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Castle Brass
Credits
Contents
Author
Lawrence Whitaker
Interior Illustrations
Chad Sergesketter, Jesse Mohn,
Leonardo Borazio, Nathan
Furman & Philip Renne
Credits & Contents 1
Introduction 2
The Kamarg 4
Aigues Mortes 31
Castle Brass 58
Tarnished Brass 88
Forces of the Kamarg 99
Index 101
Floorplans of Castle 103
Brass
Adverts
Editor
Charlotte Law
Cover Art and Hawkmoon
Logo
Pascal Quidault
Playtesters
Tina Cook & Robert Poulin
Special Thanks
Michael Moorcock
Cover Design
Iordanis Lazaridis
109
Proofreading
Ted Chang
RuneQuest Logo
Anne Stokes
Copyright Information
Hawkmoon: Castle Brass ©2008 Mongoose Publishing. All rights reserved. Reproduction of of this work by any means
without the written permission of the publisher is expressly forbidden. All art and text herein are copyrighted by Mongoose
Publishing. All signifi cant characters, names, places and items featured in Hawkmoon: Castle Brass the distinctive likenesses
thereof and related elements are trademarks of Michael Moorcock and Multiverse Inc.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written
permission. To learn more about the Open Game License, please go to www.mongoosepublishing.com.
This material is protected under the copyright laws of the United Kingdom. This product is a work of fi ction. Any similarity
to actual people, organisations, places or events is purely coincidental.
RuneQuest is a trademark (TM) of Issaries, Inc. Produced under license from Issaries. All rights reserved. Printed in the USA.
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Introduction
INTRODUCTION
You hold in your hands a book of many things. This is
a book detailing Castle Brass, home to the most famed
mercenary in the whole of Europa, Count Brass. It is also
a guide to the walled town of Aigues Mortes, which Count
Brass is sworn to protect. So too is this a book that tells
you of the Kamarg, that vast marshland wherein dwell
the horned horses and giant fl amingos – and the dreaded,
slithering baragoon, along with many other remnants of a
Bulgar sorcerer’s vile experiments. This book tells of Arles,
that famed city now a shadow of its former glory.
About this Book
A sourcebook for Hawkmoon the Roleplaying Game , this
book does precisely what Bowgentle promises. Use it as
a guide to Castle Brass, the Kamarg and the Kamarg’s
inhabitants. Use it as a basis for adventure and intrigue
amongst the narrow, ancient streets of Aigues Mortes and
Arles and use it as a developing campaign that tells of the
deeds of the Avig Brotherhood and their plans to rid the
Kamarg of Count Brass.
It also tells a story.
The book is arranged into the following chapters.
Within these covers you will learn of the fi endish plots of
the Avig Brotherhood, a nefarious group who would see the
old ways of the Kamarg’s former Guardian restored and
sorcery returned to the peaceful water lands of the region.
They would see Count Brass deposed, his daughter, the fair
Yisselda, enslaved and Brass’s closest friend and confi dant,
Bowgentle, paraded through the streets of Aigues Mortes in
humiliation.
Chapter One – The Kamarg
In which we learn of the Kamarg and its history
Chapter Two – Aigues Mortes
In which we discover more about the town of Aigues
Mortes and its people
Chapter Three – Castle Brass
In which Castle Brass is described, and we learn
something of its illustrious past
Yes, this book is many things, as are the Kamarg and its
protectors. Noble knights, cunning mercenaries, beautiful
damsels and wise counsellors. The Kamarg is wild country,
ancient country, forgotten country. As the dark shadow of
Granbretan gathers in the north, casting itself incubus-like
across the heartlands of the nation once called France, the
Kamarg stands alone, an island of peace amidst a marsh
with its own traditions and cultures and its own stories to
tell.
Chapter Four – Tarnished Brass
In which we learn of the Avig Brotherhood and a
conspiracy to depose Count Brass. This chapter is
displayed as a participative entertainment; a scenario
of cruel plots and the opportunity for great deeds in the
Kamarg’s service.
I, Bowgentle, bid you welcome, weary traveller. Rest here
for a while and I will tell you of this place, it’s history
and it’s present. You will have questions, no doubt and
I shall do my best to answer them as fully as I can. If I
fall silent from time to time, it is because there are some
things I cannot discuss or choose not to. I am not being
discourteous or impolite.
A variety of maps and charts of the Kamarg region
completes the offering.
Need?
Only the Hawkmoon rulebook, some companions and
your own strength of will, with which to protect the
Kamarg from the predations of vile intent.
So, shall we begin?
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What More Could You
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Introduction
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The Kamarg
THE KAMARG
‘That ancient land of marshes and lagoons lay close to
the coast of the Mediterranean. It had once been part
of the nation called France, but France was now two
dozen dukedoms with as many grandiose names. The
Kamarg, with its wide, faded skies of orange, yellow, red,
and purple, its relics of the dim past, its barely changing
customs and rituals, had appealed to the old Count and
he had set himself the task of making his adopted land
secure.’
Travelling the Kamarg
Safely navigating the Kamarg requires a successful
Lore (Kamarg) test for every hour of travel. If the test
is unsuccessful, the traveller becomes lost for two hours
and makes no progress in his journey. To regain his way
he needs to make a further Lore (Kamarg) roll at –40%.
A Navigation roll can be substituted for Lore (Kamarg)
but all tests using Navigation are at half the skill’s value,
not including modifi ers for getting lost.
– The Jewel in the Skull
Occupying the Rhone delta and bordering the Middle Sea,
the Kamarg is an 800 square kilometre expanse of low
marshland, swamp, reed-beds and wild grasslands that
is threaded with secretive causeways and peppered with
many small islands that are home to the region’s varied
wildlife. Few live here; the Kamarg is ancient, untameable
country with many treacherous areas concealed within its
eerie, romantic beauty. A few hardy crofters occupy some
of the larger patches of stable ground but the majority
of the Kamarg’s people live in the towns of Arles and
Aigues Mortes, preferring to keep the watery wilderness
at arm’s-length.
Even the most experienced traveller of the Kamarg can
fall foul of its natural hazards. For every two hours of
travel, check the following table to see if a hazard is
encountered. If the traveller is lost or has deliberately
strayed from one of the safe causeways, add 5 to the
result of the die roll.
1D20 Hazard
1–9 No hazards encountered.
10–12 Lose footing and fall.
13–14 Treacherous ground. Lose footing and fall
suffering 1D4 damage to a random location.
15
Hallucinations.
Travel through the Kamarg is slow and dangerous, if one
does not know the causeways and paths of stable land.
The fl at, almost featureless countryside makes it easy
to become lost or to lose one’s bearings and one false
footfall can send the unwary headlong into the marshes,
quicksand or other natural hazards that are swift to catch,
hold and drown. As if these natural hazards did not make
the Kamarg treacherous enough, the land is home to
natural and unnatural predators alike: the Marsh Bears;
the Reed Serpents and most notorious of them all, the
slithering, gibbering Baragoon.
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Waylayer.
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Quicksand.
18
Reed Serpent.
19
Marsh Bear.
20+
Baragoon.
Lose footing and fall
The character is drenched from head to foot as he tumbles
into one of the streams or small lagoons. Gain one level
of Fatigue from the cold and extra weight of sodden
clothes and equipment.
Before Count Brass became the Kamarg’s Lord Protector,
the region was used by the sorcerer Bogomil as a breeding
ground for his foul experiments and the wetlands hold all
kind of half-hidden remnants of his studies. Things that
crawl and ooze; things that swim and snake; things that
lurk just beneath the surface of the water and wait for
easy prey to blunder by.
Treacherous ground
As above but also lose footing and fall suffering 1D4
damage to a random Hit Location.
Hallucinations
The haunting quality of the Kamarg plays tricks on the
tired mind. The character sees something in the distance
that is either falsely comforting, such as a non-existent
The Kamarg is no place for the unprepared.
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The Kamarg
inn or a Kamarg Guardian waiting to act as a guide; or
sees or hears something disturbing, such as the shadowy
fi gure of a baragoon slipping into the nearby reeds,
waiting to pounce. A Persistence test is allowed to see
through the illusion.
If the Resilience test fails, the next Resilience test is at
–10% as the power of the quicksand takes hold and sucks
the character down. If three Resilience tests are failed,
the character is sucked beneath the surface and starts to
take Suffocation damage as outlined on page 96 of the
Hawkmoon rules.
Waylayers
Waylayers are groups of thieves and bandits who, upon
hearing of someone setting out in to the Kamarg, use
personal knowledge and secret pathways to get ahead
of the traveller and then attempt to rob and murder him,
consigning the body to the quicksand. Waylayers often
pretend to be Guardians or claim to be as lost as the
travellers in order to gain the characters’ confi dence fi rst,
before striking.
Reed Serpent
A nest of Reed Serpents is disturbed provoking at attack.
See the Reed Serpent description on page 14 for the
creatures’ statistics.
Marsh Bear
The travellers’ scent is picked-up by a Marsh Bear, which
starts to stalk the potential prey through the marshlands,
taking up to 1D3 hours before deciding to make its attack.
Characters are allowed to make a Perception test, opposed
by the Marsh Bear’s Stealth, to see if they realise they
are being stalked. Whilst being stalked, any navigational
tests to stay on course suffer a –20% penalty, in addition
to any other modifi ers. When the bear decides to attack,
its statistics can be found on page 14.
Characteristics: STR 13 CON 12 DEX 13 SIZ 12 INT
10 POW 12 CHA 12
Skills: Athletics 55%, Dodge 45%, Lore (Kamarg) 80%,
Perception 55%, Persistence 55%, Resilience 55%
Armour & Hit Points
D20 Hit Location AP/HP
1–3 Right Leg 2/5
4–6 Left Leg 2/5
7–9 Abdomen 2/6
10–12 Chest 2/7
13–15 Right Arm 2/4
16–18 Left Arm 2/4
19–-20 Head 2/5
Leather Hauberk, Trews, Cap: –14% Skill Penalty
Baragoon
As above but the stalker is a Baragoon. See the statistics
on page 12.
The Guardians
‘The guardian, like all his fellows, was equipped with
a fl ame-lance of baroque design, a sword four feet
long, a tamed riding fl amingo tethered to one side
of the battlements, and a heliograph device to signal
information to the other towers.’
Weapons
Type
Weapon Skill
Damage AP/HP
Club
55%
1D6
3/10
– The Jewel in the Skull
Broadsword
60%
1D8+1 4/14
Special Rules: Combat Actions: 3, Strike Rank: +12,
Damage Modifi er: 0, Movement: 4m
The Guardians of Kamarg are an ancient tradition. Men
and women appointed by the citizens to protect the region
from all harm, to preserve the sanctity of the Kamarg’s
wetlands and to ensure and maintain its peace. The head
of this special order of warriors is the Lord Guardian,
which is currently the much loved Count Brass.
Quick sand
A patch of fi rm-looking ground turns out to be quicksand
1D6+1 metres deep. It requires a successful Resilience test
to avoid struggling and being sucked 0.5 metres deeper
into the quicksand pool. If the Resilience roll is successful,
the character can make an Athletics test to relax and allow
their body to fl oat in the quicksand and resist being sucked
down further. If three such Athletics tests are passed in a
row, then the character breaks free and climbs out.
Brass has held the position of Lord Guardian for almost
10 years. Before that, the Lord Guardian was the reviled
sorcerer of the Bulgar, Bogomil. Bogomil did little
protecting. He fi lled the ranks of the Guardians with
his ruthless cronies and sell-swords, men with little
interest in preserving the Kamarg from harm and used
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