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Jahtima Digital Edition Rev III

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0% found this document useful (0 votes)
47 views52 pages

Jahtima Digital Edition Rev III

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 52

Introduction

his is a game of folklore and landscapes, Within this world, the premise of the game is that of
meandering through the wilderness of Hunting. Hunting is a necessity for survival in this
early medieval Northern Europe, on the land where humans are not yet dominant or in
fringes of civilisation and temporarily still out of the control but are still servants of the natural world.
grasp of Christianity. Jahtima incorporates a broad The beasts the Hunters seek have had their natural
collection of hyper-local folklore and mythology. habitats disturbed by the slow taming of the
The game is intentionally fantastical and landscape by encroaching human civilisation and
anachronistic, influenced by my Finnic, Slavic, this is the root cause of conflict in this game.
Germanic, and Celtic heritage. Folklore is in no way
a static thing and this set of rules represents the This is intended to be a lightweight and
folkloric world that has grown in my imagination straightforward game where a Games Master and
since I was a child having consumed folklore from players (called Hunters throughout the ruleset) can
my different cultural heritages. interpret the rules as they please and play in a style
they are comfortable with. An encounter with a
The word ‘forest’ originates from the Latin ‘foris’ single Beast or Prey is aimed to only be as long as a
meaning ‘outside of’. The environment of this one-shot or a handful of sessions, with the
world is outside of the control of humans; the possibility of stringing encounters together into a
landscapes we now see as picturesque and beautiful longer campaign. Please add or disregard rules
were in the past places of danger and the unknown. where you see fit; this is not intended to be a
The first millennium CE of Northern Europe was an complete or fixed set of rules but more a framework
era when humans were beginning to feel like to give an overview of the atmosphere of the world
something separate from the natural world, this and the mechanics of the game. The rules are split
period was the dawn of the Anthropocene, with into four parts: Part 1 - The Land, Part 2 - The
agriculture and urbanism beginning to tame parts of Hunters, Part 3 - The Hunt, and Part 4 - The Spoils.
the wilderness. These fringe lands that are not yet
controlled by the monarchy of the Feudal Medieval
period are the places where the new human world
and the old natural world clash. This is where
hamlets and villages are separated by vast swaths of
wilderness inhabited by dangerous mythical beasts.
Part 1 - The Land

“Who has ever wandered


through such forests, in a length
of many miles, in a boundless
expanse, without a path, without
a goal, amid their monstrous
shadows, their sacred gloom,
without being filled with deep
reverence for the sublime
greatness of nature above all
human agency?”
Snorri Sturleson
e start by exploring the land in which this game inhabits. This section of the ruleset covers the other-

W worldly landscapes this game is set in and the creatures that reside within them. The natural landscape
has always had a strong connection to the old gods and old beliefs. Take the word ‘Heathen’ which
comes from old germanic meaning heathland, or ‘Pagan’ whose origins are in the Latin word ‘Pagus’ meaning
countryside. Wild nature has always been entangled with mystical powers outside of the grasp of the
Abrahamic gods, and it is no different here where the reach of pagan deities stretches far and creates a
treacherous land for humans to risk disturbing. This game is set in Põhjala, a Finnic world describing a mystical
northern realm. In this game, Põhjala is not a specific geographic location, but a general description for the
untamed wild places of Northern Europe where humanity has not yet gained a strong foothold and the land is
rich in magic. Objects that dot this landscape are not just picturesque static things but are mystical, each a living
being inhabited by spirits and controlled by the old gods. Christianity is a rare belief here, and where it has
gradually begun to creep in the changes to this world are slow and practically superficial, unable to shake the
grip of the heathen gods and their believers.

First is covered the four distinct landscapes; the high peaks and shady valleys of the Downs, the dense fae
foliage of the Forests, the flat Plains where humans have begun to tame the landscape through organised
agriculture, and the weather-beaten and unpredictable Coast. Next is seasons and weather. In this harsh northern
climate sunlight and climate vary hugely across a year fluctuating from the deep snows of winter to the un-
setting sun of summer. These conditions can be dangerous not just because of the physical and mental toll they
may take on this world's inhabitants but also for the otherworldly beasts that may lurk in the dark or draw
power from the midsummer sun. Then we come to navigation. Traversing across these landscapes not yet
under human control is risky; this ever-changing and often unmapped landscape requires both skill and bravery
to cross. And finally in this section is described the creatures that inhabit it, the prey, beast, or monsters which
the Hunters playing the game seek to find. There are three general types of beast; Brute, Malign, or Faerie.
Brutes are large, animalistic beasts full of demonic rage. Malign are creatures forged from dark magic, able to
wield it at their will. And Faeries are devious and ethereal creatures that have crossed over from another realm.
In this world, beasts are an inherent part of the natural landscape; not inhabitants of it like humans but unified
with it, spiritually connected to the wildlife and landforms themselves.
From the Old English meaning ‘Hill’, this terrain is This weird and most fae of landscapes marks a
marked by rolling terracette mounds and steep dangerous place for humans to venture. Forests are
escarpments. These landscapes are not quite as filled with dense tangles of foliage that darken even
hostile as the mountains, however they are still the sunniest of days and provide shelter for many
exposed to cruel weather. Hamlets shelter in deep, monstrous beasts. There are creatures hidden at
dark valleys and forts sit atop peaks, able to gaze every turn here; this environment offers bountiful
many leagues across the land. hunting of the noble animals of the chase such as
deer and boar. It also provides foraging of fruits and
Water is scarce, few streams flow through the steep, fungi for those brave or greedy enough to venture
dry coombe valleys and those that do flow are within.
winterbourne, with their beds snaking dry through
the summer months. Many who enter will not be seen again, becoming
prey to the numerous fae beasts that call this
On hill tops there is water to be found where dew landscape home such as the deceitful Ælf. Forests
ponds nestle, also on hillsides the brilliant green turf provide homes to hermits and those expelled from
is frequently cut to reveal the chalk below creating society, both human and monstrous such as the
hill figures that dot the landscape. sorcerous like Morrígan.

These lands are home to many number of beasts, Dense and dark coniferous woodland are interrupted
often gigantic or quick. Hióglane are often so large by alder and silver birch glade where their bright
and slow that they are easy to mistake for hills bark illuminates the clearings. At ground level
themselves. Whilst Scucca are fast and agile, able to Bramble and Bracken carpet the floor, occasionally
dart from one hiding place to the next. crossed by slow-moving blackwater streams. It is a
landscape of few static landmarks and thick foliage
that reduces sight to mere yards, making this a place
where getting lost is almost inevitable.

6
From high moorlands to low heaths, dry tundra, and These bountiful waters attract traders and fishers
grasslands to the stagnant bogs and marshes, the who cling to the resource-rich shores. Whilst
plains are a variety of open and exposed landscapes. seemingly paradise-like, these landscapes are
This landscape is more populated than others, dotted equally unpredictable and dangerous. Violent storms
settlements with crops and pasture becoming more and powerful winds are frequent bringing to light
and more common. Whilst humans are more the sentient nature of the waters that are revered and
prevalent here, it is still a dangerous and hostile worshiped by any who live within their reach.
environment, being open and exposed. Settlements
attract beasts such as Goblyns who survive by The shorelines themselves vary from cave-speckled
stealing and deceiving humans they come across. cliffs to flat desolate beaches to gorse-covered
dunes, offering homes to many types of creature
Pockets of birch trees and scrub bushland also dot from beastly Grendylows to tricksy Vodyanoy. In
the terrain, as well as occasional isolated ancient the more sheltered fjords, coves, and bays along the
monadnock hills, their protected position (and shore human settlements dot the water's edge.
potential godly creation), mean they are often
locations of fortifications, able to look far over the Out in the oceans small islets and skerries dot the
flatlands. Small hamlets and villages are also found horizon, these rocky outcrops are homes to beasts
on the edge of waterways that meander across the away from human sight. These fierce rocks within
flat landscape. the sea create many dangers for any who attempt to
sail through even during calmer waters. Yet more
Tombs such as quoits and long barrows, erected terrifying are what lies below; beneath the waves,
many years ago by previous settlers of the plains are the most unnatural of beasts move undetected.
a common sight. These are lands of ritual and burial
and so are the domain of spirits. Pilgrims traverse
these lands, and offerings can frequently be found at
these ancient monuments. However, these places of
burial can house evil in form of malign creatures
such as the Wiht.
7
In the harsh climate of the unforgiving northern lands, seasons and weather are forces that fully
define the way of life for this world's inhabitance. At the start of each day the GM rolls to
determine the weather and wind direction. These are used to influence the Hunters’ progress.

As well as weather, daylight has a huge influence; the endless sun of the summer months and
perpetual darkness of winter months transforms the land. The further north you travel the more
extreme the day and night become. In midwinter in the far north the sun may never be seen,
and in midsummer it may be perpetual daylight. In the southern lands, winters are still dark,
consuming up to two-thirds of the day, with the opposite true in summer.

Whilst this weather chart offers a diverse variety of conditions this should be
tailored to suit the seasons and environment of the game you decide to play. The
GM should have a clear idea about the season their game is set within and
how it influences the players. Bad weather or extreme light and dark can
negatively affect Hunters, such as reducing their Mental or Physical
Strength, slowing movement, or temporarily reducing their Skills.

Spring or Ēostre is a time of growth and birth, the cold and harsh
weather of winter has subsided, and now plants flower and trees
blossom. Ewes who survive the winter are milked at this season's
beginning and soon after lambs are born. The season is cool and wet,
snow melts and rain falls turning low-lying land into lakes and
marshes that flourish with fish and other life.

Summer or Ukon, the season of the god Ukko is a time of sunshine


and warmth. Whilst this is a comfortable season the weather may also
be extreme, being marked by thunderstorms and wildfires. Unless
struck by drought, flora flourish growing green and dense. Cattle are
sent out to pasture in their summer fields, growing fat on the lush grass.
This is a time of celebration and festivity as the long, warm days are
enjoyed and the sun is worshiped by the lighting of bonfires.

Autumn or Mabon provides bountiful foods as the season of harvest and


preparation, marked by the days growing shorter and climate growing colder.
Sustenance is abundant in the wild at this time; mushrooms fruit from the
undergrowth, many berries are found within the dense bramble, and hogs grow fat
on acorns found on the forest floor. Much of this food is preserved to give sustenance
in the approaching colder months.

And Winter or Yule, the season of the god Odin is a time of death and rebirth, both a time of
utter darkness and also the time when days begin to grow longer again. The cold makes this the
most hostile season forcing many wild animals to hibernate or migrate, leaving a far quieter and
stiller landscape. Traveling across the land is made difficult for those not prepared, waterways
freeze over and boats are replaced by skis or skates. Most spend this time sheltering in their
homes away from the extreme conditions. Little farming is done but instead people take this time
to rest and isolate, surviving off whatever has been preserved in greener and warmer times.
10
D
eep in the wilderness of this bleak northern There are two types of navigation that Hunters may
landscape settlements are spread thin. employ; these are for known landscapes that the
Setting out from the safety of a village or Hunters are familiar with and unknown landscapes
hamlet is an often dangerous undertaking that they may have never traversed before. For
even when familiar routes are followed. known landscapes a D12 roll plus the Knowledge
Skill may be used to navigate from known
Roads are scarce, usually connecting settlements landmarks or landscapes. For unknown landscapes
and only consisting of a dirt track. Travel along a D12 roll plus the Survival Skill may be used to
these routes is usually quicker, however roaads may navigate from the stars or the movement of the sun.
fall into disrepair or be made impassable by the This is only achievable when the sky is clear of
weather conditions. The same can be said of clouds. Other more difficult processes such as the
waterways, they may speed up travel greatly but growth of certain flora may be used if navigation
more often than not the wilderness may make them from the sky is impossible. When navigating the
impassable due to dense overgrowth or dangers like GM determines the difficulty and rolls the dice to
rapids or waterfalls. conceal from the Hunters whether they have chosen
the right direction or not.
There is of course a balance to be made between the
dangers of the road and the dangers of the wild; As the Hunters may not know that they are moving
travel may be quicker however thieves may prey on in the wrong direction, it is up to the GM to decide
travellers along the road, in the wilderness travel when and how they discover they have headed
may be slowed by dense undergrowth and difficult where they had not planned to or even if they have
terrain and there is the threat of what creatures may become lost in the wilderness. Whilst getting lost
lurk in the untamed wilds. Roads have their uses for may only cost the Hunters time, navigation through
moving hastily between human sites or settlements, these wild landscapes should be used to stress the
however they are often of little help when tracking dangers of stepping out from the small pockets of
beasts that may avoid or ignore human paths. Travel human settlement into the unknown natural world.
for the Hunters of this game therefore is often
directly through the landscapes of this world.

Maps are vague and more descriptive than accurate


depictions of the land. The wilderness is not the
static, picturesque backdrop we may sometimes
assume, but instead it is a shifting and changing
world ever-expanding and retracting; a landscape in
one season may appear unrecognisable in another.
This makes the laborious task of map-making
practically redundant and so instead navigation
through this wilderness is determined through
knowledge of routes marked by landmarks or
waymarks.

11
Grendylow
Born from accursed black magic these tormented
Hiisi
Silver hoofed and golden horned, this creature takes
beasts live in perpetual pain and so are violent and the form of a gigantic demonic elk, draped in bright
wrathful. This trollish beast only emerges from its white fur with its head adorned by a hundred antlers.
cold and wet home after the sun has set. They spend Unlike other deer, their antlers are not shed in winter
their nights traversing the land shrouded in shadow, but continue to grow in a twisting gnarled fashion
terrorising humans and their livestock before like the branches of a yew tree. Whilst ethereal and

Bru
returning at sunrise to their squalid hovels which are beautiful these creatures are also violent and vicious.
often found in bogs, mires, or other wetlands. Their They act as sentinels of spiritual sites such as tree-
muscular grey flesh is covered in what appear to be covered hilltops or sacred groves and will turn on
fish scales that shimmer almost iridescently and any who encroach on their land with malice in their
their razor-sharp black talons and yellow teeth also hearts.
have a devilish fish-like appearance to them. Abilities & Items
Petrify (M) Expelling D6 Mental Strength the Hiisi
Abilities & Items may gaze at a Hunter and cause them to freeze in
Unholy Presence (M) This heathen beast creates fear and not complete their current action.
terror in the hearts of humans, as an action this Dazzling Presence (P) At sunrise their antlers glow
creature may cause D8 Mental damage to all within a blinding golden colour. Anyone looking at the
10 yards. beast at this time loses D6 Physical Strength. The
Brutal Claws (P) Their huge hands are adorned Hiisi cannot be looked at for D10 minutes.
with vicious talons that can rip through any material. Gore (P) Their terrifying antlers cause double
Power 5 / Damage D12 / Close. damage if their last actions was spent moving.
Damned Flesh (S) A demonic curse makes their Physical Action: Power 3 / Damage D8 / Mid.
flesh immune to iron. This beast takes a max of 1 Bark (S) For D6 Spiritual Strength they may turn
damage from iron weapons. their head to the sky and utter a call that causes any
Shadow Walker (S) They may summon utter Hunter who attempts an Arcane Action in their
darkness for D8 Spiritual Strength. This arcane subsequent turn to lose D6 Mental Strength.
black shroud spreads as far as can see and lasts for Earth Ending (S) If one Strength is down to 0 the
D3 turns. It cannot be pierced by any light and Hiisi may use an action to make the earth shake.
cannot be seen through. Trees may topple and rocks fall, causing D8
Physical Damage to all Hunters for D4 turns.
Weaknesses
Fire causes double damage to these creatures. Weaknesses
They are often accompanied by a young fawn. If
Strengths & Skills killed the Hiisi is blinded by rage and will not run.
Mental 30 +1
Physical 55 +4 Strengths & Skills
Spiritual 25 +0 Mental 30 +3
Speed +3 Physical 40 +4
Spiritual 35 +4
12 Speed +7
Knucker
This ancient Lindwurm is a giant slithering sea
Woodwose
This green man is the protector of the forest and
serpent with a pale-skinned body, milk-white eyes servant of the old gods of the wilderness. Whilst
and a mouth of razored teeth. They are born and human-like in build they appear to have cloven
often dwell in infinity deep pools of water. These hooves, the legs like that of a goat, and they stand at
monstrosities slither on land as easily as the sea. least a head taller than any human. Underneath their
When they do venture onto land to feast on cattle thick moss-like fur and long beards, their body is

ute
their greed grows and they terrorise settlements and hard to discern although glimpses of plant-like roots
gorge themselves endlessly. As they become older and foliage seem to grow from their ropish muscles.
and older they grow longer and longer until they are Whilst aggressive and beastly they are great carers
too large to go undiscovered on the land. Eventually to the forests in which they live.
slipping into the seas for the remainder of their days.
Abilities & Items
Abilities & Items Tainted Fruit (M) Through touch they may turn
Poison the Mind (M) After every attack this the flora and fungi of the land poisonous to all
creature's venom seeps into its target corrupting its humans who eat them.
mind and causing D2 Mental Damage. A Hafted Axe (P) Refer to Bloodletters. The Yew
Bind (P) If adjacent to their prey this beast may wood staff to this axe exudes the magic of longevity,
bind them with their snake-like body. whilst holding onto its handle Physical Strength
Physical Action: Power 10 / Damage D10 cannot drop below 1.
Forever Multiplying (P) This beast can grow to an Beasts of the Wild (S) They may summon wild
enormous size. Every day each strength (current and animals to do their bidding for D10 Spiritual
max) increases by 1. Strength. As an action roll a D6, on a 1 or 2 nothing
Strike (P) This beast may lash out with its sharp tail happens, on a 3 or 4 D2 Small Wild Beasts appear
over 8 yards. Physical Action: Power 5 / Damage on a 5 or 6 D2 Large Wild Beasts appear.
D6. Seasonal Change (S) These creatures are in tune
Flood (S) These creatures may summon forth with the seasons and may affect them at will. For
floods of water. For D8 Spiritual Strength they D6 Spiritual Strength, they may influence the
create a vast wall of water, engulfing everything in climate for one turn. This causes -D3 to Mental Skill
sight and causing all Hunters to lose 2D4 Physical rolls in Spring or Summer and -D3 to Physical Skill
Strength. Chest-deep water remains for D6 rounds. rolls in Autumn or Winter.

Weaknesses Weaknesses
These monsters are utterly blind. These creatures rush to protect natural landscapes
when they are threatened by humans.
Strengths & Skills
Mental 30 +2 Strengths & Skills
Physical 50 +3 Mental 40 +3
Spiritual 30 +1 Physical 30 +3
Speed +6 Spiritual 30 +2
Speed +4 13
Morrigan
These outcast magic users have played with dark
Scucca
This spectral black hound, with gaping red eyes,
nefarious sorcery whose malign power has often appears as an omen of death or destruction and
corrupted their minds. The Morrígan may once have are accompanied by thunderstorms or dense fog.
been a village shaman or healer, but by using the The fear these demonic creatures cause is not only
powers from the untamed parts of the natural world from their incorporeal nature but their physical form
they have become shunned from society and now as well. They stand as high as a horse, with gaping
live as a hermit in the wild. As crows are their jaws and vicious claws. Only found when the sun
familiars and a symbol of their presence scarecrows has set they lurk around settlements or human-made

Mal
are often used as a folk deterrent; placed around paths in pursuit of lone and vulnerable folk. Those
villages or farmsteads to try and keep the Morrígan who have seen this ghastly creature are often left
away. terrified and scared to admit to their encounter.
Abilities & Items
Murder of crows (M) A flock of corvids is at their Abilities & Items
call, able to act as their eyes and ears from afar. The Clairvoyant (M) This beast may expel D4 Mental
Morrígan may take raven form and join this flock. Strength to roll 3 dice and decide to use these results
An Atgeir Spear (P) Refer to Bloodletters. at a time of their choosing. All 3 rolls must be used
Black Curse (S) By expending D8 Spiritual before this ability may be employed again.
strength they may place a curse on a foe within Maul (P) Their blackened claws and fangs are
sight. On an 8 the magic lingers on the target and terrifying to behold. This strike causes decay, on 10
delivers D4 Mental, Physical, and Spiritual damage damage the hit body part begins to rot and is
a day until cured. This Black Curse can either: cause infected. Power 2 / Damage D10 / Close.
the target's tongue to tie in knots for D6 turns, haunt Bad Luck (S) The Luck Skill may not be used
a target with nightmares causing D3 Mental damage when in the presence of this beast. Additionally, D8
for D3 turns, or create a burning black spot on a Spiritual Strength may be expelled to make a Hunter
target that causes D8 Physical Damage. re-roll a dice they have just rolled.
Steal Strength (S) This witch may use an action to Turn to Mist (S) For D4 Spiritual Strength the
steal D6 Spiritual Strength from someone within Scucca may disappear into the ether for D4 turns.
sight. Or swap D6 Spiritual Strength to another one Whilst not visible they may still be heard or smelt.
of their Strengths without using an action.
Weaknesses
Weaknesses The sound of song or music upsets this beast, -1 to
Salt will burn their flesh for D10 Physical Damage. all Mental and Spiritual Skills if music is playing.
They may not be imprisoned unless in Raven form.
Strengths & Skills
Strengths & Skills Mental 30 +3
Mental 35 +3 Physical 35 +3
Physical 25 +2 Spiritual 40 +4
Spiritual 60 +5 Speed +6
Speed +3
14
Strzyga
When a baby is born with the sound of two
Wiht
The barrows and burial sites that scatter the land are
heartbeats it is destined to become the vampiric haunted by many cursed spirits. As humans have
daemon that is the Strzyga. Along with two hearts, disturbed and robbed these graves that had been at
this creature has two rows of teeth and two souls. If rest for thousands of years the spiritual creatures
at first undetected the signs of this monster's within have emerged. It is unclear whether these
presence become clearer as they age, evolving to be creatures have a physical body at all or if they are
more beastly until they are cast out from their mere mirages. Cloaked in mist, their ethereal
human homes. The older they grow (and they will corpse-like shape glows as it hangs in the air,

lign
live countless years) the more inhuman they will bearing little resemblance to its once human form.
become, craving the blood of humans and Their instinct is not always to attack and often they
terrorising settlements to feast on the inhabitants. may drift through the land without threatening
humans but instead bring terror with them and cause
Abilities & Items them great fear.
Horror-Stricken (M) At the start of every round
each Hunter must take a D12 + Bravery and beat Abilities & Items
10, on a fail they cannot take any actions that round. Chill (M) Every other turn without using an action a
Banshee Shriek (S) This terrifying scream brings terrible cold engulfs the landscape, causing D6
with it an unearthly fear and causes erraticism in the mental damage to all in 100 yards.
humans that hear it. For D4 Spiritual Strength roll a Corrupted Body (M) If a Hunter rolls max
D4, if odd a shriek is uttered causing all to lose D6 damage against this beast they are engulfed with
Mental Strength and minus D4 from their next roll. dark magic and suffer D6 Mental damage.
Unfettered Form (S) The Strzyga can enter houses A Carolingian Sword (P) Refer to Bloodletters.
or buildings through small cracks or keyholes. Cursed Corpse (S) Can only be killed if its corpse
Hooked Talons (P) Their hands are adorned with is destroyed. The Wiht itself does not have a
hawk-like claws. Power 3 / Damage D6 / Close. Physical Strength but its buried corpse does.
Consume Flesh (P) By eating a part of a victim's Poses Animals (S) Wild animals within the area
body they may regain lost strength. If the Strzyga become erratic and may attack any nearby Hunters.
attacks with their talons and rolls a 6 Damage they
may regain D4 Mental or Physical Strength. Weaknesses
Bright lights cause these creatures to recoil and be
Weaknesses stunned.
These creatures will always attack men first. They
may be lured by the sound of song. Strengths & Skills
Mental 40 +4
Strengths & Skills Physical 10* +2
Mental 20 +3 Spiritual 50 +4
Physical 30 +4 Speed +4
Spiritual 45 +4
Speed +4
15
AElf
The dreamlike Ælf is an elusive spirit often more
Goblyn
Goblyns are hunched little creatures with overly
flora than fauna. Sometimes known as the Erlkönig long arms and splayed webbed feet. Their greenish
or Alderking these keepers of the forest can inflict skin is patched with muddied fur and pockmarked
great sickness onto those that fall foul of them. They with boils and warts. Where the Ælf tricks for
are neither malevolent nor benevolent, but like most amusement the Goblyn tricks out of greed. These
Fae beings act as either trickster or helper as they thieves and tricksters gather in packs and are usually
please, with the reasoning for their decisions often found scavenging on the edges of human

Fae
indiscernible for human minds. The Ælf is only seen settlements, always staying just out of sight. Small
when they choose to be or when caught unawares. in stature, roughly the size of a child, they are able to
They are deeply connected to the growth of sneak and move unnoticed. They will rarely attack
vegetation in the landscapes; their routes of travel groups of humans but if they catch a lone person
and locations can be detected by patches of lush they will trick and subdue them, relishing in
moss and wildflowers. torturing and tormenting.
Abilities & Items Abilities & Items
Enchanted Sleep (M) For D3 Spiritual Strength, Sneak (M) The Goblyn can move in absolute
every other turn an Ælf may roll a D4, if the result is silence, able to climb, clamber, and jump across the
higher than their targets Arcane Skill they fall into a landscape with ease.
deep sleep for D6 turns (or hours outside of Tricksy Words (M) This imp can confuse and trick
striking). with its words. If a human engages in conversation,
An Atgeir Spear (P) Refer to Bloodletters. the Goblyn may cause them to suffer D4 Mental
Elf Shot (P) If this spear hits its target they are Damage and miss their next action.
infected with a poison that causes D2 Physical A Seax Dagger and a Sling (P) Refer to
damage every turn until they are healed. Power 10 / Bloodletters.
Damage D4 / Ranged. Waylay (P) If they attack an enemy from behind,
Elphame Branches (S) For D6 Spiritual Strength they may Waylay them. Jumping onto their backs
in a circle 15 yards across the Ælf may create the and clawing at their target for D8 Physical Damage
illusion of a forest that lasts D4 rounds and causes in a single action.
any encircled to lose D6 Mental Strength.
Erlkönig (S) A single touch can steal a humans life Weaknesses
force. The Ælf may take 2D4 from one of a Hunters Their greed for sweet things is their downfall; they
Strengths and add it to their own. are without fail attracted to beehives and honey.
Weaknesses
Silver or ice cold iron deal double damage. Strengths & Skills
Mental 15 +3
Strengths & Skills Physical 12 +2
Mental 20 +2 Spiritual 12 +1
Physical 15 +1 Speed +3
Spiritual 25 +4
Speed +5
16
Hioglane
The Hióglane is an ancient towering giant of
Vodyanoy
The Vodyanoy is a malicious creature who lives on
demigod status, representing the spirits of natural the edge of bodies of water luring victims to a
landforms. These powerful creatures were the first watery grave. These Finfolk vary in appearance,
beings to inhabit the earth, worshipped by this lands some may be frog-like whilst others look more like
early human inhabitants Whilst human in shape fish, yet all may change from water beast to human
their body is not of flesh but earth. Over the as they please. Their greatest talent is their Faerie
centuries that they sleep as dormant hillsides moss, Speak; they cannot lie but are devious and

erie
plants, and even trees grow on top of their rock-like deceptive, able to enchant and lure any foolish
bodies. Although huge they may hide with ease, human they catch off guard. Whilst they spend
disappearing into the hillsides that they resemble. much of their time hidden in watery depths the
The Hióglane is so aged and otherworldly that they Northern Lights will tell of their presence.
are unable to communicate with humans and are
ambivalent to them unless disturbed or attacked. Abilities & Items
Enchant (M) Their words may make any human
Abilities & Items do their bidding. Every other action they may roll a
Ancient Terror (M) The vast size of these creatures D10 if higher than the target's Intelligence Skill but
is terrifying to behold. At the start of each turn, a lower than the Vodyanoy’s Mental Strength they can
Hunter rolls a D3+ Bravery Skill and tries to beat control their target's next action.
the giants Mental Skill. On a fail, the Hunter take An Iron Cleaver (P) Power 5 / Damage D6 / Close
D6 Mental Damage. Seal Skin (S) This beast may change from water
Impervious (M) Their minds are ancient and beast to human in appearance at will.
sturdy. D4 is removed from any Mental damage. Vile Tendrils (S) If a close attack against the
Roots of the Earth (P) The Hióglane can Vodyanoy misses the creatures' fishy tentacles reach
physically shape the land, tearing up roots and stone. forward to clutch at their prey. Roll a D6, if higher
Tremendous Strike (P) With their vast size they than the target's Agility the target takes D6 Mental or
deliver a devastating strike. This may only be used Spiritual Strength.
every other action. Power 10 / Damage 2D8 / Mid.
Mountainous Mist (S) For D10 Spiritual Strength Weaknesses
this creature may summon a cloud of mist and Fire causes double damage to these creatures. They
disappear back into the earth, reappearing when and use Fairy Speak; they can’t tell a lie but can be
where they wish. devious.

Weaknesses Strengths & Skills


These beasts never heal lost Srength. Mental 30 +3
Physical 25 +2
Strengths & Skills Spiritual 40 +3
Mental 40 +4 Speed +4
Physical 100 +5
Spiritual 60 +4
Speed +10 17
Part 2 - The Hunters

As already described, this land is at the harsh, remote, northerly fringe of the world. This is
not a land of civilisation or monetary wealth; those living here are cut off from the rest of
the world in small heathen, rural communities. The Hunter you play is not a demigod or a
18 noble, they are ordinary folk in an endless struggle to survive within this wilderness.
Part 2 covers the steps each player takes to create
the Hunter which they will embody during the
game. These steps are:

Over the next four pages are described the four


Archetypes, choose one of these and make a note
of their Abilities and Items. Additionally, choose a
name and create a brief backstory for your
character.

Onto the three Strengths, each with four related


Skills. These three Strengths represent the three
parts of the Hunter's body; the mind, the body, and
the soul. Take your Archetypes starting stats and
follow the steps to roll and distribute Strength then
Skill points.

Next, choose which of the gods your Hunter


worships, roll a D6 to determine the virtue your
deity has bestowed upon you. List the god you
have chosen along with the virtue.

Your Archetype will have a list of the weapons you


can choose from, turn to the Bloodletters pages to
see these weapons stats, and choose two. Note that
your starting Physical Strength must be equal to or
higher than the Power of the Weapons you choose.

And finally, if your GM allows, roll a D6 to


determine a Mysterious Item.

The Hunters may have a handful of silver pennies


or fragments of hacksilver but there is little use in
currency in these remote lands. There is little to
trade for except provisions that more often than not
these may be bartered for.

19
Ceorl
Items
A Firesteel and Torches
A vital tool for instantly lighting fires to keep warm,
illuminate the darkness, and striking at prey. When
The Peasant used as a weapon it is a Close weapon with a Power
of 5 and delivers D4 damage. When rolling to
attack, if an 11 or 12 is rolled the target is set on fire,
The Ceorl is the commoner and labourer, ranked
causing D4 damage for D4 turns.
lowest and also most numerous in society. They
may be a fisherman on the coast, a woodsman in the A Witch Bottle
forest, a goat herder in the downs, or a farmer on the This small glass bottle containing pins, hair, herbs,
plains. Despite their lowly social stature they are feathers, and animal bones is sealed with wax and
hard-working, headstrong, and resourceful; having carried around as a way to ward off evil. When a
grown up working the land for long hours every day Malign beast uses an action directly against you -2
they are physically fit and intelligent in the ways of to their D12 roll.
the natural world. Their life is spent taming and
harvesting the riches of the natural land and this Weapons (choose two of the following)
struggle to tame the landscape and keep their Atgeir Spear, Sling, Guisarme, Angon Javeline
settlements alive has forged a physical connection
between them and the land in which they live.
Starting Stats

Abilities
Scavenge
Once per day, using your creativity and wits you
may find within your surroundings food or useful
items. Roll a D6 + Luck Skill, depending on your
roll the Games Master may determine what is
found.

Hound
Always at your side is your hound, a trusty friend
and useful tool. Their small size and incredible sense
of smell make them a useful companion. For any
roll relating to tracking or smell you may add an
additional +2 to your roll. The Hound may take two
actions directly after its owner does and uses the
stats for a Large Wild Beast (see page 45).

20
Wandrona
Items
A Sólarsteinn
These are mystical gemstones known as sunstones.
When looked through the sun or stars may be seen
The Traveller through even the densest cloud cover.

The Wandrōną are wanderers that have learned to A Bundle of Fern Flowers
sustain themselves as lone individuals, not needing This mythical flower only blooms during the
the comforts of civilisation but traveling from place summer solstice and is incredibly hard to find.
to place as they please. Living outside of the safety Consuming a Fern Flower allows you to understand
of settlement they have developed unique abilities the language of animals, its effects last D4 hours.
that may be more animalistic than human. As well
as this they own great knowledge about lands and Weapons (choose two of the following)
creatures that others may have never seen or even Recurve Bow, Bearded Axe, Angon Javeline,
heard of before. The reasons for their nomadic Atgeir Spear
lifestyle may be varied - from a criminal past, to a
curse, or just a dislike of other humans - but
whatever reason they have for this vagrancy their
lives are rich with secrets and mystery.

Abilities
Starting Stats

True Shot
You have spent years practicing your hunting skills.
If you clear your mind and take time to aim you
nearly always hit your target. When using ranged
weapons you may use two actions to fire one shot
with your Accuracy Skill doubled.

Animal Skin
You are cloaked in animal fur and have lived in the
wild so long that your scent has become more
animal than human, allowing you to hide from the
sight and smell of many beasts. Even when
downwind of prey you are not detectable by smell
until within 15 yards, and sight until 25 yards if you
do not move.

21
Ulfhednar
you into an animus rage. For 5 rounds your Physical
Strength is increased by 3D6 and all Physical Skills
by D4. Only to be used once a day or risk death, if
used more than once a day roll a D3, on a 3 the
The Berserker nightshade overwhelms you and leaves you dead.

The Úlfhéðnar are fierce warriors who devote An Obsidian Blade


themselves to a unique, all-consuming way of life. This is a blade of arcane abilities carved from black
Long stretches of calm and quiet existence are spent crystal cast from the heart of the earth itself. The
preparing for the few moments of vicious fighting blade can harm beasts that are immune to other
that they thrive in, making them unable to live any weapons. It is a Close weapon with a Power of 5
other way. Their powers have altered their mind and and delivers D6 Physical and D8 Spiritual damage.
melded their spirit with one of the three beasts of the Whilst powerful it is also brittle and risks breaking,
hunt; the boar, wolf, or bear. This connection to the after every use roll 2D4, on a double 1 the blade
spiritual world is not a gift bestowed on them but a breaks and is unusable.
power the Úlfhéðnar has stolen and therefore is
unstable and dangerous leading to short chaotic Weapons (choose two of the following)
lives. Carolingian Sword, Hafted Axe, Recurve Bow,
Bearded Axe, Linden Shield
Abilities
Starting Stats

Bersærkergang
Once a day for 10 rounds you may enter a vicious
trance. During this time you roll attack rolls twice
and choose the highest. However, your senses are
blurred and you are unable to tell friend from foe. At
the start of your turn you must roll a D8, on a 1 you
use your turn to head towards and attack your
nearest friend, on any other number you head
towards your nearest enemy.

Blót
The Blót is a Blood Sacrifice to the gods. Every
other day the Úlfhéðnar may sacrifice an animal and
drink mead to bring luck upon the day. For that day
they may use their Luck Skill D3 times.

Items
A Vial of Fetid Nightshade
Chewing on a pinch of these pieces of leaf sends

22
Tietaja
Items
A Pouch of Incense
The smell of this incense when burned creates calm
among your allies. When lit any ally within 15 yards
The Knower gains +2 to their Bravery. The incense burns for 2D4
turns or 30 minutes, if there is a breeze this is
The Tietäjä is a shaman, able to understand both the halved, if a strong wind it disappears instantly.
earth and the heavens. With their innate gifts from
the fae world, these cunning folk may be distrusted A Book of Herbalism and Botany
as sometimes being more faerie than human, In this books pages are written much on the healing
however their healing skills and arcane abilities properties of flora and fungi. After you spend an
make them incredibly powerful. Their powers hour studying the book you may either +2 to your
originate from their birth as a seventh child of a roll when using any Healing Plants chart, heal an
seventh child, but their strength comes from the ally by 2D4 in one of their Strengths, or forage for
stories, songs, and tales that they have devoted their
herbs or mushrooms that fill you up or have some
lives to learning and sharing with their communities.
other mystical properties determined by your GM.
Abilities
Weapons (choose two of the following)
Syntyloitsut Songs
Seax Dagger, Hafted Axe, Atgeir Spear, Sling
These are origin charms, songs with mystical
powers that draw on the strengths of the gods and
Starting Stats

may only be cast by the Tietäjä. They are words of


creation and show the Tietäjä’s control over the
fundamental essence that makes up the world. You
may sing a song once a day that either; reforges
metal, freezes / melts water, or cause a plant to grow.

The Gifts of the Noaidi


Through deep meditative concentration, you may
glimpse the future. Contacting the fae world to
determine which rituals and offerings are needed to
be made to re-establish the balance between the
mortal and immortal worlds. Every other day you
may +2 to all Divination rolls, ask the GM which
form of Divination is most suited to your task, or roll
twice on the Star Chart.

23
Strengths and
The three types of Strengths each with four related Skills
are used throughout the game. Prey are slightly
different, they have the three Strengths but only a single
Skill per Strength. There is no ‘levelling up’ however the
Games Master can choose to allow a player to improve
a Skill or Strength if they achieve something worthy.

Strengths are effectively hit points and decreasing when


hit or these Strength points can be expelled to undertake
a certain action. If one Strength drops to zero you are
knocked to the ground. If two Strengths drops to zero
you are dead. D4 of each Strength is regaining per day
up to your max. Additionally, Strength may be regained
through actions determined by the Games Master, such
as eating to regain Physical Strength, rest for Mental
Strength, and prayer for Spiritual Strength. To determine
each of your starting max Strengths roll 3D6 plus any
bonus relating to your Archetype.

Skills are used to determine success in an action, usually


a D12 is rolled and a relevant Skill is added, attempting
to equal or beat the number set by the Games Master.
The higher the roll the more successful you are. Speed is
used for both combat and tracking and is calculated
from the Agility Skill. If you are playing with miniatures
use this as you wish, whether it is cm or inches or
squares. Regarding the Luck Skill, once per day you
may add your Luck Skill in addition to another Skill to a
roll, this must be declared before rolling. To determine
your Skills take your classes starting Skills and distribute
3D4 points across all Skills. Additionally, take your
strength divide by five and round up, this number of
points may now be distributed amongst your Skills for
that corresponding Strength. Skills have a starting max
of 5.
Skills Your Mental Strength and the four related Skills
reflect your mind's abilities. Stress and exhaustion
cause Mental damage.

The Four Mental Skills


Intelligence - Ability to think quickly and clearly.
Knowledge - Understanding the environment.
Bravery - Ability to deal with terror.
Survival - Skill at surviving in the wilderness.

Your Spiritual Strength and the four related Skills


reflect your soul's abilities. Arcane attacks such as
spells cause Spiritual damage.

The Four Spiritual Skills


Arcane - Skill at magic casting.
Luck - Fortune bestowed by higher beings.
Healing - Ability to tend wounds.
Song - Skill at crafting music.

Your Physical Strength and the four related Skills


reflect your body's abilities. Physical wounds such
as being hit with a weapon cause Physical damage.

The Four Physical Skills


Brawn - Skill with close and mid weapons.
Accuracy - Skill with ranged weapons.
Toughness - Ability to take a hit.
Agility - Speed, stealth and dexterity.
Biejjenniejte
The Goddess of Healing
1 Once every other day you may regain D8 strength in one of your three Strengths.
2 Once a day if a damage role reduces you to 0 Strength it may be re-rolled.
3 You are immune to poison.
4 Your Spiritual Strength rejuvenates by an additional +1 per day.
5 Drinking water from a natural spring cures your injuries, increase your current
Physical Strength by twice your Healing skill.
6 Your healing hands can rejuvenate unconscious party members by D4 plus your
Healing skill.

Cernunnos
The God of the Wilderness
1 Once a day you may reveal footprints or markings in the ground. Roll a D2, on a 2 if there are
markings within 20 yards they will be revealed.
2 Every three days you may summon wild beasts. D4 -1 number of small wild beasts or D3 -1 large wild
beasts appear to defend.
3 Once a day, for several minutes all flora within a hundred yards become so thick that
movement is impossible.
4 Once a day you may make a seed in your hand sprout into a luscious plant.
5 Once a day roll a D4, on a 4 you stumble upon comfortable shelter and bountiful food for your
whole party for a night.
6 You may find your way in the wild. The GM rolls a D4 without showing the Hunters, any result but a 1
sends you towards what you are searching for. On a 1 you are sent in the completely wrong direction.
Choose the god your
hunter is devoted to
and roll a D6 to
determine their virtue

Svarozhits
The God of Fire & Smoke
1 Once a day you may attempt to create a smoke screen. Roll a D20 to
determine how many yards in front of you the smoke screen stretches.
2 You may conjure fire without the need of a Firesteel.
3 You may make a fire smoke or stop smoking at will.
4 Once a day you may heat a metal object for a few seconds. Anyone
touching the metal receives D4 Physical damage.
5 You can make any fire hot enough to re-forge broken metal.
6 Any burns you receive heal overnight.

Saule
the Goddess of the Sun
1 Once a day you may attempt to change the weather. Roll a D2, on 2 you may re-roll
on the weather table.
2 Once a week you may call for the sun to rise.
3 If the sun is shining you can absorb some of its power. Increase all your Strengths by
+4 as long as the sun is visible.
4 At will you may make the sun's golden rays shine down upon you.
5 You may divine the future in the clouds, roll a D6 and let the GM decide your fate.
6 For a fleeting second the sun's light flashes bright enough to momentarily blind all
within sight.
Recurve Bow
Power 9 / Damage D8 / Ranged

This bow carved from yew wood is one the


most powerful tools of the hunt. Skilled
archers are highly prized in society for being
silent, accurate, and deadly. Thirty arrows
come in your quiver, some broad-head some
bodkin, all fletched with goose feathers.

Hafted Axe
Power 10 / Damage D12 / Mid

Also known as a Dane Axe, this weapon is a


powerful polearm, capable of dealing great
damage in the right hands. Its long staff-like
haft is topped with a heavy crescent-shaped
blade, making it a terrifying weapon, able to
deliver crushing blows to anyone in its path.

Carolingian
Sword
Power 6 / Damage D8 / Close

More a weapon of war and status than


hunting. Made from rare and valuable steel
traded from afar and inlaid with precious
stones and metals. Its symbolic quality makes
its use out of combat as a sign of prestige
almost as important as when used in battle.

29
More Weapons for Spilling Blood

Atgeir Spear
Guisarme Power 5 / Damage D6 / Mid
Power 8 / Damage D10 / Mid
The most important and versatile weapon around,
This farming tool with vicious hooks and barbs simple to make with its small leaf-shaped steel point
fixed to it is a deadly and versatile weapon, able to on the end of an ash wood shaft. Able to thrust, cut,
stab, slice, and hook. and parry. Can be wielded with a shield.

Bearded Axe Angon Javelin


Power 6 / Damage D8 / Close Power 7 / Damage D10 (D6) / Ranged (Close)

This small, single-handed axe is a light and agile This slender javelin is versatile as both a stabbing
weapon. Its long blade can be used to both strike spear and a projectile. Its long metal shank takes up
and hook. It is also the most versatile tool for half its length and is tipped by a barbed point to
survival, especially for felling wood. embed in its target. Can only be thrown once before
being retrieved.

Sling
Power 4 / Damage D4 / Ranged Seax Dagger
Power 3 / Damage D4 / Close
This simple but effective ranged weapon consists of
a cradle between two braided cords. Able hurl a This small discreet single-edged knife is a handy
well-rounded river stone or a stone with a hole and effective weapon.
drilled through and filled with poison.

Linden Shield
Unarmed When attacked from in-front +2 to Toughness. Only
Power 1 / Damage D3 / Close to be wielded with Close Weapons.

30
Mysterious

Items
i A Faerie Flag ii A Wolf Bone Amulet
This is an object from the Fae world, made from an Hung around the Hunter's neck on a bronze chain
unknown form of silk woven by a Faerie and gifted and made from a wolf's vertebra said to come from
to a human many years ago. Unfurling this flag the skeleton of the underworld guardian Garmr. This
brings bravery to all around, Hunter who can see the necklace allows the wearer to wield any weapon
flag gains +3 to their Bravery Skill. The bearer with a Power equal to their Physical Strength +5.
cannot wield a weapon whilst holding the flag but
can perform Arcane actions.

iii A Small Carnyx Horn iv A Poisonous Gáe Bulg


This ancient war trumpet with a bell-shaped like the This poisonous arrow tip made from the bone of a
head of a boar creates a terrifying, animalistic call. sea beast causes mortal pain in whoever it strikes. It
Blowing on the horn takes one action, its booming can be used to slow down the prey you pursue. If
roar causes all creatures other than fellow Hunters this arrow hits its target it poisons them, causing
within 50 yards to use all their actions to run away them to lose D4 Physical Strength per day and
from the hornblower until they roll a 6+ on a D12 + reducing their Speed by 3.
Mental Skill roll.

v A Tread Trap vi A Hat of Fingernails


This primitive animal trap can be set down multiple This is an item stolen from the foolish god Vanatühi
times but takes a few hours to set up. When setting that gives the wearer the ability to enter the Fae
the Hunter rolls a D6 + Knowledge Skill, and the world. Much like when Fae creatures slip between
GM rolls a D6 + Mental Skill. If the Hunters roll is their world and ours, when worn this hat makes the
higher then the trap is set in a place likely to catch wearer invisible and allows them to see any
the prey. Prey will pass by some time in the next invisible Faerie beasts. The hat may only be worn
half a day, when this happens the GM rolls a D3, on for D4 turns (or minutes) and then cannot be used
a 1 the trap fails, on a 2 or 3 the trap catches, and the for a further D4 turns (or minutes) or the wearer will
prey is held and cannot move. A trapped creature become trapped in the elphame world.
may attempt to escape each turn. Roll a D4 on a 4
they escape. If they fail they take 2D4 damage.
Part 3 - The Hunt This section covers the actual playing of the game and the running of the hunt itself. The
basic mechanic for playing the game is that a player describes an action their Hunter is
trying to undertake. The GM then determines a number the player must beat to be
successful (they may let on what this number is or hide it so that the players do not know if
they are successful or not yet). This number may be increased or decreased depending on
how well the player describes their Hunter's action. The player then rolls a D12 plus a
relevant skill, if equal or higher than the target number they are successful, if lower they are
unsuccessful. The larger the difference between the target and number rolled the more
successful or unsuccessful the players are at achieving the action they are undertaking.

The hunt itself is broken into four distinct sections, each with its own atmosphere. The
mechanics for each section vary but it will become clear that there is some crossover
between all four. These parts generally run from i to iv but this is not fixed and the sections
may run in different directions and variations depending on the events taking place.

i. Divining This
ritual and prayer in ii. Tracking the wilderness the
section involves Stepping out into

order to connect with the spiritual world and Hunters traverse the landscape seeking
so prepare and learn more of what is to tracks, signs, or trails of the beast they
come throughout the hunt. follow as well as anticipating and predicting
their prey's next move.

iii. Stalking As the Hunters are


almost in striking
distance they must proceed with care in
iv. Striking This is the final
stage where the
order not to reveal their whereabouts as they Hunters confront their prey, engaging them
manoeuvre into position. face to face in a fight to the death.

32
THE PASSING OF TIME
As the Hunters set out from their homes to confront Distances are described in hours of travel, during
the beasts that haunt their communities they must be Tracking the Hunters describe their actions for that
prepared for long journeys across uninhabited lands. hour whilst the GM rolls to determine or decides
Settlements and locations are spread across vast what their prey is doing. It is up to the GM to decide
distances and the hours spent travelling between the hours or minutes it takes for an action or task to
these places is a key element of this game. be undertaken. Additionally, players taking too long
to make decisions may also be a reason for the GM
It is essential to note that the chase is equally as to declare that an hour has passed.
important as the final strike. This chase is not
necessarily in a straight line, the exact destination of The hours the Hunters have to pursue their prey
their prey is not set but the hunt crisscrosses the varies with seasons and weather. In the summer a
landscape following the trails left in the beast's day can last 18 hours, in winter 6 hours or even less
wake. As the Hunters move so does their prey, it is if the weather is foul. Hunters cannot constantly
vital for the Hunters to maintain their pace and not pursue their prey and must remember to rest and eat
hesitate in order to succeed. Time is a key factor in regularly each day or their Strengths may begin to
this chase. The speed the Hunters move at and the decrease.
time they take traversing the land influences what
they will finally find and when they will find it.

It is up to the GM to track where the Hunters and


their prey are and the distance and time that
separates them. This is through hex maps that locate
the position of the Hunters and their prey. These
maps vary in scale depending on the stages of the Divination does not use maps but is measured in
game, these scales are set out at the end of this page. hours. Tracking uses Hex Maps - A hex is 2.5 miles
When Tracking this map should be hidden from the in diameter. Actions are measured in hour intervals.
players, a simpler map or description of what is Once you reach the same Hex you move onto
around can be given to the players if needed. The Stalking which uses Hex Maps - A Hex is 100
exact distance between Hunters and prey should be yards (44 hexes equals 2.5 miles total). Actions are
kept hidden from the players, however, the GM measured in 5-minute intervals. Once the first attack
may indicate roughly where the beast is, this should is made you move onto Striking which is Played on
be through finding for instance footprints that can be a table of at least 50 x 50cm with 28mm scale
read to determine how many hours it has been since miniatures. Actions are measure in 10-second
the beast was present. intervals.
Divin
Divination is a process that is generally undertaken
before a hunt has begun but may also be taken
during the hunt. It is intended to be used to try and
determine the next steps to be taken by the Hunters
in their journey. Over the next few pages is
described how divination may be used by both the
Hunters and the GM. On this page is a basic
breakdown of divining, its various forms, and how it
may be employed.

Forms
Many forms of divination are undertaken in this
world, some may be more potent for finding certain
pieces of information than others. Several types of
divination that may be used are listed here:
Macharomancy is where a dagger is spun and your
future is determined by where its point ends up
facing. This is useful for finding directions or things
relating to the cardinal points. Alomancy is casting
salt into fire. Luck may be used instead of the
Arcane Skill when this divination is employed.
Carromancy involves dripping molten wax into
water and is used to reveal evil omens.
Botanomancy is using smoke from burning briar
branches to indicate which course of action should
be taken, Apantomancy is using chance meetings
with animals, and Aeromancy is using the shapes
of clouds. Astrology is a separate form of divination
discussed on the pages relating to the Star Chart.
ation
Mechanics
The Hunter states what they wish to find out about
the hunter they are on and how they are divining.
They then roll a divination roll which is D20 +
At times of the year when the veil between the
physical and spiritual worlds is thin divination can
become more powerful, such as during Samhain,
the equinox’s and solstices, or when seasons change
from one to another. At these times a D4 may be
Arcane Skill and compare to the chart below. added to a divination roll. Additionally, if the chosen
Divination takes 2D4 hours to undertake. form of divination is suited to the situation they may
gain an additional D2 to their divination roll. If the
1-4 Nothing divination is successful It is up to the GM to decide
5-8 The GM devolves a small cryptic piece how to answer the Hunter's questions or the amount
of information about the hunt. of information to give away. When choosing how
9-12 The GM devolves a large cryptic piece much information to disclose the GM should base
of information about the hunt. their decision on the quality and detail of the
13-16 The Hunter may have one question divination the Hunters undertake.
answered by the GM.
17-20 The Hunter may have two questions Divination is a draining undertaking. It is not a
answered by the GM. casual ritual but one that is only undertaken when
20+ The Hunter may have three questions vital. The Hunter who undertakes the ritual loses
answered by the GM. 2D6 Spiritual Strength per attempt. Divination is not
a tool to see everything that is to come but a way to
guide the Hunters in the right direction.
Before divining the Hunters must indicate what
they are generally looking for such as where their
prey is or what the best way to defeat it is. What the
Hunter can discern from their divination will be
related to this. The Hunter's glimpse into the future
is not set in stone, their actions may be able to
change what is to come. Say if a Hunter sees their
demise at a certain location in a certain way it may
be a warning not to go to that place or to be wary of
that specific way in which they may be killed.
The heavens are an ever-present sign from the gods, the movements of the celestial bodies hint at what may be
to come and what has already happened, and if read right they can be an enormously useful tool. Unlike other
divination, the Star Chart may be used on any clear night. The chart is split into 12 houses each with different
meanings and interpretations. This can be read in two ways - Directing and Divining - both are detailed below.

DIRECTING
Directing through the stars is a way to
seek help when stuck. If there is a
problem the Hunters' face they may look to the heavens and use them as a guide.
The GM states which House and why that specific House relates to a certain part
of the Hunters’ journey or quest that the Hunters seek help in. One Hunter must
stay up all night to stargaze, reducing their Spiritual Strength by 2D4.
1 The Triad Key Words: Spiritualism, Foreigners, Christianity, The Trinity, The New Gods
THE HOUSES Directing: Sacred sites will help you in your quest.
Divining: Foreign gods have entered this land and their influence has caused the chaos you try to end.
2 The Lunar Key Words: Night, Transformation, Immortality, Eternity
Directing: You will have more luck if you approach by night.
Divining: The creature's powers are strongest under moonlight.
3 The Archer
Key Words: Skill, Success, Range, Clear Sight
Directing: Follow the path you first trusted in.
Divining: Do not get too close to your prey or it may cost you.
4 The Hermit Key Words: Isolation, Solitude, Traitors, Heretics
Directing: You must journey away from humans through isolation and desolation even if it does not seem wise.
Divining: The beast you seek preys on lone travellers.
5 The Stronghold Key Words: Humanity, Civilisation, Urbanism, Destruction
Directing: Physical power is your strongest asset.
Divining: Human destruction of the natural world is the reason for the devastation you seek to fix.
6 The Mage Key Words: Magic, Change, Universal Power, The Unknown
Directing: Try a new approach to how you are chasing your prey.
Divining: Magic will be of help to you in your task, normal weapons will be of little use here.
7 The Crook Key Words: Agriculture, Shepherds, Farming, Taming of the Wild
Directing: Stay close to roads and paths for a better chance at completing your task.
Divining: Your prey has been disturbed as humans encroach on their habitat.
8 The Sisters Key Words: Companionship, Unity, Bloodline, Relations
Directing: Seek friends to find the right path.
Divining: Your prey was once a human before being turned into something dark.
9 The Carcass Key Words: Death, Graves, Sickness, Rot
Directing: Look to corpses for signs of what you seek.
Divining: The way to kill the creature you seek is not through its physical body.
10 The Sail Key Words: Weather, Natures Power, Travel, Distances
Directing: Your hunt will lead you further afield than you expect.
Divining: Prepare for bad weather.
11 The Serpent Key Words: Duality, Nature, Renewal, Spirits, The Fae
Directing: You will see clear signs when the bridge to the Fae world is open.
Divining: Beware wild flora, it may cost you your life.
12 The Watcher Key Words: Settlements, Outposts, Steadfastness, Confidence
Directing: Stay vigilant, time and patience will reveal what you seek.
Divining: Keep close to where it first started, the same events will unfold again.

DIVINING
Divination through the stars is a way of foretelling the future. Each House
will have a description that relates to an element of the quest, this may be
pre-determined before the game starts or made up on the spot using the keywords and description of each
House (therefore the descriptions written above are only examples). The Hunter rolls a D12 to ask for advice
from the heavens, the GM then gives a description of what is to come in the hunt relating to the specific House
rolled. One Hunter must stay up all night to stargaze, reducing their Spiritual Strength by 2D4.
Rituals and
sacrifices to
your chosen
deities…

Offerings
to the
A s Hunters come across temples,
shrines, or stone circles in the
Below are described the three different forms of offering, with the
location they are to be performed at as well as positive and
landscape they may spend time making negative results if these offerings are made or not respectively.
offerings to the gods they are devoted to.
These rituals and sacrifices to the heavens
are a different undertaking to divination,
Votive Offerings
These are small offerings left at a sacred site to show devotion.
instead of asking the gods for insight into This type of offering is left to appease the gods that look over the
the future these acts provide Hunters with natural world and so their effects relate to the environment and to
support, advice, or power. They are a time weather.
of meditation and devotion where Hunters For example leaving Flowers, Feathers, Colourful Ribbons, Dried
clear their minds and reconnect to the Herbs, Coins, Lit Candles, or Lit Incense.
heavens. Whereas divination is an optional Sacred Ground: Shrines, Yew Trees, Natural Springs
undertaking, not showing devotion to your Light: For example the Hunters stumble across a hive filled with
gods may lead to misfortunes. Not placid bees that do not sting when the honey is retrieved.
stopping at a temple or holy place to make Darkness: For example you are met with extreme weather and
an offering my lead to say your Godly inhospitable landscapes such as rockfalls or floods.
Virtues failing to work, or even worse
misfortunes. These are described as
Darkness with the positive effects of these
Blood Sacrifices
These are rituals where blood is offered, whether it is a small
rituals and offerings are described as
amount of a Hunters blood or the sacrificing of a beast. They are
Light.
undertaken before battle to bring fortune and strength to the fight.
By sacrificing their own blood a Hunter loses 1+D4 Physical
Hunters describe how they will go about
Strength, whereas sacrificing a beast requires an animal that may
their ritual, explaining what they say and
otherwise have fed the Hunters. When in the wild where food is
do to the GM who will use the quality of
scarce sacrificing an animal can show true devotion to the gods.
their description to determine the ritual's
Sacred Ground: Barrows, Rune Stones, Temples
effects. It is up to the GM to determine the
Light: For example during a fight if a Hunter and Prey draw on
Hunter's fate and how long these effects
any dice rolls the Hunter will always win.
last but in general the influences of these
Darkness: For example during a fight Hunters are filled with fear
exercises should be used to affect one
and any Bravery rolls are made more difficult by +1.
event, for example, one fight or crossing
one stretch of landscape. These rituals
normally will not take long to perform,
Pagan Rituals
These are rituals and ceremonies that relate to the mind and bring
maybe an hour or so. This may seem to be
clarity to thoughts and decisions. This involves interactions with
a fairly short time, but when time is of the
peoples and finding direction when making difficult decisions.
essence these hours make a difference.
These are often slightly longer undertakings where Hunters follow
Additionally, Hunters may choose to
a series of steps to complete the ritual itself, such as chanting a
spend more time performing a ritual to
series of words, or following a sequence of gestures.
increase its potency at their own risk of
Sacred Ground: Stone Circles, Cairns, Saunas
losing hours on their prey. Undertaking
Light: For example your Luck Skill may be added to any rolls
these rituals is also a way of rejuvenation
relating to an interaction with a human.
Spiritual Strength, which may be
Darkness: For example humans you come across distrust you or
increased by D4 after a ritual or offering.
are possibly hostile.
Observing Tracks
This section is that of the chase, where Hunters traverse the land over hours or days to eventually
catch up with their elusive quarry. Divination may have given a glimpse at the beast you are
hunting, but often this is only a vague idea about what you pursue. Tracking is a time to discover
more about your prey from the tracks it leaves. Tracks can be prints, trails, corpses, smells, or
any number of disturbances in the land. Tracks may also be tales and stories of what you chase,
such as coming across villages or travellers who have heard of or encountered what you seek.

Trac Where's the beast


(head start in hours)
3 Trails are fresh and easy to follow.
6 Trails can be found (roll a D20+Knowledge and beat 7).
9 Trails can be found (roll a D20+Knowledge and beat 10).
12 Trails can be found (roll a D20+Knowledge and beat 15).
18 Trails are scarce, but scavengers remain in the beast’s wake.
24+ Only tales of your prey may be found from those encountered.

Note: If rolling a D20 to find trails on 0-10 trails are present but scant,
on 10+ trails stretch half a days distance, on 15+ trails stretch a days
distance, on 20+ trails stretch several days distance.

Distance & Time


As well as discovering what your prey is the key objective during Tracking is heading in the right direction
and trying to catch up with the beast you hunt. Time and distance, therefore, are important factors. The
Passing of Time section on page 33 describes how to use maps and distance during Tracking, in essence,
the distance between the Hunters and their prey is kept hidden from the players, only alluded to in the trails
and tracks their Hunters find. Tracking is measured in hours or even days using a hex map where a hex is
2.5 miles in diameter. Speed on normal terrain is one hex per hour, on difficult terrain half a hex per hour,
and on roads is two hexes per hour. This is quite general and so Agility for Hunters and Speed for prey
should be used to speed up or slow down travel times over various terrain. Hunters describe the actions
they take in hour intervals, after the Hunter's action the GM determines the creature's actions.

40
THE BEASTs Movements
The movement of a beast is determined by its aims; some may revel in tormenting settlements
whereas others may choose to hide out in the remote wild places. It is up to the Hunters to work
out where they will find their prey from the clues they uncover along their travels. They must also
try not to alert their prey to the fact that they are being followed. A beast may greatly change how
they behave depending on if they are aware or not of being tracked. The GM uses the creature's
traits to affect how it moves and where it moves but the table below may also act as a guide.

king
& what's it doing?
Each day the GM may choose or roll a D4 to determine where the beast heads and what is motivating it.
1. Rest The beast is tired and heads for shelter.
2. Run The beast is afraid and knows they are in peril. They head off to lick their wounds.
3. Strike The beast heads to the nearest prey, leaving a mess. There also may be tales of its attack left.
4. Stalk The beast sets its gaze upon the Hunters, pursuing them closely and quietly.

Anticipate & Predict


A useful approach for Hunters during Tracking is to anticipate and predict their prey's next move. The
Hunters' task here is to find out as much about the land as they can from the GM's description of it and
use this information to dictate how they go about looking for trails. Piecing together clues of the beast's
location and its motives will lead the Hunters to the next stage of the hunt. The more time spent
investigating a creature's tracks may lead to more information about the beast. If tracks reveal the prey to
be a certain creature the Hunters may be able to discover for example what their prey feeds on, where it
may spend its time or even its weaknesses. Therefore there is a balance the Hunters must make between
moving quickly to keep pace with their prey and thoroughly inspecting the landscape to work out what
their prey is and how best to find and confront it. Different landscapes may reveal different clues. Tracks
may be harder to find in places such as hard stony ground that doesn’t retain tracks, or in places where
waters may wash away tracks. Therefore there is an element of prediction used by the Hunters to work
out how to proceed. The GM determine how far a trail leads before it runs cold; the further the distance
between the Hunters and prey the shorter the trail lasts. The tables above may be used to guide this.

41
stalking
As the Hunters move closer the signs of their quarry Light & Dark - In the darkness of night it may be
become clearer and eventually they are within sight easier to stay hidden from sight, however some
of each other. The Hunters objective here is to creatures thrive in the dark and can detect their prey
manoeuvre unseen until they are ready to strike their regardless. Brutes detect through smell and so even
prey, surprising them and potentially gaining the in the dark they can find a Hunter. Faries cannot see
upper hand in their attack. They must use their in the dark but can sense through smell if Hunters
Intelligence and Survival Skills as well as their are within 5 Hexes. Malign can see in the dark.
Agility to remain unnoticed as they entrap or lure
their prey into a place where the Hunter deem they How Do Hunters Act
will be most successful in their attack. If they fail During this stage a turn is the time it takes for the
and are noticed their prey may strike when the players to describe how their Hunters act, followed
Hunters are not ready or the startled creature may by their prey acting. A Hunter can move D4 +
flee, resulting in the Hunters having to once more Agility hexes per turn, trying to stay concealed
track their prey. within the landscape as they approach their prey.
Hunters may also attempt to take actions to aid them
in the subsequent fight such as laying traps, leaving
carrion to lure in prey, or digging pits and planting
stakes in the ground to stop a beast from escaping.
At the start of a turn, each Hunter rolls to see if they
disturb their prey. To do this roll D10 - Agility, trying
to roll lower than the number of hexes separating the
Hunter from its prey (remember a hex is 100 yards
during Stalking). Players gain an additional -2 if
behind or downwind, and -1 if hidden within the
landscape. If the Hunter fails this roll their prey
Sight, Smell, & Sense becomes aware of the Hunters presence and may
Wind & Weather - This can hamper smell and sight. flee or attack. If a Hunter is not in the same or
Staying downwind will also help against beasts that adjacent hex to their prey when Stalking becomes
use smell to sense their environment. At the start of Striking it will take one turn of Striking for them to
each turn, the GM rolls a D4 for Wind and a D6 for move one hex on the Stalking hex map, only
Weather. On a 1 Wind or Weather respectively entering the fray once they have reached the hex
changes (refer to the roll charts on pages 8 and 9). containing the beast.

42
Your prey is in sight, but you are not
yet close enough to attack so you
must move with calm and caution

Faeries are able to appear and disappear at will as


To Encircle & Surprise they slip between our world and their spiritual
Encircling prey is advantageous for Hunters, realm. They are flighty and will choose to disappear
allowing them to hem in their prey and potentially and slip into another realm costing them 5 Spiritual
attack from behind. To encircle there must be at least Strength and so may only be used a select number
three Hunters roughly equally spaced around their of times. Brutes may try to flee when their Physical
prey. The more Hunters surrounding the beast the Strength is reduced to a quarter. If surrounded they
harder it is for their prey to escape. When aware may fight with extra ferocity, gaining a +1 to their
they are encircled a beast may try to Escape by Strength Skill. Maligns are most likely to stay their
rolling a D8 and attempting to beat the number of ground, only when their Mental Strength is reduced
Hunters surrounding them plus the Agility of the to a quarter will they try to flee.
Hunter nearest to the direction the beast flees in.

Once a Hunter and a beast reach the same hex


Stalking becomes Striking. If the beast is still not
aware of the Hunters presence by the time they are
in adjacent hexes the Hunters may surprise their
prey. Similarly, if the prey becomes aware they are
ensnared they may attempt to surprise and attack a
Hunter in an adjacent hex. The surprised Hunter or
beast may not take any actions for the first round of
Striking and suffers a -1 to all rolls for D2
subsequent rounds.

When Do Beasts Run


This section of Stalking is also relevant for Striking.
It is up to the GM to determine the movements of
the beast. When unaware that it is being followed,
If unsure where
the beast may be heading in a certain direction or
to go roll a D6
with certain motives. As it becomes aware of the to determine
Hunters these motives may change and the GM which Hex to
chooses if the beast stays to fight or flees to safety. move to.

43
Overview
Stri
spell or singing of a song, movement, an ability or
godly virtue, healing etc. Physical Actions and
Striking is the end stage of the Hunter's arduous Arcane Actions are described over the next few
journey to confront the prey they have been chasing. pages. Movement per action is 10 + your Agility
This encounter is sudden - often over in minutes - Skill yards (cm’s). To turn around 180° uses 3 yards
requiring the Hunters to push themselves to their of movement.
limits to succeed in their final task.
If combat carries on for too long Hunters may begin
This part of the game is intended to be played with to tire and the GM may reduce Mental Strength
miniatures (preferably 28mm scale) with lines of from exhaustion.

Knocked Down
sight on the table determining what can be seen.

Apart from this primary form of Striking, there are As already described If one Strength drops to zero
other ways Hunters may run into conflict. Hunters you are knocked to the ground. If two Strengths
may confront more than just the beast they are drops to zero you are dead. Being knocked to the
trailing; aggressive villagers may cross their path or ground means you can only take one action per turn,
wild animals out in the wild. There are some simple can only move 5+ Agility Skill yards per action, and
stat blocks for people or beasts Hunters may cannot use an action to heal yourself.
encounter set out here to use during a game.
If one of a beasts Strength drops to zero they may no
Over the final pages of this section are explanations longer take any actions relating to this Strength.
of how Hunters may react when confronted with the Each of a beast's abilities are marked with a P, M, or
beast that they have been stalking. S to indicate the abilities related Strength.

Combat
Additionally, whilst knocked down a beast may use
an action to move half their normal movement or
A round is the time it takes for each Hunter and prey heal 2D4 plus the Skill related to the Strength they
to take their actions. At the start of each round, the are healing.
players choose between themselves the order in
which the Hunters take their actions. Hunters may try and Subdue a beast if it is Knocked
Down, if subdued the beast is alive but unable to
Each Hunter may take two actions per turn. If three take any actions. A Hunter in base contact with the
or more Hunters one prey takes one action after beast may use an action to roll a D12 attempting to
each Hunter’s turn, if one or two Hunters one prey match or beat one of their remaining Strengths, in
takes two actions after each Hunter’s turn. An action the next round an action is used to beat the other
is a single attack with a weapon, the casting of a Strength.
king Healing Typical Stats
As already stated in Skills and Strengths D4 of each Vagrant or Villager
Strength is regaining per day up to your max. Strengths & Skills
Additionally there are two ways to heal; during Mental 10 +0
Striking actions may be used to heal small amounts, Physical 10 +0
when more time is available other actions may be Spiritual 10 +1
taken to heal larger amounts. Speed +2
Weapons: A Sling, Seax Dagger, or Atgeir Spear
During Striking an action may be used to heal one
strength by your Healing Skill. To heal someone Woodsman or Warrior
else you must be in physical touching distance of Strengths & Skills
them. Mental 15 +1
Physical 15 +2
When not engaged in combat eating regains Spiritual 10 +0
Physical Strength, rest for Mental Strength, and Speed +0
prayer for Spiritual Strength. The healing from these Weapons: A Bearded Axe or Carolingian Sword
activities takes time, over 4 hours you may heal 3D4
plus Healing Skill, over 8 hours you may heal 4D6 A Large Wild Beast
plus Healing Skill in each Strength. The places you (such as a Wolf, Boar, or Deer)
are also affect healing, for example if you eat or rest Strengths & Skills
in a house with warm food and beds or visit a sauna Mental 8 +0
you heal by an additional D6. Spiritual Strength can Physical 10 +1
heal double if you are in a spiritual place such as a Spiritual 14 +0
shrine or stone circle. Speed +4
Actions: Ram or Kick D6
Certain injuries such as being poisoned, infections,
or dark magic cannot be healed in the way normal A Small Wild Beast
wounds are healed, see the Healing Plants page to (such as a Fawn, Hare, or Weasel)
see how these injuries are recovered from. Poisons Strengths & Skills
and infections are injuries that cause a repeated Mental 6 +0
damage to someone, for example D6 damage per Physical 8 +0
day. They may also have a debilitating effect such as Spiritual 12 +0
reducing movement. Dark Magic can encompass Speed +3
many types of malign arcane spells and curses. Actions: Bite or Claw D4
Physical
Combat
The attacker rolls a D12 + Brawn for close / mid
weapons or Accuracy for ranged weapons.

The defender rolls a D12 + Toughness, if the


attacker's result is higher the attack hits, if lower or
equal it misses or parries.

If the attack hits the attacker rolls the Damage dice


related to their weapon, the number rolled is then
deducted from the defender's Physical Strength.

Dodging
The defender may use Agility instead of Toughness,
if the attack misses the defender moves 5 yards
away. This uses one of the defender’s next actions.

This page covers actions


relating to physical skills
Grounded
If an attacker rolls a 12 and hits the defender is
that can be taken during Grounded by the force of the blow. When Grounded
combat… it takes one action to stand up again. This does not
affect Prey with a current Physical Strength over 30.

Weapons
A weapons Power is what Physical Strength is Kick
required to wield, if your Strength drops below a
If the attacker hits with their first action when using
weapons Power you may no longer wield it.
a Close weapon they may use their second action to
kick. Roll the same as for combat, on a hit D3
Switching weapons uses no actions but cannot be
damage is delivered and the defender is Knocked
done when both a turn’s actions are used for attacks
Down. This does not affect Prey with a current
with a weapon.
Physical Strength over 30.

46
Actions
Ranges
Close - face to face.

Mid - up to a few yards.

Ranged - from 5 to 50 yards.

Mid
If you disengage whilst wielding a mid weapon
there are no attacks of opportunity. In narrow or
tight conditions Mid weapons have a -1 to Brawn
when attacking.
Mid weapons may be too large to use in small or
tight spaces.

Ranged
There must be a clear line of sight between the
person firing and the target (determined by what you
can see on the table). If an object or person is
obscuring the line of sight or you are firing into
close combat first roll a D6 on a 1, 2, or 3 (for mid
combat this is a 1 or 2 on a D6) the person who you
are not aiming for is hit.

Disengaging
Mid ranged weapons allow you to attack from
slightly further back so an attacker with a close
ranged weapon will have to expend an action
moving in to engage before they can attack. If they
move in to engage, attack, and then fail to hit then
the defender may step back three yards without
expending an action.

47
Spells
Aurora Norðrljós
Arcane Skill 2 / -3 Spiritual Strength
You may call the aurora to illuminate the night sky,
spilling green rays down onto the land below. This
light lasts for 2D4 hours and reduces all preys
Spiritual Strength by D6.
amber stone you hold, creating a protective halo of
Fire Foxes light around you that lasts 3D4 turns. If you are hit
Arcane Skill 4 / -8 Spiritual Strength during this time the damage dice is rolled twice and
From the landscape around you ethereal translucent the lower damage roll is inflicted.
fox-like forms that glow orange spring forth and
crash into your foe. D4 Fire Foxes appear, for each Smite of the Jötnar
Fox roll a D12 + your Arcane Skill and try to beat Arcane Skill 1 / -3 Spiritual Strength
the defenders roll of a D12 + Toughness. If You are imbued with the power of the demi-gods.
successful the Fox delivers D8 Spiritual Damage Once during combat if your attack roll exceeds your
and a small burst of sparks to their target. preys defence roll by 5 or more you may roll double
damage dice.
Jokul’s Frost
Arcane Skill 3 / -6 Spiritual Strength Thunderous Call
Calling forth the frost sprites causes the temperature Arcane Skill 1 / -2 Spiritual Strength
to drop to freezing for several minutes, this causes The yelling of the words to this spell creates a
Brute beasts to be frozen still for D6 turns or Malign tremendous boom, causing 2D6 Mental damage to
foe to lose D6 Physical Strength. a single target up to 20 yards away and deafening
anyone within 10 yards for D4 turns.
Faerie Fort
Arcane Skill 3 / -5 Spiritual Strength
Up to 50 yards from the caster, a ring of toadstools
10 yards across erupts from the ground lasting 3D4
turns. Any creature that crosses the ring causes the
release of a cloud of spores, poisoning them for D3
O n this page is an overview of arcane actions
relating to Spiritual Strength. These powers
connect to the elphame world, the home of spirits
damage each turn for as long as the ring lasts. and gods, with only those Hunters who are
Spiritually strong able to utilise this connection.
Aethyr Sun
Arcane Skill 4 / -6 Spiritual Strength These powers are controlled through verse and
Requires an amber stone. When the sun is shining song, only when words are said in the right order or
this spell may be cast, focusing the suns rays on the sung in the right way will their full force be released.
This force is often subtle; a soft swaying of the tides
48
S o ng s
The Nixies Chant Orison to Máni
Song Skill 2 / -3 Spiritual Strength Song Skill 2 / -2 Spiritual Strength
Running water from a single source slows to a This song may be sung when the moon is shining,
complete stop for D12 hours. focusing its rays to bring you good fortune. Any 1s
rolled during Tracking or Striking for the remainder
Evocate the Forgotten of the night may be rerolled.
Song Skill 3 / -2 Spiritual Strength
The lyrics of this song help someone remember D3
forgotten details about an event that happened in the
last few days.

Sword Dance
Song Skill 4 / -6 Spiritual Strength
This song brings luck before a battle. Once per turn
the Hunter who performed the song may +1 to any
roll relating to a physical action during the
subsequent fight. The song takes half an hour to
perform and its influence lasts three hours.

The Skálds Subdue


Song Skill 3 / -3 Spiritual Strength
This song tames the landscape, clearing a path up to
10 x D10 yards in length through impassable terrain
such as dense undergrowth or jagged cliffs.

of nature, exaggerating and heightening the flows of Songs however are more drawn out, they are not a
the natural world to create a momentary break in a sudden muttering of words instead the singing of
deities control over the landscape, allowing the their lines slowly builds power and will eventually
caster to shape and shift their environment. unleash an arcane ripple through the landscape.

There are two primary Arcane Actions, these are There are a number of spells and songs listed on this
Spell and Song. The contrast between the two is that spread, each require a Hunter to have a certain
spells have an immediate and powerful effect, often Arcane or Song Skill and reduce Spiritual Strength
manifesting physically as some sort of visual by a certain amount when used. A Hunter may only
anomaly and so are generally used in combat. cast each song or spell once per day.
49
In this age true medical science is almost non-existent, in its place
is a reliance on mysticism and herbalism. Hunters in the
wilderness will use whatever is at hand to aid in healing physical
or arcane wounds, whether it is herbs, roots, or mushrooms
foraged from the wild. However identifying the correct flora or
fungi and delivering the right amounts requires great knowledge
and precision, with many medicinal plants having deadly twins.
When a Hunter forages and consumes medicinal plants they state
which flora or fungi they are looking for from the table below.
The GM then rolls a D6 plus the Hunter’s Knowledge skill and
keeps the results hidden. After the Hunter consumes what they
have foraged the GM describes its effects.

Mandrake - For dispelling dark magic. Alruuna


1 The magic grows stronger, causing endless destruction to your body. Lose D4 from all three Strengths.
2 This may be the right plant but you have picked it the wrong way. Lose 2D4 Spiritual Strength.
3 You feel delirious from what you have consumed, lose 2D4 Mental Strength.
4 The root tastes disgusting and bitter but it has no effect.
5 Slowly something happens, every sunset and sunrise roll a D4, on a 4 the magic fades away.
6 The root knocks you unconscious for 2D6 hours, but when you wake the magic has dispersed.
7+ It is as if you are reborn, not only has the magic left you but you are immune to similar sinister effects.

St Johns Wort - An antidote to poison. Jaaniwort


1 The poison only becomes stronger, doubling the damage it delivers to your body.
2 Your body is still ravaged by poison, your mind begins to weaken, lose 2D4 Mental Strength.
3 You must have mistaken this plant for a different yellow flower. The poison remains.
4 The poison subdues but you are left nauseous. Lose 1D4 Mental and 1D4 Physical Strength.
5 The oily extract seems ineffective at first, but after a nights rest the poison's effects cease.
6 After an hour of agonising pain leaving you unable to move, the poison subsides and you recover.
7+ Immediately the effects of the poison begin to fade, leaving barely a mark on you.

Yarrow - For healing infection. Thousand Leaf


1 Something has definitely gone wrong, you feel yourself getting sick, lose 3D4 Physical Strength.
2 Was that the right part of the plant to consume? You lose 2D4 Physical Strength.
3 The infection spreads no further but your body is exhausted by the struggle. Lose D6 Mental Strength.
4 You’ve clearly picked the wrong leaf, nothing happens and the infection remains.
5 Far too much has been consumed, whilst the infection goes you are left immobile for 2D4 hours.
6 The infection starts to fade, after an hour you feel fit again. Increase your Physical Strength by 2D4.
7+ The scent of death around you has gone. You are healed back to full Physical Strength.

50
Part 4 - The Spoils W
hat now? With their prey And so it is likely these rural folks will
captured or killed, what have to once more take up the mantle of
do these victorious ‘Hunter’ as they hear of more troubles
Hunters now do? Whether it is divvying across the land; of other horrors that
up the spoils, returning for a hero’s have been awakened and must be
welcome, or cleaning up the mess left confronted.
behind their merrymaking is short-lived.
As humanity breaks from nature to
Whilst they may receive some reward carve out its own space within the
(whether it is silver, weapons, food, or world, these tensions and clashes
safe passage) this is not a world of become more and more frequent. The
opulent wealth and it is unlikely that this industry and agriculture of human
one deed will be these Hunters’ last. civilisation continues to stretch its
Even if they do not intentionally head fingers deeper into the wilderness,
off to confront more beasts if a Hunter disturbing ageless and enduring terrors
settles back into their previous life it is of the natural world, and creating more
unlikely that they will not encounter perilous tasks for these Hunters to
terrible beasts again. undertake.

51
A Lightweight TTRPG for Hunting monsters in Early Medieval Northern Europe

Jahtima is a game of landscapes and monsters, set in the late Iron Age of the far
North of Europe in a place called Põhjala. This is an age where humanity is
struggling to separate itself from nature through the rise of agriculture and
industry. The humans of this era are terrorised by beasts, manifestations of the
natural world itself that are fighting back against this taming of the wilderness by
humanity. In this game you play as human hunters, attempting to protect your
community and survive in this harsh world.

Thank you goes out to my knit-witch for your constant support


and to my Thursday night group for your inspiration.
REV I I I VII XI MMXXII

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