Dark Age Man

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Dark Age

of
Man
Del Branham
Jason Graham

Joshua Ward (Order #43071932)


Dark Age of Man
Jason Graham
Del Branham

Creative Designer – Jason Graham


Writer - Jason Graham
Game Design - Jason Graham and Del Branham
Art Director – Del Branham
Artists – Todd McGowan, Derek Hefner, Robert Henry, Joy Eaton, Thomas Harris & Del Branham
Maps – Todd McGowan & Jenny McIntyre
Design Editor – Brian Blathers
Line-Editor – Anthony Boyd
Editors - Brian Blathers and Jason Graham
Advising Editors – Jorian Branham and Mark Kernow
Proofreaders – Del Branham, Brian Blathers, Mark Kernow, Jorian Branham, David Semmes, and
Jenny McIntyre
Contributing Writers – Del Branham, Tim Harper, Eric Bloat, and Mark Kernow
Test Players – Dawnie Jackson, Todd McGowan, Ivan Podwaite, David Semmes, Mark Kernow,
Justin Green,
Oneal Flynn, Kevin Millman, Jorian Branham, Brian Blathers, Eric, Derik Hefner,
Del Branham, Robert "The Narraider" Johnson, Jason Graham, Conner Gladden, Connor Isbell,
Bridgitte Moon, Bryan, Katie, and Josh

DarkAgeOfGames & Candlelight Games, LLC

Joshua Ward (Order #43071932)


7 Truths of Dark Age Ungland
By Mark Kernow

~A simpler time, without stone castles or plate


mail~

~Small wars, petty kings~

~Belief in magic and miracles~

~Fens and forests, ancient roads, and ruins~

~Christianity versus the old ways~

~Words have power, but few can write~

~A greater age, now lost, yet still remembered~

Joshua Ward (Order #43071932)


Dark Age of Man
Dark Age of Man, DAoM, is a minimalist, fantastic dark age, improvisational roleplaying game. To
play, you will need two or more players, one 12-sided die, three 6-sided dice, one 20-sided die, some
paper, and pencils. One player acts as the Presenter, while the others are player characters.

Dark Age of Man is similar to other roleplaying games; however, our intent with DAoM is twofold:
First, DAoM wants to liberate the player to create a character, to place the character in the fiction, and
to inspire the player to be ambitious in creating a legend or legacy in these dark ages. Second, DAoM
asks the Presenter, using our simple session preparation tools and Random Seed Charts to be a naive
narrator presenting the setting, non-player characters, and the world in an organic and natural response
to character actions.

Character Creation
Players create a character by distributing three Repute points among the five following Attributes listed
below: Body, Mind, Spirit, Prestige, and Luck. These attributes can be -1 to 4 but players can only
allocate a max of three points to one attribute at character creation. Characters can earn more Repute
points during sessions. The total of a character's attribute points reflects their current Repute. Thus,
Repute is a reference indicator of a character's overall experience gained during play and how well the
character is succeeding in becoming a legend.

It is possible for a character to begin play with a -1 attribute to represent a character's drawback.
Assigning a drawback allows the player to add a point to another Attribute. A drawback should be
explained in character notes, John of Bruge has a clubbed foot, as an example.

The Presenter should ask all the players to explain how their characters have earned their current 3 Repute, a
simple shared narrative binding the characters to each other and the Dredgewater village.

Qualitative descriptive values are ascribed to each point as a competence level. -1 = Poor, 0 = Fair, +1
= Average, +2 = Good, +3 = Excellent, +4 = Extraordinary

Attributes
Body—Add this value to all die rolls concerning physical tasks, including combat.

Mind—Add this value to all die rolls concerning intellectual traits, including arcane magic.

Spirit—Add this value to all die rolls concerning spiritual traits, including divine magic.

Prestige—Add this value to all die rolls concerning status, including negotiations.

Luck—Add this value to all die rolls concerning chance more than skill or ability, including gambling.

Joshua Ward (Order #43071932)


Derived Ratings
Use the formulas provided to determine the value of each entry.

Purse Rating (1+Prestige). Add this value to all die rolls concerning barter and negotiation for goods,
services, ransoms, and treaties involving wealth or exchange of valuables. The rating range is 0 to 6
maximum.

Inventory Rating (4+Body). This value sets the maximum number of items a character may physically
carry on their person, including weapons, armor, clothes, rings, etc. Each individual item counts as one
item. The rating range is 3 to 9 maximum.

Combat Rating (Body+Best Item). Add this value to all die rolls involving martial combat and actions
intending to cause physical wounds or injury while armed or unarmed. The rating range is -3 to 6
maximum.

Condition reflects the current physical condition the character is in from suffering
wounds/damage/illness/poison. There are five conditions: Fatigued, Battered, Injured, Dying, and
Dead. Characters are active and in play even when Dying but are removed from play upon the Dead
condition. DAoM, like the real world, is an extremely dangerous and lethal world and game setting, be
aware as wounds accrue quickly and can lead easily to a character's death.

Items, Equipment & Quality Bonuses


All items in DAoM have ascribed quality values of Poor (p), Good (g), Excellent (e), or Magical (m).
Items relevant to the setting and time can be any of these four qualities, usually (p). A failed task roll,
especially critical failure "1", can reduce the item's quality by subtracting -1 if the Presenter chooses to
reflect the failure in this manner. If a player doesn't have appropriate items, equipment, armor, or gear
to do a task, they suffer a -2 to task rolls, this includes combat task rolls. Use only the single highest
value to modify the attribute for the task roll. These do not stack.

Quality Values
No Item subtract -2 from task rolls.
Poor (p) items subtract -1 from task rolls.
Good (g) items add +0 to task rolls.
Excellent (e) items add +1 to task rolls.
Magical (m) items add +2 to task rolls.

Dewilt enters a sword duel with the bandit leader. Dewilt's Body is 3, his shield is excellent
(+1), his sword is good (+0), and his armor is poor (-1). Dewilt uses his Body of 3 and adds the best
value to Body, in this case the excellent shield, +1. Dewilt will add a total of 4 (3+1) to the attack task
roll.

Temporary Qualities
Items can have a temporary quality value gained from blessings or enchantments of +1 for a brief
period.

Joshua Ward (Order #43071932)


Basic Items Common Trade Goods
Sword Livestock
Club Crops
Boar Spear Furs
Ax Hides
Dagger Whale bones
Bow Walrus ivory
Leather Armor Timber
Shield Wolfhounds
Chain shirt Gold
Backpack (holds five items as 1 item) Silver
Horse** Semiprecious Stones
Mule** Salt
Wagon** Herbs & Spices
*Rope Silks
*Water-skin Wine
*Fire-starter Pottery
Robes Glassware
Cloak Weapons
Scales Armor
Travel Garb Tapestry
Signet Ring Ornamental Rugs
Crown Jewelry
Rod/Scepter
Torches
Lantern
Smith's Tools
Professional Tools

*Candles
*Apples & Cheese
* = Are items included in the Freeman profession backpack.
** = Pack animals, horses, mules, etc., have an inventory rating of 12.

The above lists are samples of items available in this setting and world. Players may use nomenclature
that better describes their weapons, armor, and trade goods.

Joshua Ward (Order #43071932)


Choose A Profession
Players have the option to select a Profession for their character and change Attributes, Ratings and
add items to the character sheet. A note on Words of Power: Words of power represent magic/prayers.
The words of power use an Effect attribute to modify the task roll to enact or an Avoid attribute to
defend against such powers. See Words of Power on page 9.

Soldier — Body +1, a weapon of choice (e), a shield (g), a suit of armor and clothes (p).
Prerequisite: Minimum Body of 1.

Priest — a holy item (g), a weapon of choice (p), clothes, a set of robes, clothes, or suit of armor (p).
Prerequisite: Minimum Spirit of 2.
May use Spirit to Heal/Bless/Cure as prayer services and Words of Power.
Responsibilities: Teach, tend to the sick, brewing, manuscript copying, devotion to prayer, renunciation
of worldly pleasure, humility, forgiveness, and obedience.

Scholar — an item of choice (g), a set of robes (g).


Prerequisite: Mind minimum 2.
May use Mind for the simple magic of Trick/Disguise and use Words of Power.
A scholar must select one Discipline: Medicine, Architecture, Administration, Politics, Education,
Ungland, or Roman Culture.
Discipline defines a scholar's focus as a profession.

Noble—Purse Rating +1. a signet ring (g), 1 Good riding horse (g).
Prerequisite: Minimum Prestige of 3.
A Noble must select one Distinction: Gentry, Royal, Family, or Deeds.
Distinction defines what makes one a noble person.
Responsibilities: Adjudicate over criminal/civil issues, exact punishment, collect taxes, protect
peasants, be a vassal for the king.

Merchant--Purse Rating+1. An item of choice (g), a set of clothing (g), a trade good (p).

Outlaw—Luck +1. a bow (p), a suit of armor (p), a dagger (p).


Prerequisite: Prestige 0.

Freeman—Inventory Rating +1. a weapon of choice (g), a backpack containing the items marked with
an "*" from the items list, and a set of clothes (g).
Prerequisite: Must allocate 1 point to any three attributes.

Custom—The player must select one Distinction if their character has a Prestige of 2 or greater or the
player must select a Discipline if their character has a Mind of 2 or greater. The character may use
Words of Power if their character's Spirit or Mind is 2 or greater. Select any three items from the
equipment list. Assign one item an excellent grade, one item a good grade, and the last item a poor
grade. See typical professions on page 48.

Distinction: Gentry, Royal, Family, or Deeds.


Discipline: Medicine, Architecture, Administration, Politics, Education, Ungland, Rituals, Theology, or
Roman Culture.

Joshua Ward (Order #43071932)


How To Play Dark Age of Man
Game Flow in DAoM
Roleplaying in DAoM is a live narrative conversation between the Presenter and players. Narration
occurs as moments, not rounds nor turns. These moments are exchanged back and forth between the
Presenter and the player-characters. Player-characters narrate describe actions and intentions as the
Presenter, and other player-characters, respond naturally.

Dewilt: I walk slowly through Dredgewater, observing everything I can on my way to


Dredgetowne to seek audience with Lord Washburn.
Presenter: As you cross the drawbridge on this beautiful summer morning, you see smoke in the
distance northeast over the trees, approximately in the Dredgewater Downs location...You
hear soldiers on watch on the Dredgetowne walls yell and point in that direction.
Dewilt: I run as fast as I can, into the fort, up onto the walls and look over toward Dredgewater
Downs...
Presenter: It appears as if the church at the crossroads is burning...
Kanan: I see the smoke billowing up, from tables where I saddle my horse. I mount up and spur
my horse in that direction...
Presenter: Dewilt, you see Kanan ride by on the road and up and over the rise toward
Dredgewater Downs...
Dewilt: I drop down into the courtyard and borrow a soldier's horse, “out of my way man, we
must ride to Dredgewater Downs!”

Actions as Tasks
Every action in DAoM is a task; attack in combat, defend in combat, heal a friend, pray to God, barter
with a traveler, jump from a horse in a chase, decipher the text of an ancient scroll, build a siege
weapon, disguise oneself, etc. All actions are tasks. Tasks may or may not require a die roll to achieve
the intended result. The Presenter will set a Difficulty Value and determine if a task roll is necessary.

Task Difficulty Value


When a player-character declares a narrative action, The Presenter determines how difficult the
action/task is by assigning the task a Difficulty Value (DV). The Presenter can announce the difficulty
as a “term,” such as, this will be a hard Body task, or a raw number, this will be a Body 12 task roll.

The Task Roll


If the Presenter determines a task requires a roll, they will ask for a Task Roll. Players make a task roll
by rolling a d12 and adding or subtracting the relevant attribute modifier and best item quality value,
and any additional modifiers, if applicable to the roll. The eventual result of a task roll must be equal to
or higher than the Difficulty Value to succeed at the task and achieve a desired result.

Who Goes First?


In DAoM, all players should naturally share the narrative conversation; therefore, the player who takes
the initiative has the initiative unless the Presenter states otherwise. Any player-character or Presenter
can have the initiative as non-player characters and monsters as scenes transpire naturally.

Joshua Ward (Order #43071932)


Time & Movement
All time, distance, and movement rates occur as narrated by Presenter or players according to the
situation. The Presenter will set the scene as a micro or macro situation. In general, DAoM happens live
in a moment-to-moment conversation between all players.

Who Rolls the Dice?


Player-characters make all task rolls when the Presenter assigns a DV.

Combat Tasks Rolls


Successful character combat task roll typically causes a -1 wound to the Health of the target. A failed
character combat task roll can have varied effects on the character as determined by the Presenter, but
the character always accrues a Condition. All player-characters have one task roll per moment of
combat and player-characters may have to make task rolls activated by the Presenter per moment as
well.

Dewilt attacks the bandit leader to push him off the dock into the lake. The Presenter asks for a
Body check, followed by a second Luck check. Dewilts succeeds in his Body roll but fails in his
Luck roll. The Presenter responds with a “you have rammed the bandit backward knocking the
wind from him, -1 wound to his Health, but he has grabbed you and pulls you off the dock as he
falls. You both splash into the lake.”

Condition
Conditions are accrued per wound or from general affects sustained in play.
Fatigued the character is growing tired, losing stamina. Simple time to rest generally recovers from
this condition.
Battered the characters has some minor cuts, scrapes, bruises and will need some time to rest and heal.
Injured the character has suffered enough punishment they may have an injury or a serious wound and
must be treated and rest to recover.
Dying the character is still in the fight but is dying, bleeding out or suffering a mortal wound. This
condition is extremely dangerous as any more punishment leads to instant death. This condition must
be treated, there must be rest or curing, and this condition cannot be reversed in the same session.
Dead the character has succumbed to all wounds and conditions and is now dead. They are removed
from play permanently.

Dewilt, already Battered from a previous fall, is stabbed by a bandit passing him in a crowded
market and he suffers another wound. His Condition is now Injured, and he needs rest and
medical attention. Dewilt grabs his abdomen and moves quickly through the crowd to the
closest physician, “Damn! I must deal with these bandits but first I need medical help.”

Ways in Which Task Rolls or Difficulty Values Can Be Modified


The Presenter may add simple bonuses to any character's task rolls based on situations and player
narration, previous success rolls, and what other characters are doing or have done in a scene. The
Presenter can change DV up or down in the same manner.
Dewilt has two soldiers under his command, and he is assaulting the bandit camp. If the player
narrates what each soldier is doing during the assault, the Presenter grants a +2, one for each
minion soldier, to Dewilt's combat rolls during this fight.

Joshua Ward (Order #43071932)


Words of Power
Roll d12 + Attribute versus DV set by Presenter to cause an effect or to avoid if used against a player.
Words of Power effects are helpful but minor.
Effect is the attribute(s) used to achieve the word of power. Avoid is the attribute(s) required to avoid
the words used against the character.

Boast of your prowess to be selected by your Lord or demoralize a foe (Effect: Prestige).
Curse an opponent to demoralize them (Effect: Spirit; Avoid: Spirit+Luck).
Invoke the name of an ancestor, saint, or god to ask for aid (Effect: Spirit+Luck).
Oath—you swear to an act or take on an obligation to influence others. (Effect: Prestige).
Praise another, living or dead, to raise morale (Effect: Prestige).

CRITICAL Task Rolls


A d12 task roll of "1" is a critical failure and commonly causes two wounds as Condition changes to
the character in combat but may cause special effects based on the situation, creature, etc. A d12 task
roll of "12" is a critical success and typically causes -2 wounds to the enemy's Health or can cause a
special result defined by the player-character. Critical rolls create many effects:
injuries/illness/disease/poison/disarm/knockdown/set fire to character/creature’s attributes or items'
degradation. Critical rolls can occur in any situation and should change the circumstances of the
situation, positively or negatively.

Character Advancement
The Presenter awards Repute points as the characters do deeds that are substantial and impact those
who witness such acts. The Presenter may award Repute Points for various reasons during play. A
player may decide to spend the Repute point by adding it to any Attribute immediately upon acquiring
it. Attributes may be as high as 4, but only two Attributes may be as high as 4. A character's maximum
of all Attribute values is 10 Repute points, IE., Body 4, Spirit 4, Mind 0, Prestige 2, and Luck 0. The
total of these points represents the character's Repute value, an easy reference to a character's whole
experience level. Repute is a reference indicator of a character's overall experience level and suggest
the player's over-all success in the campaign. All sessions will also feature a way for the group or a
character to earn a Repute point for relevant play resulting in affecting the sessions' situations.

Barter/Obligations
There are no treasures/coins in DAoM. There is no shopping/buying of items. Instead, characters must
craft, barter, and trade with others. Characters must negotiate with blacksmiths, merchants, and any
who might have an item or information. Characters may make obligatory contracts of services for items
and information. The Purse Rating is an abstraction of wealth used for bartering and negotiations. *see
trade goods.

Joshua Ward (Order #43071932)


NPC Mooks & Minions
Characters will find themselves at some point in command of non-playing characters as soldiers,
peasants, armies, fyrds, and subordinate officers. The player-characters can issue commands, narrate
their actions, and ultimately use these mooks for many tasks. How players narrate the actions or issue
the orders can add additional task roll modifiers or lower a task DV. The more accurate and detailed the
narrative directions of these mooks and minions the better the modifier should be, IE, +0 to +2, for
example. The Presenter can represent any character task rolls as a reflection on these mooks as well as
the situation's DV. Mooks & minions have no attributes or stats and can readily be removed from the
fiction very easily via, death, loss, and abandonment. Some should be named, depending on the
intimacy of the group and these mooks can become potential new characters.

Healing, Curing/Restoring, and Removing of Curses


DAoM prefers no fixed rules; however, the best practice for healing Condition are players narrating the
treatment or care of patient. A single Condition can be healed with rest and treatment, and/or
prayer/magic. Fatigue is healed with a few hours rest. Battered is reduced with healing and rest.
Injured is healed with healing/curing or rest. Dying is healed with healing/curing, and rest between
sessions. Restoring actual Attribute damage requires either time, rituals, or actual allotment of new
Repute points. Most effects like Body injuries can be restore automatically starting the next session.
Curses can generally be removed by ritual task rolls by qualified individuals. The Presenter will
ultimately decide all actual healing, curing, and restoration requirements for the sessions and
campaigns. The Presenter should try and communicate these rules before session and try to be
consistent in the adjudication of these rules.

Death, Killing and the Sparing of Life


When a NPC's or creatures Health is reduced to zero or less, normally they will die; however, players
can choose to spare a life at any time. The Presenter
also has the option to spare a character/creature life by sundering equipment, causing attribute injury,
and rendering a character/creature unconscious. One option the Presenter might allow player-characters
is the option to sacrifice a shield or a weapon to avoid the “Dead” Condition by suffering a -1 reduction
to the Body score instead.

Joshua Ward (Order #43071932)


Presenter Section
This section is advice and rules for the player-Presenter.

Presenters
The player-Presenter presents the game, the setting, the peoples, the monsters, and the Presenter
adjudicates and facilitates the session, game, and rules. In DAoM, the Presenter has a special
responsibility to make random seed charts before the session and roll and present these events from the
random seed charts during a session.

Set The DV
Presenters set a task DV for every situation that requires a die roll by the characters. Thus, a DV is
flexible and can change from moment to moment based on character actions and circumstances.

Basic Difficulty Values


Easy 2-3
Fair 4-5
Average 6
Moderate 7
Tough 8-9
Hard 10-11
Difficult 12
Impossible 13+

Pass/Fail
All task die rolls will produce either success or failure for the character; however, failure should change
circumstances, situations, or affect characters and non-player characters, items, etc. but should keep the
narrative momentum going.

Be Naive
DAoM asks all Presenters to be naive of all outcomes and events prior to session. The Presenter should
know the setting details and use the Random Seed Charts to create and progress through an organic
world. Presenters should not decide how the players can solve issues.

Player Agency
DAoM Presenters will give the players the lead, the room to choose, and the freedom to adventure.
Presenters will allow play to happen organically and introduce event seeds as play continues and
enable the players to prioritize and decide what is of value and what to pursue. Presenters should
provide information and conflicts and allow players to problem solve.

Make a Task Roll


The Presenter will ask players for a task roll when necessary and can substitute the luck attribute
liberally. Trust in fate and the task roll as the "decider."

Joshua Ward (Order #43071932)


Session Preparation
Presenters should use the provided start location of Dredgewater and the world setting of Ungland to
base their sessions. Then, set the characters into motion with a simple idea, problem, or goal, roll the
session's first seed, and present the scene. The Presenter should familiarize oneself with the characters
shared narrative that binds characters to each other and the Dredgewater village.
The Random Seed Chart
The Random Seed Chart (RSC) is an essential tool for the Presenter in DAoM. The RSC is a single
3d6 chart, one per session, called the Random Seed Chart (RSC). The Presenter makes this chart
before the session or can use one from the Adventure page. The RSC uses a 3d6 curve weighted for
difficulty/danger. Place rare or deadly entries towards the upper and lower end of the chart. Place
common or less dangerous entries towards the middle. The RSC should contain single words or vague
phrases listed as events and dangers. The Presenter rolls on the RSC to start the session and during the
session as needed.

Example: Random Seed Chart, 3d6


3—Dragon!
4—Raiders from the North!
5—An ogre hunts
6—Mysterious traveler
7—Alderman calls
8—Pack of dogs
9—Samantha
10—Washburn fete
11—Blacksmith, Dahr, needs materials
12—Vudamot Mort's men
13—Alderman calls fyrd
14–Missing fishermen
15—Bandits about
16—A boy is ill, plague?
17—Black Leaf Inn burns
18—River Dredge Floods!

All RSCs should be a 3d6, with entries numbered 3 to 18 and used to generate random events or
enemies for the characters to encounter during sessions.
The charts are necessary to create the naive narrator Presenter, but one should know the context of the
current session, setting, and the immediate situation. The Presenter will roll the three 6-sided dice,
reference the chart, and present the new information contextually in real-time.

Joshua Ward (Order #43071932)


Game Flow
The Presenter must find an organic and natural way to introduce the seed to the characters while
playing. Roll on the RSC chart often. Roll after a seed has been introduced, when conditions or
locations change, when a seed has been resolved, and when the players are dealing with a seed or when
interaction with a seed is ongoing.

Free form Play


As characters move and prioritize choices, the Presenter will roll more seeds. Characters do not have to
meet the seed or tackle the problem. However, keep supplying a living world of seeds as the characters
continue through a session.

Let Go the Reins!


Presenters should have fun, be a player too, prepare less, use the task roll, let the players lead the way,
play to find out for themselves, and always roll a new random seed to interject into the session as
needed while the characters adventure.

Joshua Ward (Order #43071932)


The Land of Dredge
Landowner: Lord Wesley "The Sober" Washburn
Population: approximately 500
Religion: Early Christianity & pagan
Repute: 7 to 8

The land of Dredge and the village of Dredgewater is where the characters will start their careers.
In the West of Ungland is Dredge, a region of lowland swamps broken up by sparse, rocky, undulating
hills. Within this land, bordered by the river Dredge to its east, a few scattered settlements make a
meager living. When called upon in times of war or invasion, most of Lord Washburn's male residents
comprise his lowly army.

Dredgetowne
The most well-established among these settlements is Dredgetowne, Lord Washburn's home. This
small, elevated city of wood and earthen structures encircled by 14' palisade walls, is in poor repair.
The south gate, portcullis, and drawbridge provide both defense and one way into Dredgetowne proper.
Just below the dry rise of the hill upon which Dredgetowne stands is a natural moat of swampland.

Lord Washburn is a sober, middle-aged lord whose coffers suffer from little tangible wealth. Lord
Washburn dares not dabble in political affairs yet must answer the call of his alderman, friends, and
neighbors in times of great peril or difficulty.

Lord Washburn's family, his court, and servants all live and work within this fortified village under the
church's strict guidance. Lady Esmeralda Washburn is a stern, devout Christian, and she educates their
four children, Wesweld (17), Connor (15), Sarah (14), and Joy (9). Among Dredgetowne's other
residents are a groom & blacksmith, a man-at-arms, and a small permanent group of guards, cooks, and
house servants.

A local Alderman, Vudamot Mort "The Dark," troubles the land. Vudamot Mort has silver but little
land. His treasury was built from banditry, extortion, ransom, and harsh rents from his tenants. This
wealth funds his mercenary army. Some say a land dispute exists between the Mort and Washburn
families, its origin now long forgotten. Mort, Lord Washburn's southern neighbor, and enemy, pokes at
him, often troubling Washburn's tenants.

Currently, Vudamot Mort holds grand fetes and brings men from all areas to compete in dangerous
hunts and games of combat. Here is where Vudamot Mort earns ransom as his chief source of revenue
or demands personal obligations. Many say Vudamot Mort has no friends, but many are obliged to him.
Mort's Repute is 7.

Dredgewater
To the southwest of Dredgetowne, squatting on the swampy ground just east of the river Dredge is
Dredgewater. All characters start in this small ramshackle fishing village skirting the river Dredge. It is
within the lands overseen by Lord Wesley Washburn of Dredge. All have sworn fealty to Lord
Washburn's family and live on and work his lands. Those who call Dredgewater home are primarily
anglers with a few agricultural laborers. Others offer handmade trade goods or services, but they are
rare. Dredgewater sees many travelers, merchants, adventurers, and troublemakers. The folk here look
on some as friends and others as foes.

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The Surrounding Area
The river Dredge flows south, just west of Dredgewater. It provides fishing while its surrounding land
sustains some agricultural work and provides sustenance for most serfs and peasants. In the north lays a
frontier of unknown dangers from which the river flows, yet it supplies quick travel routes south to the
river Temmes. South of Dredgewater is Vudamot Mort's small estate. East of Dredgewater is
Dredgewater Downs.

The Village Proper


Dredgewater is miserable and suffers from a high-water table surrounded by mud and muck. With
steady seasonal flooding, all its wood and earthen buildings stand atop man-made mounds, connected
by earthen or wooden ramps, and raised boardwalks. In the village center is a stockade where some
poor fool always hangs, crying for help. A blacksmith, the church, and the Black Leaf tavern dominate
the village center. The Golden Leaf Inn is west, bordering the river Dredge, while Washburn Arms is
north of the village center. Little wealth lives, comes, or is earned here, but it is home, and it might
improve with the heroic exploits of the characters. Most locals live away from the village center in
surrounding areas. Wood, mud, or earthen huts and shacks make up many of their dwellings, and some
live in animal-skin tents.

Prominent Residents of Dredgewater


Those worth noting are Sheriff Bassel Danforth, the blacksmith Dahr Reynolds, Golden Leaf Inn owner
Samantha Pratte, Black Leaf Tavern owner Jules Davenforth, Washburn Arms run by Martin, and the
largest building in the village. Last, there is the church and holy man Tetre Falcone. The average
Repute among these NPCs is 3 to 6.

Dredgewater Downs
Just a mile or so east, climbing out of the swampland is Dredgewater Downs. Here, nothing more than
an inn and chapel is situated at a crossroads. From here, the land slopes up out of the swamps and into a
great open country dotted with tiny villages, cities and baronies, duchies, and kingdoms.

Ungland
Ungland is an island nation split into three domains – Eastumberland, Northich and Ayerland. Each is
ruled by a king or queen, but many others also call themselves "King." Chief among these is
Eastumberland and its capital city of Lundun, the largest and most thriving city on the island. All land
that spreads south of Dredgewater makes up Eastumberland.

Northich lands are all that lay north and northeast of Dredgewater.

Doblun, Ayerland encroaches upon the island as its realm includes all Ayerland and the westernmost
lands west of the river Dredge.

These Kings and Queen have found some balance in their natures and rarely war or feud. However,
conflicts exist among these lands between these landowners and countries. Many clans and warring
families surround Doblun in Ayerland. However, the threat from distant northern sea people who
invade the land may force the Unglanders to unite under one true King or fall under the yoke of a
foreign chieftain.

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Lundun
Eastumberland
Landowner: King Edmund Egbert
Population: approximately 12,000
Religion: Early Christianity.
Repute: 10

Lundun is a large city, and at its center, stands the great wooden and earthen structure that is home to
the King, his family, and court. Its walls stand 18' with a towers of 27' at every corner assures robust
defenses. A large gate protects the main entrance and is usually open unless there is a threat. Lundun
borders the river Temmes, the largest east-west river in southern Ungland.

Kind Egbert rules with a tight grip upon the treasury but has a relaxed attitude toward his people.
"Work, play, be prosperous, and we all benefit," he has said many a time in his public speeches. The
King has no standing army in Lundun but can raise 250 soldiers in time of need. The King's sworn
man, Worrick Andels of Bainbridge, commands the highest respect throughout Ungland.

Kind Egbert has two grown children, George, and Charlotte. Both are ready to wed, but he holds them
in reserve for potential marriage alliances with neighbors.

Northich
Landowner: King Alfred Osbert
Population: approximately 9700
Religion: Early Christianity & pagan
Repute: 10

Northich city overlooks the North Sea, high atop the cliff edge at the northeast most point beyond the
mountains. Northich and the country just south are harsh, rugged, and mountainous, isolating Northich
from much of Ungland.

The capital city and its surrounding counties, towns, and villages are reliant upon private mining.
Mines dot the countryside, and local families own these mines. These mines produce raw ore of tin,
copper, silver, and galena (lead). In Northich bay, fishing is the primary means of economy and trade.

King Osbert is lazy, greedy, and decadent. It's believed he has fathered many bastard children in the
region. He demands taxes on all raw ore cargo, and this policy directly affects the profits of the mine
owners and garners their resentment. Osbert's son and heir, Aewfeld, oversees all day-to-day running of
the courts and kingdom, and he is a cruel man.

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Ayerland & Doblun
Doblun, Ayerland
Landowner: Queen Maryanne Osbert-Leinster
Population: approximately 8500
Religion: Early Christianity & pagan
Repute: 10 if the Queen controls Doblun and 8 if she does not

Doblun sits on the southeastern shore of Ayerland across the channel from Ungland. Ayerland is a land
ruled by Queen Maryanne Osbert-Leinster, the daughter of King Osbert of Northich. Years ago, she
was married to King Drefus Leinster, a marriage of alliance between Northich and Ayerland. King
Leinster is now deceased and Queen
Maryanne is Ayerland's sole ruler.

The Queen has never remarried or taken any significant lovers. Many believe she is barren and has
feared for her legacy and life since the King's death. The Queen lives in an old, ruined stone keep
behind stone walls salvaged from ancient monasteries. Cut off from the rest of Ayerland and its Gaelic
clans; Queen Maryanne Osbert-Leinster relies on her private guard to protect her from any assassins.
Because Doblun is dangerous and often sacked by clans and sea peoples, the Queen spends much of her
time on the western coast of Ungland in a second home known as the "Queen's Keep."

Doblun, when not ruled by clans or foreigner invaders, is ruled by a Steward appointed by the Queen.

Many rumors surround the Queen and name her as the cause of her husband's death. Whispers that she
is a witch of extraordinary power are prevalent among the locals. Men of knowledge believe these are
rumors created by the Queen to scare off threats, yet the fact she still rules uncontested may be proof of
the rumors.

The Ayerish and the clans of Ayerland


There are many clans of Ayerland. These clans are native Ayerish tribes and families. Many clans have
long standing feuds, while others have strong bonds of friendship. Some of these bonds are forged
through arranged marriages. The three largest and most powerful clans are the Maguir, the O'Caegan,
and the Koughlan. Clans, in general, are patriarchal but the women of these clans have much influence,
Sarah Koughlan is the leader of her family clan. Clan chieftains all have Repute of 8, unless one
controls Doblun, then Repute 10.

The Sea Kingdom


Sea Kings: Ivar Silk-beard, Tugga Blood Ax, Ragnar Skullsplitter
Population: 5,000
Religion: Pagan
Repute: 8 to 10

The sea people invaders are Daens from Daenland. Their home country is far north across the sea, and
they come to Ungland to earn wealth and settle the fruitful lands. Daen practice Daenlaw in their
settlements, and are non-Christians, pagan polytheists.

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Though not a landed nobility, the Sea Kings, or Northmen, establish trading posts on the coasts of
Ayerland and Ungland. From these fortified ports they control the sea lanes. They raid monasteries and
towns along the coasts and rivers. Lowering their sails, they slip silently into the fog shrouded coasts,
and riverbanks to surprise their victims. They disembark from their long-ships, and obtain mounts as
needed for inland travel. These sea peoples leave death in their wake but along the way, they also
gather goods to trade, and thralls to supply the carrion trade.

The sea people’s religion require them to achieve a skaldworthy death in battle to be accepted into their
god's hall. This makes them exceptionally imposing warriors. Those who die undeserving will be
buried in an earthen mound. The ones inhabiting the mound must be sated yearly or they will rise and
walk the earth.

Many sea peoples choose to settle the lands. They turn to farming and cultivate their stolen lands, feed
their armies, and raise their children.
The great Earls of these sea army invaders must find ways to feed their men and supply wealth, or they
risk losing leadership.

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The Creatures
Creature Entries
DAoM refers to every person, animal, monster, and beast as a creature. All creatures have four entries:
DV, Health, Attack Damage, and Description. In addition, some creatures have a unique ability
activated on the player character's first failed task roll or a critical failure roll of "1."

DV—shows the required difficulty value to affect change upon the creature.
Health—shows how much damage a creature can withstand before dying.
Attack Damage — shows, abstractly, how many attacks or types of wounds to Condition, or injury, or
special effects occur on a character's failed task roll if in combat with the creature. The first number is
the number of Condition wounds caused per failed character task roll; the second entry is a special
effect of a first failed task roll or a critical failed task roll of "1" by a character.
Special-- is listed after Attack Damage and it is described in the creature’s information.
Description—provides a simple physical description of the creature or primary location.

Presenter Notes
This list is incomplete and not of every creature or beast one might encounter in game sessions. Use
these as guidelines to create your animals, enemies, or monsters.

Packs and Mobs


Some creatures can form large Packs or Mobs with flexible DV, Health, and Attack Damage scores.
Packs and Mobs make up groups larger than 5. If a creature can form a Pack/Mob, DAoM designates it
in the creature's name (Pack/Mob). When creatures form packs/mobs, the Presenter should first
increase the DV of the creature by 5 points, IE., a pack of six wolves will become a DV 17. Next, the
creature's Health will increase as a pack/mob by 3 points, IE., the same pack of 6 wolves would now be
Health 9. Attack Damage never changes; it results from any failed Task roll; however, there can be
"special effects" activated by packs or mobs.

Micro and Macro Combat


Combat can be micro or macro in scale depending on the group's shared narrative position to resolve
epic scale conflicts, battles, skirmishes, and wars. Treat all macro combats as Packs/Mobs. Micro
combat is intimate; resolved in a moment-to-moment engagement of small groups of individuals.

Character Repute Effect


Presenters can increase a creature's average DV by 3 points if the characters are Repute 7 or higher.
This modification can apply to adjust the relevant values for packs and mobs.

Wounds
The term wound(s) and/or Attack Damage are synonymous and refers to the number of accrued
Conditions suffered by a character in a combat with a failed action.

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Adventurer/Treasure Hunter (mob)
DV: 5 (8) Health: 2 (5) Attack Damage: 1
Description: These creatures are everyday people and can come from all classes and
professions as they choose the life of adventure or treasure hunting.

Assassin
DV: 7 Health: 2 Attack Damage: 1; Poison
Poison: On a critical failure, the character becomes poisoned; reduce Body to -1 until cured.
Description: These creatures are everyday people and can come from all classes and
professions. Assassins lead a double life and take contracts to eliminate targets.

Bandit/Ruffian/Outlaw (mob)
DV: 4 (8) Health: 1 (4) Attack Damage: 1
Description: These are the average highwayman, villains, and low-life thugs. They are a
simple nuisance, but larger organized groups can wreak havoc on communities. In mobs, they
can be dangerous.

Bog Hag/Swamp Beast


DV: 10 Health: 6 Attack Damage: 1; Drown
Drown: On a critical failure, it pulls the target underwater, and they suffer 3 wounds.
Description: These creatures can be of almost any physical description but will be hideous
and evil monstrosities found around swamps, bogs, lakes, pools, etc.

Guard/Soldier (mob)
DV: 7 (12), Health: 2 (5) Attack Damage: 1; Arrest.
Arrest: On a critical failure, these creatures will arrest/restrain/capture/ransom the character,
instantly ending conflict and taking them into custody.
Description: Almost any village, town, hamlet, city, fort, etc., will have soldiers and or
guards allowed to stop or seize "troublemakers."

Noble Warrior/Holy Warrior (mob),


DV: 8 (13) Health: 6 (9) Attack Damage: 1; Critical
Critical: On a critical failure, the character suffers two wounds
Description: Characters can find a noble or holy warrior almost anywhere in civilization;
these creatures are experienced veterans of martial combat. They include warriors, survivors,
aldermen, Templars, crusader warriors, protectors of pilgrims, and other gentrified people of
honor.

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Sea Peoples/Raiders/North-men (mob)
DV: 8 (11) Health: 4 (7) Attack Damage: 1; Critical; Capture
Critical: On a critical failure, the character suffers two wounds
nd
Capture: On a 2 critical failure, the character will suffer two wounds and or be taken
captive for ransom, enslaved, or sold as a slave
Description: Characters often see these creatures raiding, camping, scouting, and warring
almost anywhere in Ungland and Ayerland. These creatures are invaders from the northern
seas. They come to pillage, plunder, conquer and settle.

Mercenary/Vudamot Mort's Men (mob)


DV: 9 (11) Health: 5 (8) Attack Damage: 1; Critical; Ransom
Critical: On a critical failure, the character suffers two wounds
nd
Ransom: On a 2 critical failure, the character will suffer two wounds and/or is taken for
captive where a ransom is demand in exchange for their victim's life.
Description: Found wherever their leader sends them, these creatures are dangerous and
experienced warriors, ex-soldiers and are loyal to coin and/or promises of power and wealth.

Scholar/Priest (mob)
DV: 5 (8) Health: 2 (5) Attack Damage: 1;
Words of Power (See Words of Power)
Words of Power: These creatures can use magic or prayer (See Words of Power).
Description: Characters can find scholars and priests in all communities as professionals or
persons of God.

Shop Keeper/Professional/Craftsman/Peasant (mob)


DV: 3 (6) Health: 1 Attack Damage: 1; Hue & Cry.
Hue & Cry: On a critical failure, the character will suffer 1 wound, and these creatures will
raise the alarm or call for a mob of guards which arrive at a reasonable time.
Description: These creatures are part of almost all communities. Most are neutral and willing
to communicate and barter for services or other supplies.

Bear/Big Cat
DV: 9 Health: 6 Attack Damage: 1; Maul
Maul: On all critical failure, the character will suffer two wounds and suffer a Body injury,
subtract 1 point from Body as a broken arm, leg, or deep bite, or gash until treated or healed.
Description: These creatures inhabit the wilderness or other natural habitats and are often the
subject of many hunts.

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Demon Hound (pack)
DV: 7 (11) Health: 5 (8) Attack Damage: 1; Terror; Ravage

Terror: On a critical failure, the character will suffer 1 wound and reduce both Mind and
Spirit to 0 until the combat ends.
Ravage: Versus a pack—on a critical failure, the character will suffer four wounds as the
pack rends the character from every direction.
Description: The Demon Hound is a large, vicious hound, possessed with evil and a creature
bent to destroy all creatures in its path. This creature is controlled and will obey its master's
will.

Dog/Wolf (pack)
DV: 3 (9) Health: 1 (4) Attack Damage: 1; Ravage
Ravage: Versus a pack—on a critical failure, the character will suffer two wounds as the
pack rends the character from every direction
Description: These creatures are common wild dogs, wolves, or coyotes. They often hunt in
packs found in wilderness areas.

Boar
DV: 9 Health: 4 Attack Damage: 1; Gore
Gore: On a critical failure, the character will suffer 2 wounds and a Body will be reduced by
1 until healed.
Description: These creatures inhabit the wilderness or other natural habitats and are often the
subject of many hunts.

Demon/Ghoul/Succubus/Vampire
DV: 11 Health: 8 Attack Damage: 1; Drain; Curse
Drain: On a critical failure, the character will suffer two wounds Spirit and Mind by 1 point
until cured.
Curse: Any character killed after suffering any Drain will rise from the dead as an NPC of
one of these creatures. Characters require a ritual curing DV 14 by a holy person to restore
any Drained attribute points. A holy person cannot attempt failed ritual curing again, and the
character must improve the attributes with Attribute Points.
Description: These creatures are many and varied, terrifying in visage and the most feared in
Ungland. Preying on communities in many locations but always return to their lair before
dawn.

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Ghost/Specter/Wraith/Wight (mobs)
DV: 8 (12) Health: 7 (10) Attack Damage: Drain, Destroy
Immune
Immune: Only magical/enchanted, blessed, holy items and holy weapons can harm these
creatures.
Drain: On a critical failure, the character's Spirit and Mind will be reduced by 1 point until
cured.
Destroy: On a 2nd critical failure, the character will reduce either Mind or Spirit to zero
permanently. Attributes reduced this way cannot be cured or improved. The character is intact
but suffers from mental damage (Mind) and or "hopelessness" (Spirit). Characters require a
ritual curing DV 14 by a holy person to restore any drained attribute points. There is no
second attempt for a failed ritual curing. A character must improve the attributes in
Advancement.
Description: These dangerous, feared, and malevolent creatures can haunt any tomb,
cemetery crypt, or otherwise cursed location.

Skeleton (mobs)
DV: 3 (6) Health: 1 (4) Attack Damage: 1

Description: These creatures are the animated bones of those long dead, cursed by witches to
guard locations.

Giant Spider/Giant Serpent


DV: 6 Health: 6 Attack Damage: 1; Poison; Restrain
Poison: On a 2nd critical failure, the character will suffer two wounds and reduce their Body
to 0 until healed or cured.
Restrain: On a critical failure, the character will suffer 1 wound and cannot take physical
action until freed by another person, DV 8.
Description: These creatures lurk in dark places, lying in wait for their next victim.

Troll/Ogre
DV: 11 Health: 7 Attack Damage: 1, Sunder
Sunder: On a critical failure, the character will suffer two wounds and the victim's weapon,
or shield will be destroyed.
Regenerate: These creatures will also regenerate 1 wound on any failed character task roll.
Description: These creatures are giant horrors of man. They come to exist from the unholy
union between a greedy, ambitious, power-hungry man and a succubus witch. Beowulf's
Grendel is one such atrocity in legend. They can be giants or grotesquely disfigured creatures
found almost anywhere but generally stay hidden until they present themselves.

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Werewolf
DV: 12 Health: 8; Immune Attack Damage: 2; Ravage; Curse
Ravage: On a critical failure, the character will suffer four wounds and become cursed with
lycanthropy.
Curse: Any character who suffers lycanthropy's affliction is doomed to become a werewolf
during the full moon phases. Characters are normal unless in the werewolf form. At which
time they take these attributes and are NPC during such times.
Immune: Werewolves are immune to traditional weapons. Only garlic, silver, magic,
enchanted or other supernatural ability can cause wounds to the werewolf.
Description: These cursed creatures exist anywhere. Werewolves only present themselves
during full moon and are wild violent creatures bent on killing.

Wyvern/Dragon
DV: 14 Health: 15 Attack Damage: 2; Breath; Talon/Tail
Talon/Tail: On a critical failure, the character will suffer 3 wounds from rendering, clawing,
or tail whip attack.
nd
Breath: On a 2 critical failure, the creature's fiery breath causes 4 wounds and destroys all
Poor and Good quality items.
Description: These creatures can be the guardians of the lair of prominent persons, but most
of these creatures sate their hunger through their victims. They unleash the wanton
destruction of villages, towns, and communities until persuaded to stop by being given
something they value in exchange.

Zombies (mob)
DV: 4 (7) Health: 2 (5) Attack Damage: 1; Disease
Disease: On a critical failure, the character will suffer two wounds and reduce Spirit
and Mind to -1 until healed or cured.
Description: Found around any area where cursed dead exist, these cursed,
diseased, and animated corpses walk only to feed on the living.

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Constructing a Session
When constructing a session or adventure, it should have the following elements. Please consider all
sessions as an "open sandbox" style of play. Repute can be earned in several ways for all characters;
however, achievements in session that directly affect the inciting incident, major or minor dilemmas
should earn the group or individuals a Repute point.

Adventure Flow
This section is a basic outline for getting things started.
1. Begin with the Setup section and then the inciting incident.
2. Roll a Random Seed.
3. Begin roleplaying and when it feels right, introduce the first seed.
4. Let go of the reins and play to find out what happens.

Setup
This section contains a brief entry of the current starting situation, the time of year, and the starting
location. What are the locals focused on doing? It also includes additional general information to
establish a particular theme or mood.

Inciting Incident
This section contains the principal reason for action, event, or situation when play begins. It is the point
at which playing the characters begins.

Major Dilemma
This section contains a brief description of the most challenging event or situation happening in the
setting.

Minor Dilemma
This section contains a brief description of minor complications that exist concerning the major
dilemma.

How To Earn Repute


This is not the only way characters can earn repute in the session, but it is how a character or the party
can secure a certain Repute point in the current session.

Random Seed Chart (3d6)


This chart should follow the standard distribution of seeds as described earlier on page ##.

Additional Entries
This section contains information concerning new NPCs or monsters.

A Word About Chronicles and Campaigns


If one is going to run a series of sessions as chronicles/campaigns, keep in mind what has transpired in
previous sessions and account for what current characters have achieved. Try and create sessions in
context and feature actual passage of time, such as, seasons, weeks, months, maybe even years.
Chronicles are best represented as four consecutive sessions with time allotment relevant to the focused

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chronicle. Campaigns have no limit, but seven consecutive sessions will provide the opportunity for
players to reach Repute 10. Think big with campaigns in passage of time between sessions and think

focused when preparing four session chronicles. Remember, any series of sessions concerning the same
characters will create ultimately a chronicle or eventually a campaign. The Presenter need not prepare a
beginning and an end, rather keep session prep in context to the world results and character
achievements.

Below are five adventures or sessions. These can be played in any order as simple one-offs or played in
succession for a full chronicle. By adding just two more sessions, seven sessions would allow for a
complete campaign. Keep in mind, a Presenter might want to add a RSCs relevant to the current world
state and current characters situations based on past results.

Joe, as Presenter, decides to add a second RSC chart for Baryletowne as two characters are currently
residing there after the last session.

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Adventure One – “Harvest Time”
by Jason Graham

Adventure Flow
1. Begin with the Setup section and then the inciting incident.
2. Roll a Random Seed.
3. Begin roleplaying and when it feels right, introduce the first seed.
4. Let go of the reins and play to find out what happens.

Setup
It is the autumn harvest in Dredgewater; all the agricultural laborers harvest and store the crops and
grain for the winter.

Inciting Incident
Call the characters to harvest, build or clean storage, or supervise and assess the process and yield.
There is also a need for securing the harvest from outlaws, bandits, and others who might interfere with
it.

Major Dilemma
All Dredge residents prioritize harvesting and storing enough good healthy crop yields to survive the
winter. Every person understands the reality of famine all too well and prioritizes the harvest.

Minor Dilemma
Life is interfering with the business of harvest and storage.

How To Earn Repute


The characters can harvest crops or help others to successfully harvest the crops to earn Repute.

Give the players the lead, let them run, and pursue their motivations and goals, but make it clear the
dilemmas listed above are the locals' preoccupation.

Roll the first random seed. Then, roll more seeds at will as the players choose what issues and actions
to pursue.

Random Seed Chart, 3d6


3. Diseased crops
4. Bandits seize a large farm
5. Alderman of Barysle's more significant share
6. South acres burn
7. An early freeze
8. Mice infestation
9. Three serfs found murdered
10. Serfs refuse to work
11. Washburn calls a council
12. Three strangers take up rooms in Black Leaf
13. Old stone ruins discovered
14. Howardtowne messenger
15. Vudamot Mort stakes a claim

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16. Dahr is missing
17. Serfs terrified from harvesting
18. North-men scouts spotted

Key NPC
Dementia troubles Alderman Elweld of Barysle, an older man of 56 years. He believes he does not
have enough stored to see his people through the winter and into spring. Elweld demands a more
significant share and uses a show of force by sending a pathetic rabble of peasants to request grain.
Elweld may resort to calling in Washburn's old debts creating an embarrassing situation.

Pre-generated Characters

Harold of Dredgewater Downs


Outlaw Repute: 3
Body: 1 Mind: 1 Spirit: 1 Prestige: 0 Luck: 1
Inventory: 5 Purse: 1 Combat: 1 Condition

Equipment
Bow (g), Leathers (p), Dagger (p)
Description
Harold is tall and lean at 17 years of age. He is a bright-minded opportunist
looking to expand his scope.

Julius "Conk" Truno


Scholar/Administrator Repute: 3
Body: 0 Mind: 2 Spirit: 0 Prestige: 1 Luck: 0
Inventory: 4 Purse: 2 Combat: 0 Condition
Equipment
Parchment and quill (g), robes (g)

Description
One can see a Roman ancestry in the shape of his nose, which provides his moniker
"conk." At 24 years of age, he is an astute man of numbers, weights, and measures.

Charmela of Dredgetowne
Freeman Repute: 3
Body: 0 Mind: 0 Spirit: 0 Prestige: 3 Luck: 0
Inventory: 4 Purse: 5 Combat: -2 Condition
Equipment
signet ring (g), riding horse "Wilbur" (g)
Description
Charmela of Dredgetowne, a distant cousin to Lord Washburn, came to live in
Dredgetowne at four years of age. She lives inside Dredgetowne's walls and is now
about 19 years old.

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Adventure Two – “Quarter Days”
By Tim Harper

Adventure Flow
1. Begin with the Setup section and then the inciting incident.
2. Roll a Random Seed.
3. Begin roleplaying and when it feels right, introduce the first seed.
4. Let go of the reins and play to find out what happens.

Setup
It is winter in Dredgewater, and the King's tax collector has set up in the Black Leaf Inn to collect.

Inciting Incident
Call the characters to pay their taxes or help the King's tax man collect them from the locals.

Major Dilemma
A tax collector, Julius Quintus Olivia, is collecting taxes, handing out fines, and confiscating livestock.
Many locals cannot pay, and Olivia's "bodyguards" use violence to persuade adherence to the penalties.

Minor Dilemma
An enraged four-legged animal is haunting the land, rumored never to sleep, and with each victim, it
grows ever larger. As a result, peasants and serfs refuse to work the land or fish.

How To Earn Repute


The characters can negotiate on behalf of those unable to pay taxes, pay taxes for tenants, disrupt the
collection of taxes, and or stop the Beast.

Roll the first random seed. Then, roll more seeds at will as the players choose what issues and actions
to pursue.

Random Seed Chart, 3d6


3. A great storm foretold
4. An alderman ignores the King's call for peace
5. Kidnappers
6. Three mutilated bodies discovered
7. Pilgrims with holy bones
8. A caravan of refugees
9. Heavy snowfall?
10. A herd of animals shepherded along a major road or path.
11. A small group of adventurers is on a quest
12. Peasants appropriating crops and livestock
13. Traveling merchants selling wares
14. Ex-lepers?
15. Murdered congregation
16. A prophet in violent visions
17. A child shares her nightmares
18. Cursed waking dead soldiers

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Key NPC
Julius Quintus Olivia, the "tax-man," arrives in Dredgewater to collect taxes on behalf of Albert of
Wessily. In addition, Olivia brings "bodyguards" to extort pressure on the locals and demand payment
in livestock, crops, or property. These "bodyguards" are former Vudamot Mort mercenaries, but they
may not be involved with Vudamot Mort.

The "Beast"
DV: 8 to 11 Health: 4 to 9 Attack Damage: 2
The four-legged beast uses great claws and saw-tooth jaws to tear and eat her prey. This beast grows more
powerful every day. Its DV & Health will increase every day after it victimizes locals in the night. The
creature is "hungry" as she is pregnant. It roams at night, pulling victims from their huts and tents. In the
day, it rests in a river-side cave northwest of Dredge.

Pre-generated Character

Erichecht "The Hunter" of Holloway


Noble Repute: 3 (Deeds)
Body: 0 Mind: 0 Spirit: 0 Prestige: 3 Luck: 0
Inventory: 4 Purse: 5 Combat: 2 Condition
Equipment
Signet ring (g), Riding horse (g), Spear (m)
Description
Erichecht "The Hunter" has earned his Repute for his deeds as a skilled hunter. He carries a
beautiful short hunting spear with magical qualities.

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Adventure Three – “Sea Peoples”
By Jason Graham

Adventure Flow
1. Begin with the Setup section and then the inciting incident.
2. Roll a Random Seed.
3. Begin roleplaying and when it feels right, introduce the first seed.
4. Let go of the reins and play to find out what happens.

Setup
It is springtime in Northich and Bandenberg City, where the characters are staying. North-men raids
have begun along the coast and rivers in Northich and Eastumberland.

Inciting Incident
The characters are traveling through the region headed to Northich. Unfortunately, north-men raiders
and scouts are all over the region and have made further travel north tricky.

Major Dilemma
Sea peoples from the north, led by Agnar, have taken the city Baryltowne, and they await another army
of north-men. They will not be satisfied with such a small city and manor.

Minor Dilemma
Two peasant hunters discover old Roman ruins, an old governor's villa, and recognize something or
someone who lives there. The ancient villa has four primary rooms, two underground buried by an old
sinkhole. A horror of man's cursed desires lives there—an Ogre. This ogre is responsible for much
mischief in the area.

How To Earn Repute


The characters can engage with the sea peoples in Baryltowne or inform the local landowners of their
threat. Also, the characters can investigate and eliminate the threat in the Roman ruins. Either of these
earn the characters Repute.

Roll the first random seed. Then, roll more seeds at will as the players choose what issues and actions
to pursue.

Random Seed Chart, 3d6


3. North-men army arrives
4. Jerolt of Bandenberg calls fyrd
5. Daughters of peasants go missing
6. North-men send negotiators
7. Northich demand Jerolt expel north-men
8. Rumors of Gragnar
9. Road north blocked by rockfall/mudslide
10. Bandenberg well is dry
11. Dredgewater sends help
12. Northich army conscripting locals
13. Gragnar attacks!
14. Church officers captured

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15. Northich alderman arrives
16. North-men witch "sees" a character
17. Ghastly disturbance around Baryletowne
18. Werewolf among the north-men?

Ruined Roman Villa, 4 rooms


The ground and upper floor contain old scrolls and furniture.
The ground floor second room contains a bath with old tapestries and relief sculptures.
Underground is the old ground entrance, main entry, an ogre's lair. Many bones, bodies, and loot lay
scattered, buried, and hastily hidden.
Old library/study. Maps and scrolls, histories and plans, drawings.

Key NPC
Agnar the Wicked
DV: 10 Health: 6 Attack Damage: 1; Critical
Critical: on a critical failure "1" the character suffers 2 wounds.

Equipment
Bastard sword (e), shield (g), fur and leather armor (p)

Agnar has an army of approximately 25 men and awaits the arrival of 25 more. When Agnar is at full
strength he will attack the next settlement. Agnar's soldiers are all DV: 4; Health: 1; Attack Damage: 1.
If characters engage with Agnar in the field, the use of mass combat is advised.

Creature
Gragnar the Ogre
DV: 11 Health: 7; Regenerate Attack Damage: 1; Sunder; Restrain
Sunder: on a critical failure "1" the Ogre will destroy a character's weapon or shield. Any critical failure
suffered by a defenseless character will suffer 2 wounds and a Body injury, reducing Body by 1.
Restrain: on a critical failure "1” the creature can take grip on a character and restrain the character
causing 1 wound per turn. The character will suffer 1 wound for each failed attempt to break free.
Regenerate: These creatures regenerate 1 health per turn and can sunder any items or gear on a failed
roll, as well as cause wounds.

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Adventure Four – “Bandits, Highwaymen, and Outlaws”
By Eric Bloat

Adventure Flow
1. Begin with the Setup section and then the inciting incident.
2. Roll a Random Seed.
3. Begin roleplaying and when it feels right, introduce the first seed.
4. Let go of the reins and play to find out what happens.

Setup
Summer is young and the party is currently traveling along in the countryside with rows of crops on
either side.

Inciting Incident
The adventuring party comes upon a body in the road. After investigating, they realize that Mikel, a
local farmer, is still alive but just barely. Reveal through roleplay that Mikel was attacked by bandits
and left for dead. Mikel also tells the party that he has a farmhouse with supplies and an adolescent
daughter before succumbing to his injuries.

Major Dilemma
A small gang of bandits, cutthroats, thieves, and robbers terrorize this community. The locals may
reward the party for their help if they stop the bandits from looting farms and terrorizing the
community.

Minor Dilemma
Mikel's daughter is not in the farmhouse. Where could she be?

How To Earn Repute


The characters can eliminate the bandit threat, and/or investigate and solve the whereabouts of Mikel's
daughter.

Roll the first random seed. Then, roll more seeds at will as the players choose what issues and actions
to pursue.

Random Seed Chart, 3d6


3. Dead body scarecrows?
4. King's guard held hostage
5. The farming town of lepers
6. Ruffians
7. Murdered bodies litter the road
8. A barn full of imprisoned runaways
9. Rumor of Isabella
10. Wild dog packs roam
11. Adventurers sabotage the party
12. Rivers of blood
13. Exotic foreigners cross the land
14. Hunters of bandits?
15. A green glow fills the night sky

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16. Zombies
17. Foreign voices in the Mind
18. Groundhog Day—Deja Vu

Key NPCs
Bandits attacked and fatally wound Mikel, a single farmer and father to 9-year-old Isabella. His
daughter is alone in their farmhouse while the bandits loot the town.

Bandit/Ruffian/Outlaw (mob)
DV: 9 (14) Health: 1 (4) Attack Damage: 1
Description: These are the average highwayman, villains, and low-life thugs. They are a simple nuisance,
but in larger organized groups can wreak havoc on communities. In mobs, they can be dangerous.

Pre-generated Character

Kaelwelt of Howardtowne
Soldier Repute: 3
Body: 2 Mind: 1 Spirit: 0 Prestige: 0 Luck: 1
Inventory: 6 Purse: 1 Combat: 2 Condition
Equipment
Sword (e), shield (g)
Description
Kaelwelt, a tall and stout, healthy young man, earns his keep as a Washburn soldier, but at 16,
he has much to learn.

Joshua Ward (Order #43071932)


Adventure Five – “The Wolfound”
By Del Branham

Adventure Flow
1. Begin with the Setup section and then the inciting incident.
2. Roll a Random Seed.
3. Begin roleplaying and when it feels right, introduce the first seed.
4. Let go of the reins and play to find out what happens.

Setup
It is an extremely wet and sweltering summer and there are many travelers and visitors to Dredgewater.

Inciting Incident
Old Jeb brings his dying daughter, mangled by a hound, to Dredgewater..." It has killed my only
daughter!"

Major Dilemma
A large Wolfhound has contracted rabies and is running loose. It causes a danger to the local livestock,
villagers, and visitors.

Minor Dilemma
The Wolfhound belongs to Lord Washburn's oldest son, and he is out searching for it, to protect it.

How To Earn Repute


The characters must destroy or cure the prince’s sick hound.

Roll the first random seed. Then, roll more seeds at will as the players choose what issues and actions
to pursue.

Random Seed Chart, 3d6


3. Dysentery
4. Rot grub zombies
5. Ambushed!
6. Armored Crustacean
7. Trapdoor spider
8. Sin eater pilgrims
9. Hanging Tree
10. Overturned cart
11. Omen "Murder of Crows"
12. Hard rain
13. Willow-the-Wisp
14. Prehistoric burial mound
15. Sinkhole
16. Scarecrow golem
17. Giant black adder
18. Haunt

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Creature

The Rabid Hound—Major Dilemma


DV: 7 Health: 5 Attack Damage 1; Disease
Disease-on a critical failure “1” the victim will be infected with disease and will grow ill
and die in three days unless cured with rare concoction.
The Hound is rabid, and its reactions are erratic; if cornered, it will certainly strike.

Pre-generated Character

Savaric Hearst
Freeman Repute: 3
Body: 1 Mind: 1 Spirit: 0 Prestige: 1 Luck: 0
Inventory: 6 Purse: 2 Combat: 2 Condition
Equipment
Bow (p); Bone Handled dagger (e); Leather armor (p), backpack (p) w/a canteen, rope, blanket,
tinderbox, and torches 3
Description
Savaric is a loner, woodsman, hunter, and trader of pelts. He is newly arrived in
Dredgewater. A hunter by trade, he is now a game warden for Lord Washburn. Savaric's
position as warden requires, he also lead the Lord's hunts. He resides on the woods
edge north of Dredgewater where he is required to patrol Washburn's northern woods to
discourage poachers and outlaws. Unfortunately, the woodlands are plagued with both
poachers and outlaws and Savaric has his hands full. The Dredgewater Sheriff, Bassel
Danforth, offers little help in gathering men to pursue these poachers and outlaws
unless they trouble Dredgewater directly.

Joshua Ward (Order #43071932)


Dark Age Ungland Setting Details
By Mark Kernow
Use the information below sparingly to flesh out your adventures.

It happened here (roll d20)


1. A saint's hovel
2. At the King's Mint
3. Overheard at the mead hall
4. An abandoned ancient villa
5. A hill fort (in ruins or rebuilt)
6. A roundhouse/longhouse
7. The King's wooden palace
8. The monastery
9. The wood stockade
10. A ford across a river
11. A ghost fence
12. A hill-folk tomb
13. A landing place for ships
14. At the site of an old battle
15. At the site of an execution
16. At the alehouse
17. Deep in the forest
18. Along the ancient way
19. Alongside the old stone wall
20. At the church/temple

Folk along the way (roll d12)


1. Raiders come for plunder and silver
2. Trader (s) with rare goods
3. Farmers | villagers | townsfolk | commoners
4. A skald/bard or entertainer
5. A small war-band
6. Priests/monks or pilgrims
7. A witch or cunning man
8. The Head Man/Woman or Chieftain
9. Guard (s) with a prisoner
10. Shield wall practice
11. The shire reeve (sheriff) approach.
12. Pilgrims in a silent line.

Events and twists (roll d12)


1. Shields will be shattered!
2. Hiding in the fens
3. On a feast day
4. On a saint's day
5. On a harvest day
6. The beacons are lit
7. Coracles across the river

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8. Exiles to/from another kingdom
9. Pestilence and fire
10. Lost in the mud
11. Covered in old runes
12. Weregild, a blood feud

Items of significance (roll d12)


1. A horde of Hacksilver
2. A torch of the ancient hill-folk
3. A legion's standard from the old days
4. The bone (s) of a saint
5. A gilded comb
6. "Arthur caused me to be made."
7. An ancient cauldron
8. The gift of a ghost?
9. A brittle sword
10. A bright helm with serpent motifs
11. A silver cross set with amber
12. A small rune stone.

Your doom is upon you, for good or ill (roll d12)


1. Animals act oddly
2. A dramatic change in the weather
3. Shelter in your hour of need
4. Light in the darkness
5. A voice/voices cry out
6. Altered distances
7. Look at the trees!
8. Your words bind you
9. The Otherworld is close
10. Strange coincidences surround you.
11. There's something in the water.
12. A prophecy foretells it.

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Dark Age of Man Game Play Examples
The below examples of play are simple examples of how the system can work for
Presenters and groups. By no means is this the only way the system can be used and
activated. DAoM is a very flexible, player facing, single roll system. Difficulty Values
are fluid and flexible, prompts for actions are ever occurring in live play as Presenter
and players narrate and declare actions. I, as Presenter, like to have actual risk/reward,
stake-based gaming, and therefore, try to quickly realize what players will face at any
moment and set actual goals for their success with consequences for their failure.

BASIC COMBAT ENCOUNTER

The player Del, as Harry “The Wise” is investigating an old, abandoned manse. He is
obliged to his Lord Washburn in exchange for a free tenancy. He's tracked, what he
believes is a vampire to the old manse.

Del: I climb to the second floor and turn my lantern about the room...

Presenter: You just make out a tall, cloaked figure in the corner...the body of a young
peasant girl lay at his feet...He is Vaald of Braidtowne, you've seen him in the village
tavern before. Blood runs from his mouth...this bloodsucker, Vaald, waves his hands
and speaks in some gibberish, you swoon and feel woozy. Roll your Spirit against DV
12!

Del: What the hell? Six plus 1, seven...

Presenter: You become dizzy, your Mind now at zero and you have suffered a splitting
headache and 1 wound against health. Vaald sees your swoon and moves in to bite your
neck!

Del: Do I roll?

Presenter: I'll tell you when to roll. How does Harry “The Wise” respond?

Del: I raise my crucifix and banish him from my presence and this place, “Be gone you
vile wretched creature! Begone in the name of Christ!”

Presenter: Vaald startles and looks away, roll your Prestige plus the value of your
crucifix against DV 10.

Del: It is a poor crucifix, but I did enchant it earlier before I entered the manse, if you
remember? My Prestige, 2, plus 1 crucifix...15! A critical success 12 plus 3! “Begone, I
tell you, out of this place!”

Presenter: Vaald screams and turns away hissing curses at you, he suffers two wounds
and turns into a bat and flies away into the night sky through the collapsed roof.

Del: “Begone! You foul beast!” Harry collapses on the floor holding his splitting head.

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Presenter: As you close your eyes you have broken images of his latest victims, among
them these visions...Sarah, the Lady's maid to Lady Washburn.

Del: My eyes snap open and I whistle...He's infiltrated my Lord's court?

MASS COMBAT ENCOUNTERS

The party is about to lay siege to a small palisade held by invading sea peoples. They
have gathered a small force of locals, roughly 33 men. DV for this mass combat is 6 to
9. The players need to score 9 successful task rolls to take control of the fort. If they
fail 9 task checks, they will be routed. Of course, the players do not know what it will
take to win the siege.

David as the mercenary commander Grant Gilesworth: I tell the troops our plan of
attack. I want one third of the men assaulting the front gate, another third launching
arrows into the walls to protect the assault and the last third on me as we circle the
palisade looking for another entrance in or over the walls.

Del as Harry “The Wise”: I'm with Grant...as we move, I say a prayer over Grant and
his men...

Todd as “Dandy” Danvier of Lundun: I stay to advise the archers and will signal their
assault when we enter the front gate!

Presenter: Grant, I need a Prestige check at DV 6, to set the quality of the siege. This
will impact the overall siege DV for Todd and the assault.

David: 4! But plus 4 for my Prestige and signet ring, 8! Whew.

Presenter: Your men yell in acknowledgment of the plan and organize for the siege. The
DV will be lowered. Harry? I need you to make that blessing roll, Spirit check please at
DV 5, because Grant has inspired you. And Danvier, your DV is set at 6 for all your
commands, upcoming, unless something critical occurs to change it.

Del: “God, I ask you protect these men and divinely inspire them to defeat these pagans
in your name!” I say this and cross myself as we run around the palisade...10!

Presenter: Grant you feel a strength and the world narrows into focus and slows down
for you...You feel a divine inspiration, +1 blessing to all your future checks.

Todd: Archers! Ready! Fire! I rolled a 10!

Presenter: The archers provide great cover as the troops assaulting hit the front gate and
drive the ram in hard...Grant as you circle, you and your men dodging arrows and
stones hastily shot and thrown from the odd enemy soldier...You come around to a lone,
narrow, heavily fortified door on the backside of the fort.

David: I order some men to breach this pathetic door, while guarding them with a
formed shield wall over our heads.

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Presenter: Grant roll Prestige again here, DV 9...

David: 3! Oh man, plus 3 and ring...7?

Del: Plus, your blessing. Don't forget that!

David: 8? Still not enough.

Presenter: As your men bang the door, two of your soldiers fall dead to arrows from
over-head. The DV just went up to 10. Danvier, as you watch the quality of the assault
on the front gate and command aimed shots at the walls...I need another Combat check
at DV 6.

Todd: Is Danvier also blessed?

Presenter: Unfortunately, no, as he was not among Grants men.

Todd: Okey, dokey. “Archers, there to the left! Fire!” 14! no critical!

Presenter: Danvier you hear the crash and yells at the front gate...The men are through!

Todd: Archers! Charge! And I lead them across the bridge into the fray with my shield
and spear drawn!

Presenter: Grant you feel large stones bouncing off your shield overhead and just out of
the corner of your eye see ropes drop from the wall above and enemy soldiers are
sliding down to engage in melee with you and your men. Del you see this plainly from
the bushes where you hide.

Del: Grant! Men descend the walls! I cross myself and scramble over to one and swing
my mace.

David: I order some of the men to pull out of the shield wall and attack those
descending the walls. I push forward and hack at the door with my ax!

Presenter: Del you now have a +2 in this melee, as Grant's men are helping you. Roll
DV 6 combat check. Grant makes a Body check on the door, DV 10.

Del: May God have mercy on you heathens! It's a 9!

David: Aaaaah! I chop heavily upon the door, 11!

Presenter: The enemy soldiers fall around you Harry and now ropes hang free...Grant
the door begins to crumble into pieces and large holes take shape.... However, a long
spear juts through a hole...roll combat DV 10!

Grant: Oh man! Critical fail! “1”!

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Presenter: You feel the spear pierce your armor and drive into your shoulder. That is 2
wounds, your Condition is now Battered. Danvier? You charge across the bridge and
with two-thirds of Grant's army in tow. Make a DV 5 combat check.

Todd: Blocking and slicing through enemies, our soldiers doing the same...11!

Presenter: Danvier, in what seems like a blink of time, you stand, sweating, breathing
heavily, all around you, bodies lay strewn about...Some of the men still finishing off
Vikings...You see Tugga and two other Vikings taking refuge in the lodge. Grant, you
hear screams of dying men beyond the fractured door and the door swings open and
you face one of your own men, smiling, “we've won Sir!” He yells to you.

BASIC ACTION ENCOUNTERS

The players have encountered a village and most the villagers are ill with some
dangerous disease. The village elder is healthy but his family, wife and two teenage
children, lay dying. He has offered the players information on where to find an old
Roman villa if they help his family and village.

Presenter: Geoff, the village elder, stands fists clinched. I know where to find this ruin,
but you must aid my family first.

Del as Harry “the Wise” What ails them?

Presenter: I do not know! They took sick, as did many villagers, in the last week. Some
of the villagers have already died.

Del: I place a rag to cover my face and nostrils, say a prayer and enter the bed chamber
of this wife to examine her.

Presenter: She is unresponsive, unconscious, with a high fever. Her bed clothes are
soiled, she is pallid in color and breathing very shallowly.

Todd as Danvier: I stand well clear. In fact, I go outside away from all peoples.

David as Grant: I follow Danvier.

Del: Indeed. All those of you who can, should be outside in the fresh air. I examine and
think hard, reflect on my lifetime...Have I seen this? Is it illness or demonic? Poison? I
reflect and say a soft prayer over her.

Presenter: The prayer is easily achieved no roll needed but add 1 to your Mind check,
DV 8.

Del: 9...I know this, don't I?

Presenter: You do indeed recognize this illness. It is an illness brought about from
contaminated food or water...There is an herb, when boiled and then sucked can, ease

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symptoms and arrest the loose bowels, and therefore the illness.

Del: I send for Grant and Danvier with a yell.

David & Todd: Yes.

Del: I need you to find cloverleaf, lots of it. I will make a fire and boil some water in
preparation.

Todd: What does this herb look like?

David: And where do we find it?

Del: Damn! Fools! Must I do everything? It grows in shadow and smells bittersweet. It
is a ground crawling weed with a pink flower! Go!

Presenter: Harry has provided great details, so Grant and Danvier, both of you make
Mind checks at DV 4 to find this weed.

Todd: 11...

David: 9...

Presenter: You both go to the nearest shady places, under bush, under eaves, under
wooden walks...and grab as much as you can pull free...Grant and Danvier return in just
a few minutes with a hand full of the weeds.

Del: Drop them into the pot! I stir it until it is boiling, and they began to turn to
incredibly soft and mushy green ooze. I spoon a mouthful into Geof's wife's mouth and
hold her mouth shut. Danvier and Grant-take this kettle and spoon, go around to all the
ill persons and spoon this into their mouths. But first, you both must be treated, open
wide as you will need a mouthful as well. Then I smile at them both and take a
spoonful myself, gagging at its awful flavor.

Presenter: Two days pass and villagers begin to improve, no one you treated has died.
Geoff cheers you and sings your praises as his family slowly recovers. One evening he
presents a hand drawn map to the Roman ruins and warns you of the ogre that once
resided there.

Del: Geoff, remember this concoction and you must choose wine and cleaned foods for
future digestion. Never over cook your meats. I believe your well to be contaminated so
boil well the water before drinking it.

Presenter: Harry you have earned a Repute point.

Del: Great! I will add it to my Spirit now.

Presenter: Fine.

Joshua Ward (Order #43071932)


David: I want to leave a sunup, what say you all?

Todd & Del: Agreed.

Joshua Ward (Order #43071932)


The Dark Ages Ungland Glossary
Affinity An allegiance to a Lord
Acre A measure of land cultivated in a day
Advowson To appoint clergy
Amercement A fine
Anathema Excommunication or heretic
Apostate A clergy who renounces God, a heretic, Prestige -1 to 0
Ask and Discover A legal term for an investigation
Assart Land for cultivation
Assize King's legal court
Attainder A traitor, Prestige -1 to 0
Ayerish People from Ayerland, clans folk
Ayerland The isle west of Ungland
Bailiff A Steward, Prestige 2-4
Bailiwick A Bailiffs jurisdiction
Baron A landed vassal, Prestige 2-3
Barrister employed to help solve legal disputes. 1-2
Benefice A land grant to church
Benefit Clergy immunity to secular law
Bordar A peasant farmer, Prestige 0-1
Borough A self-governing town
Bovate A measure of land cultivated for one year
Bowyer-Fletcher maker of bows and arrow
Brewer one who brews ales
Burgess A homeowner in a burough, Prestige 1-2
Bushel A measurement, 8 dry gallon
Chamberlain An official manager of the royal house, Prestige 2-3
Chancellor A secretary of writs and records, Prestige 2-3
Constable An officer in command of garrison army, Prestige 2-3
Cooper one who makes storage chests
Cottar lower rank peasant with a cottage, Prestige 0
Court of Common Pleas A common law civil court
Daen A person from Daenland, sea peoples
Daenland The north country across the sea
Daenlaw The law of the sea peoples
Demesne Manorial lands of meadow and orchard lands
Doblun The Capital city of Ayerland and seat of the throne
Duke A leftover from Roman Dux, a landowner of royal family, Lord of a duchy, Prestige 3-4
Draken equilivent to dragon, also Daenish longship
Earl or Alderman High ranking nobleman not royal, Prestige 3-4
Eastumberland The eastern kingdom of Ungland, Lundun its capital
Estovers Legal wood gathers, Prestige 0-1
Eyre A traveling judge, Prestige 2
Fair A market of trade
Farm Rent for land use, often abused by Sheriff
Fealty Loyal oath to a Lord
Fief Vassal land in exchange for military service
Forfeiture To lose Fief for failed contract

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Furlong The length of a strip of field ploughed for farming
Fyrd A Lord or Alderman's Militia
Glebe Land granted to a clergyman
Gentleman A squire, non-landowner, Prestige 1
Gentry Men with a single manor, Prestige 1-2
Heir apparent The king’s eldest son, Prestige 3-4
Heir presumptive The presumed heir to the throne in absence of heir, Prestige 3-4
Hide A measure of land big enough to maintain a family
Honor Large estate lands of an Earl or Alderman
Hook or Crook Legal gathering of branches for firewood from woodlands using only a hook and
crook
Hue and Cry Use of voice and horn by villagers and neighbors to bring criminals to justice
Indenture A contract of halves between two parties
Interdict A banning of all sacraments
Justiciar A royal judge, Prestige 2-3
Kaiage A tax for unloading goods at a market or wharf
Lastage A tax levied on freight
League The distance a man or horse could walk in one hour, 1.5 to 3 miles
Livery Badges and uniform provided by a lord for their followers
Lundun The capital city of Eastumberland and seat of the King
Man-at-arms or Yeoman A soldier holding his land, 90 acres, in exchange for military service,
Prestige 1-3
Marchers Petty kings, Prestige 2-3
Marches A territory of lands of petty kings
Motte-and-bailey a fortification with a wooden or stone keep situated on a raised area of ground called
a motte, accompanied by a walled courtyard or bailey surrounded by a protective ditch and palisade.
Miller a person who operates a mill, a machine to grind grain to make flour.
Minstrel plays musical instruments and recites stories
Moneyers those who mint coins for the nobility used primarily in foreign trade
Northich The northern most kingdom of Ungland, and the capital city of the same name
Ordeal A method of trial in which the accused was given a physical test to prove innocence
Oxgang A measure of land cultivated in a day by an ox team
Pannage The right to let your swine feed in the woods
Passage A tax levied for passage
Payage A tax levied on pasturage.
Peck A quarter of a bushel
Pilgrimage is a journey, often into an unknown or foreign place
Pontage A tax levied on bridge
Quarter Days Tax collection day
Ransom A fee demanded for a captive’s life, often negotiated between combatants to spare a life
Reeve An official appointed by the lord or elected by the peasants, Prestige 1-2
Relief A fee paid by the heir of a fief
Repute Is a total numeric value of all a character's attribute points,
Body+Mind+Spirit+Prestige+Luck=Repute.
Rune a mark or letter of mysterious or magic significance.
Sergeant A servant flag bearer who accompanied his lord to battle, Prestige 2
Sheriff A chief administrative and judicial officer of a shire, Prestige 2
Square As in “make the square” is a Daenlaw custom of challenge, a combat to yield or death
Stallage A tax levied on trading booths or stalls at markets and fairs

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Steward A Bailiff, the man responsible for managing a castle in the King's absence, Prestige 2-4
Sumpter A mule or pack horse
Tallage A tax levied on boroughs
Tanner produces leather goods from skins and hide at Tanneries outside of towns
Thatcher one who applies straw and hides as roofs to buildings
Thegn The military companion to the King, Prestige 2-3
Tithe A church tax paid to the church
Ungland The main island country
Unglanders The people of Ungland
Vassal A free man who held land from a lord to whom he paid homage and swore fealty, Prestige 2-3
Vill A secular parish of 8 Hides
Virgate A yardland or one quarter of a hide, or two oxgangs
Ward A person of merit, or landownership too young to deal with own wealth, Prestige 2-3
Wardship A person with wealth and land income cared for by the Lord until they come of age, Prestige
3-4
Waste Worthless unusable land
Wattle and daub building method used for making walls and buildings.
Weaver one who weaves clothes
Wheelwright one who works on wheels and carts
Witan A council of Alderman, usually convened to select a King or Ruler
Yoke A measure of land equal to two vigrates

Some typical professions that may be encountered, Prestige 0 to 2


Guardsmen
Bladesmith
Armourers
Stone Masons
Locksmith
Jeweller
Hatters
Cobblers*
Carpenters
Candle Maker
Blacksmith
Farmer
Clergyman
Baker
Brewer*
Cooper*
Farm hand
Wheelwright*
Armourer
Bowyer-Fletcher*
Winemaker
Watchmen
Tax Collector
Messenger
Merchant

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Grocer
Butcher

Professions with * are included in Glossary for further definition

Appendix N
The Saxon Tales by Bernard Cornwell
The Dark Ages 476 to 918 by Charles Oman
The Last Kingdom, Netflix series, 2015
The Great Course-The Early Middle Ages
The Vikings, TV series, 2016
Game of Thrones, TV series, 2011
Dragonslayer, 1981
Excalibur, 1981
Black Death, 2010
Pilgrimage, 2017
Ironclad, 2011
The Northman, 2022
th
The 13 Warrior, 1999
King Arthur, 2004
Centurion, 2010

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