not their own but rather the property of another. Servi
can neither purchase nor own land or property, cannot arrange marriages, and cannot
legally swear oaths. Any income a servi receives belongs to their owner. Servi can but
are not typically enlisted as auxiliary troops by a liege lord.
Nobiles are, by the Republican Roman system, not nobles but rather persons of repute
(and some small accumulation of wealth). Nobiles are often landowners and thus have
access to political representation and power to a degree that coloni do not. Nobiles can
be enlisted as auxiliary troops by a liege lord if they are not landowners; nobiles who
own their lands may simply join a lord’s forces as a mercenary.
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Slavery in Late Antiquities
Slavery is an often uncomfortable topic at the gaming table and should be discussed
thoroughly beforehand. Although Merovingian Francia is not considered to have been a
slave state, the enslavement and sale of enslaved persons was persistent throughout late
antiquities in Europe, even after the sale of Christians within Frankish borders was
abolished by Queen Balthild, herself a former slave.
Slavery in late antiquities was markedly different than the chattel slavery of the
translatlantic slave trade. Though Frankish society obviously benefited greatly from the
labour of slaves - particularly women as domestic slaves - it lacked the dependant
infrastructure and clear delineations of slave-based economies. What made a slave a
slave in these times was not racial, cultural or religious; the spectrum of “unfreedom”
was much more arbitrary. Most slaves were forced through capture or warfare, which
was hereditary, however some slavery was voluntary and was not hereditary. While
heavily restricted by social class, slaves retained legal protections and had the upward
mobility of being able to purchase their way out of slavery. Five queens of the
Merovingian dynasty - Ingund, Fredegund, Bilichild, Nanthild, and Balthild - were
former slaves.
It should further be noted that Merovingian Francia’s attitude towards slavery was
socio-economic and not a moral indictment; the liberation of slaves would not be seen as
particularly moral and possibly immoral or illegal based on the circumstances.
Equestrians are the “knightly” class in Late Antiquities; wealthier citizens who owned
land and horses. Eques was a mostly hereditary position passed from father to son
however exceptional citizens who could accumulate the requisite wealth to achieve eques
status (100,000 denarii under the rule of Emperor Augustus). Equites are expected to
lead troops into battle, or at the very least serve in the cavalry; cavalry was a symbol of
Frankish might and a highly valued position both militarily and socially.
Senators are the highest social class. The title “senator” in this sense does not denote
actual belonging to the Senate (though in the Eastern Empire or in the Ostrogothic
Kingdoms, it might!) but rather an honorific denoting members of the high aristocracy.
Like eques, senator was largely a hereditary position passed from father to son however
like eques the status of ordo senatorius was achievable via attaining a substantial wealth
threshold (250,000 denarii under the rule of Emperor Augustus).
When attempting to influence or interact with someone of different social rank, there is
a penalty (or bonus) depending on the difference between ranks involved. For example, a
servi (social rank 1) attempting to persuade a prosperous nobile (social rank 5) would
incur a penalty of -4 to the throw. Conversely, the same prosperous nobile attempting to
persuade the same servi would incur a bonus of +4 to their throw.
Improving social class typically involves being recognized for great deeds by one’s liege
lord. This can be anything from glory in warfare or successful quests to extraordinary
piety or scholarly pursuits. Alternatively, social class can be “bought” by the
accumulation and profligate expenditure of great wealth. Improving social standing in
this requires an accumulation of total wealth equal to the difference between the player
character’s current and new social ranks in thousands of gold. Thus, if Meinhard (social
rank 2) wanted to improve his social rank to nobile (social rank 4) he would need to
accumulate 2,000 gp.
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Parents
Throw to determine the character’s family. Fathers are 17-36 years older than the
character; mothers 14-33 years older.
Throw Result
Parents were killed in war or disaster; raised as a foundling.
Throw again on the Culture & Language table; this is the
1 culture of the character's family (but not the character), and
they begin with the corresponding language half-known. Both
adopted parents are living & father is the head of the family.
Both parents live but are in exile in another land, banished
2 by the character's liege lord. Raised as a foundling. Both
adopted parents are living & father is the head of the family.
Parents fled from another region/culture. Throw again on the
Culture & Language table; this is the culture of the character
3 & family, and they begin with the corresponding language
half-known.
Family is in a long-standing feud with a neighbouring family.
4 Raised by both living parents. Father is the head of the
family. Begin with an enemy family.
5-6 Raised by both living parents. Father is the head of the
family.
7-8 Raised by father alone. Father is the head of the family.
9-10 Raised by father and a step-mother. Father is the head of the
family.
11-12 Raised by mother and a step-father. Step-father is the head of
the family.
13-14 Raised by mother alone. The eldest son is the head of the
family.
15-20 Both parents are dead. The eldest son is the head of the
family.
Siblings
Throw 2 dice but do not add them (it helps to throw dice of a different colour). The first
dice result is the number of siblings, including the character. The second dice result is
the character’s place in the order of siblings. A throw of 6 and 4 would indicate the
character has five siblings (six children including the character) and that they are the
fourth eldest.
If a family’s father is dead or otherwise absent, the eldest son is always the head of the
family.
To determine sibling ages, add a dice to the character’s age for the next oldest sibling,
then add a dice to that sibling’s age for the next older sibling, and so forth. Similarly for
younger siblings, subtract a dice from the character’s age for the next youngest sibling,
continuing on until all ages are determined.
Finally, throw a dice for each sibling to determine their sex. Even numbers are female,
odds male.
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Grandparents
Throw a dice to determine if and how many grandparents the character has living.
Decide whether or not they are part of the character’s household.
For each living grandparent in the character’s household, throw two dice but do not add
them (it helps to throw dice of a different colour). The first dice result is whether or not
they are matrilineal or patrilineal grandparents - the character’s mother’s parents or
their father’s parents. Even numbers are matrilineal, odds patrilineal. The second dice
result is whether or not the grandparent is a grandmother or grandfather. Even numbers
are grandmothers, odds, grandfathers.
Throw Result
1 No living grandparents.
2 One living grandparent.
3 Two living grandparents.
4 Three living grandparents.
5 Four living grandparents.
6 Four living grandparents and 1-2 great-grandparents.
Character’s starting allies and antagonists are determined by throwing two dice. The
higher of these results are the character’s allies, the lower result their enemies. Both
allies and antagonists have families of their own - these can be determined now, or when
necessary, in the same manner as the character and their own family. Both allies and
antagonists will be the same culture and social status as the character.
A character’s familial allies and antagonists are as important to keep track of as their hp
or armour class - particularly for the winter season! Each character’s personal family,
friends, and enemies should be named on their character sheet, along with motivations
and roles in the community.
Liege Lord
Aristocratic hierarchies in Late Antiquity were based largely on Roman traditions, with
elements of Gallic tribal monarchies. Kingdoms were ruled by a king, advised by a
majordomo, and surrounded by appointed dukes, comtes, and vicomtes. A character’s
liege lord is the vicomte of their home region: a canton or centuria, a typical settlement
district for 100 families. Name this liege and throw for reaction to determine their liege’s
base attitude toward them; this will likely change over the course of play.
Religion
Religion is a significant factor in the everyday lives of those in the 6th century. Unlike
contemporary tabletop role-playing games where characters, particularly clerics, select a
patron deity, all characters in Wormwood belong to some denomination of either
Christianity or paganism, with a very small religious Jewish minority.
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In Christian denominations, religious services are performed by monks, nuns, and
priests. Monks and nuns are frequently low-born people who swear vows of poverty,
chastity and obedience to enter life in service to God. Nuns are also commonly former
noble ladies whose husbands were killed or deposed, and among the Merovingians any
noble man who allowed his hair to be cut (tonsured) was removed from all lines of
succession and condemned to a monastery. While most monks and nuns live in a
monastery or nunnery, some few become wandering friars.
Priests are commonly freeborn men or those of low nobility. “Priest” is a political
appointment as much as a religious one: they are not sworn to the same vows as monks
or nuns and often advise lordlings in matters spiritual and political. Monks, nuns and
priests all report to a bishop, who oversees a bishopric or civil diocese. Archbishops
oversee larger groups of bishoprics and are confirmed by the Pope in Rome.
Pagans can be broadly defined as either Celtic pagans, Gallic pagans, or Arabian
monotheism. Celtic and Gallic pagans worship their own distinct yet similar pantheons.
Celtic priests are known as druids, while Gallic priests are shamans and seers. Arabian
monotheists practised idol-worship, but Arabian monotheism was on the decline by the
fifth century, replaced largely by Christianity or in the case of southern Arabia,
Judaism. Islam would not be established until A.D. 610.
Judaism was a very small religious minority in Late Antiquities Europe. At the end of
the Jewish revolt of A.D. 66 – 70 the Jerusalem Temple was destroyed, and Jewish
people were then later expelled from Jerusalem itself in A.D. 135 when the province of
Judaea was renamed ‘Syria Palaestina.’ Despite this Jewish people continued to live in
Syria Palaestina in large numbers as well as through the Mediterranean, integrating
within Roman and Byzantine culture and society. They were, however, relegated to a
marginalised minority within these rapidly Christening states. Many Jewish people
instead opted to dwell in Persia, where under Sasanian rule they were allowed a great
deal of religious freedom.
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CHAPTER THREE: SEASONS
Between March and November, players are free to adventure and conduct warfare as
they please. The length of these journeys should be noted by both players and referees -
should the winter months begin while they are away from a friendly hearth, characters
will find themselves stranded, or very likely frozen to death!
Late Antiquities winters are particularly brutal: food and warmth are scarce, snows are
too deep to travel and commoners and kings alike huddle in their homes and pray for an
early spring. Due to this period of inactivity, a great deal of plotting and politicking
occurs during winter: arranged marriages, peace treaties, trade agreements, and
assassinations.
Characters cannot advance in XP level from their adventures until the winter phase,
when climate change makes warfare and adventure all but impossible. This phase is
conducted at the end of each in-game year. A winter season has the following steps:
Characters with sufficient experience can advance their character class level. Characters
can only increase their character class level by one per winter season, regardless of their
total XP.
Characters increase their age by 1 year. Consult the Age & Ageing table on p.xx for
what effects this might have for their ability scores.
Characters who have had sex may have children, whether or not they are married. At
the end of any year a character has had sex, they throw a twenty-sided dice for each
such instance. Players of female characters may avoid this throw as it is assumed they
are taking any desired precautions. Throws should also be made where appropriate for
family members or important retainers of characters.
There may be social and legal consequences for children born out of wedlock in
Christian societies.
Throw Result
1-8 No children.
9-10 A child is born but the mother dies in childbirth.
11-12 The child is stillborn but the mother survives.
13 Mother and child die in childbirth.
A healthy mother and child. Even numbers are female, odds
14+ male.
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Each winter phase, characters should throw a survival check for each family member and
all important retainers. On failure, they die from famine, disease, or old age.
A character who has died in this manner cannot be healed or resurrected by magical
means.
The principal source of income during the Late Antiquities is land: either via
sharecropping or landlording.
Each year land is owned and worked upon by non-related coloni or servi, landowners
throw for morale for each region land is owned in (not each heredium of land). On a
success tenant impression improves one step along the reaction table; on a failure, tenant
impressions degrade one step.
Each year land is owned and worked upon by non-related coloni or servi, landowners
throw two dice. The first of these throws represents new families attracted to the
landowner’s land, while the second represents families departing for better opportunities.
Thus a positive difference in throws represents a net gain in families while a negative
difference represents a net loss. Additionally, any families gained or retained in excess of
what the lands owned can support - one family per heredium - automatically depart.
Each year, characters throw a percentile dice for a life event that occurs during the
winter months. If the resulting throw would affect a family member or retainer, throw a
dice to determine who is affected, with a result of 1 indicating the oldest family member,
2 indicating the second-oldest, etc.
17
Throw Event
An enemy attempts to assassinate the character via poison. The assassin
employs: (2-12) (2-4) arsenic, (5) deathcap, (6) meadow saffron, (6) lady's
01 mantle, (7) belladonna, (8) baneberry, (9) hemlock, (10) wolfsbane, (11-12)
witch hazel.
The character's home region is stricken by the Justinianic plague. The
02-03 character survives, but one dice’ worth of family members die from the
plague. If they are landowners, one dice multiplied by their social rank in
servi and coloni die from the plague.
04 The character contracts the Justinianic plague.
The character's home region has not adequately prepared for the winter.
05-07 The character survives, but one dice’ worth of family members die from
malnutrition, starvation, and brigandage. If they are landowners their social
rank in servi and coloni also die. The character has no income for the year.
The character, their retainers, friends, family, and fellow player characters
are caught up in some form of religious or ethnic violence as some of the
08-10 victims. The character survives, but one dice’ worth of friends, family and
retainers (no player characters) are killed and if they are landowners they
lose 50% of their held lands. They have no income for the year.
Heavily armed looters descend upon the character's home region, and the
character finds themselves victimised by them. The character survives, but
11-13 one dice’ worth of family members die during the fighting. If they are
landowners their social rank in servi and coloni also die. They have no
income for the year and any properties or strongholds they own are
damaged.
The character, their retainers, friends, family, and fellow player characters
are caught up in a feud with one or more neighbouring rivals. The character
14-16 survives, but one dice’ worth of family members die from the fighting. If
they are landowners their social rank in servi and coloni also die. The
character is entitled to weregild for those slain and is responsible owed
weregild to their enemies.
The character, their family and fellow player characters are swept up in a
brewing military conflict. Come thaw, they are pressed into the service of
the character's liege lord to partake in a 2-12 -month campaign against a
17 neighbour. The character is expected to muster a number of troops
commensurate to their land owned and is responsible for all expenses
incurred by the raising and maintenance of these troops. In exchange, the
character receives their social rank as a percentile of all campaign spoils.
The character, their family, and fellow player characters are caught up in
18-19 some form of religious or ethnic violence as part of the mob. The character
doubles their income for the year. If they are landowners, their social rank in
servi and coloni die during the purges.
Heavily armed partisans descend upon the character's home region, and the
character finds themselves alongside them. The character survives, but one
20-21 dice’ worth of family members die during the fighting. If they are landowners
their social rank in servi and coloni also die. They double their income for
the year. A warrant is issued for their arrest or capture.
The character struggles with addiction to alcohol or narcotics. They
22-23 permanently lose 1 Constitution and must save vs poison or seek out a
source of their addiction until they succeed on three consecutive days.
18
Throw Event
The character is (falsely?) convicted of a crime and spends 2-12 months
24-25 imprisoned. This may extend into the war seasons. They receive no income
this year.
The character loses a lot of money from poor investments, gambling, or
26-27 other misfortune. They owe their social rank x 25 gp; if this year's earnings
cannot cover the loss, they are in debt.
One of the characters' family members is killed at the hands of one of their
28-29 enemies. They receive weregild according to the slain family member’s
status.
The character is responsible for an accident (or "accident") that results in
30-31 the death of another. They are responsible for paying a weregild equal to the
slain party's status.
The character betrays a family member, either accidentally or on purpose.
32-33 The consequences of this betrayal are determined by the player and referee.
That family member becomes an enemy.
The character is betrayed by a family member; the consequences of which
34-35 are determined by the player and referee. That family member becomes an
enemy.
36-37 A family member deserts the character’s family for a better life. They lose a
family member, who becomes an enemy and joins a rival family.
The character is wounded in a duel, brawl or other scuffle. They take 1-6 hp
38-39 damage which does not heal when the war phase begins and permanently
lose: (1-6) (1-2) 1 Strength, (3-4) 1 Dexterity, (5-6) 1 Constitution.
The character is injured in an accident. They take 1-6 hp damage which
40-41 does not heal when the war phase begins and permanently lose: (1-6) (1-2) 1
Wisdom, (3-4) 1 Intelligence, (5-6) 1 Charisma.
42-43 One of the characters' family member dies of natural causes, famine,
sickness, or plague. Lose a family member.
44-45 The character is (falsely?) accused of some indecency or indiscretion. They
are at -2 to reaction throws for 2-12 months.
46-47 The character suffers a particularly nasty injury or wound. They
permanently lose 1 Charisma.
48-49 The character comes down with and fortunately recovers from a terrible
fever. They permanently lose 1 Constitution.
A family member is credibly accused of a murder. The character must pay
weregild equivalent to their social rank and gains a rival family; otherwise,
50-51 they must pay one-half weregild equivalent to their social rank and lose a
family member as the accused is forced to flee until their reputation is
cleared. If no weregild is paid, the character becomes likewise wanted for
murder.
52-53 The character is the victim of a burglar. They lose their social rank x 5 gp.
Half the character’s land, or up to 10 heredium (whichever is less) is under
54-55 dispute with a rival family. Until the dispute is resolved, the character gains
no income from these lands. If the character is not a landowner, re-throw.
56-57 A family member is badly in debt. The character must pay their social rank
x 5 in gp or the family member must flee and is lost.
The character loses money from poor investments, gambling, or other
58-59 misfortune. They owe their social rank x 10 gp; if this year's earnings cannot
cover the loss, they are in debt.
19
Throw Event
A family member is killed by a monster. Lose a family member, and the
60-61 monster in question establishes a lair on the character’s lands. Unless slain
or routed the monster will kill another family member next year’s winter
phase.
A family member is haunted by a malevolent spirit - a spectre, banshee, or
62-63 other form of incorporeal undead. Unless exorcised the spirit will kill the
family member by next year’s winter phase before moving on to another
family member.
The character is (falsely?) accused of adultery by a neighbouring family.
64-65 They gain that family as a rival and, unless they can clear their name, are
at -1 to reaction throws for 1-6 months afterwards. Next winter phase the
character will be presented with a child to raise.
66-67 A family member is held for ransom by brigands. The character must pay
their social rank x2 gp in ransom or the family member will be killed.
Two of the characters’ family members are in a feud. If the character picks a
68-69 side, the other family member is lost and becomes an enemy. If no sides are
taken both family members are lost as enemies.
A family member becomes involved in a torrid love affair with a
neighbouring family. If they support their family member they gain the
70-71 neighbouring family as rivals but gain a new family member (their family
member’s new spouse). If they do not support their family member they lose
them.
A family member is accused of a minor crime. Their fine is (1-6): (1) one
72-73 silver as a token admission of guilt, (2) 10 gp, (3) 100 gp, (4) 1,000 gp, (5)
10,000 gp, (6) all of their possessions. If the character does not pay their
family member’s fine they lose them.
74-75 The character commits a gross social blunder and is at -1 to reaction throws
for one dice in months afterwards.
A family member is haunted by the spirit of one of their ancestors. The
76-77 family member cannot be called upon to offer any aid to the family unless
the ancestor spirit is appeased.
78-79 The character has a birth in the family. They gain a new (infant) family
member.
A family member weds. If the family member is male, the character gains
80-81 their spouse as a new family member; if the family member is female, the
character gains an appropriate dowry for their social rank.
The character finds allyship with the local clergy, who can offer benediction
82-83 as per the cleric spell bless. This blessing lasts one dice in months into the
war season.
A rival or enemy becomes a friend or retainer - so long as the character
84 allows the rival or enemy to join them.
The character gains an ally one social class above them, who owes them one
85 small (determined by player and referee) favour at a later date.
86-87 The character finds or receives as a gift a small amount of money. They
receive their social rank x 100 gp.
88-89 The character finds or receives as a gift a weapon or suit of armour.
The character finds or receives as a gift a small parcel of land. They receive
90-91 their social rank in heredium.
The character is chosen to perform a minor religious obligation during war
92-93 season - a pilgrimage, an offering, etc. The character has until next winter
season to complete this religious obligation.
20
Throw Event
The character befriends a local merchant, who can get them a small discount
94 (d6%) on purchases imported from outside their culture.
The character befriends a local looter gang or small criminal enterprise.
95 They can be called upon once per war season for a minor illicit favour, but
will be called upon in turn once per winter season for a minor illicit favour.
The character is recognized by their liege lord for service or loyalty. All
96 throws regarding their liege lord are at +1 for 1-6 months afterwards.
A family member marries into a prominent family one social class above the
character. If the family member is male, the character gains their spouse as
97 a new family member; if the family member is female, the character gains an
appropriate dowry for their (higher) social class.
The character finds or receives as a gift a large amount of money. They
98 receive their social rank x 1,000 gp.
99 The character finds or receives as a gift a magical weapon or suit of armour.
The character finds or receives as a gift a large parcel of land. They receive
100 their social rank x 5 in heredium.
21
Landowners with property valued over 50,000 gp within the borders of a city-state or
government are afforded additional privileges and duties, so long as they pay additional
taxes and remain loyal. As such, they gain an additional event. Once per year, throw on
the chart below.
Throw Result
Billet: The liege lord “requests” to billet 100-200 troops on the character’s
1 property. These troops are not under character orders and consume 1 gp per
soldier per month billeted in food.
Loan: The liege lord “requests” a small loan -10 gp per 100 player
2 character’s XP. Each month, throw a percentile dice. The loan is repaid if
the player character can throw under their social rank.
Gift: The liege lord “requests” a small benevolence - 10 gp per 100 player
3 character’s XP. If this benevolence is refused, subsequent throws on this
table are at -4.
We march on…: The liege lord “requests” the character to raise a regiment
and partake in a 2-12-month campaign. The character is expected to muster
a number of troops commensurate to their land owned and is responsible for
4-5 all expenses incurred by the raising and maintenance of these troops. In
exchange, the character receives their social rank as a percentage of all
campaign spoils.
Infernal affairs: The liege lord “requests” the character ferret out a traitor,
6 insurrectionist or seditionist at court (or produce one). They have 2-7
months to do so; on a failure, subsequent throws on this table are at -4.
Revenue farming: The liege lord “requests” the character serve as a
personal emissary to a borderland, colony or other such hostile out-land to
collect taxes and tribute. The character has one year to collect 50 gp per 100
7 player character’s XP in taxes and tribute on their lord’s behalf. Characters
may keep the difference between gold obtained via revenue farming and their
liege lord’s cut.
8 Duties lifted: All prior duties (result of 1-7) lifted.
9 Privileges revoked: One privilege (result of 10-12) revoked.
Taxation without representation: The character is forgiven one years’
10 worth of taxes owed to their liege lord.
J’accuse: The character may (credibly or not) nominate a rival at court of
11
treason and the liege lord will investigate.
Land grant: The character is graciously granted land rights within 1-6
12 miles of the liege lord’s sovereign city. The character receives their social
rank in new heredium.
Once steps one through five have been resolved, the previous year concludes and the
new year begins.
22
CHAPTER FOUR: ECONOMY
Each player character begins their adventuring career with 30-180 gp to furnish
themselves with equipment according to their profession. Note that 20 coins of any type
weighs one pound for the purposes of encumbrance.
Armour
Armour in the 6th century was as much a status symbol as it was protective. Freemen of
all social classes were expected to have their own armour. For the purposes of historical
accuracy, leather armour is henceforth referred to as brigandine, mail armour as maille
and plate armour as lamellar.
Byzantine Armour: The strength of the Byzantine military is in its use of heavy
armoured shock cavalry, and as a result Byzantine banded maille and lamellar is
amongst the greatest in the world, a cunning amalgam of Persian and Roman
metallurgy and smithing. Such cuirasses must be imported from the Byzantine states
and are expensive (quadruple the list price).
Clothing
Clothing is priced per outfit. Individuals are typically judged by the manufacture,
modernity and maintenance of their attire. The lower classes are permitted to wear
clothing of a quality typically reserved for a higher social class (if they can afford it) - to
an extent. In Christian society, various sumptuary laws dating back to the Roman
Republic forbid the wearing of knightly and lordly clothing, for example.
23
Item Cost
Servi clothing, everyday 1 sp
Servi clothing, Sunday 5 sp
Coloni clothing, poor 5 sp
Coloni clothing, craftsman 2 gp
Coloni clothing, merchant 3 gp
Coloni clothing, Sunday 5 gp
Nobile’s clothing, everyday 40 gp
Nobile’s clothing, Sunday 200 gp
Equestrian clothing, everyday 60 gp
Equestrian clothing, Sunday 300 gp
Senator’s clothing, everyday 80 gp
Senator’s clothing, Sunday 500 gp
While visiting a civilised region (a settlement, a city, etc.) player characters must pay
upkeep for themselves and their entourage equal to 1 gp per month per 100 experience
points. This covers both room and board. Vacancies at taverns or inns are not always
readily available; in smaller villages and hamlets there are rarely such common houses
and characters must billet with willing villagers for the night. In such cases there is a 1-6
chance the villagers attempt to rob characters during the night.
While in dungeons or the wilderness adventuring companies must bring their own food
or forage. Each day, Each player (not character) has a 1-in-6 chance of successfully
foraging while travelling. A successful forage yields 1 day’s worth of food and water.
Player characters can also attempt to hunt. This consumes an entire wilderness turn
(day) with no travel or rest possible. Hunting is a survival check.
Throw Result
A single trophy animal. Throw again, adding +1 HD and
01-10% increasing the animal’s damage by 1-6.
11-15% 1-6 bears.
16-25% 1-6 elk.
26-35% 1-6 boar.
36-40% 2-8 aurochs.
41-50% 2-8 wild cattle.
51-60% 2-12 deer.
61-70% 2-12 sheep or goats.
71-80% 2-12 small game: hares, fowl, etc.
81-00% You are being hunted. Throw again, adding 2-12 wolves.
A prey animal yields its HD in rations and pelts, horns, bones, and other such trade
goods. Trophy animals yield double value trade goods.
While at sea, player characters consume twice the amount of rations per day to reflect
the scarcity of water. There is no foraging or hunting to be done at sea, but characters
can fish with the right equipment. This consumes an entire wilderness turn (day) with
no travel or rest possible. Fishing is a survival check.
Throw Result
01-60% Fish. Counts as HD 1-20.
61-80% 2-12 sharks.
81-90% 1-6 whales.
91-00% Sea monster.
Like on land, fished animals yield their HD in rations and hides, horns, fat, and other
such trade goods. Whales and sea monsters yield double value trade goods.
Funerals
Companions of slain characters may fund funerals for their fallen comrades. By spending
lavishly on funeral expenses - feasts, musicians, sacrifices, plunder and goods buried or
burned to accompany the dead to the afterlife - characters may purchase the slain
character’s XP in gp at a rate of 2:1 (ie. at the funeral of Toussaint the Gaul, a 3rd-level
fighting-man with 4,000 XP, each 2 gp spent on the funeral would “buy back” 1 XP, to a
maximum of 8,000 gp spent for 4,000 XP). Characters may not collectively spend more
sp than the slain character companion had XP.
Hirelings
Mercenaries and Specialists are found in likely places in population centres - taverns,
inns, barracks and bordellos. The availability of such hires varies greatly by settlement
size and by the adventuring company’s reputation - mistreatment, missing pay or high
attrition rates will reduce local recruit pools. Conversely, hosting a feast or hiring a crier
can entice new would-be recruits. Recruit pools recover monthly in smaller settlements
and weekly in larger ones.
Auxiliaries are those troops levied by landowners when requested by liege lords in time
of warfare. A landowner can call upon one coloni per ten heredium to serve as an
auxiliary during the war season. Auxiliaries do not accompany characters on adventures.
Their landowner is responsible for their food during a campaign, but not their
equipment. They are not paid a salary but may be entitled to a (tiny) portion of the
spoils of war; typically whatever they can steal and carry home.
25
Monthly Hamlet Village Town City
Type (one (two (three (four Vital statistics
fee (gp) dice) dice) dice) dice)
Hireling 2 gp 85% 90% 95% 100% AC 9, HD ½, MV 12”.
Auxiliary - - - - - AC 8, HD ½, MV 9”,
spear, shield.
AC 6, HD 1+1, MV 12”,
Footman (human) 4 gp 60% 80% 90% 100% brigandine, spear, shield.
Footman, AC 4, HD 1+1, MV 9”,
armoured 8 gp 30% 60% 80% 90% maille, ax, shield.
(human)
AC 7, HD 1+1, MV 12”,
Footman, missile 6 gp 20% 30% 60% 80% brigandine, dagger, short
(human) bow, quiver & 20 arrows.
AC 6, HD 1+1, MV 21”,
Horseman 12 gp 10% 20% 30% 60% brigandine, spear, shield,
(human) light mount.
Horseman, AC 4, HD 1+1, MV 18”,
armoured 18 gp 0% 0% 20% 50% maille, spear, shield,
(human) medium mount.
AC 7, HD 1+1, MV 24”,
Horseman, missile 15 gp 10% 20% 30% 60% brigandine, ax, short
(human) bow, quiver & 20 arrows.
AC 7, HD 1, MV 12”,
Footman (orc) 2 gp 10% 20% 60% 80% brigandine, pole arm.
Footman, AC 2, HD 1, MV 6”,
4 gp 05% 10% 50% 60%
armoured (orc) plate, spear, shield.
AC 7, HD 1, MV 12”,
Footman, missile 3 gp 10% 20% 40% 50% brigandine, 3 spears,
(orc) sling, pouch & 30 bullets.
AC 4, HD 1, MV 9”,
Footman (dwarf) 6 gp 05% 10% 30% 60% maille, shield, war
hammer.
AC 2, HD 1, MV 6”,
Footman, 12 gp 0% 05% 20% 40% plate, shield, war
armoured (dwarf) hammer.
AC 5, HD 1, MV 9”,
Footman, missile 9 gp 05% 10% 30% 50% maille, ax, sling, pouch &
(dwarf) 30 bullets.
AC 4, HD 1, MV 12”,
Footman (elf) 8 gp 05% 10% 20% 30% maille, shield, sword.
AC 5, HD 1, MV 12”,
Footman, missile 12 gp 05% 10% 20% 30% maille, dagger, long bow,
(elf) quiver & 20 arrows.
AC 7, HD 1, MV 12”,
Footman, missile 10 gp 05% 10% 25% 50% brigandine, dagger, sling,
(halfling) pouch & 30 bullets.
Artillery are war engines typically designed for sieges but increasingly used on the
battlefield as well. Artillery is slow and expensive but can inflict horrendous casualties
on opposing armies and fortifications. Each artillery piece has a crew requirement; this is
the number of siege engineers required to keep it operational (2gp plus upkeep per
month).
26
Artillery Cost Crew Move AC HD Damage
Ladder* 10 gp 6 6” - 1 hp -
Manlet* 30 gp 2 6” +2 1 -
Ram* 1,000 gp 12 2” 6 12 -
Tower* 2,000 gp 50 1” 4 20 -
Scorpion 200 gp 2 12” 7 4+1 4-14
Onager 300 gp 3 9” 8 6+1 6-36
Mangonel 400 gp 4 6” 9 8+1 18-48
*Artillery with an asterisk are crewed by auxiliary soldiers, not siege engineers, and have
no monthly upkeep.
Land
The term aratrum terrae, in law books, meant as much land as can be tilled with one
plough. Romans used the more common measurement of land iugerum, which was about
one-quarter of a hectare in area. Two iugera form a heredium, which is the minimum
amount of land needed to sustain a family; 100 heredium made up a centuria, a typical
settlement district for 100 families.
Item Cost
Latifundium 200,000 gp*
Prosperus heredium 5,000 gp
Average heredium 2,000 gp
Wilderness heredium 1,000 gp**
*The cost of a latifundia includes a centuria of land and 100 families of slaves to work
the land.
**The cost of a wilderness heredium includes tools and labour for clearing the land to
make it suitable for farming. Clearing the land requires one year.
When acquiring inhabited land - heredium with tenant farmers or latifundia - characters
throw for reaction. This is the tenant farmer or slave’s initial impression of their new
landowner. Land is required to build properties and strongholds upon. A social rank of
nobile or higher is required to own land. A single family can own as many heredium of
land as they wish but can only directly manage up to a centuria (100 heredium); further
lands must be managed by a seneschal, majordomo, or other such specialist staff.
Player characters who are tenant-farmers pay 1 gp per month to their lord for
protection, calculated and paid during the winter season.
27
Marriage
Marriages are typically arranged by the head of the family on the behalf of other family
members. In the case of servi, marriages are arranged by the slaves’ owner. Marriage
negotiations are mostly but not always carried out during the winter season. The
arranger throws a twenty-sided dice and adds their social rank to determine the success
of their betrothal arrangement. Only one arrangement can be attempted per season. On
any subsequent season where the same match (ie, the same bride and groom) is
proposed, the arrangement dice is at -4.
In the event of a successful arrangement, name this new spouse (if they are not already
an NPC the characters have encountered) and throw for reaction to determine their
spouse’s base attitude toward them.
Throw Result
Arrangement is perceived as an insult. Arrangement
1 unsuccessful, and gain a rival family.
2-10 Arrangement unsuccessful this season.
11-15 Arrangement successful with a spouse of lesser social status
at full bride price.
Arrangement successful with a spouse of matching social
16-20 status at full bride price; or a spouse of lesser social status at
half bride price.
Arrangement successful with a spouse of higher social status
21-24 at double bride price; or a spouse of matching social status at
full bride price; or a spouse of lesser social status at half
bride price.
Arrangement successful with a spouse of higher social status
25+ at full bride price; or a spouse of matching social status at
half bride price; or a spouse of lesser social status at no bride
price.
A wedding requires a feast and a payment of bride price. The feast is paid for by the
bride’s family. Bride price is payment from the groom’s family to the bride’s family in
the form of land, coin, goods, or debt.
28
Services
Item Cost
Bard or entertainer (for a function) 1-6 sp
Bath 1 sp
Fortune-telling (theatrical) 3 sp
Fortune-telling (vague) 10 gp
Fortune-telling (accurate) 100 gp
Funeral or Feast Social rank in thousands of gp
Guild dues, apprentice 2 gp / year
Guild dues, crafter 20 gp / year
Guild dues, joining 6 gp
Have a book copied 1 gp / page
Hire a crier (per day) 1 gp
Hire a page (per day) 2 gp plus upkeep
Hire a priest (religious services) 5 gp
Hire a priest (spell casting) Spell level in thousands of gp
Messenger 1 sp / mile
Mourner (per day) 5 sp
Prostitute (“for a feel/for a look”) 1 gp
Prostitute (businesslike) 5 gp
Prostitute (skillful) 100 gp
Prostitute (exquisite) 500 gp
Silphium 1 gp
Trade Goods
Most trade goods are measured by the saddlebag (30 lbs), unless otherwise noted. Trade
goods in italics must be imported to western Europe, usually from Byzantium or Araby.
29
Item Cost per 50lbs (“sack”)
Cheese 30 gp
Cutlery, common 3 gp
Cutlery, silver 140 gp
Dyes, common 150 gp
Dyes, rare 2,500 gp
Dye, Tyrian purple 25,000 gp
Furniture, common 5 gp
Furniture, fine 10 gp
Garments, common 3 gp
Garments, fine 500 gp
Gemstones, precious (see Appendix G: Gemstones)
Gemstones, semi-precious (see Appendix G: Gemstones)
Goose down 40 gp
Hide, cow 160 gp
Hide, game 100 gp
Hide, predator 2,500 gp
Honey 250 gp
Illuminated manuscripts 10 gp per manuscript
Incense 50 gp
Ingots, gold 160 gp per ingot
Ingots, iron 30 gp per ingot
Ingots, silver 50 gp per ingot
Ingots, tin 20 gp per ingot
Ivory 200 gp per block
Jewellery 100 gp per item
Livestock, chicken 1 sp per head
Livestock, cow 10 gp per head
Livestock, goose 6 sp per head
Livestock, ox 12 gp per head
Livestock, pig 3 gp per head
Livestock, sheep 1 gp per head
Meat, raw 21 gp
Meat, dried 10 gp 5 sp
Narcotics 40 gp per dose
Olive oil 30 gp
30
Item Cost per 50lbs (“sack”)
Paper 1 gp per page
Papyrus 4 sp per page
Parchment, vellum 8 sp per page
Perfumes, cheap 500 gp
Perfumes, fine 1,000 gp
Produce, fresh 10 gp 5 sp
Produce, dried 2 gp 1 sp
Salt 100 gp per block
Scripture 25 gp per document
Seeds, crop 7 gp
Seeds, ornamental 8 gp
Spices, dried 1,500 gp
Spices, fresh 500 gp
Spirits 600 gp
Stone, common 10 gp
Stone, fine 100 gp
Textiles, cotton 120 gp
Textiles, damask 400 gp
Textiles, linen 150 gp
Textiles, satin 300 gp
Textiles, silk 1,000 gp
Textiles, velvet 600 gp
Textiles, wool 100 gp
Timber, common 10 gp
Timber, rare 50 gp
Weapons (use your fantasy equipment list of choice)
Wine 20 gp
31
Treasure
Due to the relative scarcity of coins, the treasure table for populating dungeon floors has
been modified somewhat.
Silver will always be in the treasure. Convert sp to silver ingots at 500:1 ratio.
Gold will be in the treasure 50% of the time. Convert gp to gold ingots at 160:1 ratio.
Gems/jewels and Magic will be in the treasure as indicated by the percent given.
Weapons
Swords in Late Antiquities were rare and symbols of status. The lower classes were not
permitted to bear “knightly arms” such as the longsword in Christian society, while in
other societies they were merely prohibitively expensive. The spear, ax, and long
dagger/short sword (“seax”) were the most commonplace weapons on the Gothic
battlefield. Freemen were expected to own a spear, as well as whatever armour their
income and class afforded them.
Two-handed swords and crossbows are both anachronistic to the 6th century and are not
featured in this setting.
Iberian Steel: The metalworkers of the Iberian peninsula became famed for their work
first for supplying Hannibal Barca with weapons during the Punic Wars, afterwards
becoming the standard supplier for weapons for the Roman legions. Iberian weapons
must be imported from the peninsula and are very expensive (triple the list price).
Iberian weapons add either +1 to hit or +1 damage. Both of these effects are non-
magical.
32
Damascene Steel: A near-eastern technique of forging with Seric steel. These weapons
are characterised by distinctive patterns of banding and mottling reminiscent of flowing
water, sometimes in a "ladder" or "rose" pattern. Damascene weapons are made to
order by a master smith, in person, and require several weeks to complete. They are
quintuple the list price. A Damascene weapon adds a +1 to hit and +1 damage. Both of
these effects are non-magical.
Weregeld
Compensatory damage paid out to the family in the event of the unlawful killing of a
family member. Weregeld was codified under Frankish Salic Code and was an important
legal framework. Payment of weregeld legally ended whatever blood revenge existed
between families or clans; individuals are not always so understanding. Individual
amounts differ based on social status.
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CHAPTER FIVE: MAGIC
Magic is rare and dangerous in Wormwood. Each magic-user spell has alternate means
of casting and additional requirements beyond what is listed in the spell description.
Players and referees looking for a more “high magic” experience might eschew these
optional rules.
Cast with a rare component: The spell is cast immediately. A rare, hard-to-find
component is consumed in the casting. The magic-user is considered one level higher for
the purposes of casting the spell.
Cast with a ritual sacrifice: The spell is cast as a ritual, adding 1-6 hours to the
casting. A living sacrifice is also required; a monster or man-type of HD equal to the
spell’s level. The magic-user is considered two levels higher for the purposes of casting
the spell.
Cast in a place of power: The spell is cast in a place of magical significance to the
spell. The magic-user is considered 1 level higher for the purposes of casting the spell.
This can be combined with the above methods of casting. The nature of such locations
is left to players and referees.
Animal Growth
Animate Dead
Anti-Magic Shell
Charm Monster
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Charm Person
Cloudkill
Confusion
Conjure Elemental
Mundane component: A common token of the desired element’s domain; volcanic rock,
salt water, a hawk’s feather, mountain soil, etc.
Mundane component: Some form of divinatory tools: yarrow sticks, dice, bones, entrails,
etc.
Continual Light
Control Weather
Death Spell
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Detect Evil
Mundane component: A horn of goat’s blood which glows when evil is near.
Rare component: The blood of a priest of at least HD 1, which boils and smokes when
evil is near.
Detect Invisible
Detect Magic
Dimension Door
Disintegrate
Dispel Magic
ESP/Clairvoyance/Clairaudience
Feeblemind
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Fire Ball
Fly
Geas
Hallucinatory Terrain
Haste Spell
Hold Monster
Mundane component: The magic-user pricks their finger with an asp’s tooth.
Hold Person
Rare component: Gemstone powder worth at least 50 gp mixed with 1 hp of the magic-
user’s own blood.
Hold Portal
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Infravision
Invisibility
Invisibility, 10'
Invisible Stalker
Knock
Levitate
Light
Lightning Bolt
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Locate Object
Lower Water
Magic Jar
Mundane component: A gem, crystal, or similar vessel to house the magic-user’s spirit.
Massmorph
Move Earth
Part Water
Rare component: A bracelet of reeds taken from the banks of the Nile.
Passwall
Phantasmal Forces
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Plant Growth
Mundane component: Fresh wild garlic mixed with the magic-user’s blood.
Polymorph Others
Polymorph Self
Mundane component: A small effigy of the magic-user’s own blood and hair.
Projected Image
Mundane component: Yew bark burned, ground, and mixed with river mud painted upon
the magic-user’s face.
Read Languages
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Read Magic
Reincarnation
Mundane component: A dead rose of Jericho brought to life with the magic-user’s blood
and spit.
Rare component: Clay from the banks of the river Jordan with the magic-user’s spit,
blood, and hair.
Remove Curse
Sleep
Slow Spell
Stone to Flesh
Mundane component: To petrify: mandrake root, peeled and boiled. To unpetrify: yarrow
root peeled and boiled.
Rare component: To petrify: dried basilisk eyes, rattled like dice. To unpetrify: a single
drop of basilisk blood in the eye of the petrified.
Telekinesis
Teleport
Rare component: A bone from a being who has stepped outside of time and space.
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Transmute Rock to Mud
Wall of Fire
Wall of Ice
Wall of Iron
Wall of Stone
Water Breathing
Wizard Eye
Mundane component: An elixir of alder, cinquefoil, jasmine and St. John's wort.
Wizard Lock
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CHAPTER SIX: THE FISC
Political representation is almost exclusively tied to land ownership and thus the
purview of the upper classes. Kingdoms are divided into several smaller regions and
governed by the aristocracy. The lands a lord holds in ownership and/or protection is
the lord’s fisc; from the Latin fiscus, whence we derive "fiscal". A lord’s fisc is their
“treasury” so to speak; the lands they protect and the tribute in kind they extract from
it. Such tribute was paid in kind: grain, fodder, produce, etc. The Merovingian kings
found their Frankish and Gallo-Roman subjects extremely resistant to taxation, and
required constant warfare and conquest to replenish spent fisc, which was also given
away to their vassals in the form of land grants to ensure fidelity.
Some land within a lord’s fisc is given over to the church - usually ten heredium per
three centuria to support a small chapel with a single priest, and up to an entire
centuria for a monastery. Lands given over to the church do not pay taxes and do not
provide auxiliaries, but are expected to be under their lord’s protection nonetheless.
Additionally, a lord is expected to build and maintain at least one stronghold - a villa or
manor home, plus whatever fortifications are required to secure their lands. A lord can
protect one heredium of land for every thousand gp spent on fortifications and
strongholds in that canton, province, or duchy.
A heredium generates "income" per annum, a portion of which is paid out to the
landowner in the form of food-rent. This is not in the form of actual coinage but rather
represents a year's crops as food and/or the labour required to work the land. An
average heredium produces food worth 30 gp per month - enough for a single family of 4
to sustain themselves and survive in poverty. A prosperous heredium produces 50% more
income than average.
A coloni or nobile family can farm one heredium to sustain themselves, and up to two
additional heredium to net a surplus of food-rent to be eaten or sold. Servi (slaves) also
frequently work the land; like coloni or nobiles, a single heredium per family is required
for base sustenance, and an additional two heredium can be farmed to provide income in
the form of coinage for their bond-holder.
Latifundium were the precursor to plantations: state-owned land taken as spoils of war,
frequently gifted to war veterans as a reward for loyal service. These were large plots of
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land, often a centuria or more in area, specifically designated to produce crops and
produce for sale: cattle, sheep, olive oil, grain, garum, or wine. Profitable operation of a
latifundia requires a large number of slaves, and unlike a farmed heredium a latifundia
provides income in the form of coinage, not food-rent.
A Note on Scale
Around 95% of populations at this time lived in areas classified as rural - areas with
communities of less than 10,000 people - with 85% of populations living in communities
of 100 people or less, which fits neatly into the Roman centuria system of assigned
districts. The Roman-style ‘nuclear’ family remained common. The average family size
was between 3-4: death in childbirth for mothers was common, and both the infant
mortality rate and the rate of childhood mortality before age 10 was nearly 25%.
Given these assumptions, a standard 6-mile small hex (32 square miles) on average
represents one centuria (about 100 families) of population area, while a 24-mile large hex
(500 square miles) represents eight cantons of population area - about sixteen hundred
families.
Cantons
The smallest region in a kingdom are cantons, each two centuria in size. Every canton
has its own seasonal court and is governed by a vicomte who protects the land, upholds
the king’s law, and collects revenue.
In addition to owning their own lands, vicomtes protect the lands in their canton and
receive tribute in return. A vicomte can protect up to 200 heredium. For every heredium
protected, the vicomte receives 1 gp per month in tithes, paid out annually. For every 10
heredium protected, they can call upon one coloni to serve as an auxiliary during the
war season.
Provinces
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Duchies
Kingdoms
Kingdoms are ruled by a king. Kings receive tribute and can call upon auxiliaries in the
same manner as dukes and comtes.
Carousing is often the cheapest and by extension most short-term method of political
pressure: influencing someone by hosting a lavish feast, entertaining them at an
expensive brothel, or simply getting them very very drunk. By paying for either a feast
or an expensive prostitute a lord can add +1 to their reaction or influence throw.
Bribery is the most common form of political pressure. A lord (or even a wealthy
citizen!) can increase their throw when attempting to influence another lord by spending
coin from their personal treasury or gifting arable land. For every 5,000 gp in coin or
one heredium of land gifted, the lord adds +3 to their reaction or influence throw.
Intimidation requires the plausible threat of violence towards another lord, and carries
with it the risk that the other lord is prepared for that violence. An intimidation
attempt allows a lord to use an ability score other than charisma to attempt to influence
another lord - strength or intelligence, for example. On a failed throw, however, the lords
must settle their dispute with a trial by combat .
Seduction and solicitation can and often is done through retaining a third party. Note
that use of a third party in seduction requires reliable control of the seducer! Seducing a
lord grants a +2 bonus to reaction or influence throws with the target, but if the
seduced lord is ever neglected or mistreated by their paramour they suffer from a -2
penalty to all social checks with that lord instead.
Bewitchment requires sufficiently powerful magic to coerce someone into doing the
character’s bidding over an extended period of time. If a lord discovers they have been
bewitched, their bewitcher is hostile to that lord instead.
Military pressure requires sufficient military presence to influence another lord over a
long term period. This is done by a show of force such as amassing troops at a shared
border; however such methods run the risk that the opposing lord is not also prepared
for such violence. For every 100 soldiers in excess of what the pressured lord can call
upon, the lord adds +1 to their reaction or influence throw.
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Assassination is a “permanent” form of political pressure, for when an individual cannot
be influenced by other means. It is a commonly-employed means of altering a lord’s line
of succession, with poison being the assassin’s preferred method. Hiring an assassin
willing to get close enough to a lord (“the client”) to poison them carries a significant
cost: Once a price has been negotiated, the referee makes a survival check on behalf of
the client.
On a failure the client has survived the attempt, and on a throw of 90% and above the
assassin has been captured and will be interrogated to determine their patron.
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CHAPTER SEVEN: WAR
"War is the continuation of policy with other means." Characters can recruit or hire
mercenaries or soldiers at any time, but it is likely not until they become vassals or
leaders that they can support doing so at any real scale. Conducting warfare is
expensive.
At the scale and timelines warfare is typically conducted, it may be beneficial for players
and referees to keep track of time in weeks instead of hours and days.
Assembling Armies
Characters can hire mercenaries to fill or supplement the ranks of their armies. In most
cases, the bulk of an army is made up of auxiliaries: citizen-soldiers called up to fight
during the war season.
A local lord can also conscript additional coloni to fill their ranks. An additional
auxiliary can be conscripted for every 10 heredium of owned, protected, or managed
land. This doubles the amount of monthly deserters for the army.
The army’s total strength is measured in how many hit dice of units it can muster. Most
man-type units have 1 hit dice; heroes and superheroes will have significantly more.
Note that with armies, hit dice totals are not thrown to determine hit points, as such
numbers would be onerous and unwieldy. Only the number of hit dice is used in
calculating army strength and casualties.
An army needs a leader. This can be anyone, however all decision-making for the army
is done by the leader, and any morale tests made for the army are made using the
leader’s ability score modifiers. If the army leader is killed, captured or otherwise
separated from the army, morale tests are made at -4 until a new leader is chosen.
Once an army leader is chosen, they make a reaction throw. This determines the army’s
disposition towards their leader. In the event a new leader must be chosen, a new
reaction must be thrown by the new leader.
Like retainers, armies have a loyalty. This is either the army leader’s loyalty (if they are
a retainer) or 7 if the army is led by a player character. Each time the army fails a
morale throw (such as after a loss or after not being paid or fed) loyalty is reduced by -
1.
Maintaining an Army
An army runs on its stomach. In addition to their wages, footman-type troops consume
5 sp per week in food and supplies and horsemen-type troops 1 gp per week. Armies are
supplied by long baggage trains of wagons and by foraging. A supply wagon carries
enough food, fodder and camp supplies to sustain 100 footmen-type soldiers (or 50
horsemen-type soldiers) for a week. Armies on the move can forage as they go; in each
new large hex an army occupies, throw for survival. This is the number of supply
wagons’ worth of food obtained from the surrounding countryside. This amount of food
(50 gp per wagon!) is taken from the monthly income of the foraged land’s owners; while
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such foraging is commonplace it is unlikely to win friends amongst the locals!
Each time the army wins a battle, the next recruitment throw is at +4. Each time the
army loses a battle, the next desertion throw is at +4.
For every week the army does not have sufficient food and supplies, the army leader
throws for morale. On each failure, that week’s desertion throw is at +2.
Mercenaries are paid per month commensurate to their skills, equipment and training.
Every month mercenaries are not paid, the army leader throws for morale. On a failure,
those mercenaries depart - usually for the opposing side.
Auxiliaries and “household” troops like trustis are not paid a wage but instead receive a
portion of the spoils of war. For every month the army goes without a victory, the army
leader throws for morale. On a failure, the next desertion throw is at +2.
Each week, the army leader throws a twenty-sided dice twice. The first of these throws is
for recruitment: new auxiliaries joining the army from the surrounding countryside. The
second is for desertion: auxiliaries returning home. Thus a positive difference in throws
represents a net gain in soldiery while a negative difference represents a net loss.
War is conducted only during the summer months; as the nights draw long and the cold
approaches, desertion becomes an epidemic. Starting in September, desertion throws are
increased by +1 per week.
Armies move similarly to how adventuring companies move across a hexed map, using
the slowest wilderness exploration rate amongst all units in the army (generally the
wagon train, at 6” per day). For each 10,000 units in an army, movement rates are
reduced by -1” per day. Armies can be force marched, increasing movement by 2” per
day, but for each day of forced march, the army leader throws a twenty sided dice for
desertion.
Larger armies are also slower to react in full. For each 5,000 units in an army, the army’s
initiative throws are reduced by -1.
Regulations in the Imperial Roman legions required an army in the field to retire to a
properly constructed camp every day, complete with a palisade and trench. This allowed
them to keep a rested and well-supplied army in the field indefinitely; something Celtic
and Germanic armies could not themselves do.
The construction of Roman-style castra requires both materiel and engineers to direct
the labour. The latter can be hired and retained at cost while the former is an added
cost to the army leader. Setting up a fortified camp costs 10 gp per 100 soldiers. Armies
with a fortified camp add +4 to their initiative throw if attacked; armies without a
fortified camp subtract -4 from their initiative throw if attacked.
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Reconnaissance
Armies need eyes and ears - scouts, usually on fast mounts, or locals with knowledge of
the surrounding terrain - to ensure they are not walking into ambushes, getting lost, etc.
The army leader may deploy scouts to range outward from the main host of the army -
an army requires 1 scout per 100 soldiers, and these are too busy mapping and
reconnoitring terrain to participate in battle.
With good visibility, an army can see into adjoining hexes. Scouts increase this range of
visibility to 2 hexes. Mountains are visible up to 2 hexes away. Inclement weather
hampens visibility.
If an army lacks scouts and no landmarks (settlements, mountains, forests, etc) are
visible, the army becomes lost 2-in-6 chance. Deserts, swamps and deep forests increase
this to 3-in-6 chance. Hide any maps drawn and continue to travel without their benefit,
with movement in a random direction determined by a dice throw until a location can
be re-established.
If there is an enemy army in the region, scouts can also spend a week gathering
intelligence. This is a twenty-sided dice throw.
Throw Result
Bad intelligence! 1-4 pieces of information, all of which are
1 false.
2-11 Failure. No actionable information gained.
12-13 One piece of information.
14-15 Two pieces of information.
16-17 Three pieces of information.
18-19 Four pieces of information.
20 Five pieces of information.
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Armies vs Armies
Inevitably armies will encounter each other in the field. When two (or more!) armies are
within 1 large hex of each other, use the following procedures to determine if a battle is
joined and what the result of that battle is.
1. Reconnaissance
Throw initiative for each army. The army with the high initiative becomes the aggressor;
the other army the defender. In initiative order, each army may conduct reconnaissance.
2. Strategic Disposition
In initiative order, the army leaders determine whether their respective army is in an
aggressive, defensive, or evasive disposition.
3. Force Organization
Each army is organised into five divisions, each one-fifth of the army’s total units (not
hit dice). The divisions are: vanguard, left flank, right flank, centre, rearguard. Army
leaders write down their force organisation in secret. Once both sides are finished, the
manoeuvres are revealed.
4. Battle Lines
Once both armies’ strategic disposition and force organisation are determined, these are
cross-referenced on the matrix below to determine if there is a battle and what divisions
are involved. Divisions involved in a battle are engaged.
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Pitched battles pit both army’s vanguard, centre, left flank and right flank divisions
against each other.
Skirmishes pit one division from each army against each other, depending on
disposition.
5. Manoeuvres
Battles are not won or lost by contests of arms alone - cunning commanders pit their
intellect and will against each other, manoeuvring their divisions like the pieces on a
game board. An army leader of HD 1-3 can perform one manoeuvre per battle, an army
leader of HD 4-7 two manoeuvres and an army leader of HD 8+ three manoeuvres.
Both army leaders write down their manoeuvres and respective divisions in secret. Once
finished, the two armies alternate revealing their manoeuvres in initiative order.
Manoeuvres require an army loyalty throw by the army's leader. On a failure, the
manoeuvre does not succeed. This does not cost the army loyalty, but each manoeuvre
has the potential for disastrous consequences if failed.
Ambush: Pits one opposing army division of the manoeuvring army’s choice against up
to two manoeuvring army divisions of their own choice. On a failure, pits up to two
opposing army divisions of their choice against one manoeuvring army division, also
chosen by the opposing army.
Attack the camp: Pits the manoeuvring army’s vanguard against the opposing army’s
rearguard. After the battle the manoeuvring army leader throws a percentile dice,
adding the number of casualties they inflicted; the manoeuvring army obtains one-half of
this total in captured supply wagons and the remaining one-half of the total in rescued
prisoners. On a failure, pits the manoeuvring army’s vanguard against the entire
opposing army.
Dig in: The manoeuvring army’s field divisions fortify themselves against artillery and
missile fire, reducing casualties from artillery and missile fire by 50%. On a failure their
divisions have exposed themselves to infantry assault and suffer 50% increased casualties
from melee units.
Feint: The manoeuvring army may change either their disposition or the opposing
army’s disposition. On a failure, the opposing army may change either their disposition
or the manoeuvring army’s disposition.
Horns: Pits the manoeuvring army’s left and right flanks against the opposing army’s
vanguard. On a failure, pits the manoeuvring army’s left and right flanks against the
entire opposing army.
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Negate manoeuvre: Nullifies the opposing army’s next revealed manoeuvre. If this
manoeuvre fails, the opposing army’s next revealed manoeuvre succeeds automatically.
Outflank: Switches whatever division the opposing army would ordinarily field with
either their left or right flank, chosen by the manoeuvring army. On a failure, the
opposing army may field the previously chosen flank in addition to whatever other
divisions they are fielding.
Personal combat: Both armies name a champion: this may be a man-type, hero,
superhero or monster. No armour or magic of any kind (including weapons) are
permitted, only one-handed melee weapons and shields (or claws/teeth in the case of
monsters). The combat is always to the death. The winning side increases their army
loyalty by 1, the losing side subtracts from their army loyalty by -1.
Pike wall: The manoeuvring army’s field divisions present a forest of spears to ward off
a cavalry charge, reducing casualties from mounted troops by 50%. On a failure their
divisions have exposed themselves to a volley and suffer 50% increased casualties from
missile and artillery units.
Seize the initiative: This manoeuvre may only be performed by the defending army
and supersedes the current initiative order. Both armies re-throw initiative; if the
original initiative order does not change the aggressor army may perform an additional
manoeuvre in this battle.
6. Engagement
First, the aggressor army’s leader throws a twenty-sided dice for every siege weapon
taking part in the battle, using the standard combat matrix for a level 1 fighting-man
attacking a monster with up to 1 hit dice and assuming a median armour class for units
in the defender’s engaged divisions. For every result of “hit,” throw the individual siege
weapon’s damage dice; the defender suffers this many hit dice of casualties. Any magic-
users in the aggressor’s army casts their spells now (for instance fire ball or lightning
bolt), throwing damage dice for individual spells and inflicting that many hit dice of
casualties to the defender’s divisions. Repeat this process, switching the aggressor’s
artillery and magic-user units for the defender’s.
Next, the aggressor army’s leader throws a twenty-sided dice for every fifty missile
troops in their engaged divisions, using the standard combat matrix for a level 1
fighting-man attacking a monster with up to 1 hit dice and assuming a median armour
class for units in the defender’s engaged divisions. Monster, hero and superhero-type
missile units instead make one attack throw for each of their own hit dice, using their
own entry on the combat matrix. For every result of “hit,” the defender suffers 1-6 hit
dice of casualties. Repeat this process, switching the aggressor’s missile units for the
defender’s.
Next, the aggressor army’s leader throws a twenty-sided dice for every ten mounted
troops in their engaged divisions, using the standard combat matrix for a level 1
fighting-man attacking a monster with up to 1 hit dice and assuming a median armour
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class for units in the defender’s engaged divisions. Monster, hero and superhero-type
mounted units instead make one attack throw for each of their own hit dice, using their
own entry on the combat matrix. For every result of “hit,” the defender suffers 1-6 hit
dice of casualties. Repeat this process, switching the aggressor’s mounted units for the
defender’s.
Lastly, the aggressor army’s leader throws a twenty-sided dice for every hundred melee
troops in their engaged divisions, using the standard combat matrix for a level 1
fighting-man attacking a monster with up to 1 hit dice and assuming a median armour
class for units in the defender’s engaged divisions. Monster, hero and superhero-type
melee units and fighting-men instead make one attack throw for each of their own hit
dice, using their own entry on the combat matrix. For every result of “hit,” the defender
suffers 1-6 hit dice of casualties. Repeat this process, switching the aggressor’s melee
units for the defender’s.
Both sides tally their total casualties. One-third of all casualties are prisoners, captured
by the opposing army to be held ransom or sold into slavery. Another one-third are
wounded and continue to consume food and supplies but do not participate in battles.
The remaining one-third are killed. The side with the fewer casualties is typically
considered to have won the battle, unless they have routed or annihilated their opposite.
Losing a battle has additional consequences as outlined further below in spoils of war.
The side with the fewer casualties determines the positive difference between their losses
and those suffered by the enemy; for every 100 in positive differential, army loyalty
increases by 1. The side with the greater number of casualties determines the negative
difference between their losses and those suffered by the enemy; for every 100 in negative
differential, decrease army loyalty by 1.
Both armies make a morale throw. On a success the army may continue to press the
field if desired, or may withdraw. On a failure the army quits the field. On a 1-2 the
army is routed.
If both armies decide to press the field, battle resumes the next day.
If one army presses the field and the other side quits the field, the retiring army must
pit 50% of one of their divisions of choice (rounded down) against the advancing army in
the following day’s battle. The rest of the retiring army may quit the field.
If one army presses the field and the other side routs, the referee throws a survival check
for each routed division using their loyalty as a multiple of ten. On a success they are
engaged as per a normal army, on a failure they are automatically casualties.
If both armies are routed or quit the field, there are no further hostilities unless
initiated. Both respective armies return to camp to regroup, count their dead and lick
their wounds.
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A routed army’s divisions scatter into adjoining hexes (throw a dice). These fleeing
divisions refuse to fight until the army leader makes themselves known to them and
succeeds on a loyalty throw. If that loyalty throw is failed the division continues to flee,
turning to banditry and looting the countryside as it goes.
If an enemy army catches a fleeing division, the referee throws a survival check for the
division using their loyalty as a multiple of ten. On a success they are engaged as per a
normal army, on a failure they are automatically casualties.
Sieges
At best, sieges are difficult to handle. Most sieges involve encircling a fortification and
conducting artillery and missile barrages, hoping to starve out the defenders or bury
them under the rubble of their own walls. Very few sieges involve storming battlements -
such endeavours are corpse-grinders to the extreme and swiftly exhaust the attacking
side.
This is the simplest and most commonplace siege strategy: surround the enemy, prevent
breakouts and resupply/reinforcements, and wait. Such endeavours can take months or
years. The individual circumstances required to conduct this form of siege is best left
between the referee and the players.
Some armies will carry their siege engines with them, but they are cumbersome and
vulnerable to sorties. More frequently armies will build them on the spot when necessary
and dismantle them while on the move. Most siege engines require at least one siege
engineer to oversee construction, and such specialists are highly valued - and highly
compensated. Each engine takes one day per 100 gp it costs to build (minimum 1 day).
Artillery Dice
Scorpion 2 dice
Onager 3 dice
Mangonel 4 dice
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Fortifications
Fortifications have defence points based on their construction. These points can only be
removed by artillery; mundane weapons and even magical attacks are ineffective.
Superhero-type monsters such as dragons or giants (HD 8+) count as artillery.
When a fortification has its defence point value reduced to 0, it is destroyed. This is
usually fatal to any defenders atop or inside of it.
*Artillery with an asterisk are crewed by auxiliary soldiers, not siege engineers, and have
no monthly upkeep.
Defenders in a sortie may throw rocks and dump boiling oil during the melee phase of
engagement, either at attacking troops attempting to breach the walls or scale it with
ladders and towers. In either case one additional attack per hundred defenders may be
thrown using the above profile(s).
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Storming the Battlements
Impatient or callous commanders might call for a storming of the castle, sending troops
(hopefully) under the protection of artillery barrages, manlets and covered rams or
towers to scale walls, pour through breaches, or batter down the gate. As the enemy is
fighting from an elevated, fortified position, the casualties in such sorties are often
catastrophic.
The procedure for an attempted storming is very similar to that of a pitched battle,
with the following changes:
1. No initiative is rolled; the attacking army is always the aggressor and thus has the
initiative.
2. Both armies are divided into the usual divisions (vanguard, centre, left flank, right
flank, rearguard). The aggressor’s vanguard, centre, left flank, and right flank are
pitted against the entire defending army.
4. During the artillery portion of the engagement phase, the aggressor must choose
between targeting fortifications and troops.
5. The defending army suffers 50% less casualties from missile fire and artillery.
6. There is no mounted combat stage of the engagement phase. All mounted troops are
dismounted and act as melee troops.
7. If the aggressor has breached the walls, they can proceed to the melee phase as
normal. If the walls have not been breached the aggressor can choose to target either
the fortification or the enemy army in their melee phase, siege equipment permitting.
1. The aggressor can employ the use of manlets and/or covered rams to target the
walls further. Rams throw two dice of defence point damage to structures.
Manlets do a single point of defence point damage to structures.
2. The aggressor can only engage their melee troops if they have brought ladders
and/or towers. Tally up the crew of all such siege engines: this is the total
number of melee troops that can take part in the battle, and one dice of
casualties is thrown for every hundred. The defenders have no such restrictions.
8. The defending army cannot quit the field. If they are routed, the entire defending
army automatically becomes casualties.
56
Spoils of War
Defeating Armies
An army defeated in the field yields whatever prisoners are taken as casualties, as well
as a goodly amount of supply wagons and treasure: 2-12 gp per enemy killed and 1
supply wagon per 100 enemy casualties. Captives can be ransomed back to their families
according to their social rank at the following values:
Sacking Castles
Like defeating armies, sacking castles rewards the victor with whatever prisoners are
taken as casualties, 2-12 gp per enemy killed and 1 supply wagon per 100 enemy
casualties. Additionally the victorious army thoroughly loots the castle for all valuables:
10% of the castle’s total structure value in gp. Lastly the lord of the castle - usually the
conquering army commander - now receives income per the occupied territory, as
outlined below.
Occupying Territory
Moving an army into territory protected by another lord without that lord’s permission
is a declaration of war. This is an invasion. An invaded region is still protected by that
region’s stronghold. While occupied, that region yields only ½ income.
An invaded region where the enemy stronghold has been captured is now occupied. The
invading army receives whatever income the occupied territory would produce. Each
month a territory is occupied, the occupying army throws for reaction at -1, plus an
additional -1 for each month the territory has been occupied. On a result of 10 or more,
the occupied territory submits to their new overlords. On a result of 2 or less the
occupied territory rebels. One auxiliary for every ten heredium of occupied territory
musters to conduct guerilla war against the occupying army, and the territory’s income
is reduced by 50%. These guerilla warriors do not commit to open warfare but rather
conduct sabotage, ambush and assassination raids and generally disrupt the occupiers
whenever possible and are sheltered by their friends and neighbours. This continues until
the guerillas are rooted out and their leaders killed or imprisoned or the occupying army
throws a 10 or more on their monthly reaction, whichever comes first.
Armies can instead pillage an occupying territory, laying waste to the countryside to
steal gold, supplies, and prisoners. Pillaging a territory takes time and agitates the
population to hostilities. Pillaging requires a larger force (in HD) than the territory
57
being pillaged (in heredium). The pillaging army immediately throws for reaction at -4;
on a result of 2 or less one auxiliary for every ten heredium of pillaged territory musters
to conduct guerilla war against the pillaging army in the manner of an occupied
territory. This is determined after the results of the pillaging.
Pillaged Rewards
Coin plundered 1-6 gp per heredium
Supplies plundered 1 wagon per heredium
Prisoners taken 1-6 per 10 heredium
Depopulation 1-6 per 10 heredium
Farms destroyed 1-6 per 10 heredium
King 150,000 gp
58
CHAPTER EIGHT: APPENDICES
Appendix A: Characters
A standard deck of playing cards can be used to quickly generate 1st-level characters or
hirelings.
STR: 13, INT: 13, WIS: 4, DEX: 10, CON: 9, CHA: 14. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 3, AC: 3. Equipment: Lamellar, 3 spears, short sword, 6 torches,
backpack, waterskin, 1 week iron rations, 50’ rope, 2 flasks oil, 9 gp. Languages:
Medieval Greek, Liturgical Latin, Alignment, +4. Age: 18. Birth Culture: Eastern
Roman Empire. Social Rank: Equestrian (6).
STR: 12, INT: 11, WIS: 9, DEX: 15, CON: 11, CHA: 13. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 3, AC: 2. Equipment: Lamellar, shield, sword, long bow, quiver with 20
arrows, 2 silver-tipped arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron
rations, 10’ pole, 5 gp. Languages: Vandalic, Liturgical Latin, Alignment, +1. Age: 19.
Birth Culture: Vandal. Social Rank: Servi (1).
STR: 11, INT: 6, WIS: 5, DEX: 6, CON: 13, CHA: 11. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 6, AC: 3. Equipment: Lamellar, flail, dagger, short bow, quiver of 20
arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50’ rope, small sack, 10 gp.
Languages: Frankish, Liturgical Latin, Alignment, +1. Age: 19. Birth Culture: Metz
Frank. Social Rank: Prosperous nobile (5).
STR: 8, INT: 14, WIS: 9, DEX: 7, CON: 9, CHA: 12. Death Ray or Poison: 13, Magical
Wands: 14, Paralysis or Turn to Stone: 13, Dragon Breath: 16, Rods, Staves, or Spells:
15. Spells: Sleep. HP: 3, AC: 9. Equipment: Dagger, 6 torches, backpack, waterskin, 1
week iron rations, 50’ rope, 2 vials holy water, 4 gp. Languages: Medieval Greek,
Liturgical Latin, Alignment, +4. Age: 25. Birth Culture: Eastern Roman Empire. Social
Rank: Coloni (2).
STR: 16, INT: 9, WIS: 10, DEX: 11, CON: 9, CHA: 12. Death Ray or Poison: 10,
Magical Wands: 11, Paralysis or Turn to Stone: 12, Dragon Breath: 13, Rods, Staves, or
Spells: 14. HP: 3, AC: 5. Equipment: Maille, spear, long bow, quiver with 20 arrows, 2
silver-tipped arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50’ rope, 11 gp.
Languages: Frankish, Liturgical Latin, Alignment, +1. Age: 30. Birth Culture: Parisian
Frank. Social Rank: Prosperous coloni (3).
59
Eight of Diamonds: Belaflore, Magic-User
STR: 8, INT: 15, WIS: 8, DEX: 9, CON: 10, CHA: 9. Death Ray or Poison: , Magical
Wands: , Paralysis or Turn to Stone: , Dragon Breath: , Rods, Staves, or Spells:. Spells:
Charm Person. HP: 1, AC: 9. Equipment: Dagger, backpack, waterskin, lantern, 4 flasks
oil, 1 week iron rations, 50’ rope, 77 gp. Languages: Vulgar Latin, Liturgical Latin,
Alignment, +6. Age: 31. Birth Culture: Ostrogoth. Social Rank: Prosperous nobile (5).
STR: 9, INT: 6, WIS: 9, DEX: 13, CON: 10, CHA: 9. Death Ray or Poison: 12, Magical
Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or Spells:
16. HP: 4, AC: 5. Equipment: Maille, spear, dagger, sling, pouch with 20 bullets, 6
torches, backpack, waterskin, 1 week iron rations, 50’ rope, 11 gp. Languages: Frankish,
Liturgical Latin, Alignment. Age: 21. Birth Culture: Orleans Frank. Social Rank: Coloni
(2).
STR: 10 INT: 17, WIS: 11, DEX: 14, CON: 12, CHA: 11. Death Ray or Poison: ,
Magical Wands: , Paralysis or Turn to Stone: , Dragon Breath: , Rods, Staves, or Spells:
. Spells: Light. HP: 6, AC: 9. Equipment: Dagger, 6 torches, backpack, waterskin, 1 week
iron rations, 50’ rope, vial of holy water, 9 gp. Languages: Frankish, Liturgical Latin,
Alignment, +7. Age: 25. Birth Culture: Metz Frank. Social Rank: Prosperous coloni (3).
STR: 6, INT: 12, WIS: 15, DEX: 6, CON: 8, CHA: 11. Death Ray or Poison: 11,
Magical Wands: 12, Paralysis or Turn to Stone: 14, Dragon Breath: 16, Rods, Staves, or
Spells: 15. HP: 5, AC: 7. Equipment: Brigandine, mace, 6 torches, backpack, waterskin,
1 week iron rations, 10’ pole, wooden cross, scroll, 2 flasks oil, 1 gp. Languages: Vulgar
Latin, Liturgical Latin, Alignment, +3. Age: 22. Birth Culture: Ostrogoth. Social Rank:
Nobile (4).
STR: 10, INT: 9, WIS: 13, DEX: 10, CON: 15, CHA: 9. Death Ray or Poison: , Magical
Wands: , Paralysis or Turn to Stone: , Dragon Breath: , Rods, Staves, or Spells: . HP: 5,
AC: 2. Equipment: Lamellar, shield, mace, 6 torches, backpack, waterskin, 1 week iron
rations, 50’ rope, wooden cross, 10 gp. Languages: Arabic, Liturgical Latin, Alignment.
Age: 19. Birth Culture: Berber. Social Rank: Servi (1).
STR: 12, INT: 11, WIS: 11, DEX: 13, CON: 9, CHA: 11. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 5, AC: 3. Equipment: Lamellar, flail, dagger, short bow, quiver of 20
arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50’ rope, small sack, 10 gp.
Languages: Frankish, Liturgical Latin, Alignment, +2. Age: 19. Birth Culture: Soissons
Frank. Social Rank: Prosperous nobile (5).
60
Two of Diamonds: Atelasia, Magic-User
STR: 13, INT: 16, WIS: 11, DEX: 9, CON: 10, CHA: 15. Death Ray or Poison: ,
Magical Wands: , Paralysis or Turn to Stone: , Dragon Breath: , Rods, Staves, or Spells:
. Spells: Charm Person. HP: 5, AC: 9. Equipment: Dagger, 6 torches, backpack,
waterskin, 1 week iron rations, 50’ rope, 2 vials holy water, 24 gp. Languages: Vulgar
Latin, Liturgical Latin, Alignment, +6. Age: 28. Birth Culture: Ostrogoth. Social Rank:
Coloni (2).
STR: 10, INT: 10, WIS: 7, DEX: 8, CON: 12, CHA: 10. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 5, AC: 3. Equipment: Lamellar, pole arm, dagger, short bow, quiver of 20
arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10’ pole, 2 small
sacks, 15 gp. Languages: Frankish, Liturgical Latin, Alignment, +1. Age: 18. Birth
Culture: Metz Frank. Social Rank: Nobile (4).
STR: 12, INT: 9, WIS: 12, DEX: 10, CON: 6, CHA: 10. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 4, AC: 7. Equipment: Brigandine, cudgel, 6 torches, backpack, waterskin,
1 week iron rations, 10’ pole, 1 gp. Languages: Thervinigi, Liturgical Latin, Alignment,
+1. Age: 16. Birth Culture: Visigoth. Social Rank: Equestrian (6).
STR: 11, INT: 13, WIS: 12, DEX: 8, CON: 13, CHA: 9. Death Ray or Poison: 13,
Magical Wands: 14, Paralysis or Turn to Stone: 13, Dragon Breath: 16, Rods, Staves, or
Spells: 15. Spells: Charm Person. HP: 6, AC: 9. Equipment: 3 daggers, backpack,
waterskin, lantern, 4 flasks oil, 1 week iron rations, 10’ pole, vial of holy water, 16 gp.
Languages: Frankish, Liturgical Latin, Alignment, +3. Age: 31. Birth Culture: Orleans
Frank. Social Rank: Coloni (2).
STR: 14, INT: 11, WIS: 13, DEX: 14, CON: 11, CHA: 9. Death Ray or Poison: 10,
Magical Wands: 11, Paralysis or Turn to Stone: 12, Dragon Breath: 13, Rods, Staves, or
Spells: 14. HP: 3, AC: 4. Equipment: Maille, shield, sword, dagger,. 6 torches, backpack,
waterskin, 1 week iron rations, 10’ pole, 4 gp. Languages: Frankish, Liturgical Latin,
Alignment, +3. Age: 32. Birth Culture: Metz Frank. Social Rank: Nobile (4).
STR: 9, INT: 10, WIS: 11, DEX: 7, CON: 9, CHA: 8. Death Ray or Poison: 11, Magical
Wands: 12, Paralysis or Turn to Stone: 14, Dragon Breath: 16, Rods, Staves, or Spells:
15. HP: 6, AC: 9. Equipment: Cudgel, 6 torches, backpack, waterskin, 1 week iron
rations, 10’ pole, wooden cross, 4 gp. Languages: Vandalic, Liturgical Latin, Alignment.
Age: 20. Birth Culture: Vandal. Social Rank: Servi (1).
61
Nine of Spades: Zuad the Learned, Dwarf
STR: 10, INT: 9, WIS: 11, DEX: 12, CON: 12, CHA: 17. Death Ray or Poison: 10,
Magical Wands: 11, Paralysis or Turn to Stone: 12, Dragon Breath: 13, Rods, Staves, or
Spells: 14. HP: 3, AC: 5. Equipment: Maille, 3 spears, short sword, 6 torches, backpack,
waterskin, 1 week iron rations, 50’ rope, 2 flasks oil, 9 gp. Languages: Thervinigi,
Liturgical Latin, Alignment, +1. Age: 53. Birth Culture: Visigoth. Social Rank: Coloni
(2).
STR: 9, INT: 10, WIS: 15, DEX: 5, CON: 11, CHA: 13. Death Ray or Poison: 11,
Magical Wands: 12, Paralysis or Turn to Stone: 14, Dragon Breath: 16, Rods, Staves, or
Spells: 15. HP: 1, AC: 2. Equipment: Lamellar, shield, helmet, war hammer, backpack,
waterskin, lantern, 4 flasks oil, 1 week iron rations, 50’ rope, silver cross, 3 stakes &
mallet, steel mirror, 12 gp. Languages: Frankish, Liturgical Latin, Alignment. Age: 23.
Birth Culture: Metz Frank. Social Rank: Servi (1).
STR: 15, INT: 14, WIS: 12, DEX: 13, CON: 4, CHA: 9. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 6, AC: 3. Equipment: Lamellar, pole arm, dagger, short bow, quiver of 20
arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10’ pole, 2 small
sacks, 15 gp. Languages: Frankish, Liturgical Latin, Alignment, +4. Age: 18. Birth
Culture: Metz Frank. Social Rank: Coloni (2).
STR: 11, INT: 7, WIS: 9, DEX: 14, CON: 14, CHA: 6. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 2, AC: 5. Equipment: Maille, spear, dagger, sling, pouch with 20 bullets,
6 torches, backpack, waterskin, 1 week iron rations, 50’ rope, 11 gp. Languages: West
Saxon, Liturgical Latin, Alignment. Age: 17. Birth Culture: Anglo-Saxon. Social Rank:
Prosperous coloni (3).
STR: 9, INT: 13, WIS: 12, DEX: 10, CON: 6, CHA: 12. Death Ray or Poison: 13,
Magical Wands: 14, Paralysis or Turn to Stone: 13, Dragon Breath: 16, Rods, Staves, or
Spells: 15. Spells: Light. HP: 5, AC: 9. Equipment: Dagger, backpack, waterskin, lantern,
4 flasks oil, 1 week iron rations, 50’ rope, 77 gp. Languages: Thervinigi, Liturgical Latin,
Alignment, +4. Age: 30. Birth Culture: Visigoth. Social Rank: Equestrian (6).
STR: 9, INT: 17, WIS: 5, DEX: 10, CON: 10, CHA: 8. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 13, Dragon Breath: 15, Rods, Staves, or
Spells: 15. Spells: Hold Portal. HP: 3, AC: 9. Equipment: Dagger, 6 torches, backpack,
waterskin, 1 week iron rations, 50’ rope, 2 vials holy water, 24 gp. Languages: Medieval
Greek, Liturgical Latin, Alignment, +8. Age: 147. Birth Culture: Eastern Roman
Empire. Social Rank: Coloni (2).
62
Three of Spades: Eudokia, Cleric
STR: 9, INT: 7, WIS: 10, DEX: 10, CON: 10, CHA: 12. Death Ray or Poison: 11,
Magical Wands: 12, Paralysis or Turn to Stone: 14, Dragon Breath: 16, Rods, Staves, or
Spells: 15. HP: 5, AC: 9. Equipment: Cudgel, 6 torches, backpack, waterskin, 1 week
iron rations, 10’ pole, wooden cross, scroll, 4 gp. Languages: Medieval Greek, Liturgical
Latin, Alignment, +1. Age: 24. Birth Culture: Eastern Roman Empire. Social Rank:
Prosperous nobile (5).
STR: 13, INT: 13, WIS: 13, DEX: 4, CON: 7, CHA: 11. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 2, AC: 5. Equipment: Maille, spear, long bow, quiver with 20 arrows, 2
silver-tipped arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50’ rope, 11 gp.
Languages: Frankish, Liturgical Latin, Alignment, +4. Age: 17. Birth Culture: Soissons
Frank. Social Rank: Equestrian (6).
STR: 9, INT: 14, WIS: 10, DEX: 11, CON: 9, CHA: 6. Death Ray or Poison: 13,
Magical Wands: 14, Paralysis or Turn to Stone: 13, Dragon Breath: 16, Rods, Staves, or
Spells: 15. Spells: Read Magic. HP: 5, AC: 9. Equipment: Dagger, 6 torches, backpack,
waterskin, 1 week iron rations, 50’ rope, vial of holy water, 9 gp. Languages: Vandalic,
Liturgical Latin, Alignment, +4. Age: 28. Birth Culture: Vandal. Social Rank: Coloni
(2).
STR: 10, INT: 8, WIS: 11, DEX: 12, CON: 14, CHA: 11. Death Ray or Poison: 11,
Magical Wands: 12, Paralysis or Turn to Stone: 14, Dragon Breath: 16, Rods, Staves, or
Spells: 15. HP: 5, AC: 5. Equipment: Maille, war hammer, 6 torches, backpack,
waterskin, 1 week iron rations, 10’ pole, wooden cross, 2 small sacks, 8 gp. Languages:
Thervinigi, Liturgical Latin, Alignment. Age: 19. Birth Culture: Visigoth. Social Rank:
Coloni (2).
STR: 7, INT: 8, WIS: 14, DEX: 9, CON: 10, CHA: 8. Death Ray or Poison: 11, Magical
Wands: 12, Paralysis or Turn to Stone: 14, Dragon Breath: 16, Rods, Staves, or Spells:
15. HP: 6, AC: 7. Equipment: Brigandine, quarter-staff, 6 torches, backpack, waterskin,
1 week iron rations, 50’ rope, 12 iron spikes, wooden cross, 3 stakes & mallet, steel
mirror, 10 gp. Languages: Medieval Greek, Liturgical Latin, Alignment, +1. Age: 24.
Birth Culture: Eastern Roman Empire. Social Rank: Nobile (4).
63
Jack of Hearts: Hermangild the Speaker, Halfling
STR: 14, INT: 6, WIS: 7, DEX: 13, CON: 15, CHA: 14. Death Ray or Poison: 10,
Magical Wands: 11, Paralysis or Turn to Stone: 12, Dragon Breath: 13, Rods, Staves, or
Spells: 14. HP: 6, AC: 3. Equipment: Lamellar, flail, dagger, short bow, quiver of 20
arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50’ rope, small sack, 10 gp.
Languages: Frankish, Liturgical Latin, Alignment, +1. Age: 27. Birth Culture: Metz
Frank. Social Rank: Coloni (2).
STR: 7, INT: 6, WIS: 3, DEX: 10, CON: 13, CHA: 14. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 6, AC: 5. Equipment: Maille, spear, long bow, quiver with 20 arrows, 2
silver-tipped arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50’ rope, 11 gp.
Languages: Arabic, Liturgical Latin, Alignment. Age: 16. Birth Culture: Berber. Social
Rank: Prosperous coloni (3).
STR: 9, INT: 17, WIS: 12, DEX: 13, CON: 10, CHA: 11. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 13, Dragon Breath: 15, Rods, Staves, or
Spells: 15. Spells: Charm Person. HP: 3, AC: 9. Equipment: Dagger, 6 torches, backpack,
waterskin, 1 week iron rations, 10’ pole, 5 flasks oil, silver mirror, belladonna, 9 gp.
Languages: Medieval Greek, Liturgical Latin, Alignment, +9. Age: 131. Birth Culture:
Eastern Roman Empire. Social Rank: Prosperous nobile (5).
STR: 11, INT: 7, WIS: 15, DEX: 10, CON: 6, CHA: 14. Death Ray or Poison: 11,
Magical Wands: 12, Paralysis or Turn to Stone: 14, Dragon Breath: 16, Rods, Staves, or
Spells: 15. HP: 4, AC: 2. Equipment: Lamellar, shield, mace, 6 torches, backpack,
waterskin, 1 week iron rations, 50’ rope, wooden cross, 10 gp. Languages: Frankish,
Liturgical Latin, Alignment. Age: 22. Birth Culture: Orleans Frank. Social Rank: Coloni
(2).
STR: 8, INT: 13, WIS: 8, DEX: 10, CON: 10, CHA: 8. Death Ray or Poison: 13,
Magical Wands: 14, Paralysis or Turn to Stone: 13, Dragon Breath: 16, Rods, Staves, or
Spells: 15. Spells: Protection from Evil. HP: 6, AC: 9. Equipment: Dagger, 6 torches,
backpack, waterskin, 1 week iron rations, 50’ rope, vial of holy water, 9 gp. Languages:
Medieval Greek, Liturgical Latin, Alignment, +4. Age: 31. Birth Culture: Eastern
Roman Empire. Social Rank: Equestrian (6).
64
Six of Hearts: Tais, Fighting-Man
STR: 10, INT: 5, WIS: 8, DEX: 11, CON: 8, CHA: 10. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 5, AC: 4. Equipment: Maille, shield, sword, long bow, quiver with 20
arrows, 2 silver-tipped arrows, 6 torches, backpack, waterskin, 1 week iron rations, 10’
pole, 2 gp. Languages: Arabic, Liturgical Latin, Alignment. Age: 19. Birth Culture:
Berber. Social Rank: Prosperous coloni (3).
STR: 11, INT: 8, WIS: 14, DEX: 7, CON: 17, CHA: 7. Death Ray or Poison: 10,
Magical Wands: 11, Paralysis or Turn to Stone: 12, Dragon Breath: 13, Rods, Staves, or
Spells: 14. HP: 6, AC: 2. Equipment: Lamellar, shield, sword, dagger,. 6 torches,
backpack, waterskin, 1 week iron rations, 10’ pole, 4 gp. Languages: Frankish, Liturgical
Latin, Alignment, +1. Age: 51. Birth Culture: Parisian Frank. Social Rank: Servi (1).
STR: 4, INT: 9, WIS: 7, DEX: 13, CON: 10, CHA: 9. Death Ray or Poison: 13, Magical
Wands: 14, Paralysis or Turn to Stone: 13, Dragon Breath: 16, Rods, Staves, or Spells:
15. Spells: Charm Person. HP: 2, AC: 9. Equipment: Dagger, backpack, waterskin,
lantern, 4 flasks oil, 1 week iron rations, 10’ pole, 67 gp. Languages: Vulgar Latin,
Liturgical Latin, Alignment. Age: 27. Birth Culture: Ostrogoth. Social Rank: Prosperous
coloni (3).
STR: 9, INT: 5, WIS: 16, DEX: 11, CON: 5, CHA: 12. Death Ray or Poison: 11,
Magical Wands: 12, Paralysis or Turn to Stone: 14, Dragon Breath: 16, Rods, Staves, or
Spells: 15. HP: 5, AC: 4. Equipment: Maille, shield, war hammer, 6 torches, backpack,
waterskin, 1 week iron rations, 10’ pole, wooden cross, 2 small sacks, 3 stakes & mallet,
steel mirror, 10 gp. Languages: Frankish, Liturgical Latin, Alignment, +1. Age: 20.
Birth Culture: Orleans Frank. Social Rank: Prosperous nobile (5).
STR: 11, INT: 8, WIS: 14, DEX: 5, CON: 13, CHA: 9. Death Ray or Poison: 10,
Magical Wands: 11, Paralysis or Turn to Stone: 12, Dragon Breath: 13, Rods, Staves, or
Spells: 14. HP: 4, AC: 3. Equipment: Lamellar, 3 spears, short sword, 6 torches,
backpack, waterskin, 1 week iron rations, 50’ rope, 2 flasks oil, 9 gp. Languages:
Vandalic, Liturgical Latin, Alignment, +1. Age: 47. Birth Culture: Vandal. Social Rank:
Coloni (2).
STR: 16, INT: 8, WIS: 9, DEX: 11, CON: 8, CHA: 14. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 4, AC: 7. Equipment: Brigandine, cudgel, 6 torches, backpack, waterskin,
1 week iron rations, 10’ pole, 1 gp. Languages: Frankish, Liturgical Latin, Alignment.
Age: 20. Birth Culture: Metz Frank. Social Rank: Coloni (2).
65
King of Clubs: Squire Galiana, Fighting-Man
STR: 8, INT: 8, WIS: 8, DEX: 6, CON: 11, CHA: 9. Death Ray or Poison: 12, Magical
Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or Spells:
16. HP: 6, AC: 3. Equipment: Lamellar, 3 spears, short sword, 6 torches, backpack,
waterskin, 1 week iron rations, 50’ rope, 2 flasks oil, 9 gp. Languages: Frankish,
Liturgical Latin, Alignment, +1. Age: 17. Birth Culture: Orleans Frank. Social Rank:
Nobile (4).
STR: 9, INT: 12, WIS: 12, DEX: 11, CON: 11, CHA: 13. Death Ray or Poison: 13,
Magical Wands: 14, Paralysis or Turn to Stone: 13, Dragon Breath: 16, Rods, Staves, or
Spells: 15. Spells: Charm Person. HP: 3, AC: 9. Equipment: Dagger, 6 torches, backpack,
waterskin, 1 week iron rations, 50’ rope, 2 vials holy water, 4 gp. Languages: Vulgar
Latin, Liturgical Latin, Alignment, +2. Age: 27. Birth Culture: Ostrogoth. Social Rank:
Coloni (2).
STR: 6, INT: 11, WIS: 10, DEX: 6, CON: 13, CHA: 13. Death Ray or Poison: 13,
Magical Wands: 14, Paralysis or Turn to Stone: 13, Dragon Breath: 16, Rods, Staves, or
Spells: 15. Spells: Light. HP: 2, AC: 9. Equipment: Dagger, 6 torches, backpack,
waterskin, 1 week iron rations, 10’ pole, 5 flasks oil, silver mirror, belladonna, 9 gp.
Languages: Medieval Greek, Liturgical Latin, Alignment, +2. Age: 30. Birth Culture:
Eastern Roman Empire. Social Rank: Nobile (4).
STR: 13, INT: 14, WIS: 15, DEX: 11, CON: 18, CHA: 6. Death Ray or Poison: 10,
Magical Wands: 11, Paralysis or Turn to Stone: 12, Dragon Breath: 13, Rods, Staves, or
Spells: 14. HP: 6, AC: 3. Equipment: Lamellar, pole arm, dagger, long bow, quiver of 20
arrows, 2 silver-tipped arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron
rations, 50’ rope, 10 gp. Languages: Frankish, Liturgical Latin, Alignment, +6. Age: 51.
Birth Culture: Orleans Frank. Social Rank: Equestrian (6).
STR: 14, INT: 16, WIS: 6, DEX: 9, CON: 9, CHA: 7. Death Ray or Poison: 12, Magical
Wands: 13, Paralysis or Turn to Stone: 13, Dragon Breath: 15, Rods, Staves, or Spells:
15. Spells: Detect Magic. HP: 5, AC: 9. Equipment: Dagger, backpack, waterskin,
lantern, 4 flasks oil, 1 week iron rations, scroll, 10’ pole, 7 gp. Languages: West Saxon,
Liturgical Latin, Alignment, +7. Age: 156. Birth Culture: Anglo-Saxon. Social Rank:
Servi (1).
66
Eight of Clubs: Amse the Long-Armed, Fighting-Man
STR: 16, INT: 7, WIS: 11, DEX: 7, CON: 10, CHA: 5. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 6, AC: 4. Equipment: Maille, shield, sword, dagger, 6 torches, backpack,
waterskin, 1 week iron rations, 10’ pole, 4 gp. Languages: Frankish, Liturgical Latin,
Alignment. Age: 16. Birth Culture: Parisian Frank. Social Rank: Coloni (2).
STR: 14, INT: 9, WIS: 11, DEX: 7, CON: 13, CHA: 11. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 6, AC: 5. Equipment: Maille, spear, long bow, quiver with 20 arrows, 2
silver-tipped arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50’ rope, 11 gp.
Languages: Frankish, Liturgical Latin, Alignment, +1. Age: 18. Birth Culture: Soissons
Frank. Social Rank: Nobile (4).
STR: 13, INT: 9, WIS: 13, DEX: 16, CON: 10, CHA: 6. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 4, AC: 3. Equipment: Lamellar, helmet, 2 battle axes, dagger, long bow,
quiver with 20 arrows, 2 silver-tipped arrows, 6 torches, backpack, waterskin, 1 week
iron rations, 50’ rope, 5 flasks oil, 15 gp. Languages: Frankish, Liturgical Latin,
Alignment. Age: 18. Birth Culture: Metz Frank. Social Rank: Coloni (2).
STR: 12, INT: 4, WIS: 12, DEX: 16, CON: 8, CHA: 12. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 14, Dragon Breath: 15, Rods, Staves, or
Spells: 16. HP: 5, AC: 5. Equipment: Maille, spear, dagger, sling, pouch with 20 bullets,
6 torches, backpack, waterskin, 1 week iron rations, 50’ rope, 11 gp. Languages:
Frankish, Liturgical Latin, Alignment, +1. Age: 19. Birth Culture: Soissons Frank.
Social Rank: Nobile (4).
STR: 10, INT: 13, WIS: 10, DEX: 8, CON: 10, CHA: 9. Death Ray or Poison: 13,
Magical Wands: 14, Paralysis or Turn to Stone: 13, Dragon Breath: 16, Rods, Staves, or
Spells: 15. Spells: Read Magic. HP: 5, AC: 9. Equipment: 3 daggers, backpack,
waterskin, lantern, 4 flasks oil, 1 week iron rations, 10’ pole, vial of holy water, 16 gp.
Languages: Vulgar Latin, Liturgical Latin, Alignment, +3. Age: 31. Birth Culture:
Ostrogoth. Social Rank: Coloni (2).
STR: 11, INT: 12, WIS: 13, DEX: 8, CON: 7, CHA: 6. Death Ray or Poison: 11,
Magical Wands: 12, Paralysis or Turn to Stone: 14, Dragon Breath: 16, Rods, Staves, or
Spells: 15. HP: 2, AC: 2. Equipment: Lamellar, shield, mace, 6 torches, backpack,
waterskin, 1 week iron rations, 50’ rope, wooden cross, 10 gp. Languages: Thervinigi,
Liturgical Latin, Alignment, +2. Age: 21. Birth Culture: Visigoth. Social Rank: Servi
(1).
67
Two of Clubs: Lady Lys, Elf
STR: 11, INT: 14, WIS: 12, DEX: 14, CON: 14, CHA: 11. Death Ray or Poison: 12,
Magical Wands: 13, Paralysis or Turn to Stone: 13, Dragon Breath: 15, Rods, Staves, or
Spells: 15. Spells: Charm Person. HP: 6, AC: 9. Equipment: Dagger, 6 torches, backpack,
waterskin, 1 week iron rations, 50’ rope, 2 vials holy water, 24 gp. Languages: West
Saxon, Liturgical Latin, Alignment, +6. Age: 132. Birth Culture: Anglo-Saxon. Social
Rank: Equestrian (6).
STR: 10, INT: 8, WIS: 9, DEX: 11, CON: 12, CHA: 6. Death Ray or Poison: 10,
Magical Wands: 11, Paralysis or Turn to Stone: 12, Dragon Breath: 13, Rods, Staves, or
Spells: 14. HP: 4, AC: 7. Equipment: Brigandine, cudgel, 6 torches, backpack, waterskin,
1 week iron rations, 10’ pole, 1 gp. Languages: Vandalic, Liturgical Latin, Alignment.
Age: 49. Birth Culture: Vandal. Social Rank: Coloni (2).
68
Appendix C: Crime And Punishment
Characters accused of committing crimes are subject to different punishments and
indeed justice systems based on their social standing. The exact crime and circumstance,
the disposition of a magistrate, what court the character is tried in, what sort of
barrister they can afford to retain, and any attempts at bribery all have positive or
negative effects on the trial’s outcome (and the punishment meted out by the court).
Note that an acknowledged unlawful slaying (the law makes no distinction between
manslaughter and murder) is a fine, rather than a trial.
Once credibly accused of a crime, a trial requires 1-6 weeks to arrange, during which
time the accused is imprisoned. To determine a character’s punishment for a crime,
throw and consult the table(s) below.
Throw Punishment
1 The character is sentenced to be drawn & quartered in 1-20 days.
2 The character is sentenced to be impaled and/or beheaded in 2-12 days.
3 The character is sentenced to be hanged in 2-12 days.
4 The character is sentenced to be sold into slavery in 1-6 days.
The character is sentenced to be tortured (1-6): (1) “mild”: 3-18 hp damage, reduce
Charisma by 1, (2) moderate: 4-24 hp damage, reduce Constitution by 1, (3-4)
5 extreme: 5-30 hp damage, reduce Dexterity by 1, (5-6) severe: 6-36 hp damage,
reduce Strength by 1.
The character is sentenced to be imprisoned for (2-12): (2) one day, (3) ten days, (4)
6-10 thirty days, (5-6) sixty days, (7) ninety days, (8) six months, (9) one year, (10) two
years, (11) three years, (12) life.
The character is sentenced to be whipped. They suffer 1-6 hp damage and are
11 released. For one month thereafter all reaction throws made in the city where
sentencing took place are at -4.
The character is sentenced to public humiliation in the stocks for 3-13 days. For one
12 month thereafter all reaction throws made in the city where sentencing took place
are at -2.
The character is sentenced to forced labour - digging ditches, cleaning latrines, or
13 indentured servitude - for (1-6): (1) ten days, (2) thirty days, (3) sixty days, (4)
ninety days, (5) six months (6) one year.
The character is fined (1-6): (1) one silver as a token admission of guilt, (2) 10 gp,
14 (3) 100 gp, (4) 1,000 gp, (5) 10,000 gp, (6) all of their possessions.
The character is sentenced to probation; they must report to the gaol once per week
and are prohibited from wearing armour or carrying a weapon in excess of a dagger.
15-16 Length of sentence (1-6): (1) ten days, (2) thirty days, (3) sixty days, (4) ninety
days, (5) six months (6) one year.
17 The character is sentenced to pay court costs.
18 Case dismissed.
Judge ruling in the character’s favour; throw again and their accuser suffers this
19-20 punishment.
69
Barristers
Retaining a barrister costs one dice multiplied by the player character’s social rank and
increases the throw to determine punishment by one dice.
Bribes
A single attempt at bribery towards the magistrate or clerk can be made by throwing
under the player character’s Charisma score on a twenty-sided dice. If successful, they
spend one dice multiplied by their social rank in gp and increase the throw to determine
punishment by +1. On a failure, the punishment throw is at -1.
Circumstances
The circumstances of the accused character’s arrest can play some part in determining
the nature of the sentencing.
Courts
There are five courts a character can be tried in: lower, merchant, canon, royal, and trial
by combat. Before the trial, defendants can attempt to throw under their Charisma
score on a twenty-sided dice. Those of social standing knightly or above can always
demand trial by combat.
Lower court: The default court. All characters tried in lower court decrease their
punishment throw by -1. On a punishment throw result of 1-5, defendants in lower court
are instead hanged.
Canon court: Witnesses and barristers are disallowed. Clerics (and only clerics) of the
court’s alignment increase their punishment throw by +2; any of opposite alignment to
the court decreases their punishment throw by -2. On a punishment throw result of 1-4,
defendants in canon court are instead burned at the stake.
Royal court: Will not try clerics. All characters tried in lower court increase their
punishment throw by +2. All court fees and costs are multiplied by 10. On a
punishment throw result of 1-4, defendants in royal court are instead beheaded.
70
Trial by combat: A judicial champion of equal hit dice to the accused character is
sought out - this process takes 1 week per character hit dice, and in the meantime the
accused is imprisoned. Player characters can throw under their Charisma score on a
twenty-sided dice to appoint a champion; otherwise they must represent themselves.
No armour or magic of any kind (including weapons) are permitted, only one-handed
melee weapons and shields. The combat is always to the death.
Crimes
The precise nature of the crime can play some part in determining the nature of the
sentencing.
Escape
Magistrates
A clerk or magistrate’s disposition can play some part in determining the nature of the
sentencing. If the accused has some prior relationship to the clerk or magistrate,
contextual bonuses should be obvious. Otherwise, they are:
Throw Disposition
1 Distempered. -4 to punishment throw.
2 Overwhelmed. -3 to punishment throw.
3 Irritated. -2 to punishment throw.
Hung over (or possibly still inebriated). -1 to punishment
4 throw.
5-7 Bored. No effect.
8 Interested. +1 to punishment throw.
9 Sympathetic. +2 to punishment throw.
10 Amiable. +3 to punishment throw.
71
Appendix G: Gemstones
When gemstones are found in treasure hoards or dungeons, the referee should throw a
percentile dice.
72
Throw Result Value
91-92 Topaz 500 gp
93 Diamond 1,000 gp
94 Emerald 1,000 gp
95 Ruby 1,000 gp
96 Sapphire 1,000 gp
97 Black diamond 5,000 gp
98 Black opal 5,000 gp
99 Star ruby 5,000 gp
00 Star sapphire 5,000 gp
Throw two more dice to determine the cut and craftsmanship of the gem.
Throw Result
2 Damaged, -50% value.
3-4 Imperfect, -20% value.
5-9 Base value.
10-11 Fine, +20% value.
12 Exquisite, throw a dice: 1-5, +100% value, 6, +500% value.
73
Appendix H: Historical Figures
Below is a non-comprehensive list of some of the more important personages during the
Late Antiquities period. Fl. (for the Latin floruit, meaning flourished) is provided when
the actual birth and/or death dates of the person are unknown. The floruit date refers
to the time when the person was known to be active.
Aregund
515-580 (approx). Second of three wives of Chlothar I (married 536); younger sister of
Queen Ingund, Chlothar’s first wife. Shortly after their marriage, Ingund requested
Chlothar find a suitable husband for Aregund. Finding no-one suitable, Chlothar took
Aregund as one of his own wives in a polygamous marriage, an arrangement Ingund did
not object to. She fell out of favour with Chlothar around 546. Aregund suffered from
lameness and required a palanquin. She was the mother of Chilperic I of Neustria.
Asinarius
Fl. 536. An Ostrogothic military commander during the Gothic War. In 536 he and
Gripas led an invasion into Dalmatia trying to capture Salona, defeating the Byzantine
commander Mauricius.
480-554 (approx). An Eastern Roman general of Gothic origin who distinguished himself
under the command of Flavius Belisarius in the Iberian and Gothic wars.
Bouzes
Fl. 528–556. An Eastern Roman general in service to Justinian I, often under the
command of Belisarius. Brother of Coutzes, another Eastern Roman general who was
killed by the Persian army at the Battle of Thannuris.
Charibert I
517-567. Second-eldest son of Chlothar I from his first wife, Ingund. King of Paris from
561 until his death.
Childebert I
496-558. The third of Clovis’ four sons and one of the original inheritors of the
Merovingian dynasty. King of Paris from 511 to 558 and King of Orléans from 524 to
558, and sovereign of Chartres, Orléans, Mâcon, Geneva, Lyons, Arles and Marseille. In
525 following the death of brother Chlodomer, Childebert and Chlothar had
Chlodomer’s eldest sons Thibault and Gonthaire assassinated. While the plot was
Childeberts, he lacked the courage to carry out the deed himself so Chlothar struck the
blows.
Chilperic I
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Chlothar I “the Old”
500-561 (approx). Fourth of Clovis’ four sons and one of the original inheritors of the
Merovingian dynasty. King of Soissons from 511 to 558, of Orléans from 524 to 558, of
Reims from 555 to 558, of Paris in 558, and of all Francia from 558 to 561. He had seven
children with five wives. In 525 following the death of brother Chlodomer, Childebert
and Chlothar had Chlodomer’s eldest sons Thibault and Gonthaire assassinated. While
the plot was Childeberts, he lacked the courage to carry out the deed himself so
Chlothar struck the blows. Chlothar spent most of his life in a campaign to expand his
territories at the expense of his relatives and neighbouring realms in all directions.
Clodoald
522-560. Third son of King Chlodomer I. In 525 following the death of Chlodomer,
Childebert and Chlothar had Clodoald’s two older brothers Thibault and Gonthaire
assassinated. Clodoald took refuge with Remigius, the Bishop of Rheims, shearing his
hair to renounce his claim to any Frankish throne and entering monastic life and thus
was spared.
Clotilde
474-545. A daughter of King Chilperic II of Burgundy. Wed Clovis in 493 and became
first Queen of Francia. Born a Christian, Clotilde was responsible for Clovis’ baptism
and adoption of the Christian faith, abandoning Frankish paganism and establishing
Christianity as the dominant religion of western Europe.
Constantianus Tzimiskes
Fl. 533-536. A Byzantine officer serving under Belisarius during the Vandalic War. After
the death of general Mundus in 536, Constantianus was tasked with gaining control over
Dalmatia and Liburnia, outmanoeuvring Gothic generals Gripas and Asinarius and
capturing Salona.
Cynric
Empress Theodora
490-548. Born of humble origins, it is rumoured she lived and worked as a prostitute
before becoming wife and chief advisor to Emperor Justinian I. As Justinian’s partner,
Theodora was vindictive, loyal, determined, and ruthless in their joint pursuit to
duplicate the Heavenly structure on Earth as the only Christian Emperor and Empress.
Under their rule Roman law was re-written as the Corpus Juris Civilis and the east
flourished in a Byzantine cultural golden age.
482-565. The first Christian and the most ambitious Emperor of the Eastern Roman
Empire, his reign centred around his never fully realised renovatio imperii. Justinian and
his wife Theodora conquered the Vandals in North Africa, the Ostrogoths in Dalmatia,
Sicily, Italy, and Rome, and the southern Iberian peninsula and re-established Roman
75
control over the western Mediterranean. Under their rule Roman law was re-written as
the Corpus Juris Civilis and the east flourished in a Byzantine cultural golden age.
Flavius Belisarius
500-565. Considered one of the finest military minds in history and the greatest
Byzantine commander of all time, Belisarius was instrumental in Justinian’s reconquest
of the collapsed Western Roman Empire throughout the western Mediterranean and
North Africa. Belisarius was an innovator, a master of deception, and was able to
achieve success despite various inferiorities in numbers and resources. His personal
household regiment of bow- and lance-armed heavy cavalry, the Bucellarii, was the most
effective cavalry unit in the Late Antiquities.
Germanus
Fl. 505-550. An Eastern Roman general and a cousin to Justinian I, at one point
considered a probable heir to the Emperor. Germanus held commands in Thrace, North
Africa, and the East against Persia. His marriage to second wife Matasuntha solidified
his position in the Gothic Amal royal line.
Godomar II
Fl. 523-534. Son of King Gundobad and a King of Burgundy after the death of elder
brother Sigismund. Much of Godomar’s life was spent fighting the incursions of the
Franks; though he is thought to have fought alongside the Franks in the battle that
killed Sigismund in 523, Godomar rallied the Burgundian army afterwards and inflicted
a defeat on the Franks the following year, killing Chlodomer at the Battle of Vézeronce.
In 532 Godomar was unable to repel a second Frankish invasion and was decisively
defeated at the Battle of Autun.
Gripas
Fl. 535-554. An Ostrogothic military commander during the Gothic War. In 536 he and
Asinarius led an invasion into Dalmatia trying to capture Salona, defeating the
Byzantine commander Mauricius.
Ingund
76
Iohannes the Cappadocian
Fl. 530-548. Praetorian prefect of the East under Justinian from 532 to 541. As
Justinian’s legal advisor, he oversaw the writing of the new legal code, the Corpus Juris
Civilis. His increased taxes on the wealthy elite sparked the Nika riots of 532. Iohannes
helped draft the Perpetual Peace with Khosrow I, advised against emptying the Imperial
coffers to fund the Vandalic War in North Africa, and reduced the size of the Byzantine
bureaucracy.
Fl. 537–553. An Eastern Roman general and frequent rival of Belisarius. Iohannes was
the nephew of Vitalian and fought in both the Gothic War in Italy and against the
Gepids in the Balkans. He married Justina, the daughter of Justinian's cousin
Germanus.
Khosrow I
512-579. Sasanian King of Kings of Iran from 531 to 579, traditionally known by his
epithet of Anushirvan, “the Immortal Soul.” Khosrow signed a peace treaty with
Justinian I, called the Perpetual Peace, soon after he inherited his kingdom from father
Kavad I, whereupon Justinian would pay 110 centenaria (11,000 pounds) of gold and the
two previously-warring states would exchange forts and hostages.
Mathaswentha
518-???, fl. 550s. A daughter of Iberian Gothic Prince Eutharic and Amalasuintha, ruler
of the Ostrogothic Kingdom from 526 to 535. In 536 she married Vitiges; her Amaling
blood was his legitimacy for the Ostrogothic crown when he deposed Thiudahad.
Menas of Constantinople
Fl. 536-552. Menas is considered a saint in the Calcedonian affirming church and by
extension both the Eastern Orthodox Church and Roman Catholic Church. He was
appointed Patriarch of Constantinople by the Byzantine emperor Justinian I on 13
March 536. Pope Agapetus I consecrated him to succeed Anthimus, who was condemned
as a monophysite. This was the first time that a Roman Pope consecrated a Patriarch of
Constantinople.
Mihr-Mihroe
Fl. 530s, died 555. One of the leading commanders of the Byzantine–Sassanid Wars. In
the summer of 530 he led 30,000 soldiers in an invasion of Byzantium's Armenian
provinces. In 531 he attempted to capture the Byzantine stronghold of Martyropolis, but
upon receiving word of shah Kavadh I’s death withdrew to Persian territory.
77
Narses the Eunuchs
478–573. A Romanized Armenian, Narses was one of the great generals in the service of
the Byzantine Emperor Justinian I during the Roman reconquest and a frequent rival of
Belisarius. A very pious man, Narses claimed that the Virgin Mary would tell him the
proper time to attack, and he would never engage in battle without her consent.
Pope Agapetus I
490-536. A Roman archdeacon who was elevated to pope in 535. In 536, Agapetus
travelled to Constantinople at the behest of King Thiudahad of the Ostrogoths and
unsuccessfully tried to persuade Emperor Justinian I to call off a Byzantine invasion of
the Ostrogoth kingdom. His reign lasted a mere 10 months before he took ill and died in
April, to be succeeded by Silverius.
Pope Silverius
Fl. 530s, died 537. Silverius was Bishop of Rome from 8 June 536 to his deposition in
537, a few months before his death. His rapid rise to prominence from a deacon to the
papacy coincided with the efforts of Ostrogothic king Thiudahad, who intended to
install a pro-Gothic candidate just before the Gothic War. He was deposed by Belisarius
in 537 and replaced by Pope Vigilius.
Fl. 530s, died 566. The last Patriarch of Alexandria recognised by both the Coptic
Orthodox Christians and the Chalcedonian Melchites. Although Theodosius was at first
recognized by the Emperor Justinian I and the Eastern Orthodox Church, because of his
Miaphysite theology he was rejected by the Eastern Orthodox Church of Alexandria and
exiled by Justinian in 536. As the Copts continued to recognise Theodosius, the lineage
between the Coptic and Melchite split.
Pope Vigilius
497-555. Vigilius was bishop of Rome from 29 March 537 to his death and is considered
the first Byzantine pope. He was a Roman aristocrat in Constantinople and was chosen
to succeed Silverius in 537 due to his relationship with Empress Theodora.
Procopius of Caesarea
78
Radegund
520-587. A Thuringian princess and Frankish queen. The daughter of king Bertachar of
Thuringia. Radegund's uncle, Hermanfrid, killed Bertachar in battle, and took
Radegund into his household. Hermanfrid allied with Frankish King Theuderic to
conquer all of Thuringia but quickly reneged on his agreement. In 531 Theuderic and
Chlothar conquered Thuringia after the Battle of the Unstrut River; Chlothar took
charge of Radegund into his household and would marry her in 540.
Sigebert I
535-575. The third surviving son out of four of King Clotaire I and Queen Ingund.
Stotzas
Fl. 530s, died 545. An East Roman military leader who led a rebellion in the Praetorian
prefecture of Africa in the 530s. Stotzas attempted to establish Africa as a separate
state. He was defeated at the Battle of the River Bagradas by Belisarius and fled into
Numidia. After another attempt at taking control of Africa, Stotzas was defeated by
Germanus in 537 and fled with some of his followers into Mauretania.
Suavegotha
495-549 (approx). Daughter of the Burgundian king Sigismund and his Ostrogothic wife
Ostrogotho. She wed Frankish king Theuderic I, his second wife, and they had a
daughter, Theudechild.
Theudebald
Theudebert I
504-548. Theudebert I was king of Austrasia from 533 to his death in 548. He was the
son of Theuderic I and the father of Theudebald. He was known as a skillful warrior,
defeating a Danish army under King Chlochilaich in 516. His reputation was further
enhanced by a series of military campaigns in Septimania against the Visigoths. Upon
his father's death, Theudebert had to fight both his uncles Childebert and Chlothar I to
inherit his father's kingdom. In the end, his military prowess persuaded Childebert to
abandon the dispute and adopt Theudebert as his heir. When the Gothic War broke out
between Justinian I and the Ostrogothic Kingdom, Theudebert was initially paid
handsomely to assist the Byzantines, but saw the Italian conflict as an opportunity for
plunder and a chance to exert his own claims to northern Italy.
79
Theudis
480-548. An Ostrogoth and former sword-bearer of Theodoric the Great, he was sent to
govern the Visigothic kingdom and, following the assassination of King Amalaric, was
elected king of Hispania and Septimania in 531. According to Procopius, during his
governorship Theudis had married a Spanish woman who "belonged to the house of one
of the wealthy inhabitants of that land, and not only possessed great wealth but also a
great estate in Spain." With this wealth he was able to muster a private army of two
thousand men.
Thiudahad
480-536. The co-monarch of the Ostrogothic Kingdom with his cousin Amalasuintha in
534 and sole ruler from April 535 through December 536. Thiudahad was a nephew of
Theodoric the Great through his mother Amalafrida; despite his lineage his reign is
considered largely a failure due to his ineffectiveness as a political or military leader.
Thiudahad had pro-Byzantine co-monarch Amalasuintha assassinated in 535; in
response Emperor Justinian I sent Belisarius and a Byzantine army to invade Italy,
beginning the Gothic War. The Gothic aristocracy deposed Thuidahad after he fled to
Ravenna and failed to defend Naples from Belisarius, electing Vitiges as king. He was
then assassinated.
Totila
Fl. 530s, died 552. A relative of Theudis and a skilled military and political leader
despite his young age. Totila would eventually become the penultimate King of the
Ostrogoths, reigning from 541 to 552, and would reverse the tide of the Gothic War and
re-capture almost all the territories in Italy that the Eastern Roman Empire had
captured from his Kingdom in 540.
Uligisalus
Fl. 530s. A Gothic military commander during the Gothic Wars who fought in
Dalmatia. He was defeated by Constantinianus at the Battle of Scardon in 536.
Ultragothe
496-567 (approx). Wife of Childebert I and Queen of Francia between 541 to 558.
Mother of Chrodoberge and Chrodesinde.
Uraias
Fl. 530s. A nephew of King Vitiges, and one of the most powerful and successful
commanders on the Ostrogothic side during the Gothic Wars.
Vitiges
500-542. King of Ostrogothic Italy from 536 to 540, succeeding Thiudahad in 536 after
his inability to keep Belisarius from capturing Naples. Vitiges was the husband of Queen
Amalasuntha's only surviving child, Mathaswentha; therefore, his royal legitimacy was
based on this marriage. He had his predecessor murdered.
80
Appendix J: Jewellery
When jewellery or objets d’art are found in treasure hoards or dungeons, the referee
throws a percentile dice followed by a percentile dice.
When a result yields ‘with gem(s)’ the referee throws a dice to determine how many.
81
Throw Result Value*
01-05 Bone 5
06-10 Tin 5
11-15 Pewter 10
16-25 Copper 10
26-35 Copper with gem(s) 10**
36-45 Bronze 10
46-55 Bronze with gem(s) 10**
56-65 Silver 20
66-75 Silver with gem(s) 20**
76-80 Ivory 30
81-85 Electrum 50
86-90 Electrum with gem(s) 50**
91-95 Gold 100
96-00 Gold with gem(s) 100**
*multiply by number thrown on a dice.
82
Appendix K: Kingdoms & Sizes
An approximate size of each polity in the 6th century by the 24-mile hex.
83
Appendix L: Languages
What follows is a non-comprehensive list of spoken languages and dialects and the
place(s) they are spoken in 6th century Europe and neighbouring regions.
Region Language
Khazaric
Bulgar Turkic
Anatolia
Old Turkic
Hunnic
Arabic
Araby & North Sicilian Arabic
Africa
Vandalic
Brythonic
Armorica
Gallo
Ugric
Balkan Europe
Balkan Latin
Frisian
Ingvaeonic
Baltic Europe
Curonian
Slavonic
Northumbrian
Mercian
Kentish
British Isles
West Saxon
Pictish
Gaelic
Bavarian
Thuringian
East Francia Swabian
Western Champenois
Gaulish
Eastern Roman Mediaeval Greek
Empire
84
Region Language
Thervinigi
Iberia Vasconic
Galician
Jewish Diaspora Medieval Hebrew
Lombardy/ Vulgar Latin
Ostragothic
Kingdoms Lombardic
Saxon
Walloon
North Francia Old Norman
Picard
Gaulish
Persia Dari
Scandinavia Old Norse
Provençal
Gascon
South Francia
Occitan
Gaulish
Burgundian
Alemannic
Orleanis
West Francia Angevin
Lorrain
Eastern Champenois
Gaulish
85
Appendix M: Medicines
What follows is a non-comprehensive list of non-magical (or only faintly-magical) herbal
remedies and medicines available to characters in 6th century Europe. Availability (and
cost) differ from region to region.
Adder’s Tongue: A small and hard-to-spot herb that, when boiled to form a paste and
mixed with oil and other fats, creates a remarkably effective poultice. Heals 2-7 hp over
one night’s rest.
Amaranth: Dried scarlet flowers that are used in preparations in the creations of
periapts for protection against the un-dead and other evils. While worn, confers a +1
bonus to saving throws made against evil effects, evil creatures, un-dead and demons.
Angelica root: Musty root valued for its protective qualities against sorcery. An
infusion of angelica root grants a +3 to all saves against magical effects for 1-6 hours.
Calotropis: Star-shaped herbs that create a soothing, tranquil aroma when burned as
incense. A cone of calotropis incense burns for 1-6 turns; during this time, no random
encounter throws are made.
Dogwood: A hearty hardwood tree. Dogwood bark is a key ingredient in strength and
virility tonics. A dogwood tonic increases strength by 2-12 (to a maximum of 18) for 1-6
hours.
Edelweiss: A small, star-shaped white flower that only grows high in the mountains,
above the treeline. When worn, it is a periapt of courage. An edelweiss flower grants +3
to all saves against fear and morale so long as the flower blooms (1-6 days).
Heal-all: A lance-shaped herb that can be boiled and mixed with honey and other
preservative herbs to create simple healing tonics. Heal-all potions restore 2-7 hp
immediately.
Lotus: Musky, dark-leaved aquatic flowers. Considered sacred by many pagans, when
dried and burned it is a potent hallucinogen. Burning lotus-flower incense allows for a
magic-user or cleric to memorise an additional spell. The effects of the smoke lasts for 1
day.
Lucky hand: Dried orchid-root used in fertility rituals and as a talisman for those
seeking fortune’s favour. Wearing the root makes one more virile; drinking a tonic from
lucky hand grants +1-6 to all saves for 1-6 hours.
Moonwart: A rare fern prized by magic-users and herbalists for its alchemical and
wound-closing properties. Like adder’s tongue, when boiled to form a paste and mixed
with oil and other fats, creates a remarkably effective poultice. Heals 1-6 hp in as many
hours.
86
Wormwood: These bitter-scented silver leaves are naturally laden with magical
energies and wormwood is highly valued by magic-users for the brewing of empowering
potions. A wormwood potion lasts 1-6 turns and increases a magic-user or cleric’s level
by 1-6 for the purpose of casting spells only.
Yarrow: A common weed with several mild medicinal properties, dried yarrow stalks
are more commonly used by fortune-tellers and folk diviners.
87
Appendix N: Inspirational Sources
• Age of Empires II: The Age of Kings. (1999). PC [Game]. Microsoft.
• Alice Rio. (2012). “Self-Sale and Voluntary Entry into Unfreedom, 300-1100,” Journal
of Social History, The Hidden History of Crime, Corruption, and States.
• Alice Rio. (2017). Slavery After Rome, 500-1100.
• Bob Bledsaw. (1977). Tegel Manor.
• Brotherhood of the Wolf. (2001). [Blu-Ray]. Directed by Christophe Gans.
• Dark Souls II. (2014). PlayStation 3 [Game]. Bandai Namco Games.
• Diablo. (1997). PC [Game]. Blizzard Entertainment.
• Flavius Vegetius Renatus. Vegetius: Epitome of Military Science. Translation by N.
P. Milner. (1996).
• Gary Gygax and Dave Arneson. Dungeons & Dragons. (1974).
• Gary Gygax and Jeff Perren. Chainmail: Rules for Medieval Miniatures. (1971).
• J.B. Bury. (2011). History of the Later Roman Empire Vol 1 & 2.
• Jamie Kreiner. (2011). “About the Bishop: The Episcopal Entourage and the Economy
of Government in Post-Roman Gaul,” Speculum vol 86.
• Janina Ramirez. (2023). Femina: A New History of the Middle Ages, Through the
Women Written Out of It.
• John Gillingham. (2012). “Women, Children and the Profits of War,” in Gender and
Historiography, ed. Janet L. Nelson, Susan Reynolds, and Susan M. Johns, Studies in
the Earlier Middle Ages in Honour of Pauline Stafford.
• Kingdom of Heaven. (2005). [Blu-Ray]. Directed by Ridley Scott.
• L. Sprague De Camp. (1939). Lest Darkness Fall.
• Lisa Kaaren Bailey. (2019). “Handmaids of God: Images of Service in the Lives of
Merovingian Female Saints,” Journal of Religious History, vol 43.
• Luke Gearing. (2022). Wolves Upon the Coast.
• Mark Smylie. (1999). Artesia: Adventures in the Known World Role-Playing Game.
• Michael McCormick. (2002). “New Light on the ‘Dark Ages,’ ” Past & Present, no.
177.
• Peter Brown. (2005). The World of Late Antiquity.
• Poul Anderson. (1954). The Broken Sword.
• Sean Christopher Charles Richer. (2019). Terror of the Stratosfiend.
• Vulvine, Reine d'Extase. (2022). [Digital film]. Directed by Clémence André, Nawel
Bahamou, Ming-chieh Chang, Théo Guyon, and Mary Yanko.
88
Appendix P: Poisons
What follows is a non-comprehensive list of poisons available to characters in 6th
century Europe. Availability (and cost) differ from region to region.
Arsenic: Known as “the poisoner of kings,” “the king of poisons,” and amidst noble
Roman and Byzantine circles “inheritance powder” for its prolific use in killing family
members. Arsenic powder must be ingested. Those poisoned save vs poison; on a success
they lose 1-6 constitution, on a failure, death over 2-12 hours.
Baneberry: Fat red-black berries with a bitter taste, they are a favoured food of toads
and often give them their poisonous qualities. It works very rapidly and causes cardiac
arrest and death. Baneberry can be crushed or boiled to a paste and painted on
weapons. Those poisoned save vs poison; on a failure they suffer partial paralysis and
must throw a second save in 1-6 turns. On a second failure, instant death.
Belladonna: Also known as “deadly nightshade.” Its black berries are sweet and cherry-
like. Belladonna must be ingested. Those poisoned save vs poison; on a success they
enter a disoriented and highly suggestible state for 1-6 hours. On a failure, death over 1-
6 hours.
Deathcap: Large, fat and pallid mushrooms. The most poisonous of all mushrooms,
they resemble several edible species and their toxicity is not lessened by cooking.
Deathcap must be ingested. Those poisoned save vs poison. On a failure, a very bad
death over 6-24 days.
Lady’s Mantle: Chartreuse flowers with sedative properties. Lady’s mantle is both
medicine and poison; a small dose will grant a good night’s sleep but a larger dose might
grant a sleep that one never wakes from. Lady’s mantle must be ingested. Those
poisoned save vs poison; on a success they drift into a deep sleep for 2-12 hours. Those
asleep can only be roused with great effort and rise in a state of confusion for 1-6 turns
(automatically surprised). On a failed throw, or on a successful throw where the victim
sleeps for 10+ hours, they die (success on the first throw grants an additional save vs
poison to avoid death and merely continue sleeping).
Meadow saffron: A deadly poison that resembles wild garlic. It causes a burning
sensation that leads to convulsions and respiratory failure. Autumn crocus can be either
ingested or crushed or boiled to a paste and painted on weapons. If ingested, those
poisoned save vs poison; on a success they lose 1 constitution; on a failure 1-6
constitution. If painted on a weapon, those poisoned save vs poison or die in 2-7 rounds.
Witch hazel: A crooked, winter-blooming shrub. The nuts are an anathema to magic-
users, soaking up and suppressing magical energies around them. Witch hazel must be
ingested. Those poisoned save vs poison; on a success they forget whatever spells they
have memorised for the day. On a failure, the effects are permanent. Witch hazel poison
can only be healed by magical means.
89
Wolfsbane: Hooded purple flowers that carry a deadly toxin that is particularly
effective against shapeshifters. Wolfsbane can be crushed or boiled to a paste and
painted on weapons. In most cases, those poisoned save vs poison; on a success they lose
1 strength, on a failure 16 strength.
90
Appendix S: Sobriquets
What follows is a non-comprehensive list of suggested names and the places those names
would be most common for characters in 6th century Europe.
Berbers
Abazzam, Abrafimm, Abyadm, Addasm, Adramm, Amdar, Anidha, Aqar, Arwa, Ashisa,
Avia, Awdhan, Azadun, Azencot, Boaz, Carima, Dalia, Devorah, Dhashwal, Dhila,
Dhiyul, Dima, Dula, Ehud, Farina, Farzana, Firmus, Ghanawa, Ghulassen, Ghuzid,
Hafisa, Hakim, Hamezan, Haqan, Hava, Herut, Ifar, Isna, Iyalas, Jalfar, Jawhara, Jedira,
Judira, Karith, Khundal, Liora, Lulya, Luqa, Madidu, Manan, Maraa, Mejdan, Menuha,
Mitunis, Mor, Muhnir, Myassa, Nimr, Nuqar, Nuwas, Qahin, Quryas, Raddoun, Rayma,
Rinat, Rona, Ruma, Ruwa, Safiya, Salma, Sanit, Sasaitha, Sekla, Shaima, Shatha, Shay,
Shimra, Sira, Sukayna, Sulhana, Sur, Suruq, Tadla, Tais, Taqfarinas, Tella, Thamza,
Thiqa, Tiljad, Unqid, Uqais, Yaffa, Yasmila, Yasmin, Yeften, Zahara, Zandina, Zayar,
Zuad, Zuwaira.
the British Isles, Pictland, and Hibernia
Airfalé, Airgalla, Alan, Aliss, Anid, Annick, Bragas, Brendan, Brighita, Brigia, Cacill,
Caila, Carghita, Corentin, Deniel, Dhalghir, Dragace, Dragach, Dragasa, Dragia, Dragyr,
Düras, Frañsez, Frañseza, Gaebril, Gaebrilla, Gaecill, Galbrana, Gaël, Gebet, Gedeb,
Gezer, Gwenaël, Gwenaëlle, Gwenn, Gwenneg, Gwilherm, Hekhetia, Helfyr, Herve,
Illigir, Jodoc, Judoc, Katarin, Lia, Liacill, Loïc, Madog, Maela, Maelfir, Malkehb, Malo,
Maloza, Maël, Maëlle, Maïwenn, Mikael, Morghita, Naghita, Nakhita, Netia, Nolwenn,
Oanez, Padrig, Pallan, Pallas, Palé, Perig, Ragana, Raliss, Rekhetia, Sadoza, Salbraece,
Salfir, Saloza, Taran, Ulbraece, Ullah, Ullam, Ulwyn, Uran, Urian, Winoc, Yannick,
Yezekael.
91
Central Asia
Abagai, Adilet, Aibek, Ajla, Akadan, Akrum, Alijin, Arjis, Arpad, Atjahan, Ayasu,
Azamat, Bagai, Batraz, Belir, Bolat, Borge, Boronchar, Brula, Chaghan, Chagun,
Damla, Demir, Dulua, Dundush, Dustum, Elnur, Ercan, Ergene, Esachei, Eselen, Esur,
Gokce, Guzal, Gökhan, Hugu, Ilatar, Ildar, Ilkay, Ilker, Imirza, Irek, Ilknur, Jyldyz,
Kadyr, Kanujan, Karaban, Karim, Khada, Khorijin, Kinteg, Korte, Kramuk, Kuyug,
Maksat, Mechet, Mehir, Mesui, Monchug, Mundzuk, Nadha, Nasugei, Nazgul, Nilay,
Nurbek, Oragur, Orhan, Orxan, Osmon, Oğuzhan, Ravin, Sanjar, Sebula, Sechen, Selik,
Sener, Serkan, Solmaz, Sukhrab, Suran, Tansugai, Tirida, Tonju, Tulag, Tulug, Tuncay,
Ulan, Ulman, Ulusamai, Umar, Undul, Urubay, Uthman, Uğur, Yana, Yasreen, Yesum,
Yulduz, Yıldız, Zhuldyz.
Christian Iberia
Achila, Adosinda, Agurtzane, Aingeru, Aio, Aldinícia, Alexandre, Anglesa, Anna, Aoric,
Argilo, Ariadna, Arnau, August, Açach, Bartomeua, Beatris, Berig, Bertran, Breixo,
Briceida, Carme, Castellana, Catallina, Caterina, Cecília, Cixilo, Cniva, Cristoval,
Dalmu, Diago, Domenga, Domingos, Eduvigis, Egica, Egilona, Eguzkiñe, Eilo, Engraçia,
Ermengarda, Ezmael, Fadrique, Falcona, Fastida, Ferrer, Fortún, Froila, Gadaric,
García, Gil, Graviel, Guillem, Guillén, Hirune, Ignasi, Iker, Ilduara, Itsaso, Izotz, Joana,
Joaquim, Laurente, Laín, Leudesinda, Madelena, Marcel, Margarida, Marquessa,
Martzel, Mateu, Matxin, Merila, Miquel, Miró, Ochanda, Ordoño, Ortolf, Peiro,
Perpinyà, Recaredo, Sancia, Scemena, Segeric, Segimona, Sendoa, Sonifrida, Sua,
Suintila, Tecla, Tegrida, Tello, Teodegonda, Toda, Triarius, Vela, Vigila, Viterico,
Wittiza, Ynes, Zifar, Zorione.
Adrichea, Agnala, Altenos, Amenon, Andros, Anea, Apys, Arcor, Arytha, Baranor,
Belithor, Callinia, Casinon, Catella, Chalia, Comatasa, Constalia, Crotor, Debana,
Decantia, Desporion, Diasca, Dorathila, Drosios, Encurion, Eodisia, Ephipheria, Euchor,
Eutropios, Gordiana, Gyphor, Helea, Honoratus, Icratia, Ira, Itaria, Jathea, Joanne,
Joron, Leontia, Lucon, Manteos, Martira, Megarita, Megethia, Melkea, Meritor, Mina,
Minarvina, Miron, Nadea, Nemos, Nereida, Neretzes, Nicasor, Nonesos, Obron, Olypos,
Oros, Ovagos, Pagarios, Panalea, Patyr, Penton, Phadon, Phalarisa, Pharon, Phenoria,
Phostor, Popilia, Rhagaea, Sanion, Saratis, Sejaron, Seorgys, Serandon, Silvina,
Sophalia, Sora, Synesios, Tadeos, Tasynor, Temion, Tharos, Thephilos, Tristania,
Tyliana, Tynops, Ulbos, Valaria, Variasis, Varmyros, Vasilia, Veneranda, Verina, Vipon,
Zachanis, Zeno, Zerosica, Zoana.
92
Gauls (Franks, Burgundians, Suebi, Thuringians, and Gepids)
Adelisa, Aelienor, Albine, Albre, Aldric, Alexandra, Alfonzenc, Aliena, Alyon, Amalgun,
Anastasie, Anika, Aragon, Arain, Arbier, Aristide, Arlette, Arromanc, Asela, Avelina,
Baldwin, Baotheia, Batsuen, Beatritz, Beranz, Berican, Bernatys, Bernhard, Bertrant,
Boadila, Brunissende, Bénédicte, Bérengère, Calantina, Calatild, Calliste, Casimir, Clais,
Clarembaut, Clarimond, Claudora, Clodin, Conrad, Constanis, Constansa, Corine,
Curteis, Darwain, Degarre, Deglan, Despin, Devlian, Diantha, Diederick, Ecarand,
Edelina, Eleandra, Eleduran, Elendara, Elias, Elina, Elisa, Elisabeta, Eliza, Elysant,
Emelenine, Emilienne, Emparanza, Enric, Enricata, Eva, Fabienne, Fanjaus, Feline,
Flavienne, Folcun, Forbesa, Fortes, Fraichin, Frallas, Freya, Freyda, Fudreim, Furnhard,
Gail, Galiana, Garnotin, Gaston, Gauteron, Gauthier, Gautzelin, Geneiava, Gerard,
Gerlach, Gerluchs, Gharmall, Gillis, Gloriette, Goar, Goisfridus, Griseldis, Guiton,
Gunric, Gutlans, Hecard, Heintje, Henriette, Hermengart, Huchon, Hugh, Humbert,
Illyana, Ilona, Isarn, Jelind, Joisane, Klargus, Laruqen, Lasand, Leocadia, Leon, Lijart,
Lizette, Lydie, Maelie, Mailys, Marina, Marjo, Marlies, Matheas, Mechteld, Mechtild,
Melisande, Meltor, Meraced, Meroc, Mirchaud, Mitela, Modeste, Molarn, Nealcha, Nico,
Nicodème, Oriel, Oslac, Owed, Owen, Parzifal, Peric, Perrine, Philenora, Quirijn,
Rachel, Raichs, Raiimond, Rainautz, Raisende, Reada, Rechemay, Regas, Reichsin,
Reignard, Renske, René, Ria, Richelda, Richildis, Robrecht, Rohesia, Salaberge, Saraten,
Silbeta, Silga, Sixte, Sofie, Sonadel, Tancrède, Tarchias, Tellrog, Tibal, Tihr, Tribidan,
Trimbau, Ursanne, Varmund, Vera, Verinne, Veronet, Voleric, Xandra, Yorick, Yseult,
Ysueth.
Ostrogothic Italy
Scandinavia
Aedin, Aeric, Aesa, Alfrun, Asla, Astrid, Bagsecg, Bergit, Bjorn, Borghild, Bryn, Bulba,
Dirigun, Dria, Eilif, Endegrid, Faarn, Falur, Finna, Fraena, Gearth, Gefion, Gerlad,
Glunde, Gothormr, Gróa, Gudrod, Gundur, Gunnar, Gunnbjorg, Guthred, Guthrum,
Gyda, Gísli, Haeda, Hafni, Halfdan, Halldór, Harald, Heidrun, Helgi, Herjasa, Hersir,
Hild, Hjálmar, Horik, Hronn, Hubbi, Hvassi, Hólmfrídr, Idunn, Ingdis, Ingunn, Irya,
Ivar, Ivarr, Jadeth, Kaeteli, Katla, Knudarr, Kolgrímur, Loeka, Marayirr, Miar, Mirra,
Oddrún, Olaf, Olrún, Orkan, Ormur, Páll, Rafnar, Ragna, Rathbarth, Rayeck, Reamald,
Ricsige, Rognvald, Rán, Rúna, Selka, Sidroc, Sigfrid, Sigurd, Skadi, Skjöldur, Surdun,
Svanhildr, Svipul, Sygtrygg, Sólveig, Thera, Thorgil, Thorstein, Turegor, Turya, Tyr,
Ulfdís, Unna, Verdandi.
93
Slavic Europe
Akilina, Alena, Alparta, Asta, Belgaru, Bilyana, Bojidar, Bozidara, Bracha, Cedna,
Chastimir, Crahask, Cvita, Czcibor, Dakhila, Darja, Dobroslava, Doru, Drina, Druli,
Duscha, Elka, Elya, Erenchina, Erta, Fafen, Forim, Galden, Gastya, Godun, Harish,
Helve, Iarina, Ilme, Isvan, Joaka, Junitha, Justina, Katia, Khavel, Kumipa, Lashonek,
Lek, Līna, Marmun, Meriga, Miljana, Mleza, Myntha, Naldera, Natashia, Nelag, Nesha,
Neva, Olek, Olekseia, Pelaeka, Raganvad, Ralcha, Ratagost, Rolan, Rozalija, Rudin,
Seomis, Sepana, Sihavan, Simir, Snezhana, Svana, Svedorn, Sven, Sveta, Tabath, Taisa,
Tamar, Tanir, Tejina, Tijana, Tovir, Tvrtko, Vacek, Vadinslav, Valdym, Valishin, Valka,
Valla, Vasek, Vashorki, Vayen, Verka, Vidar, Vlan, Vuldrat, Vyldur, Yaroglek, Yorig,
Zelicek, Zelousek, Zrina.
Vandals
Achila, Adalrik, Aelia, Agila, Alhreiks, Amalareiks, Anduit, Ansila, Ataulf, Athalagild,
Athanagild, Atta, Austraguta, Ausvinthus, Avagis, Baddo, Badwila, Blumarit, Botheric,
Childefonsus, Chindasvinth, Chintila, Cixilo, Dag, Dagila, Damira, Eboric, Ebrimuth,
Ediulf, Egica, Egilona, Eiriks, Ermenigeld, Ervig, Euric, Eutharic, Evoric, Fridamal,
Frideger, Gaiseric, Galla, Geberic, Geilamir, Geilarith, Geisirith, Giselric, Godigisel,
Goisuintha, Guitifrida, Gundemar, Guntha, Haduswinth, Hairuwulf, Hathus,
Hermanaric, Hermangild, Hildefons, Hilderic, Hildimer, Hildirix, Hildoara, Hunuil,
Ildefons, Ingund, Ingunda, Isidore, Iudila, Kindaswinth, Kunimund, Leovigild, Liuva,
Liuvigild, Munifrida, Oageis, Oamer, Odoacer, Odovacar, Ragnagild, Reccared,
Recciberga, Receswinth, Recimir, Richila, Roderic, Scarila, Sisbert, Sisenand, Suintila,
Suniefred, Svinthila, Tautila, Theodegotha, Theoderic, Theodora, Theodosia,
Theudefred, Theudis, Theudisclus, Thiudareiks, Thurismod, Tius, Totila, Tulga,
Ulphilas, Unwén, Valiana, Valilu, Vilimut, Vitarit, Vulfila, Wallia, Witteric, Wittiza.
94
THANKS
For P, Shy, and ‘Sira, my moon and stars.
A special thanks to the Historical Analog Gaming Society: Carmilla, Andi, Lavender,
Sage, Frances, Sydney, Mary, Jasmine, Penny, and Virginia.
Thanks to James, Matt, Dominique, Annika, Dean, Hannah, Millie, Gen, Emily,
Francine, Brad, Voula, and Lee for repeatedly dying in the Deathtrap Dungeon.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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95