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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Character_Creation&amp;diff=159109</id>
		<title>Anan:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Character_Creation&amp;diff=159109"/>
		<updated>2010-10-02T06:38:11Z</updated>

		<summary type="html">&lt;p&gt;Jenna: /* A Knight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Character Creation&#039;&#039;&#039;=&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Just about any background and social position is fine so long as the character has motivation to go on the Triumphant Crusade. Some options to consider include but are not limited to:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==A Knight==&lt;br /&gt;
Tintovantum is famed for its infantry.  Every time the Aedgyth come raiding, they piss themselves running back to the sea while their boats burn. Every time the limp-wristed cavalry fuckers from Nantgallum try for the border, the fields run red with their thin blood. &lt;br /&gt;
&lt;br /&gt;
-- you could be a landed knight called into service by the King&lt;br /&gt;
&lt;br /&gt;
-- you could be a lesser knight with no land holdings wanting to improve your social status&lt;br /&gt;
&lt;br /&gt;
-- you could be a younger son or daughter of a landed knight wanting to increase your family’s fortune&lt;br /&gt;
&lt;br /&gt;
-- you could be a younger son or daughter of a baron with no prospect to inherit at home&lt;br /&gt;
&lt;br /&gt;
==A Priest==&lt;br /&gt;
Tintovantum is blessed with the true scholars, healers, and warriors of St. Micael. They are the only characters who have access to healing magic, the only kind of magic allowed in Tintovatum.&lt;br /&gt;
&lt;br /&gt;
-- you could be a healer called into service by the Church &lt;br /&gt;
&lt;br /&gt;
-- you could be an educated priest entrusted to improve the knowledge of the Church&lt;br /&gt;
&lt;br /&gt;
-- you could be a warrior priest charged to stand as a holy example for the unbelievers abroad &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Mercenary==&lt;br /&gt;
In Tintovantum, mercenaries are not as common, not as respected, but always useful.&lt;br /&gt;
&lt;br /&gt;
-- you could be hired by as knight as part of his or her retinue &lt;br /&gt;
&lt;br /&gt;
-- you could be a paid to take the place of a noble called to service&lt;br /&gt;
&lt;br /&gt;
-- you could be a hired by the church as protection for priests &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Commoner==&lt;br /&gt;
It’s travel on a budget but with fewer responsibilities and sometimes free protection.&lt;br /&gt;
&lt;br /&gt;
--you could be a merchant looking for new trade opportunities&lt;br /&gt;
&lt;br /&gt;
-- you could be a sinner in need of holy intervention in the birth place of St. Micael&lt;br /&gt;
&lt;br /&gt;
-- you could be a wanderer with an urge to go out of country&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Criminal==&lt;br /&gt;
Whether deserving or not, you’re going.&lt;br /&gt;
&lt;br /&gt;
-- you have a burning need to get out of dodge before they find you&lt;br /&gt;
&lt;br /&gt;
-- you claimed “Sanctuary” at the Church of St. Micael after being convicted of a crime and are now exiled&lt;br /&gt;
&lt;br /&gt;
-- you heard that Anan is made of gold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other ideas are are great also.  The only options not available are characters from Tintagel, the Realm of the King, and characters who are the first-born sons or daughters of the barons.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you would like to play a character with access to forms of magic other than healing, you may designate a blank slot for this at character creation, signifying the potential for that ability.  Other forms of magic may be encountered by the players, thus becoming available for study and use, later in the campaign.  I cannot promise, however, that this slot will be filled, as events are somewhat dependent on the players&#039; decisions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
Before entereing the game, it would be helpful for you to make a few decisions so that I can send you further character and setting details.  &lt;br /&gt;
&lt;br /&gt;
I suggest deciding whether your character comes from Sand or from March and the nature of his or her social status.  The Savage Worlds system does not have character classes as such, so it&#039;s a good idea to have a sense for what sort of abilities, strengths, and weaknesses your character has. I will be using the basic character creation guidelines from the rule system with a few minor additions. &lt;br /&gt;
&lt;br /&gt;
Feel free to ask me to clarify any aspect of the game.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:System_and_Style Back to System and Style]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Back to Setting]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Character_Creation&amp;diff=158143</id>
		<title>Anan:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Character_Creation&amp;diff=158143"/>
		<updated>2010-09-24T23:18:52Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Character Creation&#039;&#039;&#039;=&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Just about any background and social position is fine so long as the character has motivation to go on the Triumphant Crusade. Some options to consider include but are not limited to:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==A Knight==&lt;br /&gt;
Tintovantum is famed for its infantry.  Every time the Aedgyth come raiding, they piss themselves running back to the sea while their boats burn. Every time the limp-wristed cavalry fuckers from Nantgallum try for the boarder, the fields run red with their thin blood. &lt;br /&gt;
&lt;br /&gt;
-- you could be a landed knight called into service by the King&lt;br /&gt;
&lt;br /&gt;
-- you could be a lesser knight with no land holdings wanting to improve your social status&lt;br /&gt;
&lt;br /&gt;
-- you could be a younger son or daughter of a landed knight wanting to increase your family’s fortune&lt;br /&gt;
&lt;br /&gt;
-- you could be a younger son or daughter of a baron with no prospect to inherit at home&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Priest==&lt;br /&gt;
Tintovantum is blessed with the true scholars, healers, and warriors of St. Micael. They are the only characters who have access to healing magic, the only kind of magic allowed in Tintovatum.&lt;br /&gt;
&lt;br /&gt;
-- you could be a healer called into service by the Church &lt;br /&gt;
&lt;br /&gt;
-- you could be an educated priest entrusted to improve the knowledge of the Church&lt;br /&gt;
&lt;br /&gt;
-- you could be a warrior priest charged to stand as a holy example for the unbelievers abroad &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Mercenary==&lt;br /&gt;
In Tintovantum, mercenaries are not as common, not as respected, but always useful.&lt;br /&gt;
&lt;br /&gt;
-- you could be hired by as knight as part of his or her retinue &lt;br /&gt;
&lt;br /&gt;
-- you could be a paid to take the place of a noble called to service&lt;br /&gt;
&lt;br /&gt;
-- you could be a hired by the church as protection for priests &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Commoner==&lt;br /&gt;
It’s travel on a budget but with fewer responsibilities and sometimes free protection.&lt;br /&gt;
&lt;br /&gt;
--you could be a merchant looking for new trade opportunities&lt;br /&gt;
&lt;br /&gt;
-- you could be a sinner in need of holy intervention in the birth place of St. Micael&lt;br /&gt;
&lt;br /&gt;
-- you could be a wanderer with an urge to go out of country&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Criminal==&lt;br /&gt;
Whether deserving or not, you’re going.&lt;br /&gt;
&lt;br /&gt;
-- you have a burning need to get out of dodge before they find you&lt;br /&gt;
&lt;br /&gt;
-- you claimed “Sanctuary” at the Church of St. Micael after being convicted of a crime and are now exiled&lt;br /&gt;
&lt;br /&gt;
-- you heard that Anan is made of gold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other ideas are are great also.  The only options not available are characters from Tintagel, the Realm of the King, and characters who are the first-born sons or daughters of the barons.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you would like to play a character with access to forms of magic other than healing, you may designate a blank slot for this at character creation, signifying the potential for that ability.  Other forms of magic may be encountered by the players, thus becoming available for study and use, later in the campaign.  I cannot promise, however, that this slot will be filled, as events are somewhat dependent on the players&#039; decisions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
Before entereing the game, it would be helpful for you to make a few decisions so that I can send you further character and setting details.  &lt;br /&gt;
&lt;br /&gt;
I suggest deciding whether your character comes from Sand or from March and the nature of his or her social status.  The Savage Worlds system does not have character classes as such, so it&#039;s a good idea to have a sense for what sort of abilities, strengths, and weaknesses your character has. I will be using the basic character creation guidelines from the rule system with a few minor additions. &lt;br /&gt;
&lt;br /&gt;
Feel free to ask me to clarify any aspect of the game.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:System_and_Style Back to System and Style]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Back to Setting]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Character_Creation&amp;diff=158141</id>
		<title>Anan:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Character_Creation&amp;diff=158141"/>
		<updated>2010-09-24T23:00:42Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Character Creation&#039;&#039;&#039;=&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Just about any background and social position is fine so long as the character has motivation to go on the Triumphant Crusade. Some options to consider include but are not limited to:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==A Knight==&lt;br /&gt;
Tintovantum is famed for its infantry.  Every time the Aedgyth come raiding, they piss themselves running back to the sea while their boats burn. Every time the limp-wristed cavalry fuckers from Nantgallum try for the boarder, the fields run red with their thin blood. &lt;br /&gt;
&lt;br /&gt;
-- you could be a landed knight called into service by the King&lt;br /&gt;
&lt;br /&gt;
-- you could be a lesser knight with no land holdings wanting to improve your social status&lt;br /&gt;
&lt;br /&gt;
-- you could be a younger son or daughter of a landed knight wanting to increase your family’s fortune&lt;br /&gt;
&lt;br /&gt;
-- you could be a younger son or daughter of a baron with no prospect to inherit at home&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Priest==&lt;br /&gt;
Tintovantum is blessed with the true scholars, healers, and warriors of St. Micael. They are the only characters who have access to healing magic, the only kind of magic allowed in Tintovatum.&lt;br /&gt;
&lt;br /&gt;
-- you could be a healer called into service by the Church &lt;br /&gt;
&lt;br /&gt;
-- you could be an educated priest entrusted to improve the knowledge of the Church&lt;br /&gt;
&lt;br /&gt;
-- you could be a warrior priest charged to stand as a holy example for the unbelievers abroad &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Mercenary==&lt;br /&gt;
In Tintovantum, mercenaries are not as common, not as respected, but always useful.&lt;br /&gt;
&lt;br /&gt;
-- you could be hired by as knight as part of his or her retinue &lt;br /&gt;
&lt;br /&gt;
-- you could be a paid to take the place of a noble called to service&lt;br /&gt;
&lt;br /&gt;
-- you could be a hired by the church as protection for priests &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Commoner==&lt;br /&gt;
It’s travel on a budget but with fewer responsibilities and sometimes free protection.&lt;br /&gt;
&lt;br /&gt;
--you could be a merchant looking for new trade opportunities&lt;br /&gt;
&lt;br /&gt;
-- you could be a sinner in need of holy intervention in the birth place of St. Micael&lt;br /&gt;
&lt;br /&gt;
-- you could be a wanderer with an urge to go out of country&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Criminal==&lt;br /&gt;
Whether deserving or not, you’re going.&lt;br /&gt;
&lt;br /&gt;
-- you have a burning need to get out of dodge before they find you&lt;br /&gt;
&lt;br /&gt;
-- you claimed “Sanctuary” at the Church of St. Micael after being convicted of a crime and are now exiled&lt;br /&gt;
&lt;br /&gt;
-- you heard that Anan is made of gold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other ideas are are great also.  The only options not available are characters from Tintagel, the Realm of the King, and characters who are the first-born sons or daughters of the barons.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you would like to play a character with access to forms of magic other than healing, you may designate a blank slot for this at character creation, signifying the potential for that ability.  Other forms of magic may be encountered by the players, thus becoming available for study and use, later in the campaign.  I cannot promise, however, that this slot will be filled, as events are somewhat dependent on the players&#039; decisions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:System_and_Style Back to System and Style]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Back to Setting]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:System_and_Style&amp;diff=158132</id>
		<title>Anan:System and Style</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:System_and_Style&amp;diff=158132"/>
		<updated>2010-09-24T21:13:59Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Game System=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
I am using &#039;&#039;&#039;Savage World&#039;s Explorers&#039; Edition&#039;&#039;&#039; for the game system.  It is a streamlined d20 system with pretty brutal combat.  I am not, however, using the magic system, so you can ignore those rules.  See the Character Creation page for more information.  Below are some links to the publisher&#039;s page, which includes an introduction to the rules and a pre-made character sheet.  I also have hard copies of the full rules for everyone.&lt;br /&gt;
&lt;br /&gt;
[http://www.peginc.com/Downloads/SWEX/TD06.pdf Test Drive the Rules]&lt;br /&gt;
&lt;br /&gt;
[http://www.peginc.com/Downloads/SWEX/SWEXCharSheet.pdf Character Sheet]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Game Style=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
I am most interested in narrative and character development, so the game has been built around those things.  I am also a fan of &#039;rule zero&#039;, by which I mean &amp;quot;the unwritten rule in tabletop role-playing games which grants the game master the right to suspend or override the published game rules whenever s/he deems necessary&amp;quot; (urbandictionary.com).  Other than that, I am open to players&#039; input and have no set scenario for your characters to follow.  The setting is large, and you&#039;re welcome to explore it as you like.&lt;br /&gt;
&lt;br /&gt;
Some disclaimers:&lt;br /&gt;
&lt;br /&gt;
1.) Names of things are important to me.  If your character has a stupid name, your character will probably die.&lt;br /&gt;
&lt;br /&gt;
2.) If you are Max and your character is a ninja, your character will probably die.&lt;br /&gt;
&lt;br /&gt;
3) I will not try to actively kill your characters.  However, if your character makes a poor decision, your character will probably die.&lt;br /&gt;
&lt;br /&gt;
4.) Josh is my favourite; just get on board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Character_Creation On to Character Creation]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Back to Setting]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158131</id>
		<title>Anan:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158131"/>
		<updated>2010-09-24T21:13:18Z</updated>

		<summary type="html">&lt;p&gt;Jenna: /* The King’s Laws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Society&#039;&#039;&#039;=&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;King and Vassal&#039;&#039;&#039;==&lt;br /&gt;
&amp;quot;&#039;&#039;With joined hands, he shall say thus ~ I become thy man of such tenement to be holden of thee, to bear thee faith of life and member and earthly worship against all men who live and can die, saving the faith of my lord and his heirs...&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The overarching structure of society is the pledge between the King and his lords and the lords and their vassals, the knights.  The King holds the land, and by word and deed he grants it to his lords, the barons.  These barons, in turn, grant the working of his deeding to the knights, who manage the village, crops, animals, meadows, and woods.&lt;br /&gt;
&lt;br /&gt;
By royal order, the barons dwell half the year in the realm of the King while their families dwell in the baronial demesne, at their manor.  The barons’ Knights dwell all the year at their keep in the seat of each deeding, apart from the baron and his family.  Save for the King’s Tax, all the wealth of cash and crop go to the baron and his knights, to keep his deeding in good order.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Motte and Bailey&#039;&#039;&#039; ==&lt;br /&gt;
The knight at the seat of his baron’s deeding lives in a c. 11th century Motte and Bailey style keep, that is a hewn wooden wall (bailey) set atop a mound of earth (motte) surrounded by a ditch or moat.  The bailey encloses the knight’s keep, a wooden hall where the knight and his family live.  The keep is reached by a suspended bridge that spans the moat to the gate of the bailey.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Toft and Croft&#039;&#039;&#039;==&lt;br /&gt;
The knight, in his turn, leases the Baron’s deeding to villagers, farmers, and freeholders in exchange for his protection.  All the knight’s tenants must tithe part of their crops and animals and handiwork to their knight.  They must also commit part of their week to working the knight’s land.&lt;br /&gt;
&lt;br /&gt;
The tenants are thus entitled to work and live on their own allotment of pasture (toft) and garden plot (croft).  In times of war, the surrounding tenants may take shelter in the knight’s keep for as long as the threat perseveres. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Crusade and Cavalcade&#039;&#039;&#039;==&lt;br /&gt;
In exchange for  their lease on the land, the barons’ knights and their lesser born sons are bound to the service of the King, who may call them to serve at his whim.  Only the knights’ eldest sons are released from this duty, until he is head of the household.&lt;br /&gt;
&lt;br /&gt;
The King may call his vassals to a great quest (crusade) that increases the glory and fortune of the Kingdom in the world.  The King may call his vassals to a minor quest (cavalcade) as such is the need within the Kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Setting&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
==&#039;&#039;&#039;The Lords of March and Sand&#039;&#039;&#039;==&lt;br /&gt;
Four  generations ago, there were no Kings in Tintovantum, only war.  The Marcher lords fought across the mountains with the Sander lords in the North for blood and reasons time out of mind.  Always on the coasts, were the Aedgyth raiders taking what and who they found there.  It was a dark time where a man looked no further than the sword his hand held, and a woman watched her sons cut down, one by one, by other sons.  Only the Wild Gods reveled thus. &lt;br /&gt;
&lt;br /&gt;
Then, in the South and in the summer, a King came to Tintovantum.  He was called Tintagel, and he was a lord of Nantgallum.  With him, he brought six generals: Tréves, Thanceastre, Thanet, Tandreg, Tangustel, and Tentvantius.   The King and his generals with their great armies behind them drove back the Aedgyth raiders to the sea and brought peace to the land of the March.  The lords of Sand, being still firm in the old ways of the Wild Gods, were slow to come into the service of the King, but in the winter the King added four more generals to his service: Lomond, Lothian, Llandav, and Llanbadern.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Realm of the King&#039;&#039;&#039;==&lt;br /&gt;
In his dying years, the King took for himself the eastern realm, beyond the river Trahern.  There he built the great keep of Sorel, which he named for his son, to stand fast against the Aedgyth raiders from the far East.  To his six generals, he gave the lands of the March in the South to keep for their sons.  And, to the four generals newly come, he gave the lands of the Sand in the North.&lt;br /&gt;
&lt;br /&gt;
The ten generals swore themselves in service of the King in exchange for this deeding, and the King named them barons.  The King’s ten barons then knighted those around them who were worthy and, out of these, chose one to be knight of the baron’s fortress keep.  The King granted the barons leave to build a demesne for their family, but the King’s ten barons dwell with the King in his realm.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Wild Gods from the Older Time&#039;&#039;&#039;==&lt;br /&gt;
In the years before the King, the Wild Gods walked with men, raising stones and counting stars and performing feats in battle.  Father to all the Wild Gods was Herne the Hunter, with his pack of hounds that chase across the hills and sky.  Mother to them all was Maeve the Triple Goddess, whose eyes are those of a deer, whose hair is the center of the daisy, and whose skin is the snow on the Umbria.&lt;br /&gt;
&lt;br /&gt;
Herne and Maeve cut the year into four portions, one for each aspect of the Goddess and one for Herne’s Hunt.  These are: &#039;&#039;&#039;Lammas&#039;&#039;&#039;, for the birth of the Goddess (spring); &#039;&#039;&#039;Brigid&#039;&#039;&#039;, for the ripening of the Goddess (summer); &#039;&#039;&#039;Uaman&#039;&#039;&#039;, for the war  between Maeve and Herne (fall); and &#039;&#039;&#039;Danu&#039;&#039;&#039;, for Herne’s Wild Hunt (winter).  Danu is also the name of Maeve’s son, who becomes his father when the goddess is born at Lammas.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The God of the Kings&#039;&#039;&#039;==&lt;br /&gt;
The God of the Kings is pure in aspect because He never walked among men.  Instead, he charged his saints to suffer and die as men so that His people would ever strive toward Him.  God sent His saints to be the worldly embodiments of worship so that his people might worship his aspect though they are far from God.  The King has decreed that every demesne, keep, and village must raise a shrine or church to Saint Micael the Healer, the patron saint of Tintovantum.  These places of worship are kept by the clergy of Healers, who preach learning and wisdom in the world.&lt;br /&gt;
&lt;br /&gt;
According to St. Micael, the year falls as thus:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Winter&#039;&#039;&#039; ~ Nov. 1 (&#039;&#039;Candlemas&#039;&#039;) to Feb.1 (&#039;&#039;Maelmas&#039;&#039;), with &#039;&#039;Micaelmas&#039;&#039; on Dec. 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furrowing&#039;&#039;&#039; ~ Feb. 1 (&#039;&#039;Maelmas&#039;&#039;) to May 1 (&#039;&#039;Sorelmas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lammas&#039;&#039;&#039; ~ May 1 (&#039;&#039;Sorelmas&#039;&#039;) to August 1 (&#039;&#039;Iarngallonmas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvest&#039;&#039;&#039; ~ August 1 (&#039;&#039;Iarngallonmas&#039;&#039;) to Nov. 1 (&#039;&#039;Candlemas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The King’s Laws&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Hanging:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treason&#039;&#039;&#039; ~ the act against the King’s interest or the interest of his sworn barons and knights&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trespass&#039;&#039;&#039; ~ the act of straying inside the boundaries of the King’s Wood or Tintagel, the Realm of the King, except on invitation of the King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Burning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasphemy&#039;&#039;&#039; ~ speaking against the teachings and wisdom of the Church of St. Micael&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrilege&#039;&#039;&#039; ~ performing witchcraft or curses in the manner of demons or sorcerers &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Confinement:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Murder of a villager or freeholder without provocation &lt;br /&gt;
&lt;br /&gt;
Theft of belongings or provisions &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Fine:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Injury of a villager or freeholder without provocation&lt;br /&gt;
&lt;br /&gt;
Plowing, planting, or harvesting out of turn or space&lt;br /&gt;
&lt;br /&gt;
Failing to attend Sunday Mass&lt;br /&gt;
&lt;br /&gt;
Leaving their lord’s village without permission or settlement &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The application and adherence to these laws varies wildly from place to place.  In general, the laws are more strictly enforced in Sand, where infraction of these laws is also greater.&lt;br /&gt;
&lt;br /&gt;
When someone has broken the King’s Law, guilt and punishment is decided in the lord’s &#039;&#039;Hallmote&#039;&#039;.  The accused must defend him or herself before the lord and a council of villagers.&lt;br /&gt;
&lt;br /&gt;
For someone found guilty of treason, he or she may avoid hanging in two ways: by claiming “benefit of clergy” and joining the church of St. Micael as a cleric; or, by claiming “sanctuary” and remaining within a church, yard, or altar of St Micael for forty days, after which time he or she may be branded as a traitor and exiled from the shores of Tintovantum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:System_and_Style On to System and Style]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Character_Creation&amp;diff=158130</id>
		<title>Anan:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Character_Creation&amp;diff=158130"/>
		<updated>2010-09-24T21:12:42Z</updated>

		<summary type="html">&lt;p&gt;Jenna: Created page with &amp;#039; [http://wiki.rpg.net/index.php/Anan:System_and_Style Back to System and Style]  [http://wiki.rpg.net/index.php/Anan:Setting Back to Setting]  [http://wiki.rpg.net/index.php/Anan…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:System_and_Style Back to System and Style]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Back to Setting]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:System_and_Style&amp;diff=158129</id>
		<title>Anan:System and Style</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:System_and_Style&amp;diff=158129"/>
		<updated>2010-09-24T21:12:05Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Game System=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
I am using &#039;&#039;&#039;Savage World&#039;s Explorers&#039; Edition&#039;&#039;&#039; for the game system.  It is a streamlined d20 system with pretty brutal combat.  I am not, however, using the magic system, so you can ignore those rules.  See the Character Creation page for more information.  Below are some links to the publisher&#039;s page, which includes an introduction to the rules and a pre-made character sheet.  I also have hard copies of the full rules for everyone.&lt;br /&gt;
&lt;br /&gt;
[http://www.peginc.com/Downloads/SWEX/TD06.pdf Test Drive the Rules]&lt;br /&gt;
&lt;br /&gt;
[http://www.peginc.com/Downloads/SWEX/SWEXCharSheet.pdf Character Sheet]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Game Style=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
I am most interested in narrative and character development, so the game has been built around those things.  I am also a fan of &#039;rule zero&#039;, by which I mean &amp;quot;the unwritten rule in tabletop role-playing games which grants the game master the right to suspend or override the published game rules whenever s/he deems necessary&amp;quot; (urbandictionary.com).  Other than that, I am open to players&#039; input and have no set scenario for your characters to follow.  The setting is large, and you&#039;re welcome to explore it as you like.&lt;br /&gt;
&lt;br /&gt;
Some disclaimers:&lt;br /&gt;
&lt;br /&gt;
1.) Names of things are important to me.  If your character has a stupid name, your character will probably die.&lt;br /&gt;
&lt;br /&gt;
2.) If you are Max and your character is a ninja, your character will probably die.&lt;br /&gt;
&lt;br /&gt;
3) I will not try to actively kill your characters.  However, if your character makes a poor decision, your character will probably die.&lt;br /&gt;
&lt;br /&gt;
4.) Josh is my favourite; just get on board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Character_Creation On to Character Creation]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Back to Setting]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158128</id>
		<title>Anan:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158128"/>
		<updated>2010-09-24T21:09:19Z</updated>

		<summary type="html">&lt;p&gt;Jenna: /* The King’s Laws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Society&#039;&#039;&#039;=&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;King and Vassal&#039;&#039;&#039;==&lt;br /&gt;
&amp;quot;&#039;&#039;With joined hands, he shall say thus ~ I become thy man of such tenement to be holden of thee, to bear thee faith of life and member and earthly worship against all men who live and can die, saving the faith of my lord and his heirs...&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The overarching structure of society is the pledge between the King and his lords and the lords and their vassals, the knights.  The King holds the land, and by word and deed he grants it to his lords, the barons.  These barons, in turn, grant the working of his deeding to the knights, who manage the village, crops, animals, meadows, and woods.&lt;br /&gt;
&lt;br /&gt;
By royal order, the barons dwell half the year in the realm of the King while their families dwell in the baronial demesne, at their manor.  The barons’ Knights dwell all the year at their keep in the seat of each deeding, apart from the baron and his family.  Save for the King’s Tax, all the wealth of cash and crop go to the baron and his knights, to keep his deeding in good order.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Motte and Bailey&#039;&#039;&#039; ==&lt;br /&gt;
The knight at the seat of his baron’s deeding lives in a c. 11th century Motte and Bailey style keep, that is a hewn wooden wall (bailey) set atop a mound of earth (motte) surrounded by a ditch or moat.  The bailey encloses the knight’s keep, a wooden hall where the knight and his family live.  The keep is reached by a suspended bridge that spans the moat to the gate of the bailey.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Toft and Croft&#039;&#039;&#039;==&lt;br /&gt;
The knight, in his turn, leases the Baron’s deeding to villagers, farmers, and freeholders in exchange for his protection.  All the knight’s tenants must tithe part of their crops and animals and handiwork to their knight.  They must also commit part of their week to working the knight’s land.&lt;br /&gt;
&lt;br /&gt;
The tenants are thus entitled to work and live on their own allotment of pasture (toft) and garden plot (croft).  In times of war, the surrounding tenants may take shelter in the knight’s keep for as long as the threat perseveres. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Crusade and Cavalcade&#039;&#039;&#039;==&lt;br /&gt;
In exchange for  their lease on the land, the barons’ knights and their lesser born sons are bound to the service of the King, who may call them to serve at his whim.  Only the knights’ eldest sons are released from this duty, until he is head of the household.&lt;br /&gt;
&lt;br /&gt;
The King may call his vassals to a great quest (crusade) that increases the glory and fortune of the Kingdom in the world.  The King may call his vassals to a minor quest (cavalcade) as such is the need within the Kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Setting&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
==&#039;&#039;&#039;The Lords of March and Sand&#039;&#039;&#039;==&lt;br /&gt;
Four  generations ago, there were no Kings in Tintovantum, only war.  The Marcher lords fought across the mountains with the Sander lords in the North for blood and reasons time out of mind.  Always on the coasts, were the Aedgyth raiders taking what and who they found there.  It was a dark time where a man looked no further than the sword his hand held, and a woman watched her sons cut down, one by one, by other sons.  Only the Wild Gods reveled thus. &lt;br /&gt;
&lt;br /&gt;
Then, in the South and in the summer, a King came to Tintovantum.  He was called Tintagel, and he was a lord of Nantgallum.  With him, he brought six generals: Tréves, Thanceastre, Thanet, Tandreg, Tangustel, and Tentvantius.   The King and his generals with their great armies behind them drove back the Aedgyth raiders to the sea and brought peace to the land of the March.  The lords of Sand, being still firm in the old ways of the Wild Gods, were slow to come into the service of the King, but in the winter the King added four more generals to his service: Lomond, Lothian, Llandav, and Llanbadern.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Realm of the King&#039;&#039;&#039;==&lt;br /&gt;
In his dying years, the King took for himself the eastern realm, beyond the river Trahern.  There he built the great keep of Sorel, which he named for his son, to stand fast against the Aedgyth raiders from the far East.  To his six generals, he gave the lands of the March in the South to keep for their sons.  And, to the four generals newly come, he gave the lands of the Sand in the North.&lt;br /&gt;
&lt;br /&gt;
The ten generals swore themselves in service of the King in exchange for this deeding, and the King named them barons.  The King’s ten barons then knighted those around them who were worthy and, out of these, chose one to be knight of the baron’s fortress keep.  The King granted the barons leave to build a demesne for their family, but the King’s ten barons dwell with the King in his realm.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Wild Gods from the Older Time&#039;&#039;&#039;==&lt;br /&gt;
In the years before the King, the Wild Gods walked with men, raising stones and counting stars and performing feats in battle.  Father to all the Wild Gods was Herne the Hunter, with his pack of hounds that chase across the hills and sky.  Mother to them all was Maeve the Triple Goddess, whose eyes are those of a deer, whose hair is the center of the daisy, and whose skin is the snow on the Umbria.&lt;br /&gt;
&lt;br /&gt;
Herne and Maeve cut the year into four portions, one for each aspect of the Goddess and one for Herne’s Hunt.  These are: &#039;&#039;&#039;Lammas&#039;&#039;&#039;, for the birth of the Goddess (spring); &#039;&#039;&#039;Brigid&#039;&#039;&#039;, for the ripening of the Goddess (summer); &#039;&#039;&#039;Uaman&#039;&#039;&#039;, for the war  between Maeve and Herne (fall); and &#039;&#039;&#039;Danu&#039;&#039;&#039;, for Herne’s Wild Hunt (winter).  Danu is also the name of Maeve’s son, who becomes his father when the goddess is born at Lammas.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The God of the Kings&#039;&#039;&#039;==&lt;br /&gt;
The God of the Kings is pure in aspect because He never walked among men.  Instead, he charged his saints to suffer and die as men so that His people would ever strive toward Him.  God sent His saints to be the worldly embodiments of worship so that his people might worship his aspect though they are far from God.  The King has decreed that every demesne, keep, and village must raise a shrine or church to Saint Micael the Healer, the patron saint of Tintovantum.  These places of worship are kept by the clergy of Healers, who preach learning and wisdom in the world.&lt;br /&gt;
&lt;br /&gt;
According to St. Micael, the year falls as thus:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Winter&#039;&#039;&#039; ~ Nov. 1 (&#039;&#039;Candlemas&#039;&#039;) to Feb.1 (&#039;&#039;Maelmas&#039;&#039;), with &#039;&#039;Micaelmas&#039;&#039; on Dec. 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furrowing&#039;&#039;&#039; ~ Feb. 1 (&#039;&#039;Maelmas&#039;&#039;) to May 1 (&#039;&#039;Sorelmas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lammas&#039;&#039;&#039; ~ May 1 (&#039;&#039;Sorelmas&#039;&#039;) to August 1 (&#039;&#039;Iarngallonmas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvest&#039;&#039;&#039; ~ August 1 (&#039;&#039;Iarngallonmas&#039;&#039;) to Nov. 1 (&#039;&#039;Candlemas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The King’s Laws&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Hanging:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treason&#039;&#039;&#039; ~ the act against the King’s interest or the interest of his sworn barons and knights&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trespass&#039;&#039;&#039; ~ the act of straying inside the boundaries of the King’s Wood or Tintagel, the Realm of the King, except on invitation of the King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Burning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasphemy&#039;&#039;&#039; ~ speaking against the teachings and wisdom of the Church of St. Micael&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrilege&#039;&#039;&#039; ~ performing witchcraft or curses in the manner of demons or sorcerers &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Confinement:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Murder of a villager or freeholder without provocation &lt;br /&gt;
&lt;br /&gt;
Theft of belongings or provisions &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Fine:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Injury of a villager or freeholder without provocation&lt;br /&gt;
&lt;br /&gt;
Plowing, planting, or harvesting out of turn or space&lt;br /&gt;
&lt;br /&gt;
Failing to attend Sunday Mass&lt;br /&gt;
&lt;br /&gt;
Leaving their lord’s village without permission or settlement &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The application and adherence to these laws varies wildly from place to place.  In general, the laws are more strictly enforced in Sand, where infraction of these laws is also greater.&lt;br /&gt;
&lt;br /&gt;
When someone has broken the King’s Law, guilt and punishment is decided in the lord’s &#039;&#039;Hallmote&#039;&#039;.  The accused must defend him or herself before the lord and a council of villagers.&lt;br /&gt;
&lt;br /&gt;
For someone found guilty of treason, he or she may avoid hanging in two ways: by claiming “benefit of clergy” and joining the church of St. Micael as a cleric; or, by claiming “sanctuary” and remaining within a church, yard, or altar of St Micael for forty days, after which time he or she may be branded as a traitor and exiled from the shores of Tintovantum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:System_and_Style On to System and Style]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158126</id>
		<title>Anan:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158126"/>
		<updated>2010-09-24T21:06:35Z</updated>

		<summary type="html">&lt;p&gt;Jenna: /* The Realm of the King */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Society&#039;&#039;&#039;=&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;King and Vassal&#039;&#039;&#039;==&lt;br /&gt;
&amp;quot;&#039;&#039;With joined hands, he shall say thus ~ I become thy man of such tenement to be holden of thee, to bear thee faith of life and member and earthly worship against all men who live and can die, saving the faith of my lord and his heirs...&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The overarching structure of society is the pledge between the King and his lords and the lords and their vassals, the knights.  The King holds the land, and by word and deed he grants it to his lords, the barons.  These barons, in turn, grant the working of his deeding to the knights, who manage the village, crops, animals, meadows, and woods.&lt;br /&gt;
&lt;br /&gt;
By royal order, the barons dwell half the year in the realm of the King while their families dwell in the baronial demesne, at their manor.  The barons’ Knights dwell all the year at their keep in the seat of each deeding, apart from the baron and his family.  Save for the King’s Tax, all the wealth of cash and crop go to the baron and his knights, to keep his deeding in good order.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Motte and Bailey&#039;&#039;&#039; ==&lt;br /&gt;
The knight at the seat of his baron’s deeding lives in a c. 11th century Motte and Bailey style keep, that is a hewn wooden wall (bailey) set atop a mound of earth (motte) surrounded by a ditch or moat.  The bailey encloses the knight’s keep, a wooden hall where the knight and his family live.  The keep is reached by a suspended bridge that spans the moat to the gate of the bailey.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Toft and Croft&#039;&#039;&#039;==&lt;br /&gt;
The knight, in his turn, leases the Baron’s deeding to villagers, farmers, and freeholders in exchange for his protection.  All the knight’s tenants must tithe part of their crops and animals and handiwork to their knight.  They must also commit part of their week to working the knight’s land.&lt;br /&gt;
&lt;br /&gt;
The tenants are thus entitled to work and live on their own allotment of pasture (toft) and garden plot (croft).  In times of war, the surrounding tenants may take shelter in the knight’s keep for as long as the threat perseveres. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Crusade and Cavalcade&#039;&#039;&#039;==&lt;br /&gt;
In exchange for  their lease on the land, the barons’ knights and their lesser born sons are bound to the service of the King, who may call them to serve at his whim.  Only the knights’ eldest sons are released from this duty, until he is head of the household.&lt;br /&gt;
&lt;br /&gt;
The King may call his vassals to a great quest (crusade) that increases the glory and fortune of the Kingdom in the world.  The King may call his vassals to a minor quest (cavalcade) as such is the need within the Kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Setting&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
==&#039;&#039;&#039;The Lords of March and Sand&#039;&#039;&#039;==&lt;br /&gt;
Four  generations ago, there were no Kings in Tintovantum, only war.  The Marcher lords fought across the mountains with the Sander lords in the North for blood and reasons time out of mind.  Always on the coasts, were the Aedgyth raiders taking what and who they found there.  It was a dark time where a man looked no further than the sword his hand held, and a woman watched her sons cut down, one by one, by other sons.  Only the Wild Gods reveled thus. &lt;br /&gt;
&lt;br /&gt;
Then, in the South and in the summer, a King came to Tintovantum.  He was called Tintagel, and he was a lord of Nantgallum.  With him, he brought six generals: Tréves, Thanceastre, Thanet, Tandreg, Tangustel, and Tentvantius.   The King and his generals with their great armies behind them drove back the Aedgyth raiders to the sea and brought peace to the land of the March.  The lords of Sand, being still firm in the old ways of the Wild Gods, were slow to come into the service of the King, but in the winter the King added four more generals to his service: Lomond, Lothian, Llandav, and Llanbadern.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Realm of the King&#039;&#039;&#039;==&lt;br /&gt;
In his dying years, the King took for himself the eastern realm, beyond the river Trahern.  There he built the great keep of Sorel, which he named for his son, to stand fast against the Aedgyth raiders from the far East.  To his six generals, he gave the lands of the March in the South to keep for their sons.  And, to the four generals newly come, he gave the lands of the Sand in the North.&lt;br /&gt;
&lt;br /&gt;
The ten generals swore themselves in service of the King in exchange for this deeding, and the King named them barons.  The King’s ten barons then knighted those around them who were worthy and, out of these, chose one to be knight of the baron’s fortress keep.  The King granted the barons leave to build a demesne for their family, but the King’s ten barons dwell with the King in his realm.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Wild Gods from the Older Time&#039;&#039;&#039;==&lt;br /&gt;
In the years before the King, the Wild Gods walked with men, raising stones and counting stars and performing feats in battle.  Father to all the Wild Gods was Herne the Hunter, with his pack of hounds that chase across the hills and sky.  Mother to them all was Maeve the Triple Goddess, whose eyes are those of a deer, whose hair is the center of the daisy, and whose skin is the snow on the Umbria.&lt;br /&gt;
&lt;br /&gt;
Herne and Maeve cut the year into four portions, one for each aspect of the Goddess and one for Herne’s Hunt.  These are: &#039;&#039;&#039;Lammas&#039;&#039;&#039;, for the birth of the Goddess (spring); &#039;&#039;&#039;Brigid&#039;&#039;&#039;, for the ripening of the Goddess (summer); &#039;&#039;&#039;Uaman&#039;&#039;&#039;, for the war  between Maeve and Herne (fall); and &#039;&#039;&#039;Danu&#039;&#039;&#039;, for Herne’s Wild Hunt (winter).  Danu is also the name of Maeve’s son, who becomes his father when the goddess is born at Lammas.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The God of the Kings&#039;&#039;&#039;==&lt;br /&gt;
The God of the Kings is pure in aspect because He never walked among men.  Instead, he charged his saints to suffer and die as men so that His people would ever strive toward Him.  God sent His saints to be the worldly embodiments of worship so that his people might worship his aspect though they are far from God.  The King has decreed that every demesne, keep, and village must raise a shrine or church to Saint Micael the Healer, the patron saint of Tintovantum.  These places of worship are kept by the clergy of Healers, who preach learning and wisdom in the world.&lt;br /&gt;
&lt;br /&gt;
According to St. Micael, the year falls as thus:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Winter&#039;&#039;&#039; ~ Nov. 1 (&#039;&#039;Candlemas&#039;&#039;) to Feb.1 (&#039;&#039;Maelmas&#039;&#039;), with &#039;&#039;Micaelmas&#039;&#039; on Dec. 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furrowing&#039;&#039;&#039; ~ Feb. 1 (&#039;&#039;Maelmas&#039;&#039;) to May 1 (&#039;&#039;Sorelmas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lammas&#039;&#039;&#039; ~ May 1 (&#039;&#039;Sorelmas&#039;&#039;) to August 1 (&#039;&#039;Iarngallonmas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvest&#039;&#039;&#039; ~ August 1 (&#039;&#039;Iarngallonmas&#039;&#039;) to Nov. 1 (&#039;&#039;Candlemas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The King’s Laws&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Hanging:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treason&#039;&#039;&#039; ~ the act against the King’s interest or the interest of his sworn barons and knights&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trespass&#039;&#039;&#039; ~ the act of straying inside the boundaries of the King’s Wood or Tintagel, the Realm of the King, except on invitation of the King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Burning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasphemy&#039;&#039;&#039; ~ speaking against the teachings and wisdom of the Church of St. Micael&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrilege&#039;&#039;&#039; ~ performing witchcraft or curses in the manner of demons or sorcerers &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Confinement:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Murder of a villager or freeholder without provocation &lt;br /&gt;
&lt;br /&gt;
Theft of belongings or provisions &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Fine:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Injury of a villager or freeholder without provocation&lt;br /&gt;
&lt;br /&gt;
Plowing, planting, or harvesting out of turn or space&lt;br /&gt;
&lt;br /&gt;
Failing to attend Sunday Mass&lt;br /&gt;
&lt;br /&gt;
Leaving their lord’s village without permission or settlement &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The application and adherence to these laws varies wildly from place to place.  In general, the laws are more strictly enforced in Sand, where infraction of these laws is also greater.&lt;br /&gt;
&lt;br /&gt;
When someone has broken the King’s Law, guilt and punishment is decided in the lord’s &#039;&#039;Hallmote&#039;&#039;.  The accused must defend him or herself before the lord and a council of villagers.&lt;br /&gt;
&lt;br /&gt;
For someone found guilty of treason, he or she may avoid hanging in two ways: by claiming “benefit of clergy” and joining the church of St. Micael as a cleric; or, by claiming “sanctuary” and remaining within a church, yard, or altar of St Micael for forty days, after which time he or she may be branded as a traitor and exiled from the shores of Tintovantum.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158124</id>
		<title>Anan:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158124"/>
		<updated>2010-09-24T21:04:36Z</updated>

		<summary type="html">&lt;p&gt;Jenna: /* The King’s Laws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Society&#039;&#039;&#039;=&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;King and Vassal&#039;&#039;&#039;==&lt;br /&gt;
&amp;quot;&#039;&#039;With joined hands, he shall say thus ~ I become thy man of such tenement to be holden of thee, to bear thee faith of life and member and earthly worship against all men who live and can die, saving the faith of my lord and his heirs...&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The overarching structure of society is the pledge between the King and his lords and the lords and their vassals, the knights.  The King holds the land, and by word and deed he grants it to his lords, the barons.  These barons, in turn, grant the working of his deeding to the knights, who manage the village, crops, animals, meadows, and woods.&lt;br /&gt;
&lt;br /&gt;
By royal order, the barons dwell half the year in the realm of the King while their families dwell in the baronial demesne, at their manor.  The barons’ Knights dwell all the year at their keep in the seat of each deeding, apart from the baron and his family.  Save for the King’s Tax, all the wealth of cash and crop go to the baron and his knights, to keep his deeding in good order.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Motte and Bailey&#039;&#039;&#039; ==&lt;br /&gt;
The knight at the seat of his baron’s deeding lives in a c. 11th century Motte and Bailey style keep, that is a hewn wooden wall (bailey) set atop a mound of earth (motte) surrounded by a ditch or moat.  The bailey encloses the knight’s keep, a wooden hall where the knight and his family live.  The keep is reached by a suspended bridge that spans the moat to the gate of the bailey.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Toft and Croft&#039;&#039;&#039;==&lt;br /&gt;
The knight, in his turn, leases the Baron’s deeding to villagers, farmers, and freeholders in exchange for his protection.  All the knight’s tenants must tithe part of their crops and animals and handiwork to their knight.  They must also commit part of their week to working the knight’s land.&lt;br /&gt;
&lt;br /&gt;
The tenants are thus entitled to work and live on their own allotment of pasture (toft) and garden plot (croft).  In times of war, the surrounding tenants may take shelter in the knight’s keep for as long as the threat perseveres. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Crusade and Cavalcade&#039;&#039;&#039;==&lt;br /&gt;
In exchange for  their lease on the land, the barons’ knights and their lesser born sons are bound to the service of the King, who may call them to serve at his whim.  Only the knights’ eldest sons are released from this duty, until he is head of the household.&lt;br /&gt;
&lt;br /&gt;
The King may call his vassals to a great quest (crusade) that increases the glory and fortune of the Kingdom in the world.  The King may call his vassals to a minor quest (cavalcade) as such is the need within the Kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Setting&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
==&#039;&#039;&#039;The Lords of March and Sand&#039;&#039;&#039;==&lt;br /&gt;
Four  generations ago, there were no Kings in Tintovantum, only war.  The Marcher lords fought across the mountains with the Sander lords in the North for blood and reasons time out of mind.  Always on the coasts, were the Aedgyth raiders taking what and who they found there.  It was a dark time where a man looked no further than the sword his hand held, and a woman watched her sons cut down, one by one, by other sons.  Only the Wild Gods reveled thus. &lt;br /&gt;
&lt;br /&gt;
Then, in the South and in the summer, a King came to Tintovantum.  He was called Tintagel, and he was a lord of Nantgallum.  With him, he brought six generals: Tréves, Thanceastre, Thanet, Tandreg, Tangustel, and Tentvantius.   The King and his generals with their great armies behind them drove back the Aedgyth raiders to the sea and brought peace to the land of the March.  The lords of Sand, being still firm in the old ways of the Wild Gods, were slow to come into the service of the King, but in the winter the King added four more generals to his service: Lomond, Lothian, Llandav, and Llanbadern.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Realm of the King&#039;&#039;&#039;==&lt;br /&gt;
In his dying years, the King took for himself the eastern realm, beyond the river Trahern.  There he built the great keep of Sorel, which he named for his son, to stand fast against the Aedgyth raiders from the far East.  To his six generals, he gave the lands of the March to keep for their sons.  And, to the four generals newly come, he gave the lands of the North.&lt;br /&gt;
&lt;br /&gt;
The ten generals swore themselves in service of the King in exchange for this deeding, and the King named them barons.  The King’s ten barons then knighted those around them who were worthy and, out of these, chose one to be knight of the baron’s fortress keep.  The King granted the barons leave to build a demesne for their family, but the King’s ten barons dwell with the King in his realm.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Wild Gods from the Older Time&#039;&#039;&#039;==&lt;br /&gt;
In the years before the King, the Wild Gods walked with men, raising stones and counting stars and performing feats in battle.  Father to all the Wild Gods was Herne the Hunter, with his pack of hounds that chase across the hills and sky.  Mother to them all was Maeve the Triple Goddess, whose eyes are those of a deer, whose hair is the center of the daisy, and whose skin is the snow on the Umbria.&lt;br /&gt;
&lt;br /&gt;
Herne and Maeve cut the year into four portions, one for each aspect of the Goddess and one for Herne’s Hunt.  These are: &#039;&#039;&#039;Lammas&#039;&#039;&#039;, for the birth of the Goddess (spring); &#039;&#039;&#039;Brigid&#039;&#039;&#039;, for the ripening of the Goddess (summer); &#039;&#039;&#039;Uaman&#039;&#039;&#039;, for the war  between Maeve and Herne (fall); and &#039;&#039;&#039;Danu&#039;&#039;&#039;, for Herne’s Wild Hunt (winter).  Danu is also the name of Maeve’s son, who becomes his father when the goddess is born at Lammas.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The God of the Kings&#039;&#039;&#039;==&lt;br /&gt;
The God of the Kings is pure in aspect because He never walked among men.  Instead, he charged his saints to suffer and die as men so that His people would ever strive toward Him.  God sent His saints to be the worldly embodiments of worship so that his people might worship his aspect though they are far from God.  The King has decreed that every demesne, keep, and village must raise a shrine or church to Saint Micael the Healer, the patron saint of Tintovantum.  These places of worship are kept by the clergy of Healers, who preach learning and wisdom in the world.&lt;br /&gt;
&lt;br /&gt;
According to St. Micael, the year falls as thus:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Winter&#039;&#039;&#039; ~ Nov. 1 (&#039;&#039;Candlemas&#039;&#039;) to Feb.1 (&#039;&#039;Maelmas&#039;&#039;), with &#039;&#039;Micaelmas&#039;&#039; on Dec. 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furrowing&#039;&#039;&#039; ~ Feb. 1 (&#039;&#039;Maelmas&#039;&#039;) to May 1 (&#039;&#039;Sorelmas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lammas&#039;&#039;&#039; ~ May 1 (&#039;&#039;Sorelmas&#039;&#039;) to August 1 (&#039;&#039;Iarngallonmas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvest&#039;&#039;&#039; ~ August 1 (&#039;&#039;Iarngallonmas&#039;&#039;) to Nov. 1 (&#039;&#039;Candlemas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The King’s Laws&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Hanging:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treason&#039;&#039;&#039; ~ the act against the King’s interest or the interest of his sworn barons and knights&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trespass&#039;&#039;&#039; ~ the act of straying inside the boundaries of the King’s Wood or Tintagel, the Realm of the King, except on invitation of the King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Burning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasphemy&#039;&#039;&#039; ~ speaking against the teachings and wisdom of the Church of St. Micael&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrilege&#039;&#039;&#039; ~ performing witchcraft or curses in the manner of demons or sorcerers &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Confinement:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Murder of a villager or freeholder without provocation &lt;br /&gt;
&lt;br /&gt;
Theft of belongings or provisions &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Fine:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Injury of a villager or freeholder without provocation&lt;br /&gt;
&lt;br /&gt;
Plowing, planting, or harvesting out of turn or space&lt;br /&gt;
&lt;br /&gt;
Failing to attend Sunday Mass&lt;br /&gt;
&lt;br /&gt;
Leaving their lord’s village without permission or settlement &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The application and adherence to these laws varies wildly from place to place.  In general, the laws are more strictly enforced in Sand, where infraction of these laws is also greater.&lt;br /&gt;
&lt;br /&gt;
When someone has broken the King’s Law, guilt and punishment is decided in the lord’s &#039;&#039;Hallmote&#039;&#039;.  The accused must defend him or herself before the lord and a council of villagers.&lt;br /&gt;
&lt;br /&gt;
For someone found guilty of treason, he or she may avoid hanging in two ways: by claiming “benefit of clergy” and joining the church of St. Micael as a cleric; or, by claiming “sanctuary” and remaining within a church, yard, or altar of St Micael for forty days, after which time he or she may be branded as a traitor and exiled from the shores of Tintovantum.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158120</id>
		<title>Anan:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158120"/>
		<updated>2010-09-24T20:50:47Z</updated>

		<summary type="html">&lt;p&gt;Jenna: /* A Call to Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
=A Call to Arms=&lt;br /&gt;
&#039;&#039;&#039;by Brother Vincenne of Prydchen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Five generations ago, the civilized warriors of the North let a triumphant army to liberate the people of the South from a bitter and heavy yoke. At that time, the holy and peaceful Kingdom of Anan was established.  In the generations that followed, propriety and wealth came to all who settled there.  The twin cities of Anan and Tenaar grew to gleaming jewels of light and learning in the South, whose influences and riches flowed unhindered to the North.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now, that peace is shattered by atrocities visited on the innocent and helpless citizens and by the blood of our brother and sister warriors shed in battle.  A vast Saracen army gathers like crows in the South East and threatens the beautiful city of Tenaar.  Its music is silenced, and its light dims.  Its people weep and rend their hair in sorrow. If Tenaar should fall to the Saracen hoards, it is but a heartbeat and a breath until Anan, jewel of the Kingdom, most holy birth place of St. Micael, the City of Clouds, is threatened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My brothers and sisters, our kindred and our allies in the South have dire need, and it is our holy duty to answer that need.  Renown in battle awaits the righteous and bold.  The gentle and lush land of Anan lies at the end of the hero’s journey.  Join the King’s Triumphant Crusade for glory of country and the grace of St . Micael.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;transcribed by Brother Jocelyn of Methahel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow the links below for game information.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Society and Setting]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:System_and_Style System and Style]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Character_Creation Character Creation]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158119</id>
		<title>Anan:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158119"/>
		<updated>2010-09-24T20:48:08Z</updated>

		<summary type="html">&lt;p&gt;Jenna: /* A Call to Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
=A Call to Arms=&lt;br /&gt;
&#039;&#039;&#039;by Brother Vincenne of Prydchen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Five generations ago, the civilized warriors of the North let a triumphant army to liberate the people of the South from a bitter and heavy yoke. At that time, the holy and peaceful Kingdom of Anan was established.  In the generations that followed, propriety and wealth came to all who settled there.  The twin cities of Anan and Tenaar grew to gleaming jewels of light and learning in the South, whose influences and riches flowed unhindered to the North.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now, that peace is shattered by atrocities visited on the innocent and helpless citizens and the blood of our brother and sister warriors shed in battle.  A vast Saracen army gathers like crows in the South East and threatens the beautiful city of Tenaar.  Its music is silenced, and its light dims.  Its people weep and rend their hair in sorrow. If Tenaar should fall to the Saracen hoards, it is but a heartbeat and a breath until Anan, jewel of the Kingdom, most holy birth place of St. Micael, the City of Clouds, is threatened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My brothers and sisters, our kindred and our allies in the South have dire need, and it is our holy duty to answer that need.  Renown in battle awaits the righteous and bold.  The gentle and lush land of Anan lies at the end of the hero’s journey.  Join the King’s Triumphant Crusade for glory of country and the grace of St . Micael.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;transcribed by Brother Jocelyn of Methahel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow the links below for game information.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Society and Setting]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:System_and_Style System and Style]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Character_Creation Character Creation]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158118</id>
		<title>Anan:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158118"/>
		<updated>2010-09-24T20:46:50Z</updated>

		<summary type="html">&lt;p&gt;Jenna: /* A Call to Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
=A Call to Arms=&lt;br /&gt;
&#039;&#039;&#039;by Brother Vincenne of Prydchen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Five generations ago, the civilized warriors of the North let a triumphant army to liberate the people of the South from a bitter and heavy yoke. At that time, the holy and peaceful Kingdom of Anan was established.  In the generations that followed, propriety and wealth came to all who settled there.  The twin cities of Anan and Tenaar grew to gleaming jewels of light and learning in the South, whose influences and riches flowed unhindered to the North.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now, that peace is shattered by atrocities visited on the innocent and helpless citizens and the blood of our brother and sister warriors shed in battle.  A vast Saracen army gathers like crows in the South East and threatens the beautiful city of Tenaar.  Its music is silenced, and its light dims.  Its people weep and rend their hair in sorrow. If Tenaar should fall to the Saracen hoards, it is but a heartbeat and a breath until Anan, jewel of the Kingdom, most holy birth place of St. Micael, the City of Clouds, is threatened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My brothers and sisters, our kindred and our allies in the South have dire need, and it is our holy duty to answer that need.  Renown in battle awaits the righteous and bold.  The gentle and lush land of Anan lies at the end of the hero’s journey.  Join the King’s Triumphant Crusade for glory of country and the grace of St . Micael.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;transcribed by Brother Jocelyn of Methahel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow the links below for game information.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Society and Setting]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:System_and_Style System and Style]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Character Creation Character Creation]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:System_and_Style&amp;diff=158117</id>
		<title>Anan:System and Style</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:System_and_Style&amp;diff=158117"/>
		<updated>2010-09-24T20:45:09Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Game System=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
I am using &#039;&#039;&#039;Savage World&#039;s Explorers&#039; Edition&#039;&#039;&#039; for the game system.  It is a streamlined d20 system with pretty brutal combat.  I am not, however, using the magic system, so you can ignore those rules.  See the Character Creation page for more information.  Below are some links to the publisher&#039;s page, which includes an introduction to the rules and a pre-made character sheet.  I also have hard copies of the full rules for everyone.&lt;br /&gt;
&lt;br /&gt;
[http://www.peginc.com/Downloads/SWEX/TD06.pdf Test Drive the Rules]&lt;br /&gt;
&lt;br /&gt;
[http://www.peginc.com/Downloads/SWEX/SWEXCharSheet.pdf Character Sheet]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Game Style=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
I am most interested in narrative and character development, so the game has been built around those things.  I am also a fan of &#039;rule zero&#039;, by which I mean &amp;quot;the unwritten rule in tabletop role-playing games which grants the game master the right to suspend or override the published game rules whenever s/he deems necessary&amp;quot; (urbandictionary.com).  Other than that, I am open to players&#039; input and have no set scenario for your characters to follow.  The setting is large, and you&#039;re welcome to explore it as you like.&lt;br /&gt;
&lt;br /&gt;
Some disclaimers:&lt;br /&gt;
&lt;br /&gt;
1.) Names of things are important to me.  If your character has a stupid name, your character will probably die.&lt;br /&gt;
&lt;br /&gt;
2.) If you are Max and your character is a ninja, your character will probably die.&lt;br /&gt;
&lt;br /&gt;
3) I will not try to actively kill your characters.  However, if your character makes a poor decision, your character will probably die.&lt;br /&gt;
&lt;br /&gt;
4.) Josh is my favourite; just get on board.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:System_and_Style&amp;diff=158116</id>
		<title>Anan:System and Style</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:System_and_Style&amp;diff=158116"/>
		<updated>2010-09-24T20:38:22Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Game System=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
I am using Savage World&#039;s Explorers&#039; Edition for the game system.  It is a streamlined d20 system with pretty brutal combat.  I am not, however, using the magic system, so you can ignore those rules.  See the Character Creation page for more information.  Below are some links to the publisher&#039;s page, which includes an introduction to the rules and a pre-made character sheet.  I also have hard copies of the full rules for everyone.&lt;br /&gt;
&lt;br /&gt;
[http://www.peginc.com/Downloads/SWEX/TD06.pdf Test Drive the Rules]&lt;br /&gt;
&lt;br /&gt;
[http://www.peginc.com/Downloads/SWEX/SWEXCharSheet.pdf Character Sheet]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Game Style=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
I am most interested in narrative and character development, so the game has been built around those things.  I am also a fan of &#039;rule zero&#039;, by which I mean &amp;quot;the unwritten rule in tabletop role-playing games which grants the game master the right to suspend or override the published game rules whenever s/he deems necessary&amp;quot; (urbandictionary.com).  Other than that, I am open to players&#039; input and have no set scenarios for your characters to follow.  The setting is large, and your job is to explore it as you like.&lt;br /&gt;
&lt;br /&gt;
Some disclaimers:&lt;br /&gt;
&lt;br /&gt;
1.) Names of things are important to me.  If your character has a stupid name, your character will probably die.&lt;br /&gt;
&lt;br /&gt;
2.) If you are Max and your character is a ninja, your character will probably die.&lt;br /&gt;
&lt;br /&gt;
3) Other than that, I will not try to actively kill your characters.  However, if your character makes a poor decision, your character will probably die.&lt;br /&gt;
&lt;br /&gt;
4.) Josh is my favourite; just get on board.&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:System_and_Style&amp;diff=158115</id>
		<title>Anan:System and Style</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:System_and_Style&amp;diff=158115"/>
		<updated>2010-09-24T20:11:21Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Anan:Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.peginc.com/Downloads/SWEX/SWEXCharSheet.pdf Character Sheet]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158114</id>
		<title>Anan:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158114"/>
		<updated>2010-09-24T20:10:39Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
=A Call to Arms=&lt;br /&gt;
&#039;&#039;&#039;Brother Vincenne of Prydchen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Five generations ago, the civilized warriors of the North let a triumphant army to liberate the people of the South from a bitter and heavy yoke. At that time, the holy and peaceful Kingdom of Anan was established.  In the generations that followed, propriety and wealth came to all who settled there.  The twin cities of Anan and Tenaar grew to gleaming jewels of light and learning in the South, whose influences and riches flowed unhindered to the North.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now, that peace is shattered by atrocities visited on the innocent and helpless citizens and the blood of our brother and sister warriors shed in battle.  A vast Saracen army gathers like crows in the South East and threatens the beautiful city of Tenaar.  Its music is silenced, and its light dims.  Its people weep and rend their hair in sorrow. If Tenaar should fall to the Saracen hoards, it is but a heartbeat and a breath until Anan, jewel of the Kingdom, most holy birth place of St. Micael, the City of Clouds, is threatened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My brothers and sisters, our kindred and our allies in the South have dire need, and it is our holy duty to answer that need.  Renown in battle awaits the righteous and bold.  The gentle and lush land of Anan lies at the end of the hero’s journey.  Join the King’s Triumphant Crusade for glory of country and the grace of St . Micael.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;transcribed by Brother Jocelyn of Methahel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow the links below for game information.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Society and Setting]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:System_and_Style System and Style]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:System_and_Style&amp;diff=158113</id>
		<title>Anan:System and Style</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:System_and_Style&amp;diff=158113"/>
		<updated>2010-09-24T20:09:11Z</updated>

		<summary type="html">&lt;p&gt;Jenna: Created page with &amp;#039;[http://www.peginc.com/Downloads/SWEX/SWEXCharSheet.pdf Character Sheet]&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.peginc.com/Downloads/SWEX/SWEXCharSheet.pdf Character Sheet]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158112</id>
		<title>Anan:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158112"/>
		<updated>2010-09-24T20:02:43Z</updated>

		<summary type="html">&lt;p&gt;Jenna: /* The Wild Gods from the Older Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Society&#039;&#039;&#039;=&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;King and Vassal&#039;&#039;&#039;==&lt;br /&gt;
&amp;quot;&#039;&#039;With joined hands, he shall say thus ~ I become thy man of such tenement to be holden of thee, to bear thee faith of life and member and earthly worship against all men who live and can die, saving the faith of my lord and his heirs...&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The overarching structure of society is the pledge between the King and his lords and the lords and their vassals, the knights.  The King holds the land, and by word and deed he grants it to his lords, the barons.  These barons, in turn, grant the working of his deeding to the knights, who manage the village, crops, animals, meadows, and woods.&lt;br /&gt;
&lt;br /&gt;
By royal order, the barons dwell half the year in the realm of the King while their families dwell in the baronial demesne, at their manor.  The barons’ Knights dwell all the year at their keep in the seat of each deeding, apart from the baron and his family.  Save for the King’s Tax, all the wealth of cash and crop go to the baron and his knights, to keep his deeding in good order.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Motte and Bailey&#039;&#039;&#039; ==&lt;br /&gt;
The knight at the seat of his baron’s deeding lives in a c. 11th century Motte and Bailey style keep, that is a hewn wooden wall (bailey) set atop a mound of earth (motte) surrounded by a ditch or moat.  The bailey encloses the knight’s keep, a wooden hall where the knight and his family live.  The keep is reached by a suspended bridge that spans the moat to the gate of the bailey.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Toft and Croft&#039;&#039;&#039;==&lt;br /&gt;
The knight, in his turn, leases the Baron’s deeding to villagers, farmers, and freeholders in exchange for his protection.  All the knight’s tenants must tithe part of their crops and animals and handiwork to their knight.  They must also commit part of their week to working the knight’s land.&lt;br /&gt;
&lt;br /&gt;
The tenants are thus entitled to work and live on their own allotment of pasture (toft) and garden plot (croft).  In times of war, the surrounding tenants may take shelter in the knight’s keep for as long as the threat perseveres. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Crusade and Cavalcade&#039;&#039;&#039;==&lt;br /&gt;
In exchange for  their lease on the land, the barons’ knights and their lesser born sons are bound to the service of the King, who may call them to serve at his whim.  Only the knights’ eldest sons are released from this duty, until he is head of the household.&lt;br /&gt;
&lt;br /&gt;
The King may call his vassals to a great quest (crusade) that increases the glory and fortune of the Kingdom in the world.  The King may call his vassals to a minor quest (cavalcade) as such is the need within the Kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Setting&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
==&#039;&#039;&#039;The Lords of March and Sand&#039;&#039;&#039;==&lt;br /&gt;
Four  generations ago, there were no Kings in Tintovantum, only war.  The Marcher lords fought across the mountains with the Sander lords in the North for blood and reasons time out of mind.  Always on the coasts, were the Aedgyth raiders taking what and who they found there.  It was a dark time where a man looked no further than the sword his hand held, and a woman watched her sons cut down, one by one, by other sons.  Only the Wild Gods reveled thus. &lt;br /&gt;
&lt;br /&gt;
Then, in the South and in the summer, a King came to Tintovantum.  He was called Tintagel, and he was a lord of Nantgallum.  With him, he brought six generals: Tréves, Thanceastre, Thanet, Tandreg, Tangustel, and Tentvantius.   The King and his generals with their great armies behind them drove back the Aedgyth raiders to the sea and brought peace to the land of the March.  The lords of Sand, being still firm in the old ways of the Wild Gods, were slow to come into the service of the King, but in the winter the King added four more generals to his service: Lomond, Lothian, Llandav, and Llanbadern.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Realm of the King&#039;&#039;&#039;==&lt;br /&gt;
In his dying years, the King took for himself the eastern realm, beyond the river Trahern.  There he built the great keep of Sorel, which he named for his son, to stand fast against the Aedgyth raiders from the far East.  To his six generals, he gave the lands of the March to keep for their sons.  And, to the four generals newly come, he gave the lands of the North.&lt;br /&gt;
&lt;br /&gt;
The ten generals swore themselves in service of the King in exchange for this deeding, and the King named them barons.  The King’s ten barons then knighted those around them who were worthy and, out of these, chose one to be knight of the baron’s fortress keep.  The King granted the barons leave to build a demesne for their family, but the King’s ten barons dwell with the King in his realm.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Wild Gods from the Older Time&#039;&#039;&#039;==&lt;br /&gt;
In the years before the King, the Wild Gods walked with men, raising stones and counting stars and performing feats in battle.  Father to all the Wild Gods was Herne the Hunter, with his pack of hounds that chase across the hills and sky.  Mother to them all was Maeve the Triple Goddess, whose eyes are those of a deer, whose hair is the center of the daisy, and whose skin is the snow on the Umbria.&lt;br /&gt;
&lt;br /&gt;
Herne and Maeve cut the year into four portions, one for each aspect of the Goddess and one for Herne’s Hunt.  These are: &#039;&#039;&#039;Lammas&#039;&#039;&#039;, for the birth of the Goddess (spring); &#039;&#039;&#039;Brigid&#039;&#039;&#039;, for the ripening of the Goddess (summer); &#039;&#039;&#039;Uaman&#039;&#039;&#039;, for the war  between Maeve and Herne (fall); and &#039;&#039;&#039;Danu&#039;&#039;&#039;, for Herne’s Wild Hunt (winter).  Danu is also the name of Maeve’s son, who becomes his father when the goddess is born at Lammas.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The God of the Kings&#039;&#039;&#039;==&lt;br /&gt;
The God of the Kings is pure in aspect because He never walked among men.  Instead, he charged his saints to suffer and die as men so that His people would ever strive toward Him.  God sent His saints to be the worldly embodiments of worship so that his people might worship his aspect though they are far from God.  The King has decreed that every demesne, keep, and village must raise a shrine or church to Saint Micael the Healer, the patron saint of Tintovantum.  These places of worship are kept by the clergy of Healers, who preach learning and wisdom in the world.&lt;br /&gt;
&lt;br /&gt;
According to St. Micael, the year falls as thus:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Winter&#039;&#039;&#039; ~ Nov. 1 (&#039;&#039;Candlemas&#039;&#039;) to Feb.1 (&#039;&#039;Maelmas&#039;&#039;), with &#039;&#039;Micaelmas&#039;&#039; on Dec. 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furrowing&#039;&#039;&#039; ~ Feb. 1 (&#039;&#039;Maelmas&#039;&#039;) to May 1 (&#039;&#039;Sorelmas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lammas&#039;&#039;&#039; ~ May 1 (&#039;&#039;Sorelmas&#039;&#039;) to August 1 (&#039;&#039;Iarngallonmas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvest&#039;&#039;&#039; ~ August 1 (&#039;&#039;Iarngallonmas&#039;&#039;) to Nov. 1 (&#039;&#039;Candlemas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The King’s Laws&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Hanging:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treason&#039;&#039;&#039; ~ the act against the King’s interest or the interest of his sworn barons and vassals&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trespass&#039;&#039;&#039; ~ the act of straying inside the boundaries of the King’s Wood or Tintagel, the Realm of the King, except on invitation of the King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Burning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasphemy&#039;&#039;&#039; ~ speaking against the teachings and wisdom of the Church of St. Micael&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrilege&#039;&#039;&#039; ~ performing witchcraft or curses in the manner of demons or sorcerers &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Confinement:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Murder of a villager or freeholder without provocation &lt;br /&gt;
&lt;br /&gt;
Theft of belongings or provisions &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Fine:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Injury of a villager or freeholder without provocation&lt;br /&gt;
&lt;br /&gt;
Plowing, planting, or harvesting out of turn or space&lt;br /&gt;
&lt;br /&gt;
Failing to attend Sunday Mass&lt;br /&gt;
&lt;br /&gt;
Leaving their lord’s village with permission or settlement &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The application and adherence to these laws varies wildly from place to place.  In general, the laws are more strictly enforced in Sand, where infraction of these laws is also greater.&lt;br /&gt;
&lt;br /&gt;
When someone has broken the King’s Law, guilt and punishment is decided in the lord’s Hallmote.  The accused must defend him or herself before the lord and council of villagers.&lt;br /&gt;
&lt;br /&gt;
For someone found guilty of treason, they may avoid hanging in two ways: by claiming “benefit of clergy” and joining the church of St. Micael as a cleric; or, by claiming “sanctuary” and remaining within a church, yard, or altar of St Micael for forty days, after which time they may be branded as a traitor and exiled from the shores of Tintovantum.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158111</id>
		<title>Anan:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158111"/>
		<updated>2010-09-24T20:02:01Z</updated>

		<summary type="html">&lt;p&gt;Jenna: /* The God of the Kings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Society&#039;&#039;&#039;=&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;King and Vassal&#039;&#039;&#039;==&lt;br /&gt;
&amp;quot;&#039;&#039;With joined hands, he shall say thus ~ I become thy man of such tenement to be holden of thee, to bear thee faith of life and member and earthly worship against all men who live and can die, saving the faith of my lord and his heirs...&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The overarching structure of society is the pledge between the King and his lords and the lords and their vassals, the knights.  The King holds the land, and by word and deed he grants it to his lords, the barons.  These barons, in turn, grant the working of his deeding to the knights, who manage the village, crops, animals, meadows, and woods.&lt;br /&gt;
&lt;br /&gt;
By royal order, the barons dwell half the year in the realm of the King while their families dwell in the baronial demesne, at their manor.  The barons’ Knights dwell all the year at their keep in the seat of each deeding, apart from the baron and his family.  Save for the King’s Tax, all the wealth of cash and crop go to the baron and his knights, to keep his deeding in good order.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Motte and Bailey&#039;&#039;&#039; ==&lt;br /&gt;
The knight at the seat of his baron’s deeding lives in a c. 11th century Motte and Bailey style keep, that is a hewn wooden wall (bailey) set atop a mound of earth (motte) surrounded by a ditch or moat.  The bailey encloses the knight’s keep, a wooden hall where the knight and his family live.  The keep is reached by a suspended bridge that spans the moat to the gate of the bailey.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Toft and Croft&#039;&#039;&#039;==&lt;br /&gt;
The knight, in his turn, leases the Baron’s deeding to villagers, farmers, and freeholders in exchange for his protection.  All the knight’s tenants must tithe part of their crops and animals and handiwork to their knight.  They must also commit part of their week to working the knight’s land.&lt;br /&gt;
&lt;br /&gt;
The tenants are thus entitled to work and live on their own allotment of pasture (toft) and garden plot (croft).  In times of war, the surrounding tenants may take shelter in the knight’s keep for as long as the threat perseveres. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Crusade and Cavalcade&#039;&#039;&#039;==&lt;br /&gt;
In exchange for  their lease on the land, the barons’ knights and their lesser born sons are bound to the service of the King, who may call them to serve at his whim.  Only the knights’ eldest sons are released from this duty, until he is head of the household.&lt;br /&gt;
&lt;br /&gt;
The King may call his vassals to a great quest (crusade) that increases the glory and fortune of the Kingdom in the world.  The King may call his vassals to a minor quest (cavalcade) as such is the need within the Kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Setting&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
==&#039;&#039;&#039;The Lords of March and Sand&#039;&#039;&#039;==&lt;br /&gt;
Four  generations ago, there were no Kings in Tintovantum, only war.  The Marcher lords fought across the mountains with the Sander lords in the North for blood and reasons time out of mind.  Always on the coasts, were the Aedgyth raiders taking what and who they found there.  It was a dark time where a man looked no further than the sword his hand held, and a woman watched her sons cut down, one by one, by other sons.  Only the Wild Gods reveled thus. &lt;br /&gt;
&lt;br /&gt;
Then, in the South and in the summer, a King came to Tintovantum.  He was called Tintagel, and he was a lord of Nantgallum.  With him, he brought six generals: Tréves, Thanceastre, Thanet, Tandreg, Tangustel, and Tentvantius.   The King and his generals with their great armies behind them drove back the Aedgyth raiders to the sea and brought peace to the land of the March.  The lords of Sand, being still firm in the old ways of the Wild Gods, were slow to come into the service of the King, but in the winter the King added four more generals to his service: Lomond, Lothian, Llandav, and Llanbadern.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Realm of the King&#039;&#039;&#039;==&lt;br /&gt;
In his dying years, the King took for himself the eastern realm, beyond the river Trahern.  There he built the great keep of Sorel, which he named for his son, to stand fast against the Aedgyth raiders from the far East.  To his six generals, he gave the lands of the March to keep for their sons.  And, to the four generals newly come, he gave the lands of the North.&lt;br /&gt;
&lt;br /&gt;
The ten generals swore themselves in service of the King in exchange for this deeding, and the King named them barons.  The King’s ten barons then knighted those around them who were worthy and, out of these, chose one to be knight of the baron’s fortress keep.  The King granted the barons leave to build a demesne for their family, but the King’s ten barons dwell with the King in his realm.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Wild Gods from the Older Time&#039;&#039;&#039;==&lt;br /&gt;
In the years before the King, the Wild Gods walked with men, raising stones and counting stars and performing feats in battle.  Father to all the Wild Gods was Herne the Hunter, with his pack of hounds that chase across the hills and sky.  Mother to them all was Maeve the Triple Goddess, whose eyes are those of a deer, whose hair is the center of the daisy, and whose skin is the snow on the Umbria.&lt;br /&gt;
&lt;br /&gt;
Herne and Maeve cut the year into four portions, one for each aspect of the Goddess and one for Herne’s Hunt.  These are: Lammas, for the birth of the Goddess (spring); Brigid, for the ripening of the Goddess (summer); Uaman, for the war  between Maeve and Herne (fall); and Danu, for Herne’s Wild Hunt (winter).  Danu is also the name of Maeve’s son, who becomes his father when the goddess is born at Lammas.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The God of the Kings&#039;&#039;&#039;==&lt;br /&gt;
The God of the Kings is pure in aspect because He never walked among men.  Instead, he charged his saints to suffer and die as men so that His people would ever strive toward Him.  God sent His saints to be the worldly embodiments of worship so that his people might worship his aspect though they are far from God.  The King has decreed that every demesne, keep, and village must raise a shrine or church to Saint Micael the Healer, the patron saint of Tintovantum.  These places of worship are kept by the clergy of Healers, who preach learning and wisdom in the world.&lt;br /&gt;
&lt;br /&gt;
According to St. Micael, the year falls as thus:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Winter&#039;&#039;&#039; ~ Nov. 1 (&#039;&#039;Candlemas&#039;&#039;) to Feb.1 (&#039;&#039;Maelmas&#039;&#039;), with &#039;&#039;Micaelmas&#039;&#039; on Dec. 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furrowing&#039;&#039;&#039; ~ Feb. 1 (&#039;&#039;Maelmas&#039;&#039;) to May 1 (&#039;&#039;Sorelmas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lammas&#039;&#039;&#039; ~ May 1 (&#039;&#039;Sorelmas&#039;&#039;) to August 1 (&#039;&#039;Iarngallonmas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvest&#039;&#039;&#039; ~ August 1 (&#039;&#039;Iarngallonmas&#039;&#039;) to Nov. 1 (&#039;&#039;Candlemas&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The King’s Laws&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Hanging:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treason&#039;&#039;&#039; ~ the act against the King’s interest or the interest of his sworn barons and vassals&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trespass&#039;&#039;&#039; ~ the act of straying inside the boundaries of the King’s Wood or Tintagel, the Realm of the King, except on invitation of the King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Burning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasphemy&#039;&#039;&#039; ~ speaking against the teachings and wisdom of the Church of St. Micael&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrilege&#039;&#039;&#039; ~ performing witchcraft or curses in the manner of demons or sorcerers &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Confinement:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Murder of a villager or freeholder without provocation &lt;br /&gt;
&lt;br /&gt;
Theft of belongings or provisions &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Fine:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Injury of a villager or freeholder without provocation&lt;br /&gt;
&lt;br /&gt;
Plowing, planting, or harvesting out of turn or space&lt;br /&gt;
&lt;br /&gt;
Failing to attend Sunday Mass&lt;br /&gt;
&lt;br /&gt;
Leaving their lord’s village with permission or settlement &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The application and adherence to these laws varies wildly from place to place.  In general, the laws are more strictly enforced in Sand, where infraction of these laws is also greater.&lt;br /&gt;
&lt;br /&gt;
When someone has broken the King’s Law, guilt and punishment is decided in the lord’s Hallmote.  The accused must defend him or herself before the lord and council of villagers.&lt;br /&gt;
&lt;br /&gt;
For someone found guilty of treason, they may avoid hanging in two ways: by claiming “benefit of clergy” and joining the church of St. Micael as a cleric; or, by claiming “sanctuary” and remaining within a church, yard, or altar of St Micael for forty days, after which time they may be branded as a traitor and exiled from the shores of Tintovantum.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158110</id>
		<title>Anan:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158110"/>
		<updated>2010-09-24T19:54:52Z</updated>

		<summary type="html">&lt;p&gt;Jenna: /* The Lords of March and Sand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Society&#039;&#039;&#039;=&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;King and Vassal&#039;&#039;&#039;==&lt;br /&gt;
&amp;quot;&#039;&#039;With joined hands, he shall say thus ~ I become thy man of such tenement to be holden of thee, to bear thee faith of life and member and earthly worship against all men who live and can die, saving the faith of my lord and his heirs...&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The overarching structure of society is the pledge between the King and his lords and the lords and their vassals, the knights.  The King holds the land, and by word and deed he grants it to his lords, the barons.  These barons, in turn, grant the working of his deeding to the knights, who manage the village, crops, animals, meadows, and woods.&lt;br /&gt;
&lt;br /&gt;
By royal order, the barons dwell half the year in the realm of the King while their families dwell in the baronial demesne, at their manor.  The barons’ Knights dwell all the year at their keep in the seat of each deeding, apart from the baron and his family.  Save for the King’s Tax, all the wealth of cash and crop go to the baron and his knights, to keep his deeding in good order.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Motte and Bailey&#039;&#039;&#039; ==&lt;br /&gt;
The knight at the seat of his baron’s deeding lives in a c. 11th century Motte and Bailey style keep, that is a hewn wooden wall (bailey) set atop a mound of earth (motte) surrounded by a ditch or moat.  The bailey encloses the knight’s keep, a wooden hall where the knight and his family live.  The keep is reached by a suspended bridge that spans the moat to the gate of the bailey.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Toft and Croft&#039;&#039;&#039;==&lt;br /&gt;
The knight, in his turn, leases the Baron’s deeding to villagers, farmers, and freeholders in exchange for his protection.  All the knight’s tenants must tithe part of their crops and animals and handiwork to their knight.  They must also commit part of their week to working the knight’s land.&lt;br /&gt;
&lt;br /&gt;
The tenants are thus entitled to work and live on their own allotment of pasture (toft) and garden plot (croft).  In times of war, the surrounding tenants may take shelter in the knight’s keep for as long as the threat perseveres. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Crusade and Cavalcade&#039;&#039;&#039;==&lt;br /&gt;
In exchange for  their lease on the land, the barons’ knights and their lesser born sons are bound to the service of the King, who may call them to serve at his whim.  Only the knights’ eldest sons are released from this duty, until he is head of the household.&lt;br /&gt;
&lt;br /&gt;
The King may call his vassals to a great quest (crusade) that increases the glory and fortune of the Kingdom in the world.  The King may call his vassals to a minor quest (cavalcade) as such is the need within the Kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Setting&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
==&#039;&#039;&#039;The Lords of March and Sand&#039;&#039;&#039;==&lt;br /&gt;
Four  generations ago, there were no Kings in Tintovantum, only war.  The Marcher lords fought across the mountains with the Sander lords in the North for blood and reasons time out of mind.  Always on the coasts, were the Aedgyth raiders taking what and who they found there.  It was a dark time where a man looked no further than the sword his hand held, and a woman watched her sons cut down, one by one, by other sons.  Only the Wild Gods reveled thus. &lt;br /&gt;
&lt;br /&gt;
Then, in the South and in the summer, a King came to Tintovantum.  He was called Tintagel, and he was a lord of Nantgallum.  With him, he brought six generals: Tréves, Thanceastre, Thanet, Tandreg, Tangustel, and Tentvantius.   The King and his generals with their great armies behind them drove back the Aedgyth raiders to the sea and brought peace to the land of the March.  The lords of Sand, being still firm in the old ways of the Wild Gods, were slow to come into the service of the King, but in the winter the King added four more generals to his service: Lomond, Lothian, Llandav, and Llanbadern.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Realm of the King&#039;&#039;&#039;==&lt;br /&gt;
In his dying years, the King took for himself the eastern realm, beyond the river Trahern.  There he built the great keep of Sorel, which he named for his son, to stand fast against the Aedgyth raiders from the far East.  To his six generals, he gave the lands of the March to keep for their sons.  And, to the four generals newly come, he gave the lands of the North.&lt;br /&gt;
&lt;br /&gt;
The ten generals swore themselves in service of the King in exchange for this deeding, and the King named them barons.  The King’s ten barons then knighted those around them who were worthy and, out of these, chose one to be knight of the baron’s fortress keep.  The King granted the barons leave to build a demesne for their family, but the King’s ten barons dwell with the King in his realm.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Wild Gods from the Older Time&#039;&#039;&#039;==&lt;br /&gt;
In the years before the King, the Wild Gods walked with men, raising stones and counting stars and performing feats in battle.  Father to all the Wild Gods was Herne the Hunter, with his pack of hounds that chase across the hills and sky.  Mother to them all was Maeve the Triple Goddess, whose eyes are those of a deer, whose hair is the center of the daisy, and whose skin is the snow on the Umbria.&lt;br /&gt;
&lt;br /&gt;
Herne and Maeve cut the year into four portions, one for each aspect of the Goddess and one for Herne’s Hunt.  These are: Lammas, for the birth of the Goddess (spring); Brigid, for the ripening of the Goddess (summer); Uaman, for the war  between Maeve and Herne (fall); and Danu, for Herne’s Wild Hunt (winter).  Danu is also the name of Maeve’s son, who becomes his father when the goddess is born at Lammas.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The God of the Kings&#039;&#039;&#039;==&lt;br /&gt;
The God of the Kings is pure in aspect because He never walked among men.  Instead, he charged his saints to suffer and die as men so that His people would ever strive toward Him.  God sent His saints to be the worldly embodiments of worship so that his people might worship his aspect though they are far from God.  The King has decreed that every demesne, keep, and village must raise a shrine or church to Saint Micael the Healer, the patron saint of Tintovantum.  These places of worship are kept by the clergy of Healers, who preach learning and wisdom in the world.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The King’s Laws&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Hanging:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treason&#039;&#039;&#039; ~ the act against the King’s interest or the interest of his sworn barons and vassals&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trespass&#039;&#039;&#039; ~ the act of straying inside the boundaries of the King’s Wood or Tintagel, the Realm of the King, except on invitation of the King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Burning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasphemy&#039;&#039;&#039; ~ speaking against the teachings and wisdom of the Church of St. Micael&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrilege&#039;&#039;&#039; ~ performing witchcraft or curses in the manner of demons or sorcerers &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Confinement:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Murder of a villager or freeholder without provocation &lt;br /&gt;
&lt;br /&gt;
Theft of belongings or provisions &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Fine:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Injury of a villager or freeholder without provocation&lt;br /&gt;
&lt;br /&gt;
Plowing, planting, or harvesting out of turn or space&lt;br /&gt;
&lt;br /&gt;
Failing to attend Sunday Mass&lt;br /&gt;
&lt;br /&gt;
Leaving their lord’s village with permission or settlement &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The application and adherence to these laws varies wildly from place to place.  In general, the laws are more strictly enforced in Sand, where infraction of these laws is also greater.&lt;br /&gt;
&lt;br /&gt;
When someone has broken the King’s Law, guilt and punishment is decided in the lord’s Hallmote.  The accused must defend him or herself before the lord and council of villagers.&lt;br /&gt;
&lt;br /&gt;
For someone found guilty of treason, they may avoid hanging in two ways: by claiming “benefit of clergy” and joining the church of St. Micael as a cleric; or, by claiming “sanctuary” and remaining within a church, yard, or altar of St Micael for forty days, after which time they may be branded as a traitor and exiled from the shores of Tintovantum.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158109</id>
		<title>Anan:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158109"/>
		<updated>2010-09-24T19:51:42Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
=A Call to Arms=&lt;br /&gt;
&#039;&#039;&#039;Brother Vincenne of Prydchen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Five generations ago, the civilized warriors of the North let a triumphant army to liberate the people of the South from a bitter and heavy yoke. At that time, the holy and peaceful Kingdom of Anan was established.  In the generations that followed, propriety and wealth came to all who settled there.  The twin cities of Anan and Tenaar grew to gleaming jewels of light and learning in the South, whose influences and riches flowed unhindered to the North.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now, that peace is shattered by atrocities visited on the innocent and helpless citizens and the blood of our brother and sister warriors shed in battle.  A vast Saracen army gathers like crows in the South East and threatens the beautiful city of Tenaar.  Its music is silenced, and its light dims.  Its people weep and rend their hair in sorrow. If Tenaar should fall to the Saracen hoards, it is but a heartbeat and a breath until Anan, jewel of the Kingdom, most holy birth place of St. Micael, the City of Clouds, is threatened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My brothers and sisters, our kindred and our allies in the South have dire need, and it is our holy duty to answer that need.  Renown in battle awaits the righteous and bold.  The gentle and lush land of Anan lies at the end of the hero’s journey.  Join the King’s Triumphant Crusade for glory of country and the grace of St . Micael.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;transcribed by Brother Jocelyn of Methahel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow the links below for game information.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Society and Setting]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158108</id>
		<title>Anan:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158108"/>
		<updated>2010-09-24T19:49:26Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
=A Call to Arms=&lt;br /&gt;
&#039;&#039;&#039;Brother Vincenne of Prydchen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Five generations ago, the civilized warriors of the North let a triumphant army to liberate the people of the South from a bitter and heavy yoke. At that time, the holy and peaceful Kingdom on Anan was established.  In the generations that followed, propriety and wealth came to all who settled there.  The twin cities of Anan and Tenaar grew to gleaming jewels of light and learning in the south whose influences and riches flowed unhindered to the North.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now, that peace is shattered by atrocities visited on the innocent and helpless citizens and the blood of our brother and sister warriors shed in battle.  A vast Saracen army gathers like crows in the South East and threatens the beautiful city of Tenaar.  Its music is silenced, and its light dims.  Its people weep and tear their hair in sorrow. If Tenaar should fall to the Saracen hoards, it is but a heartbeat  and a breath until Anan, jewel of the Kingdom, most holy birth place of St. Micael, the city of Clouds is threatened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My brothers and sisters, our kindred and our allies in the South have dire need, and it is our holy duty to answer that need.  Renown in battle awaits the righteous and bold.  The gentle and lush land of Anan lies at the end of the hero’s journey.  Join the King’s Triumphant Crusade for glory of country and the  grace of St . Micael.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;transcribed by Brother Jocelyn of Methahel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow the links below for game information.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Society and Setting]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158107</id>
		<title>Anan:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158107"/>
		<updated>2010-09-24T19:48:25Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
=A Call to Arms=&lt;br /&gt;
&#039;&#039;&#039;Brother Vincenne of Prydchen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Five generations ago, the civilized warriors of the North let a triumphant army to liberate the people of the South from a bitter and heavy yoke. At that time, the holy and peaceful Kingdom on Anan was established.  In the generations that followed, propriety and wealth came to all who settled there.  The twin cities of Anan and Tenaar grew to gleaming jewels of light and learning in the south whose influences and riches flowed unhindered to the North.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Now, that peace is shattered by atrocities visited on the innocent and helpless citizens and the blood of our brother and sister warriors shed in battle.  A vast Saracen army gathers like crows in the South East and threatens the beautiful city of Tenaar.  Its music is silenced, and its light dims.  Its people weep and tear their hair in sorrow. If Tenaar should fall to the Saracen hoards, it is but a heartbeat  and a breath until Anan, jewel of the Kingdom, most holy birth place of St. Micael, the city of Clouds is threatened.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;My brothers and sisters, our kindred and our allies in the South have dire need, and it is our holy duty to answer that need.  Renown in battle awaits the righteous and bold.  The gentle and lush land of Anan lies at the end of the hero’s journey.  Join the King’s Triumphant Crusade for glory of country and the  grace of St . Micael.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;transcribed by Brother Jocelyn of Methahel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow the links below for game information.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Society and Setting]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158106</id>
		<title>Anan:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158106"/>
		<updated>2010-09-24T19:47:58Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
=A Call to Arms=&lt;br /&gt;
&#039;&#039;&#039;Brother Vincenne of Prydchen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Five generations ago, the civilized warriors of the North let a triumphant army to liberate the people of the South from a bitter and heavy yoke. At that time, the holy and peaceful Kingdom on Anan was established.  In the generations that followed, propriety and wealth came to all who settled there.  The twin cities of Anan and Tenaar grew to gleaming jewels of light and learning in the south whose influences and riches flowed unhindered to the North.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Now, that peace is shattered by atrocities visited on the innocent and helpless citizens and the blood of our brother and sister warriors shed in battle.  A vast Saracen army gathers like crows in the South East and threatens the beautiful city of Tenaar.  Its music is silenced, and its light dims.  Its people weep and tear their hair in sorrow. If Tenaar should fall to the Saracen hoards, it is but a heartbeat  and a breath until Anan, jewel of the Kingdom, most holy birth place of St. Micael, the city of Clouds is threatened.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;My brothers and sisters, our kindred and our allies in the South have dire need, and it is our holy duty to answer that need.  Renown in battle awaits the righteous and bold.  The gentle and lush land of Anan lies at the end of the hero’s journey.  Join the King’s Triumphant Crusade for glory of country and the  grace of St . Micael.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
transcribed by Brother Jocelyn of Methahel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow the links below for game information.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Society and Setting]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158105</id>
		<title>Anan:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158105"/>
		<updated>2010-09-24T19:47:33Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
=A Call to Arms=&lt;br /&gt;
&#039;&#039;&#039;Brother Vincenne of Prydchen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Five generations ago, the civilized warriors of the North let a triumphant army to liberate the people of the South from a bitter and heavy yoke. At that time, the holy and peaceful Kingdom on Anan was established.  In the generations that followed, propriety and wealth came to all who settled there.  The twin cities of Anan and Tenaar grew to gleaming jewels of light and learning in the south whose influences and riches flowed unhindered to the North.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Now, that peace is shattered by atrocities visited on the innocent and helpless citizens and the blood of our brother and sister warriors shed in battle.  A vast Saracen army gathers like crows in the South East and threatens the beautiful city of Tenaar.  Its music is silenced, and its light dims.  Its people weep and tear their hair in sorrow. If Tenaar should fall to the Saracen hoards, it is but a heartbeat  and a breath until Anan, jewel of the Kingdom, most holy birth place of St. Micael, the city of Clouds is threatened.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;My brothers and sisters, our kindred and our allies in the South have dire need, and it is our holy duty to answer that need.  Renown in battle awaits the righteous and bold.  The gentle and lush land of Anan lies at the end of the hero’s journey.  Join the King’s Triumphant Crusade for glory of country and the  grace of St . Micael.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
transcribed by Brother Jocelyn of Methahel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow the links below for game information.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Society and Setting]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158104</id>
		<title>Anan:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158104"/>
		<updated>2010-09-24T19:45:39Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
=A Call to Arms=&lt;br /&gt;
&#039;&#039;&#039;Brother Vincenne of Prydchen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(transcribed by Brother Jocelyn of Methahel)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Five generations ago, the civilized warriors of the North let a triumphant army to liberate the people of the South from a bitter and heavy yoke. At that time, the holy and peaceful Kingdom on Anan was established.  In the generations that followed, propriety and wealth came to all who settled there.  The twin cities of Anan and Tenaar grew to gleaming jewels of light and learning in the south whose influences and riches flowed unhindered to the North.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now, that peace is shattered by atrocities visited on the innocent and helpless citizens and the blood of our brother and sister warriors shed in battle.  A vast Saracen army gathers like crows in the South East and threatens the beautiful city of Tenaar.  Its music is silenced, and its light dims.  Its people weep and tear their hair in sorrow. If Tenaar should fall to the Saracen hoards, it is but a heartbeat  and a breath until Anan, jewel of the Kingdom, most holy birth place of St. Micael, the city of Clouds is threatened.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My brothers and sisters, our kindred and our allies in the South have dire need, and it is our holy duty to answer that need.  Renown in battle awaits the righteous and bold.  The gentle and lush land of Anan lies at the end of the hero’s journey.  Join the King’s Triumphant Crusade for glory of country and the  grace of St . Micael.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Follow the links below for game information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Society and Setting]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158102</id>
		<title>Anan:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158102"/>
		<updated>2010-09-24T19:26:18Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Society&#039;&#039;&#039;=&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;King and Vassal&#039;&#039;&#039;==&lt;br /&gt;
&amp;quot;&#039;&#039;With joined hands, he shall say thus ~ I become thy man of such tenement to be holden of thee, to bear thee faith of life and member and earthly worship against all men who live and can die, saving the faith of my lord and his heirs...&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The overarching structure of society is the pledge between the King and his lords and the lords and their vassals, the knights.  The King holds the land, and by word and deed he grants it to his lords, the barons.  These barons, in turn, grant the working of his deeding to the knights, who manage the village, crops, animals, meadows, and woods.&lt;br /&gt;
&lt;br /&gt;
By royal order, the barons dwell half the year in the realm of the King while their families dwell in the baronial demesne, at their manor.  The barons’ Knights dwell all the year at their keep in the seat of each deeding, apart from the baron and his family.  Save for the King’s Tax, all the wealth of cash and crop go to the baron and his knights, to keep his deeding in good order.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Motte and Bailey&#039;&#039;&#039; ==&lt;br /&gt;
The knight at the seat of his baron’s deeding lives in a c. 11th century Motte and Bailey style keep, that is a hewn wooden wall (bailey) set atop a mound of earth (motte) surrounded by a ditch or moat.  The bailey encloses the knight’s keep, a wooden hall where the knight and his family live.  The keep is reached by a suspended bridge that spans the moat to the gate of the bailey.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Toft and Croft&#039;&#039;&#039;==&lt;br /&gt;
The knight, in his turn, leases the Baron’s deeding to villagers, farmers, and freeholders in exchange for his protection.  All the knight’s tenants must tithe part of their crops and animals and handiwork to their knight.  They must also commit part of their week to working the knight’s land.&lt;br /&gt;
&lt;br /&gt;
The tenants are thus entitled to work and live on their own allotment of pasture (toft) and garden plot (croft).  In times of war, the surrounding tenants may take shelter in the knight’s keep for as long as the threat perseveres. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Crusade and Cavalcade&#039;&#039;&#039;==&lt;br /&gt;
In exchange for  their lease on the land, the barons’ knights and their lesser born sons are bound to the service of the King, who may call them to serve at his whim.  Only the knights’ eldest sons are released from this duty, until he is head of the household.&lt;br /&gt;
&lt;br /&gt;
The King may call his vassals to a great quest (crusade) that increases the glory and fortune of the Kingdom in the world.  The King may call his vassals to a minor quest (cavalcade) as such is the need within the Kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Setting&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
==&#039;&#039;&#039;The Lords of March and Sand&#039;&#039;&#039;==&lt;br /&gt;
Four  generations ago, there were no Kings in Tintovantum, only war.  The Marcher lords fought across the mountains with the Sander lords in the North for blood and reasons time out of mind.  Always on the coasts, were the Aedgyth raiders taking what and who they found there.  It was a dark time where a man looked no further than the sword his hand held, and a woman watched her sons cut down, one by one, by other sons.  Only the Wild Gods reveled. &lt;br /&gt;
&lt;br /&gt;
Then, in the South and in the summer, a King came to Tintovantum.  He was called Tintagel, and he was a lord of Nantgallum.  With him, he brought six generals: Tréves, Thanceastre, Thanet, Tandreg, Tangustel, and Tentvantius.   The King and his generals with their great armies behind them drove back the Aedgyth raiders to the sea and brought peace to the land of the March.  The lords of Sand, being still firm in the old ways of the Wild Gods, were slow to come into the service of the King, but in the winter the King added four more generals to his service: Lomond, Lothian, Llandav, and Llanbadern. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Realm of the King&#039;&#039;&#039;==&lt;br /&gt;
In his dying years, the King took for himself the eastern realm, beyond the river Trahern.  There he built the great keep of Sorel, which he named for his son, to stand fast against the Aedgyth raiders from the far East.  To his six generals, he gave the lands of the March to keep for their sons.  And, to the four generals newly come, he gave the lands of the North.&lt;br /&gt;
&lt;br /&gt;
The ten generals swore themselves in service of the King in exchange for this deeding, and the King named them barons.  The King’s ten barons then knighted those around them who were worthy and, out of these, chose one to be knight of the baron’s fortress keep.  The King granted the barons leave to build a demesne for their family, but the King’s ten barons dwell with the King in his realm.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Wild Gods from the Older Time&#039;&#039;&#039;==&lt;br /&gt;
In the years before the King, the Wild Gods walked with men, raising stones and counting stars and performing feats in battle.  Father to all the Wild Gods was Herne the Hunter, with his pack of hounds that chase across the hills and sky.  Mother to them all was Maeve the Triple Goddess, whose eyes are those of a deer, whose hair is the center of the daisy, and whose skin is the snow on the Umbria.&lt;br /&gt;
&lt;br /&gt;
Herne and Maeve cut the year into four portions, one for each aspect of the Goddess and one for Herne’s Hunt.  These are: Lammas, for the birth of the Goddess (spring); Brigid, for the ripening of the Goddess (summer); Uaman, for the war  between Maeve and Herne (fall); and Danu, for Herne’s Wild Hunt (winter).  Danu is also the name of Maeve’s son, who becomes his father when the goddess is born at Lammas.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The God of the Kings&#039;&#039;&#039;==&lt;br /&gt;
The God of the Kings is pure in aspect because He never walked among men.  Instead, he charged his saints to suffer and die as men so that His people would ever strive toward Him.  God sent His saints to be the worldly embodiments of worship so that his people might worship his aspect though they are far from God.  The King has decreed that every demesne, keep, and village must raise a shrine or church to Saint Micael the Healer, the patron saint of Tintovantum.  These places of worship are kept by the clergy of Healers, who preach learning and wisdom in the world.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The King’s Laws&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Hanging:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treason&#039;&#039;&#039; ~ the act against the King’s interest or the interest of his sworn barons and vassals&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trespass&#039;&#039;&#039; ~ the act of straying inside the boundaries of the King’s Wood or Tintagel, the Realm of the King, except on invitation of the King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Burning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasphemy&#039;&#039;&#039; ~ speaking against the teachings and wisdom of the Church of St. Micael&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrilege&#039;&#039;&#039; ~ performing witchcraft or curses in the manner of demons or sorcerers &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Confinement:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Murder of a villager or freeholder without provocation &lt;br /&gt;
&lt;br /&gt;
Theft of belongings or provisions &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Fine:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Injury of a villager or freeholder without provocation&lt;br /&gt;
&lt;br /&gt;
Plowing, planting, or harvesting out of turn or space&lt;br /&gt;
&lt;br /&gt;
Failing to attend Sunday Mass&lt;br /&gt;
&lt;br /&gt;
Leaving their lord’s village with permission or settlement &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The application and adherence to these laws varies wildly from place to place.  In general, the laws are more strictly enforced in Sand, where infraction of these laws is also greater.&lt;br /&gt;
&lt;br /&gt;
When someone has broken the King’s Law, guilt and punishment is decided in the lord’s Hallmote.  The accused must defend him or herself before the lord and council of villagers.&lt;br /&gt;
&lt;br /&gt;
For someone found guilty of treason, they may avoid hanging in two ways: by claiming “benefit of clergy” and joining the church of St. Micael as a cleric; or, by claiming “sanctuary” and remaining within a church, yard, or altar of St Micael for forty days, after which time they may be branded as a traitor and exiled from the shores of Tintovantum.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158101</id>
		<title>Anan:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158101"/>
		<updated>2010-09-24T19:21:12Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Setting&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;br /&gt;
==&#039;&#039;&#039;The Lords of March and Sand&#039;&#039;&#039;==&lt;br /&gt;
Four  generations ago, there were no Kings in Tintovantum, only war.  The Marcher lords fought across the mountains with the Sander lords in the North for blood and reasons time out of mind.  Always on the coasts, were the Aedgyth raiders taking what and who they found there.  It was a dark time where a man looked no further than the sword his hand held, and a woman watched her sons cut down, one by one, by other sons.  Only the Wild Gods reveled. &lt;br /&gt;
&lt;br /&gt;
Then, in the South and in the summer, a King came to Tintovantum.  He was called Tintagel, and he was a lord of Nantgallum.  With him, he brought six generals: Tréves, Thanceastre, Thanet, Tandreg, Tangustel, and Tentvantius.   The King and his generals with their great armies behind them drove back the Aedgyth raiders to the sea and brought peace to the land of the March.  The lords of Sand, being still firm in the old ways of the Wild Gods, were slow to come into the service of the King, but in the winter the King added four more generals to his service: Lomond, Lothian, Llandav, and Llanbadern. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Realm of the King&#039;&#039;&#039;==&lt;br /&gt;
In his dying years, the King took for himself the eastern realm, beyond the river Trahern.  There he built the great keep of Sorel, which he named for his son, to stand fast against the Aedgyth raiders from the far East.  To his six generals, he gave the lands of the March to keep for their sons.  And, to the four generals newly come, he gave the lands of the North.&lt;br /&gt;
&lt;br /&gt;
The ten generals swore themselves in service of the King in exchange for this deeding, and the King named them barons.  The King’s ten barons then knighted those around them who were worthy and, out of these, chose one to be knight of the baron’s fortress keep.  The King granted the barons leave to build a demesne for their family, but the King’s ten barons dwell with the King in his realm.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Wild Gods from the Older Time&#039;&#039;&#039;==&lt;br /&gt;
In the years before the King, the Wild Gods walked with men, raising stones and counting stars and performing feats in battle.  Father to all the Wild Gods was Herne the Hunter, with his pack of hounds that chase across the hills and sky.  Mother to them all was Maeve the Triple Goddess, whose eyes are those of a deer, whose hair is the center of the daisy, and whose skin is the snow on the Umbria.&lt;br /&gt;
&lt;br /&gt;
Herne and Maeve cut the year into four portions, one for each aspect of the Goddess and one for Herne’s Hunt.  These are: Lammas, for the birth of the Goddess (spring); Brigid, for the ripening of the Goddess (summer); Uaman, for the war  between Maeve and Herne (fall); and Danu, for Herne’s Wild Hunt (winter).  Danu is also the name of Maeve’s son, who becomes his father when the goddess is born at Lammas.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The God of the Kings&#039;&#039;&#039;==&lt;br /&gt;
The God of the Kings is pure in aspect because He never walked among men.  Instead, he charged his saints to suffer and die as men so that His people would ever strive toward Him.  God sent His saints to be the worldly embodiments of worship so that his people might worship his aspect though they are far from God.  The King has decreed that every demesne, keep, and village must raise a shrine or church to Saint Micael the Healer, the patron saint of Tintovantum.  These places of worship are kept by the clergy of Healers, who preach learning and wisdom in the world.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The King’s Laws&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Hanging:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treason&#039;&#039;&#039; ~ the act against the King’s interest or the interest of his sworn barons and vassals&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trespass&#039;&#039;&#039; ~ the act of straying inside the boundaries of the King’s Wood or Tintagel, the Realm of the King, except on invitation of the King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Burning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasphemy&#039;&#039;&#039; ~ speaking against the teachings and wisdom of the Church of St. Micael&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrilege&#039;&#039;&#039; ~ performing witchcraft or curses in the manner of demons or sorcerers &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Confinement:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Murder of a villager or freeholder without provocation &lt;br /&gt;
&lt;br /&gt;
Theft of belongings or provisions &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Fine:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Injury of a villager or freeholder without provocation&lt;br /&gt;
&lt;br /&gt;
Plowing, planting, or harvesting out of turn or space&lt;br /&gt;
&lt;br /&gt;
Failing to attend Sunday Mass&lt;br /&gt;
&lt;br /&gt;
Leaving their lord’s village with permission or settlement &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The application and adherence to these laws varies wildly from place to place.  In general, the laws are more strictly enforced in Sand, where infraction of these laws is also greater.&lt;br /&gt;
&lt;br /&gt;
When someone has broken the King’s Law, guilt and punishment is decided in the lord’s Hallmote.  The accused must defend him or herself before the lord and council of villagers.&lt;br /&gt;
&lt;br /&gt;
For someone found guilty of treason, they may avoid hanging in two ways: by claiming “benefit of clergy” and joining the church of St. Micael as a cleric; or, by claiming “sanctuary” and remaining within a church, yard, or altar of St Micael for forty days, after which time they may be branded as a traitor and exiled from the shores of Tintovantum.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Main_Page Back to the Main Page]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158100</id>
		<title>Anan:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158100"/>
		<updated>2010-09-24T19:18:29Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Setting&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Lords of March and Sand&#039;&#039;&#039;==&lt;br /&gt;
Four  generations ago, there were no Kings in Tintovantum, only war.  The Marcher lords fought across the mountains with the Sander lords in the North for blood and reasons time out of mind.  Always on the coasts, were the Aedgyth raiders taking what and who they found there.  It was a dark time where a man looked no further than the sword his hand held, and a woman watched her sons cut down, one by one, by other sons.  Only the Wild Gods reveled. &lt;br /&gt;
&lt;br /&gt;
Then, in the South and in the summer, a King came to Tintovantum.  He was called Tintagel, and he was a lord of Nantgallum.  With him, he brought six generals: Tréves, Thanceastre, Thanet, Tandreg, Tangustel, and Tentvantius.   The King and his generals with their great armies behind them drove back the Aedgyth raiders to the sea and brought peace to the land of the March.  The lords of Sand, being still firm in the old ways of the Wild Gods, were slow to come into the service of the King, but in the winter the King added four more generals to his service: Lomond, Lothian, Llandav, and Llanbadern. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Realm of the King&#039;&#039;&#039;==&lt;br /&gt;
In his dying years, the King took for himself the eastern realm, beyond the river Trahern.  There he built the great keep of Sorel, which he named for his son, to stand fast against the Aedgyth raiders from the far East.  To his six generals, he gave the lands of the March to keep for their sons.  And, to the four generals newly come, he gave the lands of the North.&lt;br /&gt;
&lt;br /&gt;
The ten generals swore themselves in service of the King in exchange for this deeding, and the King named them barons.  The King’s ten barons then knighted those around them who were worthy and, out of these, chose one to be knight of the baron’s fortress keep.  The King granted the barons leave to build a demesne for their family, but the King’s ten barons dwell with the King in his realm.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Wild Gods from the Older Time&#039;&#039;&#039;==&lt;br /&gt;
In the years before the King, the Wild Gods walked with men, raising stones and counting stars and performing feats in battle.  Father to all the Wild Gods was Herne the Hunter, with his pack of hounds that chase across the hills and sky.  Mother to them all was Maeve the Triple Goddess, whose eyes are those of a deer, whose hair is the center of the daisy, and whose skin is the snow on the Umbria.&lt;br /&gt;
&lt;br /&gt;
Herne and Maeve cut the year into four portions, one for each aspect of the Goddess and one for Herne’s Hunt.  These are: Lammas, for the birth of the Goddess (spring); Brigid, for the ripening of the Goddess (summer); Uaman, for the war  between Maeve and Herne (fall); and Danu, for Herne’s Wild Hunt (winter).  Danu is also the name of Maeve’s son, who becomes his father when the goddess is born at Lammas.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The God of the Kings&#039;&#039;&#039;==&lt;br /&gt;
The God of the Kings is pure in aspect because He never walked among men.  Instead, he charged his saints to suffer and die as men so that His people would ever strive toward Him.  God sent His saints to be the worldly embodiments of worship so that his people might worship his aspect though they are far from God.  The King has decreed that every demesne, keep, and village must raise a shrine or church to Saint Micael the Healer, the patron saint of Tintovantum.  These places of worship are kept by the clergy of Healers, who preach learning and wisdom in the world.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The King’s Laws&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Hanging:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treason&#039;&#039;&#039; ~ the act against the King’s interest or the interest of his sworn barons and vassals&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trespass&#039;&#039;&#039; ~ the act of straying inside the boundaries of the King’s Wood or Tintagel, the Realm of the King, except on invitation of the King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Burning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasphemy&#039;&#039;&#039; ~ speaking against the teachings and wisdom of the Church of St. Micael&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrilege&#039;&#039;&#039; ~ performing witchcraft or curses in the manner of demons or sorcerers &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Confinement:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Murder of a villager or freeholder without provocation &lt;br /&gt;
&lt;br /&gt;
Theft of belongings or provisions &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Acts Punishable by Fine:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Injury of a villager or freeholder without provocation&lt;br /&gt;
&lt;br /&gt;
Plowing, planting, or harvesting out of turn or space&lt;br /&gt;
&lt;br /&gt;
Failing to attend Sunday Mass&lt;br /&gt;
&lt;br /&gt;
Leaving their lord’s village with permission or settlement &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The application and adherence to these laws varies wildly from place to place.  In general, the laws are more strictly enforced in Sand, where infraction of these laws is also greater.&lt;br /&gt;
&lt;br /&gt;
When someone has broken the King’s Law, guilt and punishment is decided in the lord’s Hallmote.  The accused must defend him or herself before the lord and council of villagers.&lt;br /&gt;
&lt;br /&gt;
For someone found guilty of treason, they may avoid hanging in two ways: by claiming “benefit of clergy” and joining the church of St. Micael as a cleric; or, by claiming “sanctuary” and remaining within a church, yard, or altar of St Micael for forty days, after which time they may be branded as a traitor and exiled from the shores of Tintovantum.&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158099</id>
		<title>Anan:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158099"/>
		<updated>2010-09-24T19:15:05Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
=Anan, The City of Clouds=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With joined hands, he shall say thus ~ I become thy man of such tenement to beholden of thee, to bear thee faith of life and member and earthly worship against all men who live and can die, saving the faith of my lord and his heirs...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow the links below for more information.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Anan:Setting Setting Page]&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158098</id>
		<title>Anan:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158098"/>
		<updated>2010-09-24T19:12:52Z</updated>

		<summary type="html">&lt;p&gt;Jenna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
=Anan, The City of Clouds=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With joined hands, he shall say thus ~ I become thy man of such tenement to beholden of thee, to bear thee faith of life and member and earthly worship against all men who live and can die, saving the faith of my lord and his heirs...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://wwet RPGnet Site&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158096</id>
		<title>Anan:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Setting&amp;diff=158096"/>
		<updated>2010-09-24T19:09:47Z</updated>

		<summary type="html">&lt;p&gt;Jenna: Created page with &amp;#039;=&amp;#039;&amp;#039;&amp;#039;Setting&amp;#039;&amp;#039;&amp;#039;=  ==&amp;#039;&amp;#039;&amp;#039;The Lords of March and Sand&amp;#039;&amp;#039;&amp;#039;== Four  generations ago, there were no Kings in Tintovantum, only war.  The Marcher lords fought across the mountains with th…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Setting&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Lords of March and Sand&#039;&#039;&#039;==&lt;br /&gt;
Four  generations ago, there were no Kings in Tintovantum, only war.  The Marcher lords fought across the mountains with the Sander lords in the North for blood and reasons time out of mind.  Always on the coasts, were the Aedgyth raiders taking what and who they found there.  It was a dark time where a man looked no further than the sword his hand held, and a woman watched her sons cut down, one by one, by other sons.  Only the Wild Gods reveled. &lt;br /&gt;
&lt;br /&gt;
Then, in the South and in the summer, a King came to Tintovantum.  He was called Tintagel, and he was a lord of Nantgallum.  With him, he brought six generals: Tréves, Thanceastre, Thanet, Tandreg, Tangustel, and Tentvantius.   The King and his generals with their great armies behind them drove back the Aedgyth raiders to the sea and brought peace to the land of the March.  The lords of Sand, being still firm in the old ways of the Wild Gods, were slow to come into the service of the King, but in the winter the King added four more generals to his service: Lomond, Lothian, Llandav, and Llanbadern. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Realm of the King&#039;&#039;&#039;==&lt;br /&gt;
In his dying years, the King took for himself the eastern realm, beyond the river Trahern.  There he built the great keep of Sorel, which he named for his son, to stand fast against the Aedgyth raiders from the far East.  To his six generals, he gave the lands of the March to keep for their sons.  And, to the four generals newly come, he gave the lands of the North.&lt;br /&gt;
&lt;br /&gt;
The ten generals swore themselves in service of the King in exchange for this deeding, and the King named them barons.  The King’s ten barons then knighted those around them who were worthy and, out of these, chose one to be knight of the baron’s fortress keep.  The King granted the barons leave to build a demesne for their family, but the King’s ten barons dwell with the King in his realm.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Wild Gods from the Older Time&#039;&#039;&#039;==&lt;br /&gt;
In the years before the King, the Wild Gods walked with men, raising stones and counting stars and performing feats in battle.  Father to all the Wild Gods was Herne the Hunter, with his pack of hounds that chase across the hills and sky.  Mother to them all was Maeve the Triple Goddess, whose eyes are those of a deer, whose hair is the center of the daisy, and whose skin is the snow on the Umbria.&lt;br /&gt;
&lt;br /&gt;
Herne and Maeve cut the year into four portions, one for each aspect of the Goddess and one for Herne’s Hunt.  These are: Lammas, for the birth of the Goddess (spring); Brigid, for the ripening of the Goddess (summer); Uaman, for the war  between Maeve and Herne (fall); and Danu, for Herne’s Wild Hunt (winter).  Danu is also the name of Maeve’s son, who becomes his father when the goddess is born at Lammas.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The God of the Kings&#039;&#039;&#039;==&lt;br /&gt;
The God of the Kings is pure in aspect because He never walked among men.  Instead, he charged his saints to suffer and die as men so that His people would ever strive toward Him.  God sent His saints to be the worldly embodiments of worship so that his people might worship his aspect though they are far from God.  The King has decreed that every demesne, keep, and village must raise a shrine or church to Saint Micael the Healer, the patron saint of Tintovantum.  These places of worship are kept by the clergy of Healers, who preach learning and wisdom in the world.&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158095</id>
		<title>Anan:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anan:Main_Page&amp;diff=158095"/>
		<updated>2010-09-24T19:07:21Z</updated>

		<summary type="html">&lt;p&gt;Jenna: Created page with &amp;#039;Category:Savage Worlds =Anan  The City of Clouds=  &amp;#039;&amp;#039;With joined hands, he shall say thus ~ I become thy man of such tenement to beholden of thee, to bear thee faith of life …&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Savage Worlds]]&lt;br /&gt;
=Anan &lt;br /&gt;
The City of Clouds=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With joined hands, he shall say thus ~ I become thy man of such tenement to beholden of thee, to bear thee faith of life and member and earthly worship against all men who live and can die, saving the faith of my lord and his heirs...&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jenna</name></author>
	</entry>
</feed>