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IviniaCon 2003 By Nicholas Lowson August 8-10, 2003 Vänga Brunnsnäs, Sweden

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IviniaCon 2003

By Nicholas LowsonAugust 8-10, 2003

Vänga Brunnsnäs, Sweden

MAIDEN OF DEYA 2

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

LOCATIONSThe adventure of the Maiden Of Deya is set in Rethem

at sites around Boka Bay and the Tirsa Islands. The mainsites are the manor of Deya and Ithiko Castle in EmeternHundred (C6), Golotha (D7) and the slaver encampment inthe Tirsa Islands (B6).

Deya Manor is a large manorial establishment of 47households on the shores of Emetern Bay. The manor has asmall fishing fleet and a reasonable acreage undercultivation. Due to the salty windswept coast, most of themanors homes are located off the coast behind the protectivelee of Deya Haugh, a small wooded ridge to the west of themanor. The map and a brief description of Deya areprovided herein.

Ithiko Castle, the birthplace of the Balshan Jihad, is thehome of the Earl Barzak. It is the site of the upcomingSpring Moot, and also the home of the slaver who secretlysold Buetten to the Games. It is detailed in Castles Of Harn,Product # 5017 of Columbia Games.

Golotha is the capital of the Kingdom of Rethem andthe site of the Pamesami Arena where Buetten is due tofight. It is detailed in Cities of Harn (Pr# 5002) and Son ofCities (Pr# 5015) of Columbia Games.

The Tirsa islands encampment is the onshore base ofthe slavers who have Allace. It is located in an isolated inleton the fourth largest of the Tirsa islands. It is hard to find ifyou don’t know where to look, and only Buetten knowsexactly where it is. The map and a brief description of thecamp are provided herein.

All other sites they players may wish to travel to orthrough are unrelated sites and not provided.

THE PC PARTYFor Iviniacon 2003, the PC group consists of: the 5

characters below. Information sheets are supplied for each atthe end of this adventure pack, and it is assumed that thecharacters will be rolled-up by the players before play. Ifused with an existing group it is up to the GM to supply theinitial hook for the PCs, but it would be easy enough to havethe merchant hire the group in Cherafir or have one of theplayer’s relatives sending for their assistance.

The Iviniacon characters are:

The SquireA young man in his late teens who has been training

under Sir Neadyn, the liege of Deya. When the voyage toCherafir to get the millstones was planned, Sir Neadynneeded someone he could trust with the 80 shillings theHutheng Lava millstones would cost, plus the additional 20shillings expenses money – his squire was the only choice.

The band set out with high hopes in early Savor, but theoutbound journey was plagued by bad fortune. One of theirnumber was washed overboard by the early winter storms,and the voyage took longer than expected. Then, inCherafir, it took an age to get hold of the millstones, and theharsh winter of 719 set in. While the young man managedthe expenses money well, the long delays of winter meantthat the money ran out. Indeed, the young squire now owesthe men a bonus he promised them upon their return.

But Deya now looms on the horizon, and the youngsquire has his own reasons to be elated. Prior to the intrepidgroup’s departure, the liege hinted that he would like to seethe young man married to Allace and enfoefed in his ownname at Haudy (Deya going to his Gauric).

MAIDEN OF DEYA 3

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

The MillerThe Lancastrol family have been millers in the Emetern

Hundred for generations, with the mills at Ithiko, Abeggyand Cedury all in their control. As the son of Petryn ofLancastrol, the miller of Ithiko, the young journeymanmiller has a decent future in the Miller’s Guild, but like anyother miller, he had to learn his craft. To that end, he wassent to Chofiel of Postin, the master miller of Deya, in early719. When the voyage to Cherafir was planned, Chofielsuggested to Sir Neadyn that it would be good to send theable journeyman on the trip to assess the quality of thestones they were buying, especially as he had someexperience handling a small boat. Sir Neadyn agreed, andthe journeyman was assigned to the group. as aninducement, he and Chofiel hinted that if the endeavourwent well, they would look to see him installed as the millerof Haudy to replace the aged miller Nowdan of Gyrusm whowants to retire.

As Deya looms on the horizon, the able journeyman hashis own reasons to be elated by their return. Prior to theintrepid group’s departure, the liege and Chofiel hinted thatif the endeavour went well, they would look to see himinstalled as the miller of Haudy to replace the aged Nowdanof Gyrusm who wants to retire – and now he’s back.

The Man-At-ArmsAn old hand at combat, the grizzled veteran learned his

skills training as a gladiator in the Pamesani arenas ofRethem until he won his freedom at a royal games. Then heplied his trade in various private armies – and not a fewships - during the reign of Chafin II. But that was over tenyears ago, and he is getting older. With his mercenary daysbehind him, he’s been looking for a safe haven and a steadyincome, and Deya looked safe enough. When he offered hissword it landed him aboard the Cherafir expedition.

Now, as Deya looms on the horizon, the grizzledveteran allows a smile to light his face. Prior to the intrepidgroup’s departure, when he offered his sword, Sir Neadynaccepted and a job as a man-at-arms awaits; And not amoment too soon, as without the wages he could be forcedback to the arenas as a debtor.

The Local FishermanThe Cializ family have been fishing the waters of the

Gulf of Andurien for generations, and this crusty seadog isno different. He knows the local waters like the back of hishand, and in his day he’s travelled to Aleath and Cherafir.Now, normally he offers up some bountiful Cod andHaddock as his service to his liege, but once again SirNeadyn asked that his 60 days labour be served sailing toCherafir and back. The voyage should have been safeenough, and the round-trip should have taken less than 60days, but now his cousin lies in the Gulf of Ederwyn, andthe sixty days were up 3 1/2 months ago!

Now, as Deya looms on the horizon, the crusty seadoglooks forward to getting home. And he has his own reasonsto be elated by their return. Prior to their departure, SirNeadyn offered a bonus of either 30d if they made it back in40 days or 6f per day if the voyage took more than 60; Sonow he’s looking forward to the extra wages the delay willgive him - I mean Sir Neadyn has always been a fair and justliege hasn't he? And 150d is a decent sum.

The MercantylerSir Neadyn was concerned that someone skilled at

bargaining should do the negotiations in Cherafir, so helooked to his local merchant. The canny trader was happy togo. Sure, it meant a winter away from trading in Rethem,but his apprentice could handle the shop, and thepossibilities Cherafir offered might make up for it.Moreover, it offered the chance to visit the physicians ofCherafir to see about the headaches and slightly blurryvision that have been a problem of late. Maybe they mighthave the answers!

That was then, but now as Deya looms on the horizon,things are different. Sure, he has some deals lined up to getoils and essences for Koqu of Shanal – perfumer at Ithiko –spices for the lord’s table, and some fine silks and linen forthe local clothiers. But time isn’t on his side; thephysicians’ news wasn’t good – some kind of cellularpoison – and his days are numbered. One physician evensuggested he’d be dead before the end of Kelen!!Note: the Merchant is dying of cancer (not that he knows what it is) and it isincurable. Should he offer his life in the arena to free Buetten (essentiallyallowing Buetten to kill him and thus win his freedom) then he can playBuetten for the remainder of the adventure.

THE SHIPThe last member of the party is the Fisherman’s ship,

the Sea Terrier, a 19’ Indathik. It’s a robust ship in goodshape, though conditions are cramped as the hold contains 4pairs of Hutheng lava millstones in transport crates.LENGTH (feet) 19 Length 18-30

BEAM (feet) 6.5 BF 0.36

DEPTH (feet) 2.4 DF 0.33

BURTHEN (tuns) 3.0 Steer S

SAILING Grade D Sail 50

OAR Grade D Oar 55

HULL Factor 80 Hull 80

SEAWORTHINESS 71 Sea 70

RIGGING Factor 67 RF 65

CREW Factor 4/6 Cost 6d

TIME (Mandays) 324

Cost (pence) 2,166d

The Indathik is detailed on page 18 of the Karveth Article in HarnQuest 3.

MAIDEN OF DEYA 4

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

PLAYER’S BACKGROUNDThe background knowledge each character has is

detailed on the character data sheets supplied at the end ofthe adventure pack. Players should select the character theywish to play based on only the brief information of the basicdescription. Thereafter, they can read the full informationon the sheet.

GM’S BACKGROUNDThe ambitious knight-bachelor Erluscon of Arsesia was

bailiff of Sir Hernel of Neadyn's second manor Haudy, asmaller settlement a couple of miles inland from Deya. SirErluscon had been embezzling from the manorial accounts,but he was getting careless. Sir Hernel, a somewhat overlytrusting man, had in the past assumed that the low returnswere due to problems other than Sir Erluscon’s greed, andhe had not looked too hard at the accounts. However, givenhis planned expenditures, he became increasinglyconcerned, and in the winter of 719 he demanded SirErluscon come to Deya to report the manor's progress, andto once and for all explain the poor financial results.

Sir Erluscon knew he could not fool the old man formuch longer, so he came up with a plan. He would kill SirHernel and his young son Gauric – blaming the murder onsome hapless peasant – wed Hernel’s daughter Allace andclaim the two manors for himself. With this plan in mind,Sir Erluscon and his sergeant, Rillit of Oremech, set off forDeya full of enthusiasm.

Late in the evening after the dinner had been cleared, inhis private room in the manor, the elderly, widowed SirNeadyn, attended by his 15-year old son Gauric, confrontedSir Erluscon with his recent suspicions and asked him flatout if he, Sir Erluscon, had been embezzling. Free toconfess at last, Sir Erluscon gloatingly confessed all,strutting like a peacock as he detailed how he had beenmilking the manor for years. Then, taking the Neadyns bysurprise, he lunged at Sir Hernel and cut his throat. Gauricstood there in shock as Sir Erluscon killed him with a thrustthrough the heart. The double murder might have beenpossible to hide, except the beautiful young Allace,Neadyn's 16-year old daughter, had witnessed the act.

Luckily, Rillit caught the girl before she could summonthe servants. But she complicated matters; Erluscon hadhoped to dispose of the bodies discretely and marry Allace,but now she knew too much, and he was forced to get rid ofher, but he found it hard to bring himself to kill her too. Hissergeant, Rillit, suggested that rather than kill her andrisking yet another body be found, Erluscon could makesome money selling her to slavers. He stated that he hadheard there were some working in the Tirsa Islands off thecoast, and he knew someone who could likely contact them.Moreover, Rillit supplied, the unwitting middleman mightprove an excellent scapegoat for the murders.

Sir Erluscon agreed with this new plan, and Rillit actedquickly. In the morning, Erluscon announced the murder ofHernel and Gauric, and the disappearance of Allace (whowas secured in a closet in Erluscon’s room!). While a hueand cry was let out for the murderer, Rillit went to see amousey local n'er-do-well Buetten. Rillit knew that Buettenhad ties to the Tirsa slavers, and he sent Buetten to fix a dealfor Allace.

To arrange the deal, Buetten needed to get out toAquieth Island were the slavers had a camp. He asked alocal fisherman, Oneyus of Cializ, (who was unaware of thetrue purpose of the trip) to loan him his boat for a couple ofdays, and the next morning he set out on the high tide –having secreted Allace aboard during the night. Two dayslater he was at the slavers’ camp and the sale was made.Buetten returned to Deya three days later, looking forwardto spending his fee.

However, Erluscon was worried that Buetten might letsomething slip or that Oneyus might divulge that Buettenhad borrowed his boat, so he decided that the two must beremoved from circulation. The two men were quietlyarrested, and Erluscon tried to work out what to do withthem. Rillit pointed out that Buetten, if executed, might saysomething on the scaffold, and there had been too manymurders of late. So he suggested that Erluscon shouldquietly have him sold to a group of mercantylers who weretaking captives to the Pamesani arenas in Golotha. Thehapless rogue would soon die in the gladiatorial arena, andno one would miss him before then. As for Oneyus, hedidn’t know enough to cause problems on the scaffold, so hecould be executed for the murders. Of course, he wouldneed a proper sentencing, and that could only happen onceSir Erluscon was confirmed as liege, but that would happensoon enough at the Spring Moot.

All this happened during the last few weeks of Nuzyael,and that was only a few days before the players return toDeya. As it stands, Erluscon and Rillit are residing at Deyamanor, comfortably idling away the time before the SpringMoot. Allace is sitting in a cage at the slavers’ camp fearingfor her life as the slavers search for more prisoners. Oneyusof Cializ – the Fisherman’s brother – is rotting in themanorial cell under sentence of death for the murder ofHermel and Guaric (motive? We don’t need no stinkingmotives!). Meanwhile, Buetten has just arrived at thegladiatorial cages of Golotha arena.

Back at Deya, rumours abound. Some talk of ghostsand beasties (rumours started by Erluscon) disturbed whenthe new mill was built on the mound of an old barrow. Somewonder where Oneyus buried the body of Allace – fullyconvinced that he carried her off after killing Hernel andGuaric. And there are a few who muse that thedisappearance of the rogue Buetten points to something lessArcane or savage – most likely slavery.

MAIDEN OF DEYA 5

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

PLOT CONCERNSThe general outline of the plot is simple. The players

arrive home to Deya tired, exhausted and without readyfunds. When they get back, they find, in general, that theirkey expectations will not be met as Sir Neadyn is dead.Moreover, Sir Erluscon has no intention of honouring thecommitments of his predecessor.

Thus the Squire will find he owes monies on oath andno longer has a liege. The Miller does have a journeymanjob to go to, but the master miller position is not necessarilyhis. The Man-at-arms faces life as a debtor and a possiblereturn to the arenas. The Fisherman faces his brother beingexecuted for Sir Neadyn’s murder and his family owing ablood debt. Even the Mercantyler loses out as the large sumhe could earn for his family in his few remaining days lookunlikely. Thus there should be enough incentive for theplayers to look into the situation.

Their goal is simple. Find Allace and bring her to facethe Spring Moot. To do that the players will need todiscover that Buetten holds the key to her location. Theywill then need to find Buetten and somehow either rescuehim or force him to tell where Allace is. As Buetten facesimminent death, he is only likely to share the informationabout Allace if he is freed. Once the players know whereAllace is, it is a simple case to locate the slavers’ camp andrescue Allace. Lastly, the group must travel to Ithiko andget there before the Spring Moot. As a final obstacle, Rillitwill bar their way at Ithiko and he will have little to lose.

Along the way, a key consideration will be funds. Theplayers apparently have no money, but in fact have avaluable resource, the Hutheng millstones. They are worthup to 120 shillings at a local retail rate, though the playersare unlikely to realise that much. That said, Buetten couldbe rescued by buying him before the Royal Games. Theslavers would also be willing to sell Allace for the rightprice. Finally, one of the pairs of millstones is for the Earlof Ithiko, so could be used as a “bribe of introduction” to getinto the moot court. The GM should not look to remind theplayers that they have such a resource with them as theinformation is provided in the character data sheets, and it isup to them to use their resources. Note too that the SeaTerrier can only carry five people unless the stones are sold!

A final consideration is the skills each charactercontributes. All have some seamanship to sail the boat(except Buetten). The Squire gives introductions andfighting skills. The Miller adds the least, other than the bestprice for the millstones and some contacts. The Man-at-armsadds fighting skills and knowledge of the Golotha arenalayout. The Fisherman gives the skills to run the SeaTerrier. The Merchant gives some contacts, trading skillsand a possible martyr to save Buetten. Finally, Buettengives the location of Allace.

THE OPENING STORMThe opening scene is to help establish group hierarchies

and possibly weaken the Sea Terrier for future encounters.

After more than two weeks at sea, the familiarcoastline of Emetern finally looms up on the horizonahead, with Cape Whyd far off to starboard. Deya is onlya few hours sail away, but night is quickly closing in, andheavy grey storm clouds are massing of the port sideadding to the darkness. The North-westerly wind ispicking up, and the icy waters of the Gulf of Andurien arestarting to whip across the bows as the Sea Terrier starts tohaul into the wind and head for home.

A gale is brewing up and will soon be upon the littleship. In response, the players essentially have four choices:

1. They can raise the full 4 quarters of sail and reachDeya by watch-end. The manoeuvre is risky asthey are racing for the shore and risking grounding,but they can beat the storm if they hurry.Deploying full sail will generate enough MPs toreach Deya. As the weather is Steady, no WeatherHazard roll is made, but an EHR15% GroundingRoll is made. They will land at Deya by 6pm.

2. If they are more careful with their sail, raising only2 to 3 quarters, the ship will not reach Deya beforethe watch-end. They will then have to risk a watchat full Gale as they head for Deya.Deploying less than full sail means that the SeaTerrier will face a Weather Hazard at (avgSeamanship & Pilot) –15 (3Q sail) or –10 (2Q).The ship will then face an EHR10% Groundingroll. They will land at Deya at 8pm-9pm.

3. If they are extremely careful with their sail, raisingonly 1 quarter of sail, the ship will only reach Deyaafter running through two watches in a gale.The Sea Terrier will face two Weather Hazard rollsat (avg Seamanship & Pilot) –5, and then face anEHR10 Grounding roll. They will land at 11:30pm.

4. Otherwise, they can opt to batten down the hatchand weather out the gale, a very risky manoeuvre.The players will face 3 watches at Gale, each with aWeather Hazard roll at (avg Seamanship & Pilot)–25. At any time they can opt to change theirminds and head for home, switching to one of theoptions above, but after three gale watches theweather moves to steady. Moreover, there will beenough light to avoid the grounding roll. Also, ifthey raise 4Q of sail the Weather Hazard roll is at–20%. Each watch at sea adds 4 hours to theirlanding time, although weathering the full galemeans that they will land just before dawn.

Note, any C roll results in injury only and not being swept overboard.

DEYA 1

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

DEYALocation: Hohnamshire, Kingdom of Rethem

Holder: Clan Neadyn / Sir Erluscon

Liege: Earl Barzak of Ithiko

Population: Village 211; Manor

Deya is a coastal manor in Rethem that has been heldby the Clan Neadyn from Earl Barzak of Ithiko. However,Sir Erluscon of Arsesia and his sergeant, Rillit, hasmurdered Sir Hernel of Neadyn and his son Gauric, soldHernel’s daughter Allace into slavery and is making anappeal to Earl Barzak to be recognised as the legitimateholder of both Deya and the Neadyn’s other manor Haudy.The manor itself is located on the north shore of the Gulf ofAndurien between Cape Whyd and Malasin Point on theEmetren Bay. Deya is only 61/2 miles from Ithiko by adecent road, but most rely on trading by boat.

Deya lies on a fertile plain bounded by Emetern Forestto the west and Arketh Moor to the East. The vegetation ismostly grassland, heather, thrift, gorse and bramble with lowwoodlands of birch, pine, sea buckthorn, hawthorn andhazel. The manor lies on the lee side of a low sandy ridge abit back from the long shingle beach shore. Three fresh-water springs bubble forth below the Northfields hillproviding a shallow but protected anchorage.

The manor is mostly located in the lee shelter of thewooded ridge. Here the salt spray off the bay is less intenseand the villagers’ vegetable plots provide a decent yield.The wide main street is the sight of a farmers’ market everyweek where the villagers of Deya and Huady sell theirproduce, along with the few craftsmen of the two villagesThere are some villagers living on the beach coast and theirhuddled homes, and the Welcome Haven Inn, provide thefirst sight most have of Deya, along with the pronouncedmounds of Deya Haugh located at the top of the ridge.

Interestingly, it is the shingle beach, and the intricateshapes and forms found in some of the split stones that leadthe ancient tribes to look to this coast with awe. The threesprings at Deya reinforced their belief of the site as a sacred.Thus, those ancient tribesmen build the burial mounds ofDeya Haugh – located on the ridge so that all may see – andthe priests of Agrik have followed them by building a larger-than-normal temple just inland of the mounds.

Current AffairsDeya has been held as a knight’s fee by Clan Neadyn

for over 150 years. The family prospered over that time,and gained Haudy about 80 years ago. Unfortunately,despite the prosperity of the estates, the family itself hasfallen under some misfortune. Sir Hernel’s three youngerbrothers were killed during the strife of Chafin II’s reign –and all without issue. The two estates, Deya and Huady,were left to Sir Neadyn as the only surviving member of the

Clan. In 703, Sir Neadyn married Deane of Vandique andthey were blessed with two children, Allace and Gauric. Butmisfortune struck again when Deane was killed in thedragonship raids of 715. Sir Neadyn looked to leave the twoestates to his children and keep the clan name alive.

However, Sir Erluscon of Arsesia, Sir Neadyn’s bailiffof Haudy, had other plans. Erluscon had been embezzlingfrom Haudy for some time, but now looked to kill Sir Herneland Gauric, marry Allace and take over the Neadyn estates.He put this plan into action when Sir Hernel called him toquestion over the poor manorial returns.

Unfortunately, Allace witnessed the murders of herfather and brother, and Sir Erluscon felt he could no longerrisk having her around. Through his sergeant and a localn’er do well Buetten, he sold Allace to a band of slaversoperating in the Tirsa islands. He then betrayed Buetten byselling him as a gladiatorial slave for the Pamesani games.Finally, he looked to cover up the murders of Hermel andGauric by arresting a local fisherman, Oneyus of Cializ,under trumped up charges and fake evidence. All he needsto do to complete his plan is have Earl Barzak of Ithikoconfirm his position at the upcoming Spring Moot.

Sir Hermel was a good friend of Earl Barzak, the twomen were the same age and had fought together many times.However the Earl has been taken in by Sir Erluscon’sexplanations – after all, he felt that Hermel trusted his bailiffso why shouldn’t he? That said, the Earl is saddened thatthe fiefs will not belong to the Neadyns and he would befavourable to the last of the Neadyns – Allace – becomingliege. Especially as that would mean that Earl Barzak wouldreceive significant wardship funds from the two profitablefiefs for either five years or until Allace was married – aconsideration that would also be fully under his control.

Economics and Agrarian LifeDeya has 2,290 gross acres making it one of the largest

estates in the hundred. Of the total, 503 acres are woodland– about 80 of which are in the Ridge Wood. The remaining1,787 acres of cleared land are split with 856 acres held bythe tenants and 931 acres in the demesne. The principlecrops grown are oats, barley, rye and beans and there is asignificant percentage of hemp grown for sailcloth.

Rethem also has a strong tradition of cattle rearing andleatherworking and Deya is no exception. Most of theleather, however, is worked in Haudy rather than Deya, andonly one leatherworker lives in the village.

In fact, Deya and Haudy do work very much inconjunction with each other. The odiferous businesses arein Haudy – leatherworking, and a small fulling operation,while Deya acts as the central market. In addition, Deya hasa small focus on the maritime trades, supporting as it does anumber of fishermen, a sailmaker and a cordagemaker.

DEYA 2

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

The Village Residents1. THE MANORHOUSE

The manor site consists of two parts. The main house is a three-storeyshingle-and-mortar tower connected to a two-storey timber-frame houseand surrounded by a 6’ deep water-filled moat. The rest of the site is theouter timber-palisaded compund which contains three granaries, abunkhouse and a stable and slave quarters.

The shingle-and-mortar tower possesses corner crenels so as to be deemeduncrenellated, but it is quite secure as there is only one window per side perfloor, and they are all arrow slits. It has a well in the lower floor and can besecured from the rest of the house.

The original house was destroyed by fire in the raid of 715, and Hernel hadthe new house rebuilt in a more comfortable style. The house itself is atimber framed building with wattle and daub walls. Unusually, it possessesglass windows made by Hardin of Rachyson on the southern wing, theoughthe northern end has only shuttered windows.

The house served as the residence of Sir Hernel, Guaric, Allace a cook, anda couple of servants. Since Sir Erluscon has taken over Guaric’s room isinhabited by his mistress, and Allace’s by Sergeant Rillit. The tower hasroom for two men-at-arms, and the two present now are cronies of SirErluscon. The cellar of the tower has also a pair of cells in the well room,one of which houses Oneyus of Cializ.

The outer compund bunkhouse, being more comfortable than the tower,was used by Sir Neadyn’s squire, another man-at-arms and an ostler,though only the ostler is present now. In the stables block there is room forfive horses at one end and the slaves quarter’s at the other. Although SirNeadyn did not have any slaves, Sir Erluscon’s slaves Jaymis of Dinese, hiswife and four children presently live there in cramped and sparseconditions.

2. TEMPLE OF AGRIK (ORDER OF HERPA THE MACE)

The temple of Agrik here in Deya is unusual for a simple manor. It wasbuilt originally by Balsha’s disciples 583TR because Balsha claimed thatspirits of the warriors residing in the barrows of Deya Haugh would oneday become powerful allies. In 642TR, the church of Agrik took over thetemple. They had intended to destroy the building, but they discovered thatthe Morgathians had dug a number of tunnels towards each of the variousbarrows but stopped short of breaking in to the barrows themselves.

Intrigued, the priests of Agrik took over the temple and the tunnels aswell. In the intervening 78 years they have tried various methods to breakinto the tombs within the barrows, but they have been unable to break thelarge rocks that form the tombs outer shells. They doubled their efforts tobreak into the barrow that now forms the base for the new windmill as thenew mill was being built, prompting the mill builders to report hearingstrange knockings from underground. The redoubled efforts are about tobear fruit as the priests are on the verge of breaking in to the tomb.

As for the temple complex itself, it consists of the main temple building, theround end of which is the temple, the squared end the priests’ quarters.

Entering the ground floor of the squared end you come to a front hall thatserves as a meeting room and dining hall. Behind it is a kitchen and larder.Upstairs on the first floor is a book room, a pair of rooms for the ViriahnBruze of Golyn (High Priest) and a single room for the Aperani Elai ofJalber (Master). Upstairs again to the second floor is a dormitory for the 4junior Agnichari (Acolytes) built into the angles of the roof. There is also asecret staircase descending to the basement from where four tunnels leadoff towards the various barrow (one goes to the little barrow and windmillbarrow). Only the priests know of the tunnels.

In the temple precinct is a pair of granaries, a guest house for visitingpriests – at present empty – and a cramped slave quarters housing the fourmembers of the Rakersins and the four members of the Mauders.

Finally, there is a gatehouse that has room for up t five Terahnis (Warriors),but there are only two present at the moment, Frenik of Bieria, and Enchioof Gerrarra, both members of the Red Shadows of Herpa..

3. DEYA HAUGH

Deya Haugh is a complex of seven barrows built on the ridge of Deya.Four of the barrows remain fully visible to this day, while another forms thebase platform for the new windmill. One more is buried under the templeend of the Agrikan Temple, while the last one has been worn down and islost in the north end of the Ridge Wood.

Built over 1,700 years ago by the Kuboran tribesmen living in the area(possibly the Suyari), the barrows were burial tombs for their chiefs. Thetribesmen chose the site because they felt it must be magical after theyfound many of the stones on the beach contained wonderous carvings andetchings. Rumours have always been rife that strong spirits reside in thebarrows, and many of the locals feel that the decision to build a windmill onone of the mounds was imprudent.

4. THE WINDMILL (CHOFIEL OF POSTIN)Size: 4 Quality: *** Prices: Average

Chofiel of Paostin is an old hand at milling, having been in the trade forover 20 years. He could grind better flour and meal, but the millstones hepossesses are not up to the job. He lives in the house next to the mill withhis wife and two children, while his two employees live in the old mill onthe cove.

He is looking forward to the return of his journeyman who has been awayfor over five months in Cherafir trying to obtain some Hutheng lavamillstones for the mill.

5. THE OLD MILL

The old mill was an inefficient horizontal mill that used the spring-fedwaters of the cove to drive the wheel. In 719 the windmill was built on thetop of the barrow mound and the millstones were taken up to the new mill.Since then, the old mill has served as a house for Chofiel’s two employeesand for storage.

6. THE WELCOME HAVEN (ROWBIE OF WARRET)Size: 5 Quality: *** Prices: Average

Rowbie and his wife wife run a friendly and efficient inn with three smallrooms for available for visitors to Deya. Since the death of Sir Neadyn thelocals have been drinking more than usual which should have increasedRowbie’s revenues. However, Sir Erluscon’s sergeant Rillit has beenquietly threatening the innkeeper unless he pays the mercenary a largepercentage of his extra revenues.

7. SHINGLE LANDING

The long shingle beach is not a good one for beaching boats except here atthe shingle landing where the headland opposite provides some relief fromthe North-westerly gales that often blow up in the Gulf of Andurien. Thefour fishing families of Deya keep six boats pulled up and beached on thelanding when the are not out at sea.

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Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

8. MERCANTYLER/CHANDLER ( )Size: 2 Quality: *** Prices: High

The mercantyler lives here in the building behind his shop, while hisapprentice lives in a small room above the shop itself. At present, themercantyler is away in Cherafir with the group trying to procure the newmillstones, and he has been gone for over five months. In the meantime,his apprentice Gillgan of Libuddy has been doing his best to run the shop,but Sir Erluscon has been taking his fill of the shops goods and profits suchthat the current stock is not what it once was.

9. METALSMITH (JAUSEN OF BRANTS)Size: 1 Quality: **** Prices: High

Jausen is a big man whose ability to do fine work belies his strength, andhis fine quality work has kept him and his wife quite well. Yet for all hiswealth – monies that Sir Erluscon is unaware of – Jausen feels his life ispoor as he and his wife have never been able to have children of their own.

10. WOODCRAFTER (KILMA OF KARVER)Size: 2 Quality: ** Prices: Average

Klima and his son operate a rather poor excuse for a woodcarvers. Klima isusually drunk, and his son Ragbar doesn’t like the trade – not that he hasthe ability for it anyway – but the villagers have little choice.

11. CHARCOALER (EREC OF HORKER)Size: 3 Quality: *** Prices: Low

Erec 67, his wife Madlein and son Joss are excellent woodsmen. Erecdespite his age, is still one of the fittest men in the village and he puts itdown to loving his work in the woods. As well as being an skilled collier,he also supplies the local wives with various herbs and wild plants forcooking and medicinal purposes.

12. GLASSMAKER (HARDIN OF RACHYSON)Size: 1 Quality: **** Prices: Very High

Hardin is a newcomer to Deya, having lived here for only five years. Hewas hired by Sir Neadyn to make the glass windows for the manor, andwhen he arrived here from Golotha he found the local sandy soil and woodto be perfect for making a fine glass, so he asked Sir Neadyn if he couldstay, and he and his wife have been here ever since.

13. HALF-VILLEIN (WILLIT OF PANGONE)Willit is one of the many Pangones living in Deya (They are Deya’s largestextended family) but he is also one of the least successful farmers. Hismany misadventures have seen him descent from villein to half-villein, andwith his luck it won’t be long before he’s a cottar.

14. HALF-VILLEIN (GEORJI OF YARUK)

Georji is Deya’s oldest resident, and at 81 is nearing his last days. His sonMarko and daughter-in-law live with him and take care of his land, whilehis grandson (who lives alone in a house off the map) tends his fields.

15. HALF-VILLEIN (HARDIN OF DIPERSO)

Hardin is a man at his wits end. He lives with his wife and six daughters ina house that is always alive with the sounds of shrieks and yells. So muchso that he is know locally as the Bogman as he often hides in the privy.

16. HALF-VILLEIN (FILIP OF DIPERSO)

Hardin’s younger brother Filip lives next door with his wife and twodaughters. Having seen his brother’s life, he is now scared to get too closeto his wife for fear that he too will be plagued by a houseful ofuncontrollable women.

17. COTTAR (JERGIN OF CIALIZ)The youngest of the three Cializ brothers, Jergin found that he had nostomach for the sea – nor anything else – and so has turned his hand tofarming instead. Presently he is worried about his brother Oneyus, and iswaiting for his brother’s return from Cherafir to seek is guidance.

18. HALF-VILLEIN / COBBLER (YARBROND OF DIPERSO)Size: 3 Quality: ** Prices: Low

Yarbrond, his son and his daughter are yet another branch of the Diperso’sliving in Deya. Yarbrond came up with the idea of becoming a cobblerafter a drunken discussion with his brother, and he and his kids are stilllearning the trade.

19. COTTAR (MYTHAR OF BIYER)

Mythar is the eldest of the three Biyer brothers, and the most grumpy –probably due to the troubles his son Buetten has caused him. His wife andyounger son prefer it when he spends the days out in the fields, though theywould like him to look into where Buetten has gotten to.

20. COTTAR (TARTAL OF TATTIN)Tartal of Tattin is the younger brother of Gurta, Hardin of Diperso’s wife,and he is often playing host to his distressed brother-in-law.

21. VILLEIN / HORSETRAINER (HORST OF WISSPUR)

In addition to his labour fee, Horst usually spends a further 30 days a yeartending his liege’s horses as an unofficial ostler and helping the aged Brak.The extra revenue he makes from this is enough to comfortably support hislarge family. Recently though, Sir Erluscon has been less than generous.

22. VILLEIN / FORESTER (STEFFAN OF GRAEF)Young Steffan got an early start on family life when his young wifeproduced twins one year and triplets the next. Wenda is now pregnantagain, and Steffan worries that there will be four babies to add to his familyin a few months.

23. COTTAR (JANDER OF BIYER)

Jander is the middle of the three Biyer brothers and the most hard-working.He hopes someday to rise above being just a lowly cottar.

24. COTTAR (VORTHRIN OF LINNERDUN)

Vorthrin and his brother Shem are Orbaalese Jarin rebels who fledwestwards after the Jarin rebellion in 701 and a price was put on theirheads. They tried many places along the coast until Sir Neadyn grantedthem the right to live in Deya. When the Ivinain raiders came in 715, thetwo Linnerduns faces some prejudice, but the villagers are a bit moretrusting after the two brothers ferociously fought off the raiders.

25. COTTAR (SHEM OF LINNERDUN)

Unlike his more taciturn brother, Shem has been more outgoing, and in 710he married a local girl. They have had two children since.

26. COTTAR (PARMER OF BIYER)

Where Mythar is grumpy and Jander hard-working, Parmer – the youngestBuyar brother – is just reckless. He has had affairs with both his brother’swives (Mythar’s youngest son Gaven is actually Parmer’s) as well as anumber of other women in the village, and so far hasn’t been caught.

27. YEOMAN FARMER (ROGAR OF MINNUS)

Rogar was made a Yeoman by Sir Neadyn after the dragonboat raid of 715and Rogar killed three Ivinian raiders with four arrows.

28. COTTAR (MYLUVE OF TATTIN)

Myluve, Gurta and Tartal’s cousin, is a very attractive older woman wholives quietly on her own. Like her home, hHer vegetable and herb garden isimmaculate and lush, which has lead a few to wonder if she isn’t usingmagic. In truth, it is just down to her skills as a gardener.

Myluve came to Deya about 10 years ago. Originally, her father fled Deyaover 40 years ago, and became a freed man in Golotha. Myluve, for herpart, became a courtesan in Golotha and earned a good living. However, asshe got older, she became disenchanted with the troublesome city, anddecided to return to the family home at Deya. Sir Neadyn agreed to takeher back without penalty, so long as she kept a clean house – an agreementshe has literally held to ever since.

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Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

29. VILLEIN (ADIUT OF JYNNE)

Adiut and his brother (who lives on a farm off the map) can claim to becousins or brothers to many of the villagers of Deya. Adiut’s elder sistermarried Filip of Diperso, his middle sister married Gerri of Pangone, andhis younger sister married Steffan of Graef.

30. HALF-VILLEIN (DEAN OF DIPERSO)

Dean recently married his second wife Marretta – his first wife was carriedoff by the Ivinains in 715 - and he is hoping to finally have a family.

31. HALF-VILLEIN (MARTYN OF CARRICCA)

Martyn is an able enough herdsman who, along with his brother Dyngar(who lives off map), two sons and nephew, tends the largest of the villagescattle herds.

32. VILLEIN (GERRI OF PANGONE)

Gerri has made a solid niche for himself and his two sons tending thevillage Flax crop, while his wife, two daughters and a niece spin the fibreinto thread.

33. YEOMAN FARMER (LUWIS OF ANDEREN)

Luwis has been a yeoman in Deya for over 16 years, and has a strongrespect for the rule of law. While he suspects that Sir Erluscon is involvedin the death of Sir Neadyn, he feels he must honour the fact that SirErluscon is now his liege – or at least will be.

34. FARMER (FRENK OF ANDEREN)As well as tending the fields, Frenk’s has a small herd of swine that heallows to run in the woods near his house.

35. FARMER (SINETER OF DERRIUN)Sineter and his family are the most respected plantsmen in the village, andSineter has been the village reeve for over ten years – a position that he hisregularly reselected for as the villagers trust his judgement and his fairness.

36. FARMER (GEOI OF DERRIUN)Like his brother, Geoi is an excellent farmer but he is also extremelygullible, and is often the but of many practical jokes. He takes it all withvery good humour, feeling that since he has the best looking woman in thevillage as his wife and handsome, strapping son is life could not be better.

37. VILLEIN / SAILMAKER (SWIENER OF KUSNATS)Size: 3 Quality: *** Prices: Average

Using both the flax thread produced by Gerri of Pangone, along with muchof the wool from the village sheep herd, Swiener and his family producereasonable quality sails for the local fishing vessels and for trade in Ithiko

38. VILLIEN / CORDAGEMAKER (KADENE OF DANNA)Size: 6 Quality: *** Prices: Average

Working with Sweiner and his family, Kadene and his family produce allthe cordage, nets and sacking needed by the village, as well as a fair amountfor trade in Ithiko.

38.A VILLIEN / FISHERMAN (WILLEM OF SNIDE)

(northernmost house of the row) Willem is a superstitious old seadogwhose best sailing days are now sadly behind him. Along with his youngerson Mika, he pulls in an average catch of fish and then spends much of hisproceeds at the Welcome Haven.

38.B VILLIEN / FISHERMAN ( OF CIALIZ)

Probably the best seaman in Deya, the eldest of the Cializ brothers has beenaway for over five months on the voyage to Cherafir. Meanwhile, his wife,Meggan, and two children are distraught with worry that he might notreturn.

38.C VILLIEN / FISHERMAN (ONEYUS OF CIALIZ)

Oneyus and his two sons have been taking care of his older brother’s familywhile he was away, but money has been tight. Because of that, he waswilling to rent his smaller boat to Buetten of Biyar – the young lad whooften helped with the fishing – when Buetten said he needed to get somethings in Ithiko. Oneyus isn’t sure if that was the reason, but he is fairlysure that the reason he is languishing in the manor cell has something to dowith Buetten.

38.D VILLIEN / FISHERMAN (PURCIL OF SNIDE)

Willem’s younger brother Purcil is nearly as superstitious as his brother, buthe has become even more so when he thought he saw a ghost stand up inthe bay. What he saw was Allace in her white shift struggling as she wasbeing carried away, but Purcil’s drunken state didn’t help with his eyesight.

39. SOUTHFIELD

The southfield is Deya’s most productive soil having a slightly less sandyconsistency. It extends out to a large woodland that lies between themanors of Deya and Haudy. The Haudy road forms the southern boundaryof the ploughed land, and a number of homes are on the road off the map.

40. NORTHFIELDS

The Northfields are a collections of fields that run up to the north-east alongthe higher ground but behind the coastal ridge. The soil is quite sandywhich has hampered yields, especially with the salty sea air.

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Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

Deya Village CensusMap Family Name Tenant Occupation HD ML Acres Labour Kind Notes

Size Serf Free Days Rent Fees

2 1 Verischain Church of Agrik 8 100 0 4 0 0 0

2a 2 Rakersin Slave of Agrik 4 7 0 0 0 600 0 0

2b 3 Mauder Slave of Agrik 4 7 0 0 0 600 0 0

4 4 Postin Craftsman/Miller 6 6 0 0 2 0 0 180 266 Fees include 240d licence

6 5 Warret Craftsman/Innkeeper 6 6 0 0 1 0 0 120 232 Fees include 216d licence

8 6 Craftsman/Mercantyler 2 4 5 0 5 0 9 0 191 Fees include 180d licence

9 7 Brants Craftsman/Metalsmith 2 7 0 0 3 0 0 240 180 Fees include 144d licence

10 8 Karver Craftsman/Woodcrafter 3 7 5 0 2 0 0 180 146 Fees include 120d licence

11 9 Horker Craftsman/Charcoaler 3 4 5 0 5 0 9 0 191 Fees include 180d licence

12 1 0 Rachyson Craftsman/Glassworker 2 6 5 0 3 0 0 240 216 Fees include 180d licence

27 1 1 Minnus Farmer/ Yeoman 3 8 0 0 6 0 0 120 6 6

33 1 2 Anderen Farmer/ Yeoman 6 6 0 0 1 5 0 7 5 2 1

34 1 3 Anderen Farmer 4 5 5 0 4 5 0 330 5 1

35 1 4 Derriun Farmer 5 6 5 0 5 0 0 360 5 6

36 1 5 Derriun Farmer 3 6 5 0 5 0 0 360 5 6

21 1 6 Wisspur Villein/ Horsetrainer 7 3 0 2 6 0 104 6 0 3 2

22 1 7 Graef Villein/ Forester 7 5 5 2 7 0 108 6 0 3 3

37 1 8 Kusnats Villein/ Sailmaker 3 5 0 2 2 0 8 8 6 0 2 8

38 1 9 Danna Villein/ Cordagemaker 8 6 0 2 2 0 8 8 6 0 2 8

38a 2 0 Snide Villein/ Fisherman 7 7 5 2 6 0 104 6 0 3 2

29 2 1 Jynne Villein 4 6 0 2 5 5 100 6 0 3 6

om 2 2 Jynne Villein 4 7 0 2 8 0 112 6 0 3 4

om 2 3 Pangone Villein 6 6 5 3 6 0 144 6 0 4 2

om 2 4 Pangone Villein 8 9 5 3 1 0 124 6 0 3 7

32 2 5 Pangone Villein 6 8 5 3 4 0 136 6 0 4 0

om 2 6 Yaruk Villein 7 100 3 0 0 120 6 0 3 6

18 2 7 Diperso Half-Villein/ Cobbler 3 8 0 1 1 0 4 4 6 0 1 7

38b 2 8 Cializ Half-Villein/ Fisherman 4 6 0 1 5 0 6 0 6 0 2 1

38c 2 9 Cializ Half-Villein/ Fisherman 5 8 0 1 5 0 6 0 6 0 2 1

38d 3 0 Snide Half-Villein/ Fisherman 4 9 0 1 5 0 6 0 6 0 2 1

om 3 1 Yaruk Half-Villein 1 9 5 1 9 0 7 6 6 0 2 5

13 3 2 Pangone Half-Villein 5 4 0 1 4 0 5 6 6 0 2 0

14 3 3 Yaruk Half-Villein 4 5 5 2 0 0 8 0 6 0 2 6

15 3 4 Diperso Half-Villein 7 7 5 1 3 0 5 2 6 0 1 9

16 3 5 Diperso Half-Villein 4 6 5 1 9 0 7 6 6 0 2 5

30 3 6 Diperso Half-Villein 2 8 0 1 6 0 6 4 6 0 2 2

31 3 7 Carricca Half-Villein 5 6 0 1 4 0 5 6 6 0 2 0

om 3 8 Carricca Half-Villein 5 8 5 1 1 0 4 4 6 0 1 7

17 3 9 Cializ Cottar 2 8 0 5 0 2 0 6 0 1 1

19 4 0 Biyer Cottar 4 6 0 1 0 4 6 0 7

20 4 1 Tattin Cottar 1 8 0 1 0 4 6 0 7

23 4 2 Biyer Cottar 3 6 5 0 0 0 6 0 6

24 4 3 Linnerdun Cottar 1 7 5 1 0 4 6 0 7

25 4 4 Linnerdun Cottar 4 6 5 3 0 1 2 6 0 9

26 4 5 Biyer Cottar 2 7 0 4 0 1 6 6 0 1 0

28 4 6 Tattin Cottar 1 6 5 3 0 1 2 6 0 9

1a 4 7 Dinese Slave of Liege 6 9 0 0 0 600 0 0

Totals 201 507 349 3,828 4,245 2,370

MAIDEN OF DEYA 6

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

THE STORY AT DEYAHow the story of Deya unfolds depends on how the

players react upon their arrival. The prevalent weathermight also have an impact, as will the players’ decisionsregarding the storm.

Arrival TimeThe player’s arrival time will depend upon their

decisions during the storm. The weather timetable for thefirst few watches and the passing of the gale is as follows:Watch Time Weather Notes

N1 16:00 - 20:00 Steady Players land under 4Q Sail

N2 20:01 - 00:00 Gale Players land under 2 or 3Q Sail

N3 00:01 - 04:00 Gale Players land under 1Q Sail

D1 04:01 - 08:00 Gale

D2 08:01 - 12:00 Steady Players land after Gale

D3 12:01 - 16:00 Gale

N1 16:01 - 20:00 Gale

N2 20:01 - 00:00 Gale

N3 00:01 - 04:00 Steady

D1 04:01 - 08:00 Steady

D2 08:01 - 12:00 Steady

D3 12:01 - 16:00 Light

Note, the millstones can only really be unloaded safelyin steady weather or less, and unloading in a gale or darkrisks injury. Landing times listed here should be confirmedwith those listed in the storms section.

Due to the recent situation, the locals have beendrinking more than usual, and there will be drinkers in theWelcome Haven from 15:00 through 01:00 (watches N1 andN2 plus an hour either side). As it is also an Inn, At leastone of Rowbie, his wife Tasha, or three staff will be aroundat any time of the day.

If the players are landing during the N1 or N2 watches,including the extra hour either side, they can be guided intothe shingle landing by the lights of the Welcome Haven.The lights of the other homes will be out by the end of theN1 watch.

Where would they go first?The characters have been away for over five months, so

they will likely want to go home, however, it unless theyweathered the storm at sea, they will be landing during ahowling gale, and the lights of the Welcome Haven couldwell be inviting.

Should the players think of unloading the millstonesfrom the boat at this time, they should be reminded that theweather is a gale, and it is the middle of the night. If theylanded after the gale, they should be welcomed at the dockwhich is described later.

THE SQUIRE:The squire has two choices – he can go to the Welcome

Haven, or he can trudge through the storm to his home in themanor bunkhouse.

If the squire does go to the manor, he will find that thegate of the manor palisade will be locked during the nightwatches and no-one will be able to hear the squire over thehowling wind. If he arrives during daylight hours he will betaken to see Sir Erluscon presently, told Sir Erluscon’s story(see below) and that the knight has no intention of taking onthe squire because he sees him as a financial burden that hedoesn’t want (not to mention Sir Neadyn’s man). The squirewill then be put out.

If the squire goes to the inn, he will discover one ormore of the Inn Stories (see below)

THE MILLER:The miller has three choices – he can go to the

Welcome Haven, the Old Mill, or the Windmill.

If the Miller goes to the Windmill to report his return,he will be fed by the miller, and told Chofiel’s Story (seebelow). If he goes to his home in the Old Mill, he will findKinneth of Ruce, the apprentice, there and told Kinneth’sStory (see below). Otherwise he will discover one or moreof the Inn Stories (see below).

THE MAN-AT-ARMS:The man-at-arms has two choices – he can accompany

the squire to the manor or he can go to the Inn.

If the Man-at-arms goes to the manor during a nightwatch he will, like the squire, discover that the manor islocked up. If he goes during the day he will taken to see SirErluscon after the squire. He will be told by Sir Erlusconthat finances are not what they were five months ago, andthe job no longer exists. He will not be deemed importantenough to get any details from the knight, but he can talk toRillit (see Rillit’s Story below), the two men-at-armsDurgun and Tonay, or Joane the maid (see below).Otherwise he will discover one or more of the Inn Stories(see below).

THE MERCANTYLER:The Mercantyler has three options – he can go home to

his house behind 8 on the map, or he can call upon hisapprentice Gillgan or he can go to the Inn.

At home, he will find that his house is as he left it, onlyvery dusty. If he calls upon Gillgan, he will find that hisstore is now very poorly stocked and that Gillgan lookssomewhat haggard and aged. He will be told Gillgan’s story(see below)

MAIDEN OF DEYA 7

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

THE FISHERMAN:The fisherman is the character most likely to have the

most to do upon the party’s return. Initially, he can go to theInn, go to his home, or check in with his brother to say thankyou for taking care of things in his absence.

If he goes home first, he will be told Meggan’s Story.He will likely go to next door to see his brother Oneyusnext, where he will be told Cottie’s Story, and if he goes tosee Purcil, he will be told that Purcil is in the pub.

SIR ERLUSCON’S STORYSir Erluscon will only grant an audience to the Squire

and man at-arms and give them the following information.Sir Erluscon will act in a very saddened and disappointedmanner in dealing with either player.

The Squire

He will tell the squire that things have changed quitedramatically over the last five months. It all started aboutthree weeks ago. He had been present when Buetten ofBiyer, the son of a lowly cottar, had had the audacity tocome before Sir Neadyn and ask the liege for the ladyAllace’s hand in marriage. He asked this as the two hadalready become close, and he wished do the honourablething. The Sir Neadyn was of course incensed by the idea,and forbade Buetten any further contact with Allace.

However, Buetten was not to be thwarted. Hepersuaded his sometime employer, Oneyus, to help him“rescue” Allace from the manor so that he and the girl couldrun away together. Sir Erluscon does not know how Oneyuswas persuaded to join Buetten – he has refused to tell – butthe two swam across the moat one night about two weeksago. The entered the manor house, and were looking toescape when it would seem that they were disturbed byGauric. Gauric was as surprised as the others and couldbearly call out before Oneyus stabbed him with his fishingknife. The three fugitives then heard Sir Neadyn arising.

Oneyus told the two that they had a life together, and toflee immediately. What would seem to be the reason is thatOneyus must have intended to steal Sir Neadyn’s purse – ithas not been found – but what is certain is that Oneyusstayed behind and slew Sir Neadyn. He was caught by Rillitas he was fleeing across the moat as by that time the trustysergeant was awoken by the commotions in the house.Buetten and Allace however got away to the smaller ofOneyus’ two boats and sailed off. They have not been seensince.

Sir Erluscon is only sorry that he could not haveawoken sooner, or stayed awake so as to have thwarted themurders. However, the murders have occurred, and the factthat Sir Neadyn’s purse is missing puts a serious crimp inthe manorial finances. Sir Erluscon is sorry that he is unableto make good the quires promises.

The Man-at-Arms

The man at arms will not be given all the details that aregiven to the squire. He will however be told that since themurder of Sir Neadyn, it has emerged that the manorialfinances are in a very sorry state, and the late knight wastrading on capital he did not possess. For this reason, SirErluscon is not in any position to offer the Man-at-Arms ajob, nor indeed can he even afford his upkeep.

The Fisherman

If Oneyus brother comes to the manorial lord to ask tosee his brother, Erluscon will confirm that Oneyus is in thecells awaiting execution, but he is not allowed any visitors.If angrily pressed for a reason, Erluscon will state that it isfor fear that he might reveal to them where he hid themanorial purse and that it would be lost to the estate.

Generally

Sir Erluscon will be generally pleased to see the party’sreturn, and he will ask that the millstones be unloaded assoon as practicable.

RILLIT’S STORYWhile waiting for the knight, Rillit can be approached

by the Man-at-Arms. Similarly, the squire may seek out thesergeant after his interview. In either event, he will confirmthe respective comments made by Sir Erluscon.

He will add however that Sir Erluscon has not rested intrying to find Buetten. Rillit has been out to Ithiko to makeinquiries there, as well at the various inns and pubs inbetween (if the players check they will only find that Rillithas been to the pubs, but no-one will remember him askingany questions). Of course Chas of Lavehn, Sir Neadyn’sprevious man-at-arms, was dismissed because of failing tostop the two villains. He was found to be asleep when theincident occurred. As far as Rillit knows, Chas left forIthiko, and may still be there.

DURGUN AND TONAY’S STORYDurgan and Tonay are two thuggish mercenaries hired

by Erluscon as his personal bullies. If approached by thesquire, they will be deferential, but unable to provide anyother useful information. If approached by the man-at-arms,they will recognise a man of martial experience, and be a bitmore forthcoming, however, they will only be albe to addthat they were both at Haudy when the incident happened,although they have noticed that there is an air of unrest hereat Deya. They will also confirm that Oneyus is in the cellsawaiting execution, but he is not allowed any visitors forfear that he might reveal to them where he hid the manorialpurse. Lastly, they will also support Rillit’s commentsabout travelling around the various pubs and inns lookingfor Buetten by stating that they “accompanied Rillit on hisenquiries”. They will not confirm that they made enquiriesthemselves.

MAIDEN OF DEYA 8

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

JOANE’S STORYJoane is the Neadyn’s senior housemaid and lives in the

main house along with the cook and the other maid. Ifasked she will tell the player that she was clearing up in thekitchen when she heard a commotion – the cook had gone tobed as he had to get up early to prepare breakfast for theliege, his family and the guests (Sir Erluscon and Rillit), andthe other maid was feeling unwell so had been in bed for acouple of days. The slaves had of course been locked up forthe night (If a player does enquire anything of the slaves orother staff, they will only be able to confirm Sir Erluscon’sstory. Aisle of Lonicera, the younger maid doe know a bitmore though (see below)

She regrets that, fearfully, she remained in the kitchenfor some time before getting the courage up to see what wasgoing on. She went upstairs and found that Sir Neadyn andGuaric had been stabbed. Sir Erluscon was in a rage and hetold her that there were villains about. She should becareful, return to her room and lock herself in until it wassafe. She did as she was told. If asked about Rillit orOneyus, she will state that she did not see either person atthat time, nor did she hear anyone else about. She will alsosuggest that the players talk to Brak of Parclose, the liege’saged ostler.

BRAK’S STORYBark of Parclose is the aged ostler of Deya Manor. He

is 72 years old, but wear and tear make him appear older.He is usually aided by Horst of Wisspur in his dutiesbecause of this. If the players do ask what he knows of thesituation, he can only confirm the story of Erluscon as hewas alone in the bunkhouse at the time. That said, he doeswonder a bit about Erluscon as both he and Rillit seemedquite agitated when they arrived earlier that day.“Suspicions of an old man, really” he says.

AISLE’S STORYAisle is the younger of the two maids in the manor, and

she served as Allace’s handmaid. While she was ill thenight of the murders, she can add to what is know aboutAllace and Buetten, and that Chas told her he was going toIthiko and as far as she knows he did. She will act slightlyevasive, as she knows some information she is scared to tell.

Everybody knew Buetten, he was a rakish young boywith an air of trouble about him, and fancied his chanceswith any girl in the estate. He tried an approach on Allace,but she had never said anything about the two of them to her– and Aisle is sure she would have.

If the players get the idea that Aisle is hidingsomething, and press her, roll rhetoric/intimidate, on a MS,she will confess that she and Buetten have been an item forsix months, and Buetten had proposed. He could not just beusing her to get to Allace, but she does seemed slightlyconcerned that that is the case.

CHOFIEL’S STORYChofiel the Miller is openly joyous about the return of

the party, and deeply saddened by the loss of Jen of Cializ,the fisherman’s cousin. He is saddened too that the playershave returned to such an unhappy village.

He will relate that much has transpired in the last fivemonths. There has been the murder of the liege and his son.It would seem that Oneyus is guilty, but he does find thatsurprising. Then there is Buetten and Allace running off towherever they have gone to. And then all the problems thatthey had during the building of the mill. The workers kepttelling tales that they heard the spirit of the mound trying toclaw his way out. Superstitions only, but the visitingmillwright did seem to allow himself to be spooked.

In fact, the millwright left the day before the murders,and the knocking hasn’t been reported since the day afterthat, so some theorise Oneyus may have been possessed!

KINNETH’S STORYKinneth is a young apprentice who’s somewhat still the

excitable child. He is overjoyed to see his “room mate”safely back, and he wants to know all about the adventure.

When finally turned on to the news of Deya, he willrelate the same tales as Chofiel, but he is much moreadamant about the spirit sounds. He was in the windmill ona number of occasions when the spirit was “knocking” itwas eerie. He remembers that he heard the spirits the lasttime on the day of the murder, about the time Oneyus hadcome up to buy some bread – maybe he was possessed!

He is very surprised about Buetten. He sometimes usedto hang around with Buetten, and had never expressed anymore passion for Allace more than any other attractive girl –except maybe Aisle, Allace’s maid. That said, Buetten hadsaid that he was hoping to collect a bit of money so…

GILLGAN’S STORYGillgan is the mercantyler’s apprentice. A 22 year-old

man of slim build and slightly accident-prone nature, he isvery happy to see the return of the Mercantyler.

He will explain that things have been bad recently. Theliege was killed – they say it was Oneyus – and that Buettenhas run off with Allace and stole the liege’s purse in theprocess. And Poor Guaric was also killed! However, thetheft of the purse is what has really hurt. Durgan and Tonay,Sir Erluscon’s men came by and said that new taxes neededto be levied to cover the loss of the purse. At least someIthiko traders brought in some new stock about a week ago.

One thing that puzzles him is that on the night of themurder he though he saw Buetten and Oneyus by the shinglelanding when he left the inn – but that was after the time ofthe murder, so he must have been wrong about the time orwho he saw.

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MEGGAN’S STORYMeggan is the Fisherman’s wife. She will be in tears on

seeing her husband alive and well, but so distraught over hisbrother Oneyus; she will also wonder where Jen is. Herwords will come babbling forth.

Oneyus has been arrested for the murder of Sir Neadyn– a man he felt was fair and just – and his son Gauric. Andhe supposedly did this while breaking in to the manor withyoung Buetten! Some say he was possessed by the spirit ofthe barrow mound that they are using for the base of thewindmill – it makes sense that the spirit would want to killthe liege for agreeing to the new mill. And helping Buetten?Although Cottie said that Buetten did talk to Oneyus aboutrenting his small boat for a few days.

She will say that they must help Oneyus somehow – hewas so good them while the Fisherman was away. Is theresome way to discover if he was possessed by an evil spirit?

COTTIE’S STORYCottie is as overjoyed at seeing her brother-in-law as

Meggan was – and as distressed about Jen. She is a littlemore rational than Meggan though.

She will tell how Buetten did come to see Oneyus onthe night of the murder – late – and Oneyus said that Buettenwanted to use the small boat. They went out to look overthe boat, and Oneyus didn’t come back. It was late and shewas sleepy, and she fell asleep. The next morning, Oneyuswasn’t home, so she looked for him, but no-one had seenhim. She went to the manor to report Oneyus’disappearance when Rillit told her he hadn’t disappeared butbeen arrested for killing Sir Neadyn and Gauric. Shedoesn’t believe that Oneyus did anything like that, but shedoesn’t know what to do. She didn’t think to check thesmall boat, but it was there up until today when Doyas,Oneyus’son took it out. She is very concerned about him ashasn’t returned and the gale could well have swamped thesmall boat.

STORIES AT THE INNA number of the local villagers are in the pub when the

party get there and they are all glad of their safe return. Thecritical individuals are listed below. The other villagers atthis point will only relate the general theory.

General Theory

Buetten wanted to run off with Allace. He went to hiserstwhile employer Oneyus and asked for his help. Buettenwas unaware that Oneyus was possessed by the spirit of thebarrow, and when they entered the manor, the Spirit droveOneyus to kill the liege and his son. In the confusion,Buetten and Allace escaped and set of into the night inOneyus’ small boat with the liege’s purse. The spirit of thesea got them though and dragged them into the depths, andthe small boat washed up on the shore later on.

Rowbie of Warret – the publican

Rowbie tends to think that the stories of the spirit of thebarrow are fuelled by alcohol, as he has seen the stories getmore esoteric as the drinkers get going. He just doesn’tknow why Oneyus would kill Sir Neadyn.

Millie of Cosna

One of the serving girls at the inn. She was taking somerubbish out just after closing that night and thought she sawOneyus’ small boat out on the bay. She couldn’t tell ifanyone was in it though.

Klima & Ragbar of Karver

Klima and his son had worked on the windmill, andthey heard the knocking of the spirit during construction.They are not so sure about the spirit possessing Oneyusthough, as they would think that they should have beenpossessed and they are almost envious. They also suggestthat maybe it was Buetten who was possessed, and that hebewitched Oneyus

Willit of Pangone

Willit tends to go with the flow, but does add that hewas coming back from the inn that night, and he thought hesaw Rillit out in the Market, but that could mean anything.He doesn’t like Rillit though and thinks that he is shifty.

Hardin & Yarbrond of Diperso

The Diperso brothers are regular heavy drinkers in theinn, but they are happy drunks who solve all the problems ofthe world when they are flying. They are the mainproponents of the possession theory, and their theory gainsembellishment with every sip.

Jergin of Cializ

Jergen occupies the house just behind the manor. Hepoints out that if Oneyus and Buetten entered the manor,they would have gone past his house and he didn’t hearanything. He claims that he was awake all night with astomach ache, and he is sure Oneus is innocent.Unfortunately he is not telling the truth about being awake,and is secretly worried about his brother’s innocence. Hewill confess the truth to his brother, but only if they arealone. For all that though, he does have a point because thehouse is close enough that he probably should have heardsomething.

Shem of Linnerdun

Shem thinks that the whole story sounds far-fetched,and argues that the solution lies in who has the money. Hedoesn’t have a theory, but he doesn’t buy the story of ghosts,spirits or spectres. He also says if Sir Erlescon caughtOneyus in the manor – as is suggested – then where is themoney/ If Buetten has it, where is he? He thinks that EarlBarzak should be looking into the matter. Typical nobilityreally, not to want to know.

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Steffan of Graef

Steffan is only slightly drunk, and tends to add a soberalmost logical note to the discussions. He questions thevarious theories but no one will listen to him. Only if he isquietly asked will he comment that he was awake that nighthelping with the children, and he decided to go for a stroll inmoonlight as it was such a lovely night. He though he sawBuetten push a boat off the shingle landing and there was alarge white bundle in the boat. That doesn’t sound like twolovers escaping, and if Buetten left in a boat, why are all theDeya boats on the beach? He can’t remember exactly, buthe seems to think that the boats have been there all weekexcept for when the fishermen went out fishing.

Purcil & Willem of Snide

Purcil and Willit of Snide were going home from theinn and Purcil thinks that he saw a ghost on the waterstanding up and moaning – Willit didn’t see it, but doesn’tdoubt his brother. They think that it was a water spirit thatcame in and possessed Oneyus, and they will argue the pointvehemently.

Kadene of Danna

Kadene argues Oneyus must be innocent because he is agood man. He has been his next door neighbour for ever,and the man has always been solid. Buetten is the n’er dowell – I mean he’s bee involved with some pretty unsavourytypes in the past hasn’t he. Kadene suggests that Buettenmay well have kidnapped Allace to sell to Morgathians, buteveryone thinks that Kadene is talking only out of loyalty.

Jander of Biyer

Jander, Buetten’s other uncle thinks that the whole ideaof possession is right, but you need to look at a less spiritualsource. He heard strange noises coming from Myluve’shouse that night, an he thinks that she was casting a spell.He has been sure that she is a witch for some time now, butno one will believe him. He thinks she learned her balckarts in Golotha before she came to Deya. After all, that’swhy she has such a great crop each year.

Parmer of Biyer

Parmer is very fond of Buetten, but also aware of hisnephew’s shortcomings. He tends to think that Buettenwould not break into the manor at all as that strikes of toomuch courage. It seems out of character. He doesn’t thinkthat Buetten is capable of murder either. As well as that, healso defends Myluve against Jander’s argument that shecasta spell over Buetten, but that is because he was with her atthe time and knows she was otherwise occupied.

He does know that Buetten was much more of a tear-away in the past, and that the two years he ran away fromDeya he worked with slavers for the Pamesani Games , butthat was years ago, and he isn’t that kind of guy now. Hewill tell people this if pressed about his reasons.

MYLUVE OF TATTINMyluve was awake that night, but she was not casting a

spell. She was enjoying herself with Parmer of Biyer. Shedid get up to open a window shutter and she saw Rillit andBuetten heading up Temple Lane wheeling a largewheelbarrow with something heaped in it. Oneyus wasnowhere in sight. The problem is she doesn’t want to comeforth because for a while she was a prostitute in Golotha,and Rillit was her boss’ enforcer, although she would bewilling to talk to the players so long as the squire gives hisword not to tell Rillit. As it is, he hasn’t recognised her, butshe doesn’t want to draw attention to herself. She knowsthat Rillit kept contacts with many of the wrong people,including a slaver in Ithiko, and she wouldn’t put it past himto make people disappear.

Myluve also knows two other pieces of usefulinformation. One, that Chas of Lavehn is staying at the Bootand Purse in Ithiko because he asked her to go with him, butshe hasn’t made up her mind to run just yet, and two, shenoticed that Oneyus’ little boat was missing for nearly threedays when Oneyus was in the cells.

MYTHAR OF BIYERMythar is Buetten’s father. He is certain that Buetten

did not run away with Allace, as there is no way he woulddevote himself to one woman. He thinks that his son wouldbe more likely to kidnap the girl for ransom or profit – hedid that in the past as he used to work with slavers.

He also knows that Rillit came to the house the night ofthe murder, but he will only confess this point if he isintimidated (penalty on the roll of –25) or if the interrogatorbluffs him into thinking that they already know that Rillitwas there.

THE AGRIKAN TEMPLEThe priests of the temple will welcome the party home,

but with regards to the murder they will stay tight lipped.They will, however, comment that these rumours of ghostsand spirits from the barrows are untrue and should bedisregarded.

EREC OF HORKERIf the players start to explore the woods, they will likely

run into Erec. Erec will comment that he doesn’t reallyknow much about that night, but he thought he saw Buettenthree days after the murder heading into the manor in theearly hours, but he cannot be sure. It was the same day thoseIthiko traders came through.

He also advises the players that they should try and findChas. He was in the manor that night, and he may knowsomething. For that matter, the squire should try and get theEarl of Ithiko involved. Too many people think somethingsinister went on, but don’t think Oneyus was himself.

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OTHER VOICES IN DEYAThere are six likely avenues of investigation in Deya

that the players might take. Do note, during the earlywatches that they are in Deya there is a gale, this is to stopthe players from unloading the millstones until they knowmore.

1 . Exploring the Deya Haugh barrows for clues.Unfortunately there aren’t any. On the surface, thebaroows have been undisturbed, and the tunnelsfrom the Temple are solidly braced and deep. Ifthey take up the floor and dig down from thewindmill to explore the mill barrow and theknocking they will, within a few hours of digging,come upon a large single boulder that isimpenetrable.

2 . The players may think to get into the manor.However, during the night the manor gate is alwaysclosed, and during the day either Durgan or Tonaywill be on guard. They could attack, but SirErluscon and Rillit will quickly join the two men-at-arms. One other point of note, the two men-at-arms will be armoured much like the two characterson the cover of Castles of Harn, whereas theplayers would be expected to be unarmoured.If the players look to break in at night they will findthat the windows of the manor are all shutteredexcept for a few on the upper floor – those areRillit’s and Erluscon’s.

3. The players may think to break into the Agrikantemple. Unlike the manor, the temple is not asactively guarded – although one man-at-arms willbe alert in case of raiders – but the only major clueis to find the tunnels to the barrows. If the playersdo find the tunnels, then they will find that thestone wall of the Windmill barrow has been heavilyhammered and broken, but the barrow is stillunbreached. It will answer the question of thespirits knocking and point to a more mundanesolution.

4. The players may wish to go to Haudy to find cluesthere, but the villagers of Haudy will only know theGeneral Theory.

5. The players may think to go out to sea to search thelocal area for clues. Refer to the Searching For TheSlavers section for more information.

6. Otherwise, the players should gather a fair amountof information but not have any useful leads otherthan to go to Ithiko. The only issue is if theyunload the millstones before going. If they do themillstones are surrendered to the mill, and theplayers make no money for the effort.

OTHER USEFUL POINTS IN DEYAA few other points that might prove helpful in Deya:

Blood at The ManorIf the players insist on seeing Sir Erlsucon, they will be

lead into the south hall on the ground floor. A successfulsearch will reveal two areas of blood that have been cleanedup with a holy-stone. One is in the middle of the room,while the second, larger patch is just to the left of theentryway. If the players enquire of the maids or other staff,they will be told that the blood was that of Sir Neadyn andGauric respectively. Sir Erluscon will be less specific.

Oneyus’ Little BoatThe players may want to investigate the little boat. If

so, they will discover a blood-stained sheet (used to wrap upAllace) wedged under a cross-board (the blood is Gauric’s),and food scraps in the bottom of the boat. Also, the boat ismoored with a slavers’ knot, not a fisherman’s.

Eric, Myluve and Doyus as pointersEric of Horker and Myluve of Tattin are intended to be

GM aids. The GM should feel free to have them soundvery knowledgeable without giving too much. For example,if the players think about unloading the stones, Myluvecould comment to the squire that he “should wisely conserveall his resources”. While the two do think Oneyus may wellbe guilty, they should voice doubts. Also, the GM can makemuch of Myluve’s past in Golotha if need be.

Doyas, as detailed below, should go missing before theplayers can check up on him. He will take Oneyus’ secondboat and sail off alone. As a gale is ongoing, it should alarmthe fisherman, but once the players have decided to go toIthiko, Doyas should be found safely.

SuperstitionsThe players may find the ghostly story doubtful as they

will not be as superstitious as their characters. Howeverthere is quite a bit around to give the players thought such asthe weird etchings on the shingle (fossils), the barrows, theknocking at the mill (caused by the priests), and the seemingghostly shapes seen on the night of the murder.

Attacking RillitOne idea that the players might have is to ambush or

kill Rillit. While viable, they should be made to realise thatit is a dangerous option. The best time to get him is when hegoes to Haudy (once per day) – often with Durgay or Tonay– and returns before dark. If they succeed he will onlythreaten and scoff at the squire’s hopeless quest.

The MillwrightAs the knocking stopped the day after the millwright

left, the players might wish to follow up by questioning him,but he will be unavailable and far away.

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SEARCHING FOR THE SLAVERSIf the players decide to look for slavers or Buetten off

shore, they will come upon Oneyus’ small boat lookingquite swamped. Doyas, Oneyus’ son, lies in the waist of theboat near death. He will revive but not be capable of action.He will tell the party that he went out to search for Allace toprove his father’s innocence. He will point out that somethink that Buetten fled in the small boat, but if that was thecase, how did it get back to the Shingle Landing? He thinksBuetten sailed out to dispose of Allace or something andreturned to Deya. He also thinks that Buetten may havegone to Ithiko, and that that was were he was sailing to tofind buetten.

Doyas comments should put the party back on track toIthiko with the loss of only a day’s time. Players will haveto take Doyas back to Deya before going on.

THE STORY AT ITHIKOThe players should head to Ithiko with one or more of

three purposes: To talk to the Earl, to find Chas, or to findthe slavers. Depending on where they look the players willfind out the information given below. Do note, some of theleads come from the players’ backgrounds.

Petryn of Lancastrol’s Story (Miller)Petryn of Lancastrol is the Miller’s father, and his

reaction to his son is good due to the character’s popularity.That said, Petryn will not have a lot that he can offer his sonas he has just paid his guild fees and his spare cash islimited. If asked though, Petryn will be able to give his sontwo shillings for living expenses, as well as food andlodgings for the entire group while they are in Ithiko.

If asked about the affairs in Deya, he unfortunately hasnothing new to add. He only knows of the murder of theliege that became common knowledge when Sir Erlusconcame to tell the Earl, and Rillit seemed to do a pub crawl.

If asked about slavers, he will refer the group to Ruslynof Jak who is a slaver on the quiet. If asked about Chas, hewill be unable to provide any information.

Koqu of Shanal’s Story (Perfumer)Koqu of Shanal and her assistant run the Ithiko

perfumers. She has been here for ages, and the Mercantyleris quite familiar with her wares – and her. The Mercantyleris unaware that Koqu rather fancies him, and it is for thatreason that she has been delaying her decision to move herbusiness to Golotha.

In terms of aid, she can give the mercantyler food,lodging and 32d she has spare. She can also confirm thatRuslyn is a slaver, but she does not know anything aboutDeya other than the death of the liege, and that Allace – aregular customer – has not been here this year.

Earl Barzak of Ithiko’s StoryThe Earl of Barzak will grant the squire an audience,

but he is a busy man and he will state that any extendedbusiness will have to be brought forward at the Spring Mooton the 6th of Kelen.

If the Squire casts aspersions against Sir Erluscon andtries to enlist the Earl's help in making enquiries, the Earlwill say that it is no way to talk of a fellow knight withoutevidence, and that he will not help. However, he alsoconfirms that Sir Erluscon has not yet been confirmed to theestates as that is due to occur at the Spring Moot. The Earlwill tell the squire that if he can produce Allace andunequivocal proof of Erluscon’s guilt, he will consider thesituation more fully.

The Earl would be quite happy to see Allace enfeoffedas she is a minor, and the Earl could obtain up to five yearsof revenues from two fairly profitable estates. That said, hehas given his word to Sir Erluscon that the estates shall behis at the time of the Spring Moot and he can only go backon his word if Sir Erluscon is shown to have used criminalmethods. That said, once Sir Erluscon is enfeoffed, thematter will be closed, and the earl will not hear of anycharges against his man.

As for taking on the squire or man-at-arms, the earl willstate that he could take on willing men into the Company ofthe Argent Wyvern, but the pay would be minimal. In themeantime, he will provide a meal for the party, and offer thesquire a bed for the night. He will also provide 15d to thesquire for living expense until he decides his course.

Chas of Lavehn’s StoryChas does not have a lot of money, so he is staying at

the Sticks and Tarot under the name of Lave of Gauric.

Chas is a scared man. He fell asleep the night the liegewas killed, and didn’t hear any commotion at all. When hedid wake, the liege and Gauric were dead, Allace wasmissing, Oneyus was slumped in the hall beaten andunconscious. He confromted Rillit who told him thatOneyus had killed the liege and Gauric, and that Allace wasmissing. There was no mention of Buetten at that time.

The next day, Rillit rode off and was gone for a day.Three days later, Ruslyn of Jak, the Ithiko mercantyler,came to the manor with a rough looking compatriot. Chasoverhearing Rillit saying “So, are you worried aboutKuboran bandits?” Ruslyn replied “No, its getting too closenow, and it would take, what? 16, 17 days by road. I’msending a boatload in two days time so that’s the deadlinereally. Where’s the merchandise anyway?” Chas isn’t sure,what the merchandise was, but Ruslyn stayed a day and thenleft the next morning.

Erluscon then dismissed Chas the day after that and he’sbeen in Ithiko ever since.

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Ruslyn of Jak’s Story (Slaver)The mercantyler knows that Ruslyn is a local merchant,

and suspects that he is involved in some shady dealings too.Knowing that, there are two likely options that the playersmight take: either talk to Ruslyn or break into his shop.

If spoken to, Ruslyn will deny all knowledge unless thegroup gets heavy with him. In such instance, he will tellthem that he sold Buetten to Purtin of the House of Jaliver inGolotha – a gladiatorial school – as a contender in theupcoming Royal Birthday Games. He will chuckle at thatpoint that it is rather ironic that buetten was sold to slaversafter doing the same himself. When pressed on this he’lljust say that he was told this, and doesn’t know for sure.

If Ruslyn shop is broken into, a thorough search willturn up a contract of sale for slaves to Purtin of the House ofJaliver in Golotha.. The Man-at-arms will recognise thename as a training house for gladiators. It will also list thatthe “merchandise” was shipped on the 17th of Peonu on theRacing Wind to Golotha from Abeggy near Ithiko

Usen of Iratde’s Story (The Vulgar Stallion)Usen the publican at the Vulgar Stallion will be able to

confirm that Rillit was here about a week ago, but that henever asked any questions about a Buetten nor Allace.

Yorag of Trelad’s Story (The Boot & Purse)Yorag runs the local Lia-Kavair. Like Usen he’ll

confirm Rillit was here about a week ago, but that he neverasked any questions about a Buetten nor Allace. What hewill not offer up without a bride is that Rillit was askingabout the local slavers and that Yorag put him on to Ruslyn.

Tamys of Tollst’s Story (The Sticks & Tarot)Tamys can confirm much the same as Usen but he can

also tell the players that Chas is staying at the Sticks & Tarotand that he should be around the inn somewhere.

OTHER VOICES IN ITHIKOTwo other things the players may wish to do are:

1. Players may wish to go to Abeggy manor a mileaway to check up on the Racing Wind. The searchis quick and easy. Yes it was there, yes is sailed onthe 17th, and yes Ruslyn shipped stuff on the boat,but no-one will know for sure what themerchandise was only that it was for Golotha.

2. The players might want to unload the millstones. Ifthey try to sell them to Petryn the Miller, themiller’s father will point out that that is in breach ofguild regulations and not get involved. If they sellthem to the local Lia-Kavair, they will only beoffered 18 shillings at first, to a maximum 22 onhaggling. If they mention the stones to the Earl, hewill look to claim them as one is his anyway.

OTHER USEFUL POINTS IN ITHIKOThere are a few other points that might prove helpful to

the players in the course of their investigation in Ithiko.

The Downhearted MercantylerIf using the tournament characters, it may be that by the

time the Mercantyler gets to Ithiko he is feeling very upsetand saddened. He will have found his store in near-ruin, andbe aware that his life is nearing a close. In short, the playermay not wish to continue. To counter this problem, the GMcan make use of the relationship with Koqu.

For a start, if the mercantyler announces to her that heloves her, she will reciprocate eagerly, and be willing tofollow him wherever he should wish to go. That may wellgive the Mercantyler a reason to go on.

If the mercantyler should tell her of the party’s quest,she will suggest that he do the honourable thing and assisthis friends. If his life is forfeit anyway, then should he notuse it to help those who have been is companions?

In short, she should be supportive, but also suggest thatthe mercantyler should help his friends.

Chas As A HelperIt may dawn on the players to ask Chas for assistance.

Prior to the players going to Golotha, Chas will be moroseand somewhat drunk. He is willing to help, but is not reallyable to offer much. However, if asked to help at some futuredate, he will agree readily and state that he will doeverything to be prepared. If the players ask after they havebeen to Golotha, Chas will have run out of money foralcohol, and so will be sober and willing.

Abeggy Manor and other portsThey players may spend time asking at the various ports

between Deya and Ithiko about Allace, Doyas or some otherissue.

If the player’s left Deya before Doyas returned, theyshould find out that he safely weathered out the gale and hassince returned to Deya.

Regarding Allace, there will be no information. All thatwill be known is general theory, and even that will be invague detail and not everyone will know even that.

The Morgathian ConnectionThe Miller has a comparatively weak role in the

module, although he is needed to get best price for themillstones. However, since he is from Ithiko, the GM mightwant to add a Morgathian connection. Possibly the millerwas sent to Deya to find out if the Agrikans had broken intothe barrows. As such, he might be able to call upon theIthiko Temple for aid in his quest. This option is left to theGM to develop.

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THE STORY AT GOLOTHAThe players should be heading to Golotha with one

purpose in mind – rescuing Buetten. Given the timetable,getting to Golotha is difficult by land, and they would needto move tirelessly as the distance is 70 Harnish leagues andwould take a least 5-7 days at speed (less by on horseback).By sea, the travel is much faster, and will likely only take aday or two, though the oft SE winds in the timetable couldslow them notably.

Once the players are in Golotha, they will likely go tosee Purtin of the House of Jaliver to confirm if Buetten isthere. If they are not too late, he is. They will also discoverthat he is due to fight in the afternoon of the 30th of Peonu(The D3 watch). In addition, the players might look to sellthe millstones for cash, which they could do on the blackmarket or using the mercantyler as cover – to the localmiller’s guild.

The House of JaliverThe House of Jaliver is one of several gladiatorial

schools in Golotha and it is located jut off the map to theeast. two buildings away from (6) the House of Rabarian.Purtin is the freemaster mercantyler who runs the House fora retired mercenary commander, Jaliver of Mostra. Jaliverleaves all the operations in Purtins hands, and while he willbe around for the two watches of the games, he presently issomewhere between Shiran and Golotha.

Purtin, though, is an amicable man and is open tovarious approaches, so the players may wish to talk to him:

The players ask to see the school

Purtin will be delighted to show the players around theschool as it will be a-buzz with the preparations for theupcoming Royal Games. He will not show them his privateapartments, although he will take them into the hall todiscuss business.

The building itself is a 2-story villa design, with acentral courtyard. You enter through a front hall at the northend that has large wood doors on the exterior, and iron cagedoor inside. The cage doors are locked at night. The cagedoors lead to the central courtyard only. Going clockwise,the east side of the building has an armoury and a canteenwith kitchen downstairs, and a set of five simplebedchambers upstairs for the trainers. The south isseparated from the courtyard by another cage door. It leadsto a downstairs hall, and a large pair of upstairsbedchambers for Purtin and Jaliver; the rooms also share abalcony facing south with an iron mesh cage to preventintruders. There is a small garderobe between the rooms.Downstairs off the hall is a small room used for papers, anddoors leading out to a small, high-walled, back garden.Back off the courtyard to the west is the slaves quarters. Italso has a large iron cage across the entire west courtyardfacing. Downstairs is a small hospital, a sluice room, and

dining hall. Upstairs, 15 small slaves’ cells – each aboutone-third the size of a trainer’s room – and Buetten is in oneof these. Slave rooms are little more than a bed and bed-pan, and the only light is from a 8” square window with ironcross grille. Downstairs, a door from the sluice room leadsoutside to a larger walled courtyard. The dry sand courtyardhas an iron-cage fence 15’ high topped by bent spear-tops.The area is used as the training yard, and so has variouswooden apparatus for use as dummies or targets.

Breaking in to the school would be tough, but notimpossible, but they could also look to talk to Buettenthrough the window during the night.

The players turn up to buy a slave.

If the players turn up asking to buy a slave as abodyguard or other, Purtin will grumble that things are tightwith the games so close, and the cost would be high. Hewill acquiesce and parade a number of the slaves out – nonewill be Buetten – although they will all be suitable. If theplayers ask to see more all the slaves will be brought out,and Buetten will look one of the smallest. Depending on theplayer’s request, Purtin will look for 725d to 900d forBuetten; 725d if the players don’t make the very sharpPurtin suspicious, and 900d if he is suspicious. He would besuspicious if they wanted a bodyguard, less so if they saidthat he was a cousin or some such. Buying Buetten can behaggled, but Purtin will not go below 700d.

The players ask for Buetten specifically.

If the players just drop in to ask for Buetten specifically,Purtin will be quite co-operative. He will be curious whythe players want to see him, but won’t really question theirmotives. He will also be willing to sell Buetten, but the costwill be 1000d. Buying Buetten can be haggled, but Purtinwill not go below 900d

The players just wish to confirm the games set-up

Purtin will confirm that Buetten is in a Death-matchagainst a fighter from the House of Ballen on the 30th in theafternoon. The winner will be set free, the loser dead.

The players just want to talk to Buetten

Buetten will be surprised to see the players but alsohappy – they are from Deya after all. He will assume theyare here to free him, and will be less than helpful if they arenot. He will confirm that Allace is alive, but also that healone knows where she is. Also, he will only help to findher if the party get him out of the games – or fix it that hewill live. He refuses to tell anything else about Allace, otherthan to give a teasing location and say “but can you be sureI’m telling the truth?”, and he will resist any tortureknowing his life is on the line. Lastly, even though theplayers are from Deya, Buetten has learnt to be distrustful ofeveryone – oh, and Purtin’s price just went up to 1200d!

MAIDEN OF DEYA 15

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

The House of BallenThe House of Ballen is of similar design to the House of

Jaliver, although it houses fewer guards and slaves. It islocated a small distance further east of the arena. Drek ofGaghan is the manager.

Drek will confirm the match with Buetten and state thathe has a lot of money riding on the battle. For this reason heis putting his best man, Gomdene, against Buetten just toensure victory. If the players ask to substitute one of theirown, Drek will only do it if his betting losses will becovered. They will come to 300d (he can lay the other betsoff). Other than this, he is of little help.

Raising CashShort of selling one of their own into slavery, which

will only really work if they sell one into Gladiatorialslavery, the only other way to raise cash is to sell themillstones. The stones are worth 80 shillings in Cherafir,and as much as 120 shillings here in Rethem. However, theplayers are not “official sources” for millstones, so their salesmacks of illegality (well, they are the liege and Earl’sstones!). They have 3 options. Sell them to the Miller’s. orthe miller’s source – the masons – or on the black market.

Miller’s Guild (30 – Draz of Heripime)

Draz (30) is Golotha’s main miller, and his offer iseffectively the guild’s. He will start at 20 shillings a pair,but will go up to a maximum of 21 shillings.

Mason’s Guild (45 – Lhaol of Uvies).

Of the two mason’s in town, Lhaol would be interested,Petry of Syrdia (50), has his own quarry, so is not. Lhaolwill offer 20 shillings 10d a pair, but will go to 24 shillings.

Blackmarket Merchants

By discrete inquiry the players will be put on to Jarop ofZarainsen (28). The black market buyers will offer 15shillings 8d a pair – roughly 52% full value – take it or leaveit. If the players have been overly quick to this point –unlikely – the black market sale could take place in theunder dock area of Northhaven Wharf to slow them up.Either way, the sale amount will only be enough to buyeither Buetten (up to 750d) or Allace (750d).

Note regarding revenues

The amounts awarded for the stones are critical. Allacealone will cost 750d – the players should be able to makethat. Or, if the players are shrewd enough, they could getBuetten for 700d – 750d. Using only three sets, that is thesame as 20s 10d a pair, (If they keep one pair back, it is agood “bribe” back into Ithiko Castle) which is possible, andthe monies given in Ithiko might help. But, they cannot buyboth Buetten and Allace even if they sell all four sets to themasons. They can only buy both individuals if a PC iswilling to be sold or traded into slavery.

Rescuing BuettenAt this stage the players may have enough cash to buy

Buetten but they may want to save the cash to buy Allace. Itleaves them with 4 options to save Buetten.

Buy Buetten

As stated before, the players could opt to buy Buetten.However, with the day of the Royal Games so close, pricesfor slaves are much higher than normal. The prices Purtinwill ask for, detailed earlier, depend on the playersapproach. The range is from 725d to 1200d, compared to anormal gladiator price of 480d to 960d. Part of the reason isthat Purtin cannot see any reason to buy Buetten as a slave,so the players must need him for something else!

Trade for Buetten

The players could offer to trade one of themselves forBuetten, hoping that they will win the arena fight. Purtinwill be amicable to this offer, but will point out that Buetenis to go against Gomdene, a skilled veteran of the arenas.

Rescue Buetten from the House of Jaliver

The House of Jaliver, while well guarded is not animpossible prison to get Buetten out of. There are five“guards” in the form of the trainers plus Purtin, but theplayers could get the other slaves on their side. The maindifficulties are the iron cage fence and barred windows. IfPurtin know that the players are after Buetten and can get tohim first, he will threaten to kill him unless the players pay amoderate sum to cover his losses – 450d.

Rescue Buetten from the Arena

Buetten and the other slaves will be taken to the Arenaduring the D3 watch of the 29th (it will be impossible to buyhim after this). Once in the arena, he is kept in a cage withthe other 9 gladiators from the House of Jaliver. RescuingBuetten during the night means getting past the ten guardson duty by stealth or violence. On games day, there are 18guards, but they will be distracted by the ongoing activities.The players could try a bluff, possibly by kidnapping Purtinand taking him down to the cells to get Buetten out or anyother numerous ploy, but the main risk is raising an alarm,and with the King present, security will come down quickly.

Ensure Buetten wins the fight

The last option is to ensure that Buetten lives bywinning his fight. The players can find out that the slatedopponent is Gomdene of the House of Ballen. Gomdene is askilled veteran fighter who would challenge the man-at-armsat his best – he shouldn’t lose. Moreover, Gomdene islooking forward to freedom as he is still more than youngenough to enjoy it. thus Gomdene will not throw the fightfor any sum. This leaves the players two options, drugGomdene and hope that Buetten wins without it looking tooeasy, or two, get Drek to substitute a player for Gomdene.

MAIDEN OF DEYA 16

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

THE SLAVER BASEAssuming Buetten survives or at least talks, he will

inform the group where the slavers are, but only if they takehim with them. He will deal with them honestly as they didrescue him, but he will not tell them anything until he isaway from Golotha and unlikely to be sold back intoslavery.. Note, at this point, if the merchant or any other PCsacrificed themselves to rescue Buetten, Buetten can join thegroup as a willing PC – his motivation to join them is to seeErluscon undone as a revenge, and Allace rescued as he hasnow experienced slavery first-hand.

With Buetten’s directions, the players can be racing tothe Slaver Base with the intention of rescuing Allace fromthe slavers clutches. Critically, the voyage can affect theplayers’ capacities to effect a rescue and get away as the SeaTerrier may be quite damaged by the weather now. Also,the players may be bruised both from weather and battle.

Ostain Island, The TirsasThe Tirsas are a group of 22 islands off the coast of

Rethem. Mostly are covered in heath and heather, althoughsome are rocky and some are wooded. Rumour has it thatthey are a haven for pirates and that the islands hidenumerous bases. The slaver base is one such encampment.

The base is located on the northwest side of Ostainisland in a well sheltered and hidden anchorage. Theplayers should be realise that without Buetten’s help, theywould have been hard pressed to find the little inlet.

Ostain island itself is a rocky wooded island that has anumber of small, cliff-rimmed hills. From a distance anumber of fresh water streams can be seen pouring down thesome of rock-faces, while overhead gannets, puffins, ternsalong with a numerous predatory birds create a noisymoving cloud of black, white and flashes of orange.

Protected by a tall rocky point, the camp inlet has asmall single beach. Off the beach is a small wood palisadeabutting the Cliffside. Behind are a couple of huts, fivecages and, invisible from the shore, a cave mouth.

The 8’ high palisade does not have any towers or wallwalk other than a earth and stone platform above the gateand two others 30’ away on either side of the gate. At least 2slavers are on guard duty, and 1 will be on a platform.

Of the two huts behind the palisade, one is used to storeempty casks and the other cordage, sailcloth and other shipsstores. The cages are used for slaves, and at present two offive cages have two young boys each. There is no sign ofAllace. The only other visible point is the cave mouth.

The opening leads into a wide, high-ceilinged cave thatis cool and damp. At the centre is a large campfire with logbenches around it. The fireplace is the camp cookhouse, anda large pot of stew bubbles away.

The Palisade Gate of The Slavers Outpost

To the left of the cave is a passage leading upwards to apair of small chambers. These chambers belong to Moas ofLitipure, the slaver captain, and Anderleas of Inat, hislieutenant, who are presently away on their ship, but someclothes and spare weaponry can be found in the room.

Straight ahead in the cave the ceiling drops to only 5’before rising again to 6’. A pair of strong wooden cages fillthe left-hand side of this area, one of which has Allace, andthe other Maybel of Lerie, 13, the only other female slave.The right side has a small pool of clean clear water. Thepool has a small 20’ long underwater passage that leads to asecond cave passage that in turn leads to the surface about200’ away from the palisade (At the grey rock on the map).

Back in the main cave, the right side has various smallniches for stores and sleeping areas for the men. During theday, the remaining of the 6 men at the camp will be here (ie2-4 men here, 4-2 in the palisade area.). At night, the other5 men who go out fishing for the camp will be back and thenthe majority of the men will be around the campfire.

SLAVERS12 STR 10 EYE 10 INT

12 STA 10 HRG 10 AUR

13 DEX 10 SML 10 WIL

11 AGL 08 VOI

SKILLS & ATTRIBUTESInitiative 60, Endurance 12, Move 11, Condition 70 (ifused)

Dodge 60, Unarmed 65, Short Sword 80, Spear 75, Dagger55, Short Bow 60 (at most only three will have bows)

Awareness 70, Heraldry 35, Intrigue 50,

Languages: Harnic 74

ARMOURLeather Cap, Cloth Hood, Cloth Shirt & Leggings(Wool), Leather Boots, Quilt Tunic

MAIDEN OF DEYA 17

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

Rescuing AllaceDepending on their resources, the players will have five

methods to rescue Allace.

Buy Allace

The players have one ace they may not think about;Buetten is known to the slavers and indeed gave Allace tothem a couple of weeks ago for 250d (money since pocketedby Erluscon). Thus, the slavers will deal with Buetten andthe party. They will sell Allace to them for 750d (they knowsomething is up if Buetten is buying her back). Similarlythey will sell Maybel for 300d and the boys for 250d eachshould the players wish to buy them..

Barter for Allace

Without resources or in desperation, the players may beforced to barter one of their own to the slavers for cashequivalent. The squire and man-at-arms will be worth 350deach if uninjured (half if injured but mobile), while all theothers will be worth 275d (again, half if injured but mobile).After introductions are made, the slavers will trade forBuetten if approached to do so by the others, but as theyknow him for a rascal he is only worth 175d.

Sneak in to the Camp

The players could try to sneak into the camp eitherfrontally, or by finding the “back-door” tunnel to the waterpool. A risky but possible idea that could turn into a battle.

Fight into the Camp

Cutting to the chase, the players may just opt to attackthe camp. There are only five guards, and the odds are notbad if the players are uninjured. If staring defeat in the face,or spotting Buetten, the last two of the slavers will run backto Allace and threaten to kill her unless they are spared.

SOME OTHER IDEASAt this stage the players will be close to completing the

adventure. They should have found out what they need atDeya and Ithiko. Rescued Buetten from Golotha, and nowreached the Slaver’s Outpost.

However, if the Maiden of Deya adventure is used aspart of an ongoing campaign, or in a situation where moretime is available (During IviniaCon 2003 the adventure tookabout 9-10 hours of intensive gaming to resolve), the GMmight like to extend the adventure out.

While the information provided herein would look tosee the adventure reach a conclusion at Ithiko at the SpringMoot, there are a few possibilities that could be added oraltered at this stage, namely:

Allace Has Been Sold OnAs the adventure stands, the slavers have two women in

their possession – Allace and Maybel. This could be alteredto be only Maybel being present, with Allace being sold on.Depending on how the players approach the slavers, eitherthey or Maybel could tell of a group who came to buy slavesfrom the slavers. The buyers could be Orbaalese warriors,men from Tormau or a group that fits with a GMs long-termplans for a campaign. The players would then have to moveon elsewhere to rescue the girl. Obviously, the date for theSpring Moot would likely need to be moved back.

Allace Was KilledThere is nothing to prevent the fact that either Buetten,

Rillit or the slavers actually killed Allace (although theslavers would have little reason to). One possibility is thatBuetten told the players that Allace was with the slavers sothat he might get a chance to escape. While the possibilityis tragic for the players given all that they have beenthrough, it could offer them a significant motive to kill Rillit

The Slavers Capture The PartyAnother option is to add to the number of slavers

present, and to have the slaver’s ship return and block offthe cove. Thus the players could be captured and sold intoslavery with Allace. Thus the players story will spin off inan entirely different direction.

Allace Reports That Oneyus Was The KillerThis storyline would require a few twists, but the idea

essentially is that Sir Erluscon’s story was broadly accurateexcept that Buetten took Allace to sell her not to wed her.To make it fit, the idea that Oneyus was possessed wouldthen prove to be correct. The players would then need toprove that the spirit drove Oneyus to kill.

MAIDEN OF DEYA 18

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

RETURN TO ITHIKOAssuming that the storyline is not altered from the

initial plot (for example, using one of the variants listed onthe previous page) and that the players have successfullyrescued Allace, then the group’s next move is to get back tothe Spring Moot of Lord Barzak to confront Sir Erlusconand prove him to be the liar that he is.

The purpose of the Moot is to assess taxes, pronounceedicts and to review any issues that may arise. One of thoseissues is the future if the estates of Deya and Haudy.

It should be remembered that Earl Barzak is in need ofcash for his mercenaries, and so he is hoping for strong taxrevenues. However, since the winter was so harsh, few ofhis vassals have met his needs.

This is part of the basis of Sir Erluscon’s plan to bevested with both the Deya and Haudy manors – an optionthat the players might otherwise find hard to believe. SirErluscon plans to surprise the Earl with the higher thanexpected tax revenues that he has made by effectively over-taxed or pillaging the estates. To add to the players’discomfort, the sale of Buetten and Allace plus themercantyler’s wares has provided a strong additional return.Thus Sir Erluscon needs to wait for the right moment tohand over the large tax purse and make his claim.

For the group, three possibilities exist for their arrival.They can arrive a day or two early, on time, or too late.

EarlyIf the group is early, they will need to gain an audience

with the Earl. However, with the Moot approaching, theEarl will tell them that they can present on the Moot day.The players will need to find somewhere safe to stay – themiller’s is the best choice – and then go to the castle on theday of the Moot. If Erluscon finds out that they are in townbefore the moot he and his men will attempt to eliminateAllace and Buetten, and possibly the players. If the playersavoid Erluscon, they will be on time for the Moot.

On TimeIf the group arrives on time for the Moot they only have

to overcome the last obstacle – getting into the Castle to getto the Moot. Even if they have petitioned the Earl already,Rillit will be standing guard at the castle door, and the twoman-at-arms will be outside the gate keeping an eye out forthe squire (By now Erluscon will know that the group havebeen asking questions). Thus the players have four choices:

Storm the Gates

The players could engage the men-at-arms to getthrough the gates. While some of the party hold back themen, the others could rush through where Rillit will bewaiting. All they need do then is hold Rillit back as theothers race into the Hall. This is the straight combat option.

Bribe the guards.

If the players have any money left they can offerDurgay and Tonay monies to stand aside. They will do sofor 300d each, as they realise that if Allace gets in, Erlusconis out. They still need to fight past Rillit however.

Sneak in

The floorplans for Ithiko are in Castles of Harn. Theguards would likely be in attendance in the hall save one ortwo on the roof (roll 85% for one and 75% for the other asper the diagrams). The players could try to scale the wallsand sneak into the hall using the ship’s grapple and cordage.

Sneak in by disguise

The Earl is expecting the delivery of the Millstones, sothe players could put Allace in the crate and sneak her in ona cart. It would require bluffing their way past the guardsand then they only have to face off against Rillit.

Once in the court

If the party get to the Moot from the outset and Allace isalive, Erluscon will try to kill Allace surreptitiously –because he will realise that if she is alive he is lost. If she isnot there, and only Buetten or the players are there to standup to shout the “truth”, Erluscon will bide his time.

If Allace is alive and present when the Earl calls for theliege of Deya, the ending is easy. Earl Barzak will vest theestates in her name, and she can dismiss Sir Erluscon.Allace can also then accuse Sir Erluscon of murder. Theknight will blame Rillit, but if Buetten is alive and present,he can back up the claims against Sir Erluscon by tellinghow the knight arranged with him to sell Allace to theslavers after Rillit came to fetch him. With Allace vested inthe estates, Erluscon can be searched for Sir Neadyn’s purse,and he will be found with over 1800d on him.

Without Allace, the players can only accuse Erluscon ofmurder. He will deny all unless Buetten provides details, inwhich case he will lose his composure. and Barzak will callfor Trial by Combat between the knight and his accuser.

LateIf the players are too late, a laughing Erluscon will greet

them. He will be the new liege of the two manors, andrelishes telling the players how they have failed.

The Squire is homeless and without supporter.Moreover, he is in debt to the others.

The Man-at-arms will have to face being a debtor andbeing sent back to the games.

The Miller will not get to be the miller of Haudy.

The Fisherman’s brother Oneyus has been executed forthe murder of Sir Neadyn.

Buetten will be executed for selling Allace into slavery.

And the Mercantyler can only look forward to his lastdays tied to the shop contract he had with Sir Neadyn.

MAIDEN OF DEYA 19

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

TIMETABLEDay D1 D2 D3 N1 N2 N3 Notes

-20 Cold NW4 Cd Cold NW4 Cd Cold NW3 Cd Snow Cold NW2 Cd Cold NW2 Cd Cold NW3 OC

-19 Cold NW4 Cd Snow Cold NW2 Cd Cool SW4 OC steady Cold NW3 Cd Snow Cold NW3 Cd Snow Cool SW2 OC steady

-18 Cold NW2 Cd Snow Cold NW3 OC Cold NW1 OC Cold NW2 Cd Snow Cold NW2 Cd Snow Cold NW2 Cd Snow

-17 Cool NE2 Cd Cool NE1 Cd Cool NE1 Cd Cool NE2 Cd Cool NE2 Cd Cool NE2 Cd

-16 Cold N1 OC Cold N3 OC Snow Cold NW3 OC Cold N3 OC Cold N3 OC Snow Cold N3 OC Snow

-15 Cool NE1 Cd Cold N1 OC Snow Cold NW3 OC Cool NE3 Cd Cool NE3 Cd Cool NE2 Cd

-14 Cool SW2 OC steady Cool SW2 Cd Shws Cool NW3 Cool SW2 OC steady Cool SW2 OC steady Cool SW4 OC steady

-13 Cool SW4 Cd Shws Cool SW4 Cd Shws Cool SW2 Cd Shws Cool SW4 Cd Shws Cool SW4 Cd Shws Cool SW2 OC steady Low mass (Agrik)

-12 Cool NW3 Cool NW2 Cool NW1 Cool NW1 Cool NW1 Cold NW2 Night of the Murder.

-11 Warm SW1 Cd Thnstm Hot S2 Hot S1 Warm SW0 Cd Warm SW0 Cd Warm SW0 Cd Rillit rides off

-10 Warm SW2 Cd Thnstm Hot S0 Fog Hot S0 Fog Warm SW1 Cd Thnstm Warm SW1 Cd Warm S0 Fog Allace given to Slavers

-9 Hot S2 Warm SE1 Warm SE0 Fog Hot S0 Fog Hot S0 Fog Cool SE0 Fog

-8 Warm SE2 Warm SE1 Warm SE2 Warm SE1 Warm SE1 Frzg NE2 OC

-7 Hot S1 Hot S0 Fog Warm SW2 Cd Hot S1 Hot S1 Warm S0 Fog Buetten given to Slavers

-6 Cool NE1 OC Cold W1 Cold W1 Cool NE2 OC Cool NE2 OC Frzg NE1 OC

-5 Cold W1 Frzg N0 Cd Fog Cold NW1 Cd Cold W3 Cold W3 Frzg W2

-4 Frzg N1 Cd Frzg N1 Cd Frzg N0 Cd Fog Frzg N1 Cd Frzg N1 Cd Frzg N0 Cd Fog

-3 Cold NW3 Cd Cool SW2 Cd Cold NW2 Cd Cold NW3 Cd Cold NW3 Cd Frzg N0 Cd Fog Buetten arrives in Golotha

-2 Cold NW2 OC Cold NW3 OC Hail Cool NW4 OC Shws Cold NW3 OC Cold NW3 OC Frzg SW1 OC

-1 Cold SW3 OC Cold SW3 OC Cold SW1 OC Cold SW1 OC Cold SW1 OC Frzg SW2 OC

0 Cool NW2 OC Shws Cool NW2 OC Shws Warm SW2 Cd Shws Cool NW2 OC Shws Cool NW3 OC Shws Cool NW3 OC Shws Players Arrive

1 Cool NW3 OC Shws Cool NW2 OC Shws Cool NW3 OC Shws Cool NW3 OC Shws Cool NW3 OC Shws Cool NW2 OC Shws

2 Cool NW2 OC Shws Cool NW2 OC Shws Warm SW2 Cd Shws Cool NW2 OC Shws Cool NW2 OC Shws Cold NW2 OC

3 Cool NW2 OC Shws Warm SW1 Cd Shws Warm SE0 Fog Cool NW3 OC Shws Cool NW3 OC Shws Warm SW1 Cd Shws

4 Cold NW3 OC Cool NW2 OC Shws Cool NW4 OC Shws Cold NW2 OC Cold NW2 OC Cold NW3 OC

5 Warm SW3 Cd Shws Warm SW3 Cd Shws Warm SW2 Cd Shws Warm SW1 Cd Shws Warm SW1 Cd Shws Cool SE1

6 Cold N3 OC Snow Cold N3 OC Cold NW2 OC Cold N3 OC Snow Cold N3 OC Cool NE2 Cd

7 Cool NE3 Cd Cool NE2 Cd Cold N3 OC Snow Cool NE1 Cd Cool NE1 Cd Cold N1 OC Low mass (Agrik)

8 Warm SW2 Cd Shws Warm SW1 Cd Shws Warm SW2 Cd Shws Warm SW2 Cd Shws Warm SW2 Cd Shws Warm SW1 Cd Shws Latest for Golotha N1

9 Warm SW3 Cd Shws Warm SE2 Warm SE1 Warm SW1 Cd Shws Warm SW1 Cd Shws Cool SE0 Fog Royal Games (D2. D3)

1 0 Cool NW3 OC Shws Cool NW2 OC Shws Cool NW3 OC Shws Cool NW4 OC Shws Cool NW4 OC Shws Cool NW2 OC Shws

1 1 Warm SE2 Cool NE2 Cd Warm SE1 Warm SE2 Warm SE2 Warm SW1 Cd Shws Latest to leave G’tha N1

1 2 Cool NE2 Cd Cold N1 OC Snow Cold NW2 OC Cool NE2 Cd Cool NE2 Cd Cool NE1 Cd

1 3 Cold NW3 Cd Snow Cold NW1 OC Cold NW2 Cd Cold NW4 Cd Snow Cold NW4 Cd Cold NW2 Cd Snow

1 4 Cold NW3 Cd Cold NW2 OC Cold NW3 Cd Snow Cold NW2 Cd Cold NW2 Cd Snow Cold NW3 Cd Snow Latest for rescue D2

1 5 Cool SW2 OC steady Cool SW4 Cd Shws Cool NW2 Cool SW2 OC steady Cool SW2 OC steady Cold NW2 Cd Snow Spring Moot (D2)

1 6 Cool NW3 Warm SW2 Cd Hot S1 Cool NW2 Cool NW2 Cold NW1

1 7 Cool NW1 Warm SW2 Cd Warm SW1 Cd Cool NW3 Cool NW3 Cold NW1Notes: OC is Overcast 80%+ cloud cover. Cd is Cloudy 20%-80% cloud cover. Shws is Showers, Red = Storms, pink = Gales. Green are Critical Events.Latest to leave Golotha and Latest for rescue times notes latest time at maximum sail (1Q in gale/storms) to be able to make the Spring Moot. Latest forGolotha indicates the time the group must leave Deya/Ithiko by boat to get to Golotha befor Buetten dies in the games (9:D3). Thus, for example, playerscould attend the low mass in the temple and still possibly make the Games.

Day 0 is 21 Peonu. The Royal Games are on the 30th – Yaelmor – the “new moon’ day. Agrikan Low Masses are held at the Deya temple on the 8th, 18th

and 28th. The murder occurred on 9:N1 Peonu

Travel to/from Golotha and the base is weather dependant.

THE MAIDEN OF DEYA 20

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

KEY CHARACTERS

SIR ERLUSCON OF ARSESIA

Sir Erluscon is the principal villain of the piece. Hekilled Sir Neadyn and his son, and has orchestrated theentire situation. He is aloof and superior in manner, andshould easily annoy the players with his patronising manner.

SIR ERLUSCON16 STR 18 EYE 16 INT

11 STA 18 HRG 14 AUR

11 DEX 10 SML 14 WIL

12 AGL 12 VOI

SKILLS & ATTRIBUTESInitiative 60, Endurance 14, Move 12, Condition 80 (ifused)

Dodge 60, Unarmed 85, Broad Sword 90, Spear 75, Dagger55, Short Bow 40

Awareness 50, Heraldry 75, Intrigue 90,

Languages: Harnic 74

ARMOURCloth Shirt & Leggings (Wool), Leather Boots, QuiltTunic or

Plate Half-Helm, Cloth Hood, Cloth Tunic & Leggings(Wool), Ring Hauberk, Leather Gloves, Leather KneeBoots, Cloth Surcoat

SERGEANT RILLIT OF OREMECH

The sergeant is Sir Erluscon’s right hand man – themain heavy. He has a sordid past in the Golotha underworldand he will do anything to ensure his best interests and SirErluscon rewards him well.

SERGEANT RILLIT17 STR 13 EYE 13 INT

16 STA 17 HRG 13 AUR

15 DEX 10 SML 18 WIL

14 AGL 13 VOI

SKILLS & ATTRIBUTESInitiative 70, Endurance 17, Move 14, Condition 97 (ifused)

Dodge 70, Unarmed 95, Short Sword 102, Spear 75, Dagger55, Short Bow 70

Awareness 68, Heraldry 55, Intrigue 40,

Languages: Harnic 74

ARMOURCloth Shirt & Leggings (Wool), Leather Boots, QuiltTunic or

Plate Half-Helm, Cloth Hood, Cloth Tunic & Leggings(Wool), Ring Hauberk, Leather Gloves, Leather KneeBoots, Cloth Surcoat

MAIDEN OF DEYA 21

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

DURGAN AND TONAYDurgan and Tonay are the two men-at-arms based in

Deya who work for Sir Erluscon. They should be presentwhenever extra strength is needed, and at the end game.

DURGAN14 STR 14 EYE 12 INT

11 STA 09 HRG 11 AUR

11 DEX 09 SML 13 WIL

13 AGL 11 VOI

SKILLS & ATTRIBUTESInitiative 64, Endurance 11, Move 13, Condition 66 (ifused)

Dodge 70, Unarmed 65, Short Sword 83, Spear 78, Dagger60,

Awareness 77, Intrigue 50,

Languages: Harnic 80

ARMOURPlate Half-Helm, Cloth Hood, Cloth Tunic & Leggings(Wool), Ring Byrnie, Leather Gloves, Leather Boots,

TONAY11 STR 10 EYE 12 INT

15 STA 07 HRG 13 AUR

11 DEX 05 SML 13 WIL

10 AGL 12 VOI

SKILLS & ATTRIBUTESInitiative 70, Endurance 15, Move 10, Condition 77 (ifused)

Dodge 73, Unarmed 55, Short Sword 72, Spear 72, Dagger59,

Awareness 68, Intrigue 53,

Languages: Harnic 72

ARMOURPlate Half-Helm, Cloth Hood, Cloth Tunic & Leggings(Wool), Ring Byrnie, Leather Gloves, Leather Boots,

GOMDENE THE GLADIATORGomdene is one of the top Gladiators in all of Golotha,

and probably in Rethem. He is an opponent that the playersshould fear in the arena.

GOMDENE18 STR 15 EYE 13 INT

17 STA 14 HRG 14 AUR

17 DEX 12 SML 17 WIL

16 AGL 11 VOI

SKILLS & ATTRIBUTESInitiative 98, Endurance 17, Move 16, Condition 105 (ifused)

Dodge 107, Unarmed 95, Short Sword 104, Spear 100, Net97

Awareness 88

Languages: Harnic 79

ARMOURPlate Half-Helm, Cloth Tunic, Leather Boots,

GLADIATOR GUARDSThe following is data for the guards at the various

gladiatorial houses in Golotha.

GUARDS13 STR 12 EYE 10 INT

14 STA 10 HRG 10 AUR

12 DEX 10 SML 13 WIL

10 AGL 09 VOI

SKILLS & ATTRIBUTESInitiative 64, Endurance 14, Move 10, Condition 95 (ifused)

Dodge 80, Unarmed 75, Short Sword 80, Spear 85, Net 75

Awareness 65,

Languages: Harnic 70

ARMOURLeather Cap, Cloth Shirt & Leggings (Wool), LeatherHauberk, Leather Boots, Leather Gloves

THE MAIDEN OF DEYA 22

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

ITHIKO GUARDSShould the players try to get into the castle at Ithiko, or

if the Moot gets messy, the following stats should be usedfor the Castle troops.

MEN-AT-ARMS11 STR 10 EYE 11 INT

12 STA 10 HRG 12 AUR

11 DEX 10 SML 11 WIL

10 AGL 12 VOI

SKILLS & ATTRIBUTESInitiative 63, Endurance 12, Move 10, Condition 65 (ifused)

Dodge 68, Unarmed 55, Short Sword 76, Spear 79, Dagger65, Short Bow 55

Awareness 60, Intrigue 33,

Languages: Harnic 70

ARMOURPlate Half-Helm, Cloth Hood, Cloth Tunic & Leggings(Wool), Ring Byrnie, Leather Gloves, Leather Boots,

CHAS OF LAVEHNChas can come into play if the party ask for his help

either before going to the slaver outpost or getting intoIthiko Castle.

MEN-AT-ARMS11 STR 09 EYE 11 INT

10 STA 10 HRG 12 AUR

18 DEX 12 SML 14 WIL

10 AGL 09 VOI

SKILLS & ATTRIBUTESInitiative 60, Endurance 10, Move 10, Condition 67 (ifused)

Dodge 64, Unarmed 60, Short Sword 73, Spear 71, Dagger65, Short Bow 64

Awareness 79, Intrigue 30,

Languages: Harnic 83

ARMOURPlate Half-Helm, Leather Hood, Cloth Tunic & Leggings(Wool), Ring Byrnie, Leather Gloves, Leather Boots,

ONE-OFF PLAYFor Iviniacon 2003, the Maiden of Deya used characters

that were for the most part rolled up by the players. Theplayers chose the role they were to play by selecting fromthe full suite of characters, but they were only given sealedenvelopes with the data sheet inside and the following on theenvelopes:

The Squire: An attractive and loyal young man withhigh hopes on his return to Deya.

The Miller: A journeyman from a family of millers, theyoungster has a bright future in the service of the liege ofDeya.

The Fisherman: The clanhead of a large Deya family,the crusty seadog has some interests to look after.

The Man-At-Arms: This powerful warrior is feeling thepinch of age and is looking for a home.

The Mercantyler: A middle-aged man of imposingbearing, the canny trader has found a home in Deya.

Buetten Of Biyer: A young n’er-do-well who has beencaught up in a web of his own makingNote, Buetten is given to the players if they rescue him from the Arena.

If the adventure characters are not used, it is up to theGM to establish the group for the game.

ON-GOING GAMESIf the Maiden of Deya is used in an ongoing game, there

is still a lot to do in the village.

For a start, the players may still want to get to thebottom of the knocking under the windmill. It could involveactually breaking into the Barrows that could also lead tofurther adventures.

If the players succeed in returning Allace to the fief, themanor of Haudy might also prove to be useful if generated.

There could also be adventures connected to Myluve ofTattin – The GM could easily decide that she is a Shek-Pvarand that she has been declared rogue.

The players could also pursue a mercantile game torebuild the merchant’s shop using the Roy Denton's recentlyissued epic work, HarnMaster Mercantylism that can befound at www.lythia.com.

There is also the possibility of a quest to find a cure forthe Mercantyler, or even a rescue attempt for anyone leftbehind at the Slaver’s camp.

I’m sure there are some other ideas I haven’t thought oftoo!!

THE SQUIRE

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

CHARACTER GENERATIONCharacter generation is as per the rules for HarnMaster

third edition although there are no psionics, and allcharacters are human. Moreover, some character generationelements are predetermined, as described below. Any detailundescribed is up to the player to generate

An attractive and healthy young man (Comliness Min14, Stamina min 13), the squire is a human male born inRethem in the manor of Fantyn in the Falwyn Hundred. Heis the 17 year-old only child of a knight-bachelor. Hismother died in childbirth, and his father died last year fromlingering complications of earlier wounds. They both werevery proud of their son, but were only able to leave him alittle cash, his father’s sword, and some other belongings.

His recent adventure to Cherafir have given him someconfidence (Rhetoric 2SB) and skill at handling a boat(Seamanship 2SB)

All other elements of Character Generation are up to theplayer to determine using the standard rules – note theMedical option is in play, and players do not need to roll onthe table if they do not wish..

STARTING EQUIPMENTThe squire starts with:

1d in coinage and owe 300d in bonuses to the others

Plate Half-helm (Sk)

Cloth Hood (Sk, Ears, Nk)

Leather Hood (Sk, Ears, Nk)

Cloth Tunic/leggings (Fo,El, Ua, Sh, Tx, Ab, Gr, Hp, Th)

Ring Byrnie (Ua, Sh, Tx, Ab, Gr, Hp)

Leather Gauntlets (Ha)

Leather Leggings (Gr, Hp, Th, Kn, Ca, Ft)

Leather Boots (Ca, Ft)

Cloth Surcoat (Sh, Tx, Ab, Gr, Hp, Th)

Broadsword, Shortbow (12 Arrows), Dagger,

Charcoal pencil, Tinder, Whet Stone, 2 sheets of parchment, pack, heavyBlanket, Bowl, cutlery

A second set of Cloth clothes.

Possibly a few other reasonable items with GM approval

FAMILY & EARLY HISTORYThe squire is a young man in his late teens who has

been training under Sir Neadyn, the liege of Deya. Hegained the position as his father, a knight bachelor, and SirNeadyn were fast friends who fought together in manybattles over the last forty years. When the squire came ofage, his father asked Sir Neadyn if he would take on theyoung lad, and Sir Neadyn quickly agreed – even though thefinancial costs could be high – such was the strength of theirfriendship.

So four years ago, the young lad came to Deya to learnhis knightly arts. Sir Neadyn was a generous trainer, and

ensured that his lessons were always challenging. In turn,the young squire came to regard Gauric, Sir Hernel ofNeadyn’s son, as a good brother, and Allace, Sir Neadyn’sdaughter as a good friend. Indeed, Sir Neadyn had noticedthe growing friendship, and seemed to support their growingregard.

Then, last year, the squire’s father died. His father’slegacy was not much financially, although it strengthenedSir Hernel’s resolve to treat the squire as his own, and theliege’s high love for the boy was unquestioned.

EXPECTATIONSWhen the voyage to Cherafir to get the millstones was

planned, Sir Neadyn needed someone he could trust with the80 shillings the Hutheng Lava millstones would cost, plusthe additional 20 shillings expenses money – his squire wasthe only choice.

The band set out with high hopes in early Savor, but theoutbound journey was plagued by bad fortune. One of theirnumber, Jan of Cializ, was washed overboard by the earlywinter storms, and the voyage took longer than expected.Then, in Cherafir, it took an age to get hold of themillstones, and the harsh winter of 719 set in. While theyoung man managed the expenses money well, the longdelays of winter meant that the money ran out. Indeed, theyoung squire now owes the men a bonus he promised themupon their return.

But Deya now looms on the horizon, and the youngsquire has his own reasons to be elated. Prior to the intrepidgroup’s departure, the liege hinted that he would like to seethe young man married to Allace and enfoefed in his ownname at Haudy (Deya going to his Gauric).

RELATIONSHIPS IN DEYAThe squire has been in Deya for four years living in the

bunkhouse of the manor, so he is quite familiar with thelocals. Of course the villagers always were a bit reserved,but some, like Chas the man-at-arms and the other staff atthe manor, Bruze of Golyn, the high priest, Jausen of Brants(Metalsmith), the reeve Sineter, and the two yeomen Luwisand Rogar have become good friends.

Only Sir Erluscon, Sir Neadyn’s bailiff of nearby Deyaand his sergeant, Rillit, have been a cloud, as the two menhave never been friendly, and on occasion overlyunapproachable.

THE MILLER

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

CHARACTER GENERATIONCharacter generation is as per the rules for HarnMaster

third edition although there are no psionics, and allcharacters are human. Moreover, some character generationelements are predetermined, as described below. Any detailundescribed is up to the player to generate

An agile and aware 20-something youth (Dexterity Min14, All Senses +1/max18), the journeyman miller is a humanborn in Ithiko in the Emetren Hundred of Rethem. Ayounger but popular child of Pertyn of Lancastrol, mastermiller of Ithiko, family life is strong as both parents andsiblings all live in the hundred.

The recent adventure to Cherafir has been a boon,boosting confidence (Rhetoric 2SB) and improving hisboating skills (Seamanship 3SB), not to mention survival inthe environment of the Alienage (One combat skill +1SB)

All other elements of Character Generation are up to theplayer to determine using the standard rules – note theMedical option is in play, and players do not need to roll onthe table if they do not wish.

STARTING EQUIPMENTThe miller starts with:

3d in coinage and due a 50d bonus from the squire

A Leather Cap (Sk)

Cloth Hood (Sk, Ears, Nk)

Cloth Tunic (Fo,El, Ua, Sh, Tx, Ab, Gr, Hp, Th)

Leather Tunic (Fo,El, Ua, Sh, Tx, Ab, Gr, Hp)

Wool Leggings (Gr, Hp, Th, Kn, Ca, Ft)

Leather Boots (Ca, Ft)

Dagger,

Stone Chisel, Chalk, Tinder, Whet Stone, Measuring String, pack, heavyBlanket Bowl, cutlery.

A second set of Cloth clothes.

Possibly a few other reasonable items with GM approval

FAMILY & EARLY HISTORYThe Lancastrol family have been respected millers in

the Emetern Hundred for generations, with the mills atIthiko, Abeggy and Cedury all in their control. As the son ofPetryn of Lancastrol, the miller of Ithiko, the youngjourneyman miller has a decent future in the Miller’s Guild,but like any other miller, he had to learn his craft. To thatend, he was sent to Chofiel of Postin, the master miller ofDeya, in early 719. Not that Deya is all that far – its onlysix and a half miles away.

EXPECTATIONSWhen the voyage to Cherafir was planned, Chofiel

suggested to Sir Neadyn that it would be good to send theable journeyman on the trip to assess the quality of thestones they were buying, especially as he had someexperience handling a small boat. Sir Neadyn agreed, and

the journeyman was assigned to the group. As aninducement, Sir Neadyn and Chofiel hinted that if theendeavour went well, they would look to see him installedas the miller of Haudy to replace the aged miller Nowdan ofGyrusm who wants to retire.

As Deya looms on the horizon, the able journeyman hashis own reasons to be elated by their return. Prior to theintrepid group’s departure, the liege and Chofiel hinted thatif the endeavour went well, they would look to see himinstalled as the miller of Haudy to replace the aged Nowdanof Gyrusm who wants to retire – and now he’s back.

RELATIONSHIPS IN DEYAThe young miller has been in Deya for only a year, and

five months of that have been spent away in Cherafir, sorelationships with the villagers are still somewhat distant.That said, there are some in the village who the miller has astrong relationship with.

Obviously there is Chofiel the master miller. A goodfriend of the Lancastrol family, Chofiel was supportive ofthe miller’s applications to the guild. While the master has afamily of his own, the young miller has always been made tofeel a part of the Postin family.

Then there is Kinneth of Ruce, the young and excitablelad who is Chofiel’s apprentice. Kinneth is the miller’sroom-mate as the two live together in the old mill, and manyis the night that the two have talked away to the wee hours.Although Kinneth and the miller have only known eachother for less than a year, they have formed a strong bond,and the young lad is always willing to lend a helping hand.

Other than Deya, the miller has strong friendships withmany in Ithiko. The Lancastrols are the Ithiko millers, anthe miller’s childhood was spent there.

THE MERCANTYLER

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

CHARACTER GENERATIONCharacter generation is as per the rules for HarnMaster

third edition although there are no psionics, and allcharacters are human. Moreover, some character generationelements are predetermined, as described below. Any detailundescribed is up to the player to generate

A 30-something man of imposing bearing (ComlinessMin 14, Frame min 13, Height +1d6), the mercantyler is ahuman male born in Rethem in Quiso in the AdanalHundred. The child of a mercantyler family, he has been amerchant for over 12 years (Add 5 SB to various skills, butno more than 1 per skill, and only 2 to combat skills).

While the recent adventure to Cherafir improved hisboating skills (Seamanship 2SB), not to mention survival inthe environment of the Alienage (One combat skill +1SB), italso allowed him to visit the Cherafir physicians about hiscondition – the diagnosis was not good. The headaches andblurry vision (Eye –2, Min 5) that the Mercantyler suffersare due to an incurable degenerative disease that more thanone physician thought would kill him within a year.

All other elements of Character Generation are up to theplayer to determine using the standard rules – note theMedical option is in play, and players do not need to roll onthe table if they do not wish.

STARTING EQUIPMENTThe mercantyler starts with:

10d in coinage and due a 50d bonus from the squire

A Leather Cap (Sk)

Cloth Hood (Sk, Ears, Nk)

Cloth Tunic (Fo,El, Ua, Sh, Tx, Ab, Gr, Hp, Th)

Leather Tunic (Fo,El, Ua, Sh, Tx, Ab, Gr, Hp)

Wool Leggings (Gr, Hp, Th, Kn, Ca, Ft)

Leather Boots (Ca, Ft)

Dagger, Staff

Chalk, Tinder, Whet Stone, Weighing scales, pack, heavy Blanket, charcoalpencil, 2 sheets of parchment, Bowl, cutlery

5 vials of “restoratives” to help overcome the pains of his illness

A second set of Cloth clothes.

Possibly a few other reasonable items with GM approval

FAMILY & EARLY HISTORYThe Mercantyler was born to a large merchant family in

Quiso and trading is in his blood. He soaked up the lifeduring his childhood, and has never wanted anything else.He apprenticed at an early age, and proved to be very adeptat the business, much to the pleasure of his family. Whenthe liege of Deya, Sir Neadyn was looking to improve the lotof his villagers by bringing in trade-goods and exportinghandicrafts, the mercantyler looked to tackle the challenge.Since then he’s found a home in Deya.

EXPECTATIONSSir Neadyn was concerned that someone skilled at

bargaining should do the negotiations in Cherafir, so helooked to his local merchant. The canny trader was happy togo. Sure, it meant a winter away from trading in Rethem,but his apprentice could handle the shop, and thepossibilities Cherafir offered might make up for it.Moreover, it offered the chance to visit the physicians ofCherafir to see about the headaches and slightly blurryvision that have been a problem of late. Maybe they mighthave the answers!

That was then, but now as Deya looms on the horizon,things are different. Sure, he has some deals lined up to getoils and essences for Koqu of Shanal – perfumer at Ithiko –spices for the lord’s table, and some fine silks and linen forthe local clothiers. But time isn’t on his side; thephysicians’ news wasn’t good – some kind of cellularpoison – and his days are numbered. One physician evensuggested he’d be dead before the end of Kelen!!

RELATIONSHIPS IN DEYAComing from Quiso, 40 miles to the north, the

mercantyler came to Deya after apprenticing in Bekar andShostim. He quickly settled in to a happy life, with hisestablishment at the heart of the community, and he is wellknown and trusted by the villagers, but there arerelationships that go beyond common friendships.

As an unmarried man, the mercantyler has his ownchildren, but his young apprentice Gillgan of Libuddy is asclose to a son as you could get. The lad came to him from afriend, Urdail of Bhalla, a Golothan mercantyler, now sincedead, who was hoping to get his cousin out of the “fettedwaters of Golotha”. The Libuddys still live and work in thecity, but Gillgan is more than happy to make his life here inDeya, and has always made that plain.

Although unmarried, it does not mean that there haven’tbeen possibilities. The closest of those is Koqu of Shanal,Ithiko’s perfumer. She, like him, has never been married,and both have been good friends for many years.

And then there are the trading relationships. Themercantyler has good relations with merchants throughEmetern Hundred and abroad. Traders like Kadene theSalter of Avonel, Ruslyn the mercantyer in Ithiko, Koqu,and many others have all done business with themercantyler, and the merchant is not unfamiliar with theHall of the Mangai in Golotha.

Lastly, there is Jasyn of Kusarn, the Physician of Ithikowho first diagnosed the mercantyler’s illness. The goodphysician claimed the degenerative illness was beyond him,but has never given up. The two have met on manyoccasions as Jasyn tried to come up with new treatments tostop the advance of the disease, and they are good friends.

THE MAN-AT-ARMS

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

CHARACTER GENERATIONCharacter generation is as per the rules for HarnMaster

third edition although there are no psionics, and allcharacters are human. Moreover, some character generationelements are predetermined, as described below. Any detailundescribed is up to the player to generate

A 40-something individual who is every inch thewarrior (Strength Min 14, Dexterity min 13), the man-at-arms is a human born in Rethem in Weseda in the NarterinHundred. The only surviving member of a seafaring family,the man-at-arms turned to the martial life over 20 years ago(Add 4 SB to various skills, but no more than 2 per skill)although age has yet to show it’s ravages

The recent adventure to Cherafir has also been a boon,boosting confidence (Rhetoric 1SB) and refreshing dustyskills at handling a boat (Seamanship +1SB.

All other elements of Character Generation are up to theplayer to determine using the standard rules – note theMedical option is in play, and players do not need to roll onthe table if they do not wish..

STARTING EQUIPMENTThe man-at-arms starts with:

0d in coinage but due 200d from the squire as a bonus

Plate Half-helm (Sk)

Cloth Hood (Sk, Ears, Nk)

Scale Coif (Sk, Ears, Jaw, Nk)

Cloth Tunic (Fo,El, Ua, Sh, Tx, Ab, Gr, Hp, Th)

Ring Byrnie (Ua, Sh, Tx, Ab, Gr, Hp)

Leather Gauntlets (Ha)

Leather Leggings (Gr, Hp, Th, Kn, Ca, Ft)

Leather Knee Boots (Kn, Ca, Ft)

Cloth Surcoat (Sh, Tx, Ab, Gr, Hp, Th)

Shortsword, Longbow (12 Arrows), Dagger, Round shield

Tinder, Whet Stone, pack, heavy Blanket, Bowl, cutlery, bandages, SmallEntrenching Pick and Spade

A second set of Cloth clothes.

Possibly a few other reasonable items with GM approval

FAMILY & EARLY HISTORYBorn so long ago now at the Weseda in Narterin

hundred, the man-at-arms has almost forgotten the earlydays. The Man-at-arms lost family during Ezar’s War, andviolence has followed ever since. Sold into slaveryfollowing the war, the veteran was raised in martialcaptivity. The grizzled veteran learned combat skillstraining as a gladiator in the Pamesani arenas of Rethemuntil winning freedom at a royal games. Then the warriorplied a trade in various private armies – and not a few ships- during the reign of Chafin II. But that was over ten yearsago, and he is getting older.

EXPECTATIONSWith his mercenary days now past, the veteran has been

looking for a safe haven and a steady income, and Deyalooked safe enough. The warrior’s offer of a sword at Deyait landed the Cherafir expedition and a possible haven on theparties return.

Now, as Deya looms on the horizon, the grizzledveteran allows a smile to show. Prior to the intrepid group’sdeparture, with the offer of a sword, Sir Neadyn acceptedand a job as a man-at-arms awaits; And not a moment toosoon, as without the wages the veteran could be forced backto the arenas as a debtor.

RELATIONSHIPS IN DEYAAs yet, the veteran has not spent time in Deya, but time

in the wars has lead to some contacts.

Sir Erluscon and Rillit, the bailiff and sergeant atHaudy, are well known to the man-at-arms as strongwarriors and ambitious men.

Chas of Lavehn, the liege’s man-at-arms foughtalongside the warrior during the troubles of Chafin II’sreign, and they shared many a campfire dinner together.

Durgun, Sir Erluscon’s senior man-at-arms was also afellow comrade at arms, though less approachable.

Tonay, Sir Erluscon’s younger guard at least sharessome martial history.

THE FISHERMAN

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

CHARACTER GENERATIONCharacter generation is as per the rules for HarnMaster

third edition although there are no psionics, and allcharacters are human. Moreover, some character generationelements are predetermined, as described below. Any detailundescribed is up to the player to generate

A canny and resilient 30-something man (IntelligenceMin 14, Will Min 13), the fisherman is a male human bornin Deya in the Emetren Hundred of Rethem. Now theclanhead of the Cializ family, the fisherman and his twoyounger brothers enjoy a strong relationship (Add 2SB toany skills and 1SB to Seamanship).

The recent adventure to Cherafir has been a boon,boosting confidence (Rhetoric 1SB) and his boat skills(Seamanship +1SB, Piloting +1 SB), not to mention survivalin the environment of the Alienage (One combat skill +1SB)

All other elements of Character Generation are up to theplayer to determine using the standard rules – note theMedical option is in play, and players do not need to roll onthe table if they do not wish..

STARTING EQUIPMENTThe fisherman starts with:

7d in coinage and due 165d in excess wages from Sir Neadyn

A Leather Cap (Sk)

Cloth Hood (Sk, Ears, Nk)

Cloth Tunic (Fo,El, Ua, Sh, Tx, Ab, Gr, Hp, Th)

Quilt Tunic (Ua, Sh, Tx, Ab, Gr, Hp)

Wool Leggings (Gr, Hp, Th, Kn, Ca, Ft)

Leather Boots (w. resin soles ) (Ca, Ft)

Dagger, Boathook (treat as Glaive), Trident

Chalk, Tinder, Whet Stone, Fishing line, hooks, pack, heavy Blanket,Sextant, Bowl, cutlery

A second set of Cloth clothes.

Possibly a few other reasonable items with GM approval

Note, the Sea Terrier has ships stores, fishing net, fishing line, Woodbuoys/floats, cordage, anchor, grappling hooks (2) and food and fresh waterfor 60 man-days

FAMILY & EARLY HISTORYThe Cializ family have been fishing the waters of the

Gulf of Andurien for generations, and this crusty seadog isno different. He knows the local waters like the back of hishand, and in his day he’s travelled to Aleath and Cherafir.

The family itself is extensive. The three brothers are allmarried with children, and are related to many others in themanor as well. His wife Meggan is a good woman who runsan efficient home. His brother Oneyus is a dependable andhonest man who has been a loyal brother and true friend, ashas his wife Cottie.

Jergen, the youngest of the three brothers has been acomparative disappointment. Less dependable than Oneyus,

the boy still needs to grow up – and to make matters worsehe gets sea-sick! Still he tries, and is as true a brother as youcould want.

EXPECTATIONSNow, normally he offers up some bountiful Cod and

Haddock as his service to his liege, but once again SirNeadyn asked that his 60 days labour be served sailing toCherafir and back. The voyage should have been safeenough, and the round-trip should have taken less than 60days, but now his cousin lies in the Gulf of Ederwyn, andthe sixty days were up 3 1/2 months ago!

Now, as Deya looms on the horizon, the crusty seadoglooks forward to getting home. And he has his own reasonsto be elated by their return. Prior to their departure, SirNeadyn offered a bonus of either 30d if they made it back in40 days or 6f per day if the voyage took more than 60; Sonow he’s looking forward to the extra wages the delay willgive him - I mean Sir Neadyn has always been a fair and justliege hasn't he? And 150d is a decent sum.

RELATIONSHIPS IN DEYAThe Strongest relationships are with the family –

Meggan his wife, and brothers Oneyus and Jergen.

There are others though who are good friends.

Swiener the sailmaker and Kadene the cordagemakerare good men who always try do do their best for thefishermen of Deya.

The Snide brothers, Willem and Purcil, two others ofthe Deya fishermen – and neighbours to boot – have alwayspushed a friendly competitiveness, but have never hesitatedto help when they were needed.

Others in the village have also proved good friends, butblood is thicker than water.

BUETTEN OF BIYER

Copyright © Nicholas Lowson, N.Robin Crossby and Columbia Games, Inc. 2003

CHARACTER GENERATIONThe character of Buetten is pre-generated.

STARTING EQUIPMENTAs a slave, Butten starts without any equipment other

than:Cloth Tunic (Fo,El, Ua, Sh, Tx, Ab, Gr, Hp, Th)

Wool Leggings (Gr, Hp, Th, Kn, Ca, Ft)

Leather Shoes (Ft)

FAMILY & EARLY HISTORYBuetten is the eldest son of Mythar of Biyer, and has

always been a trouble for his father. He fell in with therowdy kids, and went from bad to worse. He started secretlyworking for Ruslyn of Jak, a mercantyler in Ithiko,kidnapping young children from various Emetren, Falwynand Jenath hundred manors and selling them to slaversworking the coast of the Gulf of Andurien.

As profits grew, Buetten moved further afield. He fledto Golotha and started working with the slavers for thePamesani Games, and enjoyed the wealth it generated.

But then, during a drunken revelry, Buetten killed amember of the Golotha Lia-Kavair hierarchy, and the citygot too hot to stay. He returned to Deya to allow the stormto blow over, but life has proved a bit too quiet.

Then Rillit came by. The sergeant knew of Buetten’spast as they had met in Golotha. Rillit had a proposition.For 400d, and whatever he could make on the trade, he wasto take Allace to the slavers and sell her. Since his moneyhad otherwise been spent, the offer was too good to pass up,and of he went.

But Rillit betrayed him. On his return to Deya, his oldcolleague Ruslyn of Jak was waiting, and Buetten found thathe himself was sold to the slavers. Less than a week laterand he found himself in the cells being forced to fight for hislife.

Now Buetten can handle himself, but the dissatisfiedparties in Golotha have decided that they want him dead,and so they have arranged to pair him off against thereknown Gomdene. Suddenly, Buetten has learned the trueprice of slavery, and he is sorry.

That doesn’t mean he intends to trade his life away tocheaply, but he will try and tread a more decent path –especially if the gods would smile down on him and get himout of his current troubles..

EXPECTATIONSUntil the intervention of the players, Buetten was

thinking that he might just die in the Pamesani Arena at thehands of Gomdene!

RELATIONSHIPS IN DEYABuetten has a bad rep in Deya, and by the time he

comes into play, it will not matter so much.

BUETTEN OF BIYER10 STR 07 EYE 11 INT

10 STA 08 HRG 16 AUR

13 DEX 18 SML 08 WIL

17 AGL 17 VOI

SKILLS & ATTRIBUTESInitiative 46, Endurance 11, Move 17, Condition 46 (ifused)

Dodge 85, Unarmed 54, Short Sword 48, Dagger 55,

Awareness 45, Seamanship 60, Intrigue 75, Forage 40,Weather 48, Swim 79, Math 45, Law 50, Textile 24,

Languages: Harnic 74, Orbaalese 38

ARMOURCloth Shirt & Leggings (Wool), Leather Shoes