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Wulfwald - 3

This document provides background information on three kingdoms in the world of Wulfwald: Eastlund Seaxe, ruled by King Beornheard who has become obsessed with magic and mythology; Midlund Seaxe, a vassal kingdom of the powerful Westlund Seaxe and ruled by King Sigward who is working to undermine Westlund's control; and encounters the player characters could have in each kingdom involving magical beings, monsters, raids, and political intrigue.

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100% found this document useful (1 vote)
645 views62 pages

Wulfwald - 3

This document provides background information on three kingdoms in the world of Wulfwald: Eastlund Seaxe, ruled by King Beornheard who has become obsessed with magic and mythology; Midlund Seaxe, a vassal kingdom of the powerful Westlund Seaxe and ruled by King Sigward who is working to undermine Westlund's control; and encounters the player characters could have in each kingdom involving magical beings, monsters, raids, and political intrigue.

Uploaded by

rogrex
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
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Wulfwald Volume 3: Campaign

A Lost Pages book Issue Extranumero

Design: Lee Reynoldson

Development: Paolo Greco

Editing & early medieval English literature expert: Alison Killilea

Cover Art: Katie Wakelin

Interior Art: Stefano Accordi

Cartography: Russ Nicholson

First Edition, First Printing - Glasgow - Summer 2022


ᚹᚢᛚᚠᚹᚪᛚᛞ

The Wulfwald Campaign


The world of Wulfwald is a world where the bond of the warband, the oath of
loyalty between warrior and king, your word, your honour, and your status
mean everything. It is a world where family, community, and the king's laws are
a shield against misfortune and the terror of the unknown.

Unfortunately for the player characters, the world of Wulfwald is one in which
they have none of these things. Instead, they are outsiders; wolfshead outlaws.

Tired of merely surviving, they take coin from a lord, and now serve as his
wolfpack, a band of ruthless, expendable, outlaw scum.

Working in the shadows of society and the darkness of night, the wolfpack car-
ries out the type of work that requires more subtlety than a warband can bring to
bear and work so low that a lord's proud warriors would balk at. In return for
this, faithful wolves can expect their lord to be a generous Béaga Brytta, a Giver
of Rings (and treasure).

Live long enough, serve faithfully enough, and you might win back a place of
honour and perhaps one day become lords in your own right.

2
ᚹᚢᛚᚠᚹᚪᛚᛞ
Chapter 1

The Kingdoms of Wulfwald


& Other Lands
Eastlund Seaxe
Ruler: Beornheard

Banner: A black raven on a blood red background.

With the wild forest on its borders and extensive woodland; lumber and charcoal
are Eastlund Seaxe’s main trade. However, trade has become less of a priority for
Beornheard since his marriage to a Réðaling princess named Siwan. The young
king has become obsessed with the supernatural and the elves of the wild forest.

Many of his loyal Gesith believe his new bride bewitched him, but it is Siwan
who is bewitched. During a royal hunt, she became lost in the woods and
chanced upon a Ælfcynn Gealdor Sangere, who put her under his spell. He is
trying to drive a wedge between Siwan’s Tribe and Beornheard’s Kingdom.
Hoping conflict will distract them and stop further excursions into the Ælfcynn's
sacred woodland.

Beornheard knows this as he followed Princess Siwan, hoping to snatch a


moment with her. When he saw her encounter with the Ælfcynn Gealdor
Sangere, he hid and watched. Beornheard knows Siwan’s mother Rhan, a
renowned witch, could break the spell, but he is so obsessed with what he calls
the “Elfinvolk'' that he would rather watch and learn as much of their ways and
magic despite the risk to his kingdom and his young bride.

Adventures in Eastlund Seaxe are influenced by magic, monsters, and myth.

4
Encounters in Eastlund Seaxe
2. An Ælfcynn Gealdor Sangere (bestiary pg xx) in the form of a Myna bird
who follows the party making mocking commentary on their actions.
3. A Fæge Ælfcynn (bestiary pg xx) recently cast out from his tribe, bereft and
not knowing what to do with himself.
4. A patrol (2d6 Fyrdmen, 1d3 Thegns) led by one of King Beornheard’s
Gesiths (bestiary pgs xx, xx, and xx). They are well-disciplined and confident
in their authority and skill at arms and will not attack on sight but will
instead approach and question the party. If they consider them to be no
more than common outlaws, they will order them to surrender and start
preparing for a hanging. However, if there is an Ælf, Dweorgas, or any of
the Wizard class characters in the party, they will ask them to accompany
them to meet the king (who is obsessed with all things supernatural).
5. The Héahgeréfa and 2d6 Geréfan (bestiary pg xx) out to apprehend any
ne'er-do-wells they might come across.
6. Ne'er-do-well (2d6+1) Wulfeshéafodas (bestiary pg xx) from the Great Forest
on a desperate raid into the kingdom, looking for the first easy target.
7. Réðaling Raiders from the Northern Highlands (1d3+1 Geoguðgara, 2d6+1
Plegscildas, and 1d3+1 Randwíga bestiary pgs xx, xx, and xx). They will be
friendly to any party that has Réðaling characters. However, there is a 1-4
(on 1d6) chance that one of the Randwiga thinks one of the PCs killed his
brother, cousin, uncle, father, or his mother’s cousin’s neighbour’s friend, and
wants to do something about it (usually something with a knife and a back).
8. Réðaling raiders from the great forest (2d6 Gúðflálybb, 2d6 Plegscildas, led
by 1 Beadurófa; bestiary pgs xx,xx, and xx). Will be friendly to any party
that contains Réðaling PCs, unless one is a Beadurófa, in which case the
Raider’s Beadurófa will want to challenge him.
9. An Ealdorman glamoured by an Ælfcynn Gealdor Sangere. He has
gathered (1d6+1) maidens to take into the forest and give to the Ælf. He is
being followed by some of their relatives (2d6 Ceorls; bestiary pg xx) who, in
deference to his status, don’t know what to do other than follow him.
10. A terrified Wuduwása (bestairy pg xx), who has fled the forest to escape his
Ælfcynn foes. He is shadowed by an equally terrified mob of pitchfork
wielding Búras (2d6+1 [bestairy pg xx]).
11. The traveling court of King Beornhard, easy to spot from miles away. His
scouts (1d3+1 Thegns; bestiary pg xx) are less easy to spot.
12. The Dragon Níþdraca out to terrorize the locals.
5
ᚹᚢᛚᚠᚹᚪᛚᛞ

Midlund Seaxe
Ruler: Sigward.

Banner: Silver boar on a black background.

Sigward is nominally an ally of the Westlund Seaxe, but in reality, he is more like
a client king paying ever-increasing tribute to Cyneric whilst using his own
warbands to fight campaigns that are beneficial to Westlund, but increasingly
ruinous for Sigward and his people.

Overtly, there is little Sigward can do; a refusal to send tribute or spears would
most likely result in an invasion by his Westlund ‘ally’. All Sigward can do is
bide his time and work covertly against the Westlund king.

Luckily, Sigward has a weapon sharper than any spear or sword, fiercer than any
wolf or bear, and more loyal than any Thegn or Gesith: his daughter Ealhswaru.
For many years, Ealhswaru has dedicated herself to the Gods. Ever to be seen
piously walking the wilds of Midlund Seaxe on a pilgrimage to every shrine,
temple, and holy site in her father’s kingdom, gathering with her as she travels a
congregation of beatific devout youths, boys and girls, both rich and poor, from
throughout the kingdom.

Though she is sincere in her belief in the Gods and reverent of her people's
religion and holy ways, her fellow pilgrims are no ordinary believers. She has
hand picked each of them for prowess, talents, traits, or stoutheartedness, and
with the help of some of her father’s men and mother’s ladies, is training them to
be spies, messengers, scouts, even assassins, and ultimately freedom fighters. For
she and her father know that ultimately they must rebel against the yoke of
Westlund, and when they do, Midlun Seaxes's Fyrd and Sigwards’ Thegns will
not be enough to ensure the kingdom and the family’s survival.

Games set in Midlund Seaxe will mainly revolve around covert attempts to
weaken the Westlund king’s iron grip on the kingdom.

6
Chapter 1: The Kingdoms of Wulwald & Other Lands

Encounters in Middle Seaxe


1. A Dweorgas Wyrdwebba (1st level; bestiary pg xx) sent into Middle Seaxe
by the King of West Seaxe to cause mayhem (and who is actively looking for
bodyguards).
2. A small party of Thegns and Ealdormen (bestiary pg xx, and xx) disguised as
Ceorls and actively seeking agents of West Seaxe or agents willing to act
against King Cyneric.
3. A very unhappy King Sigward and his Hearthweru (2d6; bestiary pg x). He
has been summoned against his will to attend the West Seaxe Moot.
4. An agent of King Sigward (one of his Hearthweru; bestiary pg xx) disguised
as an ale merchant hunting and killing agents of Westlund Seaxe.
5. A Westlund Seaxe spy (a Gesith bestiary pg xx) on a mission (roll on table)
6. A delegation of Ealdormen (bestiary pg xx) from Westlund Seaxe sent by
King Cynric to “advise” King Sigward.
7. Sigward’s Héahgeréfa and his Geréfan (2d6+1; bestiary pg xx, and xx) on the
lookout for anyone or anything suspicious.
8. A surly warband (3d6 Fyrdmen led by 2 Thegns; bestiary pgs xx and xx)
marching to the Wulfingas to support King Cyneric’s latest favourite in that
Kingdom’s civil war.
9. A warband from Westlund Seaxe (3d6 Fyrdmen, 1d6 Thegns, 1 Ealdorman
bestiary pgs xx, xx, and xx). They are ostensibly there to “support” their
Middle Seaxe “allies”, but in actual fact, they are there as a show of power.
Very arrogant.
10. A Wælgrædig (bestiary pg xx) following the party and feasting on the
corpses of their fallen foes.
11. The Long Man of Wighelm (bestiary pg xx)

The Mission of the Westlund Seaxe Spy


1. find and kill whoever killed his predecessor.
2. cause dissent amongst Middle Seaxe’s noblility.
3. cause dissent amongst Middle Seaxe’s peasantry.
4. discover if any other factions or kingdoms are allied with Middle Seaxe.
5. recruit an agent or agents willing to work against Middle Seaxe.
6. infiltrate Sigward’s court.

7
ᚹᚢᛚᚠᚹᚪᛚᛞ

Suflund Seaxe
Ruler: Offa, son of Eomaner.

Banner: A red eagle on a white background.

Suflund Seaxe is a long thin stretch of land. It lies beneath Westlund Seaxe and
Wulfingas, which are both on its north border. On its southern border there is
Réðaling and outlaw infested marshland.

The south-west territory is the access to the trade road with the Kingdom of
Frisca, which is why it has become a vassal to its more powerful neighbour
Westlund Seaxe who has placed a puppet king on the throne. The real king, the
youthful Wybert and his loyal followers are in hiding in the marshlands, trying
to raise a rebel force; but between outlaws, Réðalingas, and the power of his
Westlund neighbours, Wybert’s situation looks grim.

Games set in Suflund Seaxe are based around fighting the occupation,
suppressing the rebellion, outlaw attacks on the trade route, or Réðaling raids.

Encounters in Suflund Seaxe (2d6)


2. A Friscan trade envoy heading North with 1d6+1 mules laden with trade
goods bound for Westlund Seaxe. Accompanied by 2d6 Fyrdmen and 1d3+1
Hýransweord (bestiary pg xx).
3. Poor but regal Scopas loyal to Wybert, the true king of Sufland. Spreading
tales and songs of Wybert’s true claim to all who will listen. Very skilful (Int
12 Chr 16 bestiary pg xx).
4. Rich and cynical Scopas spreading half-hearted tales and songs of King
Offa’s ‘Woden given’ right to rule Sufland. Cares little for his craft (Int 14
Chr 8 bestiary pg xx).
5. Deserters fleeing from the War in Wulfingas, including 1d6+2 Fyrdmen,
1d3-1 Thegns, and1d3+1 Hýransweord (see bestiary pgs xx, xx, and xx).

8
Chapter 1: The Kingdoms of Wulwald & Other Lands

6. Búras (2d6) and Ceorls (1d6) fleeing the burning of their homesteads in
retribution for alleged support of Wybert. Tired and frightened (bestiary pg
xx).
7. A priest of Thunor (bestiary pg xx) who is preaching (roll on the table)
8. A messenger (bestiary pg xx) of Westlund Seaxe. Wounded and in need of
help delivering his message.
9. Hunter’s (1d6+1 Dræfend bestiary pg xx) loyal to Wybert, hunting the King
of Westlund’s messenger desperate to stop him delivering his news.
10. A warband!! (roll on table)
11. A spy (actually a Thegn bestiary pg xx) disguised as a journeyman
craftsman, spying for (1d6): 1: the Friscan Empire 2: the King in exile Wybert
3-4: the King of Westlund 5: King Offa 6: one of the other Wulfwald Kings
12. A desperate group (3d6+2) of Þræls (bestiary pg xx) using the chaos of the
civil war as their chance to escape over the southern border into Frisca.

What is the Priest of Thunor Preaching?


1. dooom!
2. the coming of Thunor’s judgement on the unworthy.
3. loyalty to Wybert the true King.
4. loyalty to Offa the true King.
5. loyalty to Thunor above all earthly questions of kingship.
6. rising up and breaking free of the shackles of all kings.

Warbands in Suflund Seaxe


1. Rebels (1d6 Wulfeshéafod, 1d6 Fyrdmen, 1d6 Dræfend, 1 Thegn see bestiary
pgs xx, xx, xx, and xx) loyal to Wybert out to burn any holdings, and attack
anyone loyal to Offa.
2. Offa’s men (2d6+1 Frydmen, 1d6 Thegns see bestiary pgs xx and xx) seeking
to punish those responsible for burning his holdings and attacking his men.
3-5. The Héahgeréfa of Sufland and 2d6 Geréfan (bestiary pg xx) out to rob and
beat anyone who looks like an easy touch using the excuse of upholding the
law in hard times.
6. Angry Búras(3d6) and Ceorls (1d6+1 both bestiary pg xx) fed up of being
caught in the middle and ready to take out their ire on anyone and anything.

9
ᚹᚢᛚᚠᚹᚪᛚᛞ

Westlund Seaxe
Ruler: Cyneric, son of Cedric

Banner: A gold dragon on a black background.

Westlund Seaxe is geographically the largest, most heavily populated, most


militarily powerful, most influentially political and cultural, and financially the
wealthiest of all the kingdoms of Wulfwald. Westlund Seaxe boasts Wulfwald’s
only city and several of its largest towns along with the most impressive and
powerful royal court.

Wedged between the Dwarven Mountains and the road to Friscan Empire,
Westlund grows wealthy by controlling the trade between Wulfwald, the
dwarves, and the Frisca. Its rich farmland is another asset as is its powerful army;
its military might not only protects the land, but it is also an aggressive force that
is capable of raiding and looting enemy kingdoms. It also serve as enough of a
threat to garner tribute from those kingdoms that lack the means, or will, to
fight back.

Cynric’s Queen Cynewise wields an equally oppressive power via matchmaking


and marriage brokering for the nobles and royals of Wulfwald. Unsurprisingly,
all her matches are politically and financially beneficial to Westlund. It is also of
little surprise to anyone that those who refuse her “advice” and make alternative
arrangements often fall sick and perish. Proof, as Cynwise is often heard to
remark, that “the gods favour her matches above all others.”

Games set in Westlund Seaxe have a lot of scope, as there are many opportunities,
both political and military, not to mention the presence of dwarves and dragons
in the western mountains, and the constant spying, reconnaissance, and raiding
into neighbouring kingdoms.

10
Chapter 1: The Kingdoms of Wulwald & Other Lands

Encounters in Westlund Seaxe


2. A spy (non-combatant but high Chr) from the Empire of Frisca looking to
recruit agents to aid him in his efforts to keep an eye on Westlund.
3. Traders from Frisca (1d6+2 Non-Combatants: Merchants, servants,
draymen, etc.) with wagons (1d6+1) loaded with silver and trade goods from
Frisca, whom are escorted by Friscan Guards (2d6+2 as Thegns; bestiary pg
xx).
4. A desperate spy (A Hearthweru; besriary pg xx) from Suflund Seaxe seeking
any edge he can gain for the exiled true king of Suflund Seaxe.
5. A delegation of sycophantic Westlund Seaxe nobles (1d6+2 Ealdormen;
bestiary pg xx) on their way to toady up to King Cyneric (one is a spy for
the King of Southtlund).
6. Cyneric’s warband (1d6+3 Sperebrógan, 3d6+3 Fyrdmen, 1d6+1
Hýransweord, 2d6 Thegns, 1d3+1 Ealdormen, 2 Hearthweru; bestiary pgs
xx, xx, xx, xx, xx, and xx) led by a Gesith (bestiary pg xx) who is blood kin to
the king (and quick to let everyone know it). They patrol the kingdom and
scoop up anyone deemed “interesting” to take back to the King so he can
question them in person.
7. A gang of rowdy Hýransweord (1d6+2; bestiary pg xx) on their way to seek
service in Cyneric’s warband. Arrogant and argumentative, half of them are
already embroiled in blood feuds in their homeland.
8. An angry Hearthweru (from a random kingdom; bestiary pg xx) given leave
by his lord to go to Westlund and pursue a blood feud against the
Hýransweord that killed his brother.
9. One of Cyneric’s many spies (non-combatant) looking to recruit agents to
hunt down spies in the kingdom
10. A spy (from any of the other kingdoms) seeking agents to aid him in his
current mission against King Cyneric.
11. A Dweorg Journeyman Smith on his way to serve at the court of King
Cyneric. He bears a gift of Dragon Scale armour and minor Dweorgas
magics. Both the king of the Dweorgas and king Cyneric will be displeased
if he is interfered with.
12. The dragon Áttorsceaða (bestiary pg xx), having stirred up enough trouble in
Wulfingas, on her way to king Cynric’s court. She is travelling in the guise
of a Gúðcwén (bestiary pg xx) seeking to claim Cynric as her husband and
will take up with the party to amuse herself as she travels.

11
ᚹᚢᛚᚠᚹᚪᛚᛞ

Middle Anglund
Ruler: Queen Gisa

Banner: Red fox on a green background

Gisa was little more than a maiden when she was given to the grizzled greybeard
Ealdræd in marriage. Within a year of the wedding day, Ealdræd was in his
burial mound and Gisa was with child. Luckily for her, it was a boy, the Æðeling
Eadmaer. If she had given birth to a girl, both her and her daughter would have
been put aside in favour of one of the former King's male relatives.

Unfortunately, the respite is only temporary, as most traditional thinking among


the kingdom's nobles is that she should remarry and find a “strong man” to
protect her, the kingdom and its heir. Now she is under siege from a legion of
Ealdormen and Thegns seeking her hand in marriage, all relatives of Ealdræd, all
with a claim to the throne, and all claiming only they are strong enough to en-
sure sure the Æðeling lives to become king. Adding to Gisa’s woes are the noble
suitors arriving from other kingdoms, allhoping to win a young queen’s heart
and more importantly, her kingdom. Unfortunately for them, Gisa is wise, cun-
ning, ruthless, and determined that no one but her beloved son, Eadmaer, will
ever sit upon the throne of Angland.

Gisa is wise enough to realise that marrying any of the suitors would end in her
losing any power and say in the rule of her kingdom, and any other child she
may bare to another kingdom could spell the death of her beloved Eadaer. Also,
Gisa is not alone. The renowned shield maiden Æðelbeorht is always at her side,
day and night. A privileged few in Gisa’s court also understand that the love
shared between Gisa and Æðelbeorht is another reason she’ll never succumb to
the suitors.

Gisa is young, wise, and equally fair in looks and judgment. ÆðElbeorht is
fearless in battle and cunning in peace. The Ætheling Eadmear is a chubby
cheeked bonny baby. Beloved by the common folks, respected by noblewomen
young and old, and even the warriors, are warming to them as Gisa’s wisdom
and Æðelbeortht's prowess deliver victory and glory. Only the old king’s family,
loyal retainers, and the legion of suitors stand in the way of a happy, long and
12 prosperous rule for Gisa and her son.
Chapter 1: The Kingdoms of Wulwald & Other Lands

Games set in Anglund will revolve around courtly intrigue as Gisa pits the suitors
against one another and attempts to hold power until her son comes of age.

Encounters in Middle Anglund


2. A Wicce sent by Beornheard of Eastlund Seaxe to bewitch Queen Gisa
(bestiary pg x).
3. Several Æðelingas suitors (1d6+2; bestiary pg xx) sent on a fool’s errand by
Queen Gisa. She has sent them to pick an Elfin Rose, a flower that does not
exist, claiming she will marry whichever one of them can bring her one. The
Suitors are young and enthusiastic (and very naive) nobles from various
kingdoms and would owe favours to anyone who helped in their quest.
4. A lone Hýransweord (bestiary pg x) in the employ of Queen Gisa. He is
travelling the kingdom and picking fights with foreign nobles in a bid to
thin out the suitors. If any of the party has a noble background, he will try
to pick a fight with them.
5. A decrepit Gesith (bestiary pg xx) well into his eighth decade and desperately
in love with Queen Gisa. He is seeking protection from a Hýransweord he
claims is trying to murder him.
6. An arrogant Æðeling (bestiary pg xx) from Suflund Seaxe who claims to
hold the secret to Gisa’s heart. He has many enemies.
7. A seemingly demure, but ruthless Æðeling (betiary pg xx) from Westlund
Seaxe (a cousin of King Cyneric) traveling the kingdom and winning over
the common people of Anglund before he makes a play for Gisa. He will
have his uncle’s men murder anyone who gets in his way.
8. An overworked spy (A thegn; bestiary pg xx) in the employ of Queen Gisa.
He is supposed to be keeping an eye on the machinations of the suitors. At
this stage there are far too many of them and he is desperate for help.
9. A warband (2d6 Fyrdmen, 1d6+1 Sperebrógan, led by 2 Drengas brothers;
bestiary pgs xx, xx and xx) who are disguised as Réðalingas and set on
raiding farmland. Very undisciplined.
10. A priestess of Eostre travelling the kingdom, encouraging the suitors to put
greater effort in wooing Queen Gisa. She is in fact Gisa’s cousin, and is
encouraging the suitors in ever increasing stupidity in their efforts.
11. Queen Gisa’s warband (2d6 Fyrdmen, 1d3+1 Thegns, an Ealdorman, and a
Gesith (bestiary pgsm xx xx, xx, and xx). patrolling the borders and looking
for anyone shady who might be interested in working against the suitors.
12. Queen Gisa’s Fricca (bestiary pg xx), who is travelling the Kingdom and
making false pronouncements in order to confound and confuse the suitors. 13
ᚹᚢᛚᚠᚹᚪᛚᛞ

Geatlund
Ruler: Beorn.

Banner: An actual bearskin on a spear for a banner

The warlike Geats, much like the land they inhabit, are wild and untamed. In
many ways their loose alliance of tribes, commanded in battle by the warlord
Unfrith, are closer to their Réðaling neighbours than they are the other kingdoms
in Wulfwald. They have no qualms about allying themselves with Réðaling
tribes, or raiding the neighbouring kingdoms of the Middle Seaxe, Middle
Anglund, or the Eastlund Seaxe. Of course, every Geat warlord knows that it
doesn’t hurt to play the Réðaling tribes against one another either. Their greatest
and most hated enemy however, are the Jutes, whose land the Geats claim is
theirs by right

Games set in Geatlund will be centred on inter-tribal alliances, warfare, raiding,


and campaigns of annihilation against the Jutes.

Encounters in Geatlund
2. 4d6 Cempestre (bestairy pg xx) on a raid into Geatlund, looking for male
captives.
3. 2d6 Héafodbryceas (bestairy pg xx) looking for trouble.
4. A Jutish warband raiding, burning, looting, killing. (2d6 Fyrdmen, 1d6
Sperbroagan, 1d3+1 Thegns, and 1 Ealdorman; bestairy pgs xx, xx, xx, and
xx).
5. A Geatish warband putting anyone who isn’t a Geat to the sword. (2d6
Fyrdmen, 1d6 Sperbroagan, 1d3+1 Thegns, 1 Ealdorman; bestairy pgs xx, xx,
xx, and xx).

14
Chapter 1: The Kingdoms of Wulwald & Other Lands

6. Highland Réðalingas nominal allies of the Geats, but drunk and rowdy.
(1d3+1 Geoguðgara, 2d6+1 Plegscildas, and 1d3+1 Randwíga; bestairy pgs
xx, xx, and xx). Will be friendly(-ish) to any party that does not contain a
Réðaling PC. Will turn hostile if there is a Réðaling in the party.
7. Highland Réðalingas raiding the Geats (2d6 Gúðflálybb, 2d6 Plegscildas, led
by 1 Beadurófa; bestairy pgs xx, xx, and xx)looking for easy pickings and no
tough fights.. However, the Beadurófa will want to fight a single combat
with any PC that looks like a worthy warrior.
8. A Jutish Thegn trying to sneak into Geatlund to see his Geatish lover
(bestiary pg xx).
9. A Jutish Scildmægden sneaking into Geatlund to see her Geatish lover
(bestiary pg xx).
10. The Giant Groggar of Groaningbridge (bestiary pg xx)
11. The Dragon Fýrdraca (bestiary pg xx).
12. A strange event is happening, roll on table.

Strange Event in Geatlund (1d6)


1. A Wicce has filled a wicker man with victims. If lit, it will power her spell
which will bring blight and famine to all the kingdoms of Wulfwald.
2. A Scinelacca about to sacrifice a maiden and a youth. If he succeeds, for
seven moons the dead will rise and seek to eat the brains of the living.
3. The players stumble on a secret meeting between a Geatish and Jutish
Ealdormen both set on betraying their own people.
4. The party gets caught in the middle of a pitched battle between Geatish and
Jutish armies (1d6+1 x 10 men on each side).
5. The Party stumbles upon the kidnapping of a Geatish Noblewoman by
Jutish agents.
6. The Wolfpack stumble upon a desperate fight between two small (1d6+1)
bands of Réðalingas. Both bands ask for help. Picking a side will gain the
friendship of one tribe and the enmity of the other. Aiding neither will gain
the enmity of both tribes.

15
ᚹᚢᛚᚠᚹᚪᛚᛞ

Westlund Jute
Ruler: Cena and Ethelstan.

Banner: White horse on a black background.

Cena and Ethelstan, the two kings of Westland Jute, are under siege. There are
Réðalingas from the northern highlands, mountain men in the west, the Geats,
their ancestral enemy on their eastern border, and the Middle Seaxe to the south,
all looking to expand into Jutish lands.

However, Cena and Ethelstan hate each other, and although open conflict would
be suicidal for the kingdom, they constantly intrigue against each other. Most
notably, each has his own alliance with one of the more powerful Réðalingas
clans: MacGregor and Donnachaidh. Clans they support with coin and arms,
and manipulate into fighting each other.

These internecine tribal feuds serve as a crude way for Cena, who supports the
Clan MacGregor, and Ethelstan, who has thrown his lot in with clan Donna-
chaidh, to fight each by proxy and keep a petty score of victories and defeats.
Score they use to taunt each other and argue over at court. It also conveniently
keeps most of the bloodshed north of the border and keeps Réðalingas raids into
Westlund Jute at a minimum.

As engrossing as these highland feuds might be, they are mere mead-hall scraps
for the hounds, compared to the only thing that could ever truly unite Cena and
Ethelstan; their hatred of the Geats.

Games set in Westlund Jute will involve defensive campaigns, shifting alliances,
and factional intrigue both in court and in the field of battle.

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Chapter 1: The Kingdoms of Wulwald & Other Lands

Encounters in Westlund Jute


2. The Héafodbryceas (2d6) on the lookout for Jutish skulls to crack (bestiary
page xxx).
3. A Geatish Thegn sneaking into Jutland for a tryst with his Jutish lover.
4. A Geatish Scildmægden sneaking into Juteland to see her lover.
5. Three angry Jutish Drengas (bestiary pg xx) looking for their sibling’s
Geatish lover.
6. Cempestre (2d6 bestiary pg xx) patrolling the area.
7. One of Cena’s Patrols (3d6 Fyrdmen, 1d3+1 Thegns; bestiary pg xx, and xx).
8. One of Ethalstan’s patrols (3d6 Fyrdmen, 2 Drengas, 1 Thegn, 1 Ealdorman;
bestiary pgs xx, xx, xx, and xx)
9. Réðaling warband (2d6 Gúðflálybb, 2d6 Plegscildas, led by 1 Beadurófa
bestiary pgs xx, xx, and xx) looking for a lord to serve. Leader will try and
pick a fight with any Réðalingas in the players’ party.
10. A Jutish Ealdwita (sage bestiary pg xx) on a quest (roll on subtable)
11. A Morþwyrhta disguised as a journyman smith asking a few too many
questions about the party’s lord (bestiary pg x).
12. The Dragon Úhtfloga (bestiary pg x).

What is the Jutish Eadwita seeking on their Quest? (1d6)


1. knowledge of the true cause of enmity between the Jutes and Geats.
2. knowledge of a certain herb said to instil wisdom.
3. the whereabouts of the ancient sword Wudwuewyrhta.
4. the rumours of a secret group known only as “the wolfpack”.
5. a way to cheat death.
6. a way to capture a dragon.

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Wulfingas
Rulers: Beorhtwulf (43 yrs), Rædwulf (37 yrs), Hrothwulf (35 yrs), Aethelwulf
(25 yrs), Oswulf (24 yrs), Eadwulf (17 yrs).

Banners: Various wolf banners.

King Wulfric ruled his kingdom with fear and brute force, and raised six
quarrelsome sons whom he kept from turning on him by playing them off
against each other. It is rumoured that on his deathbed, surrounded by his sons,
when asked who would inherit the kingdom he said only - ‘the worst of you’ -
and died with a smile on his lips. Now, the six brothers are set on tearing one
another, and the kingdom, apart in a bloody six-way civil war. Meanwhile, the
land hungry King of Westlund Seaxe watches with interest. All of the true
Wulfingas heirs are, despite their varying ages, Æðelingas (see bestiary pg xxxx)
and each is accompanied and advised by one of their late father’s Gesiths.

Games set in the Wulfingas will revolve around the bitter struggle of the six
would be wolf kings.

Encounters in Wulfingas
2. The old King’s Héahgeréfa and twenty of his Geréfan (bestiary pgs xx, and
xx). They have been declared outlaw by all the Æðelingas, bar Rædwulf,
who sees them as allies. They are trying their best to protect the weak, and
to see justice is done despite the civil war that is tearing the kingdom apart.
3. Bedraggled and terrified civilians fleeing the latest atrocity inflicted upon
them by the “noble” warriors of their kingdom. They shuffle miserably from
one part of the kingdom to another as all the Æðelingas have promised fates
worse than death to any Thrall, Búras, or Ceorl who flees across the
borders. They are all non-combatants.
4. Beorhtwulf and his warband (2d6 Hearthweru, 1d6+1 Ealdormen, 2
Gesiths, I Cempa; bestiary pgs xx, xx, xx, and xx). The band is mostly the old
King’s loyal nobles who want his eldest son to rule. Few, but ruthless.
Anyone who opposes them will be invited to “dance” with their Cempa.
5. Rædwulf and his warband (3d6+3 Ceorls, 3d6+3 Fyrdmenn, 1 Gesith;
bestiary pgs xx, xx, and xx). A man of the people, Rædwulf will deal fairly
18 and justly with all. Best of all, he won’t be too cruel to his enemies.
Chapter 1: The Kingdoms of Wulwald & Other Lands

6. Hrothwulf and his warband (1d3+1 Scildmægden bodyguards, 3d6+1


Thegns, 1 Gesith; bestiary pgs xx, xx, and xx). Loved by women, admired by
men, Hrothwulf has found it easy to gather most of the kingdom’s Thegns
to his cause. He is charismatic and friendly by nature, but ill-tempered if he
doesn’t get his own way.
7. Aethelwulf and his warband (3d6+3 Búras, 1d6+3 Dræfend, 1d6+3
Wuduweard, 1 Gesith; bestiary pgs xx, xx, xx, and xx). This desperate band
of peasant rabble have flocked to Aethelwulf and his promise for a fair and
just kingdom. They are desperate to recruit anyone to their cause.
8. Oswulf and his warband (3d6+1 Sperebrógan, 3d6+1 Drengas, 1 exasperated
Gesith; bestiary pgs xx, xx, and xx). Youthful and impetuous, Oswulf and his
equally youthful warriors are ready to fight (quite often amongst themselves)
at any given moment, but don’t necessarily stop to think if that is the right
decision.
9. Eadwulf and his warband (2d6+1 Hýransweord, 3d6+2 Wulfeshéafod,
1d6+1 Réðaling Gúðflálybb, 2d6+1 Réðaling Plegscildas, 1d3+1
Héafodbryceas, 1 terrified Gesith; bestiary pgs xx,xx, xx, xx, xx, and xx).
Eadwulf is quiteoutrageous and irrational, and his band of scum love him. If
the party can prove they are “worthy” he’ll be happy to recruit them to his
ignoble cause. Otherwise, he prefers to capture his foes alive, torture them,
then offer them as sacrifice to the beast of the lake (The Grundwiergen;
bestiary pg xx).
10. A nervous Middle Seaxe warband (3d6 Fyrdmen led by 2 Thegns; bestiary
pgs xx, and xx) tired from their march, and as yet uninformed as to which of
King Cyneric’s latest favourite Wulfingas Æðelingas they are to serve. As
they do not know who is friend or foeman, they form a shieldwall at the
sight of any armed party. Morale is low (-2).
11. The Hornungbróðor (The Bastard-Brothers) a warband (3d6+1
Hýransweord; bestiary pg xx), most of whom claim to be the bastard by-
blows of the late king and have a right to rule. At least two of them are
working to create more chaos in the kingdom on behalf of the King of
Westlund Seaxe.
12. A Scinelacca and his lover, an ancient Réðaling Wicce. He claims to be the
late King’s bastard. They have a cauldron capable of spawning Álfætwæcen
(bestiary pg x, xx, and xxx). They are currently more than happy to wait and
let the Æðelingas do their bloody work, whilst they collect corpses and
prepare their Kingdom of the Dead.

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Borderlands
The Borderlands make Wulfwald a tight setting, a sandbox walled off on all
sides by hostile or mysterious lands and peoples, with a semi-mythical Empire
further beyond. These places and their peoples may feature in a Wulfwald
campaign, as some PCs might be from there: the Wolfpack can enter the border-
lands in raids, or in missions behind enemy lines. Of course, any Referee
interested in fleshing out the borderlands for their own campaign is welcome to
have at it!

Encounters in the Dweogas Mountains (2d6)


Westward as the Dragon flies lie the Dweorgas Mountains. The core influence
here is Tolkien, but, rather than hating and fearing dragons, they worship them.
They are also very insular and only let the King of Wetslund Seaxe’s traders to
enter their mountains, or so they say.

2. The King of Westlund Seaxe’s trader heading to meet the Dweorgas with
1d3+1 mules laden with goods from Westlund Seaxe.
3. Dweorg Scildgebróðra holding a mountain pass(2d6 bestiary pg xx )
4. Dweorgas Déaþdælend on a raid to take prisoners (1d3+1 bestiary pg xx)
5. Nihtgenga (1d6+2 in the day, 3d6+2 at night (bestiary pg xx)
6. A mad Réðaling who was once a chieftain (bestiary pg xx)
7. The Giant Gill of Caldburg (bestiary pg xx)
8. The Þyrs (bestiary pg xx)
9. The Dragon Wælgeuga (bestiary pg xx)
10. Nædercynn (1d6 of each see bestiary pg xx)
11. The King of Westlund Seaxe’s Trader heading home with 1d3+1 mules laden
with goods and gold from the Dweorgas.
12. A near insane Wyrdwebba on a quest (roll on table).

What is the Wyrdwebba questing for?


1. The true meaning of his latest rune casting.
2. Someone to carve runes into.
3. A fabled “lost” rune and willing to pay handsomely for clues.
4. A star-stone to make “true” Runes with, and he needs help.
20 5. A mortal hero worthy of his last Rune so he may die in peace.
6. Fools to manipulate with false runes.
Chapter 1: The Kingdoms of Wulwald & Other Lands

The Empire of Frisca


The only road into and out of Wulfwald leads to the fabled Friscan Empire. The
relationship between the Friscan Empire and the Kingdoms of Wulfwald is a
parallel to the relationships between the early Anglo-Saxon Kingdoms and the
Frankish Carolingian Empire; Frisca is militarily, financially, and culturally more
sophisticated and powerful. Frisca is also so far away that it is supposed to be
more of an influence than an active part of the game: mostly, its example fuels
what the King of Westlund Seaxe sees as his destiny to conquer all of Wulfwald
and make it his own Empire.

Encounters in the Great Forest (2d6)


To the East live the Ælfcynn of the Great Forest. The Great Forest is in places
dark and gloomy, and in places a breathtaking natural beauty. Like the primor-
dial and dark foreboding forest of Northern and Central Europe, or Tolkien's
Mirkwood and Rivendell, the Great Forest is a place of both magic and fear for
those not not native to it.

2. Ælfcynn Wuduheald(1d6) (bestiary pg xx)


3. Ælfcynn Scytta(1d6)(bestiary pg xx)
4. An Ælfcynn warband (2d6 Wuduhead and 1d6 Scytta)
5. An Ælfcynn Gealdor Sangere (bestiary pg xx) (roll on table)
6. A Fæge (bestiary pg xx)
7. A lonely and forlorn Wuduwása (bestiary pg xx)
8. A Wuduwása hunted by 1d6 Ælfcynn (bestiary pg xx and pgs xx)
9. Territorial Déorcynn (Bestiary pg XX)
10. Charcoal burners and woodcutters (lost and frightened)
11. The Spíderwiht (Bestiary pg XX)
12. Nihtgenga (1d6 in the day, 3d6 at night [bestiary pg xx])

What is the Spellsinger up to?


1. so lost in his questing he is oblivious to all around him
2. seeking a human to give to the spirit world
3. looking for the ‘Ancestor Tree’ and willing to reward anyone helping
4. looking for trouble
5. seeking to trade magic favours in return for an unnamed future price.
6. looking to start a war. 21
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Encounters in the Réðaling Highlands (2d6)
To the North are the Réðaling Highlands. The Réðalingas and their highlands
are of based on the mighty heroes and beautiful lands of the British Celts. Styles
and theme are based on Welsh, Scottish, and Irish mythology and cultures.

2. A Wicce Woman (Bestiary page xx) who is (1d6): 1: fleeing her tribe 2: seeking
revenge 3: hunting for a sacrificial victim 4: seeking aid 5: seeking a hero to
gift a boon 6: looking to sow mischief
3. A Réðaling Prince and his retinue (Bestiary pg xx)
4. 2d6 Héafodbryceas (bestiary page xx)
5. A band of Réðaling bowmen (2d6+1 See bestiary pg XX)
6. A Réðaling Beadurófa questing for glory (Bestiary PG xx)
7. 1d6 Sweordræas seeking death at the hands of worthy foes (Bestiary pg xxx)
8. An Event… (roll on table)
9. Álfætwæcen roam the land (1d6+2 See bestiary pg xxx)
10. Hræfnmenn (Bestiary pg xx)
11. The giant Bevis of Hoarhunedell (bestiary pg xx)
12. The dragon Lígdraca (bestiary pg xx)

Events in the Highlands (1d6)


1. a peasant religious festival
2. a sacrifice to the old gods
3. a ritualised Skirmish between two tribes
4. a chase or hunt
5. burial rites
6. the Last stand of a Réðaling king

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Chapter 1: The Kingdoms of Wulwald & Other Lands

Encounters in the Suthron Marshes (2d6)


The Suthron Marshes form the Southern border of Wulfwald. The marshes are a
dark dank swampy wilderness where outlaws, monsters, and exiled kings can be
found wandering. All banished or driven from the Wulfwald on pain of death,
dreaming of returning to more settled lands to wreak their vengeance. All of
them best avoided. It is also a place where the peasantry can get a bit “Black
Death” and a bit “Wicker Man”, so best not to drink the ale!

2. A hungry and desperate Mearsc Feond (Bestiary pg XX)


3. Wæterwigan (2d6 see Bestiary pg XX)
4. A Peasant Youth and his father (who are really the rightful king of Suflund
Seaxe and one of his Hearthweru)
5. A peasant (really a Spy for the King of Westlund Seaxe)
6. Frog Fishermen and Fowlers
7. Wolfsheads looking for victims (2d6+2 Bestiary pg XX)
8. Rebels loyal to the true king (2d6 Fyrdmen 1d3 Thegns bestiary pg XX).
Very suspicious of strangers.
9. Men loyal to the new king (2d6 Fyrdmen 1d3 Sellswords bestiary pgs XX
and XX). Very suspicious of strangers.
10. Réðaling Marshmen (2d6 Gúðflálybb, and 1d3 Randwíga bestiary pgs XX
and XX). Very suspicious of strangers.
11. The Grundwiergen (bestiary pgs XX).
12. A Scinnelacca seeking something (roll on table).

What is the Shining One seeking?


1. seeking to end the world by raising ‘all’ the dead
2. seeking to place a village in his thrall
3. seeking a fresh head
4. seeking allies for his war against the living
5. seeking a willing sacrifice
6. seeking the corpse of a king.

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Chapter 2

Wulfwald Society
Wulfwald takes place in an Early Medieval-inspired setting. Chain armour and
the sword are the height of military technology; fortifications, or Burgs as they
are known in Wulfwald, are ditch and mound hill forts with a wooden palisade
rather than stone built castles; houses are wooden longhouses, wattle and daub
roundhouses, or crofter’s houses made of drystone walls topped with turf or peat.

Transport in Wulfwald is largely by foot or oxen driven cart. The horses of


Wulfwald are a breed of shaggy ponies, more hardy than speedy. Only noble’s
and the elite warriors ride horses, and warriors will only ride to battle, and not
into battle, preferring to dismount to fight.

Population and army size are, by modern standards and even medieval
standards, low. A Hám, or village, will have a population of 150 on average, a
Tún, or town, 500-1,000, and the settings only city has a population around the
5,000 mark. The the land is mostly divided into manors and farms owned by
kings and worked by their subjects.

In such a setting, even a wolfpack of just 4-6, can be a threat to a community. A


warband of 30 men can do serious damage to an unprepared kingdom. Most
kings can field an army of 300 men and the most powerful king can muster a
2,000 strong army if he can gather all his allies and under kings.

Kingship is often shared and isn’t hereditary; rather the Ealdormen, and the most
powerful families choose their leader. In shared kingship, often an older king rules
half the kingdom and a younger, likely successor, rules the other half under his
guidance.

Kings in Wulfwald are rarely based in a central court. Instead, they travel their
kingdom, from Hám to Hám, Tún to Tún, collecting their dues as they go, the
whole court moving with them.
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Chapter 2: Wulfwald Society

Wulfwald Social Order


♦ Cyning (King): Military leader, high judge, and high priest.
♦ Cwén (Queen): The king's wife and consort.
♦ Æðeling/Æðelingas, Æðelingen/Æðelingenne (Prince/Princes, Princess/
Princesses): The king's sons and daughters.
♦ Thyle (Sage): King's Advisor.
♦ Scop (poet): Court Poet.
♦ Hearthwera/Hearthweras (Hearth Warrior/s): The king’s personal house-
hold troops. Elite bodyguards. Normally selected from family members.
♦ Gesiths (Royal Warriors): Ealdormen of the king's own warband and family.
They also control Scír, shires, on the king’s behalf.
♦ Eolderman/Ealdormenn: (Earls): The ruling class, they control Hundreds: an
administrative parcel of land within shires made up of a hundred Hides.
♦ Heah-Gerefa/Heah-Gerefan (High Reeve): A headman, a mayor, and sheriff.
They run villages, towns, and police the Scír under the command of the
Gesiths.
♦ Gerefa/Gerefan (Reeves): Officials (deputies) working under the Heah-Gerefa.
♦ Hlaford/Hlafordas (Lord/Lords): Head of a household or manor. A military
man of land, forerunner of the knight, may also be used as a general
honorific applied to anyone from Thegn and upward. It literally means a
lord that gives loaves. A reminder that lordship has its responsibilities as well
as its privileges.
♦ Thegn/Thegnas: (Soldiers): A man in military service to the king. The main
fighting force, the strength of the shield wall.
♦ Ceorl (Freemen): Farmers, traders and craftsmen in times of peace who serve
as the Fryd in times of war.
♦ Búr/Buras (Peasant/s): Working land they don’t own, unskilled, but
hardworking and hardy folk.
♦ Þræl/Þrælas (slave/s): Captured in war, or sold into slavery for debt, or crime,
but still have certain rights and the protection of law.
♦ Útlaga(n)/ Wulfeshéafod(/heafdu) (Outlaw(s) and Wolfshead(s)): The lowest
of the low, outside the law, with no rights or legal protection.

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The Division of Land
As land is the main source of wealth and power in Wulfwald, the division of land
is a handy tool for referees to devise the fighting strength of the kingdoms they
use in their game. More importantly it gives the Referee an idea of the pool of
NPCs they can draw on.

The Hide - The smallest unit of land is the Hide. Each Hide of land is enough
to sustain one household. The size of a Hide depends on the quality and fertility
of the land, but it is usually between 15 and 30 acres. Not all households farm,
and those involved in craft and trade are likely to be smaller, though no less
prosperous.

A Wulfwald Household is larger than the modern nuclear family. It generally


consists of a mother and father, two sets of grandparents, at least three, and as
many as twelve children, as along with any unmarried siblings of the father. If
the household is doing well there might be one or two slaves.

Every five hides must provide a minimum of one person to fight in the Fyrd, and
equip it at least with shield and spear.

The Tithing - The next unit of land is the Tithing which is ten hides and
controlled by a Thegn. Therefore, a Tithing is ten hides of land supporting ten
households who must produce enough to sustain themselves, their Thegn, two
men for the Fyrd, and a surplus for the king.

Some Thegns are more ambitious than others and find ways to squeeze more
Fyrdmen from their Tithing and may even have other Thegns swear their
Tithing and loyalty to them.

The Hundred - The next unit of land is the Hundred which is ten Tithings (or
as the name suggests, a hundred hides). A Hundred is ruled over by an
Ealdorman who commands the Thegns and Fyrdmen of his Hundred.

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Chapter 2: Wulfwald Society

The Shire - Next is the Scír, or Shire. The Scír is an arbitrary unit of land with
no set size, but as a guide a small Scír might consist of a single Hundred, a large
Scír, five Hundreds, and the average Scír, three Hundreds. However many
Hundreds make up the Scír, it is ruled by a Gesith, an Ealdorman of the royal
warband. He is aided in administrative and peacekeeping duties by a Heah-
Gerefa, or High-Reeve, and his Reeves.

The number of Scíre in each kingdom, like the number of Hundreds in each Scír,
depends on the kingdom size, with an average of three Scíre per kingdom.

For example, let’s look at an average sized kingdom: Eastlund Seaxe. Eastlund
Seaxe has three Scíre, each of which is of average size and consists of three
Hundreds. Thus, Eastlund Seaxe’s basic fighting force would be as follows:

♦ 3 Gesiths
♦ 9 Ealdormen
♦ 90 Thegns
♦ 180 Fyrdmen

This modest army is strengthened by the 12 or so elite Hearthweru of the ruler’s


bodyguard, several (around 15) Gesiths from court made up of brothers, cousins,
uncles, and other noble relatives of fighting agem 30 Sperebrógan (Spear Terrors)
noble youths acting as skirmishers, and 5 sell swords.

Therefore, Eastlund Seaxe’s army breaks down into 45 elite warriors (including
the King), 90 professional Thegns, 180 spears in the ranks of the Fyrd, and 30
skirmishers, making a total army of 345 men.

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NPC Attitudes, or Who Hates Whom & Why?
This is a tricky one and it’s a fine line that a Wulfwald Referee must walk, but
ultimately, all the NPCs hate the PCs — hate them. Society in Wulfwald, like
the Anglo-Saxon culture it is based on, is very rigid, and communities tend to be
insular. Everybody knows their place, and everybody knows everybody else’s
place within the larger scheme of things.

Unless they go to war, people tend to live and die in the same small communities,
perhaps never leaving the few Hides that make up their village or farmstead. As
such, any stranger is treated with suspicion, and in a culture where raids and
blood feuds are common, and where the unknown is a valid thing to fear, any
group of strangers are treated with fear and alarm.

A Ceorl with a craft might leave his home and travel to another shire or kingdom
to seek work, but he’ll have his craft, his skills to prove he is who he says he is,
and more importantly, if he’s an honest man, he’ll be able to tell his new lord and
neighbours who his people are back home, which lord he served, and why he
wanted to move.

The same goes for a warrior, whether they are a Fyrdman looking to improve
their lot or a Thegn unhappy with their Ealdorman — they’ll have people back
home who can vouch for them; families and connections that can, in time, be
verified.

Outlaws don’t have those ties and connections.. Exile demands that all ties and
connections are lost; the comfort of the hearth and the safety of your lord
disappears. . Everyone you knew turns against you. You might retain one or two
friends and family that haven’t turned their backs on you, but if they can help
you, they will have to do so secretly. No one can risk being seen to help a
Wolfshead.

This is why Farmer Osbert and every other NPC knows that the player
characters are wrong ‘uns! You’re not from round here, nobody knows you,
nobody can vouch for you, and the fact that you look like you’ve been living in a
hedge row doesn’t help.

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Chapter 2: Wulfwald Society

This is also why Farmer Osbert and every other NPC hates the PCs. People fear
and hate what they don’t know — or worse — what they might become
themselves. There’s also an element of scapegoating; Farmer Osbert might also
hate his neighbour Farmer Oswine, but other than grumbling, he can’t really do
much about it for fear of angering his local Thegn. On the other hand, everyone
can happily express their hatred for Wolfsheads!

This means that there’s a good chance that a few local peasants will accidentally
end up dead. The players need to get into the spirit of the game and accept – even
revel – in the fact that everybody hates them and treats them like utter garbage.
Players don’t tend to like NPC Kings getting snippy with their characters, let
alone inbred idiots like Farmer Osbert and his ilk, so referees need to be careful in
how they play this out; they should avoid laying the hatred from NPCs on too
thick all the time, or crossing the line by having every NPC always hating on
Bobby’s character ‘cause Bobby didn’t chip in for pizza that one time, and also
borrowed your 1st Ed DMG when you were in high school and he still hasn’t
brought it back. In other words, don’t be a crappy GM 101! Wield a sense of
subtlety when having NPCs express their hatred of the PCs.

Anyway, here is a quick guide to who hates who and why.

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Peasants, and to a lesser extent Ceorls, hate everyone because they fear every-
one (even their neighbours), but are far too servile, cowed, or fearful of a beating
to do much about itother than be generally surly and resentful. If they don’t
know the PCs, their most likely response to seeing them is to flee, to run to their
local Thegn and raise the alarm. That is unless they outnumber the PCs by about
4:1 — then it’s flaming brands and pitchfork time! It’s hardly a surprise that
peasants hate outlaws; after all, they are the outlaws’ main prey.If they know the
party serve their same Thegn, then the reception will still be noticeably hostile,
with many of them happy to let the PCs know what they think about outlaws,
and how their lord shouldn’t be working with the likes of ‘em. Not that they’d
say that in his presence. In many ways the peasants are the most conservative and
least accepting people in Wulfwald’s society. No matter how accepted the PCs
are by warriors, nobles, and kings, the ‘folk’ will never be able to get past their
Wolfshead status and truly accept them.

Thegns and Ealdormen will hate the PCs for different reasons, but there’s
more of a chance that they can be won over in time. They despise anyone who
isn’t of the warrior caste anyway. From their point of view the Wolfsheads are
little more than vermin to be hunted and hung, rooted out anywhere and any-
time they’re being a ‘pest’.

Wolfsheads in the service of a Thegn or Ealdorman can expect to be treated as


little more than a tool to be used and abused. They will also be resented by their
lord’s peers, the warriors of the warband, and nobles, who see their covert way of
fighting as cowardly and ignoble.

When it comes to the Fyrd and the Reeve, the Wolfsheads are considered not
even worthy of their noble swords.

Once the PCs have proved themselves, however, whether through standing in the
Shieldwall, saving the lives of a some of them, and perhaps even snatching vic-
tory when defeat seemed certain, then some of the warriors will warm to them.
Those PCs that previously belonged to Wulfwald’s warrior society before they
became outlaws are even more likely to be accepted. Of course, in a society such
as Wulfwald’s, success gains you as many jealous enemies as it does helpful allies.

30
Chapter 2: Wulfwald Society

When it comes to class and race, the Warriors and Skirmishers will always be
more readily accepted than Wizards. A lord might understand how much he can
gain from being able to call on the power of sorcerers, but he’ll never fully trust
that power.

Of all the PC classes, Wizards will be the ones most unwelcome in any home,
hall, or community and also the one that NPCs are more likely to try and kill
even if they know that the Wizard is under the protection of their lord. The
Wizard classes in Wulfwald have a lot of power right from the start, and can
cause a lot of mayhem, but should also have the toughest time in terms of
roleplaying. Warriors in general will hate the Wizard PCs more than any others
because they know magic has the power to unman them, to make them cowards.
As for the peasants, they always fear the wizard PCs far too much to have any
useful interactions, even if those interactions have been ordered by their King.

In general, the PCs that are Réðalingas and Eorðwerod will be more readily
accepted than Ælfcynn and Dweorgas. Ælfcynn are most hated by the men of
Eastlund Seaxe, which borders the great forest where most of them live, and less
hated the further west they go. The Dweorgas, on the other hand, are more
accepted in Westlund Seaxe where folk have grown rich on trade with them and
mistrusted the further from Westlund Seaxe they go, where folk only know
fairytales and horror stories about them. Of course, there isn’t a smith alive in
Wulfwald that wouldn’t want to talk to a Dweorg.

Although more readily accepted than the Ælfcynn and Dweorgas, no one in
Wulfwald will ever really trust a Réðaling. They have a reputation for being
cattle thieves, raiders, and pillagers. Considering these are all favourite pastimes
of the men of Wulfwald, this is an unfair reputation, but it is, unfortunately for
them, the one Réðalingas have been stuck with by their foes.

Without doubt, the most hated of all are the Scinnlæca, the Eorðwerod necro-
mancers. Even compared to other Wizards they are the most hated and reviled
people in all Wulfwald, and probably not a good character choice for players not
up for the challenge.

31
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Chapter 3

Write Your Wulfwald


The wise warrior must understand how ghostly it will be
when all this world’s wealth stands ruined,
just as now here and there throughout middle-earth
walls stand blown upon by winds,
covered by frost, the buildings swept by snow.
The wine-halls crumble, rulers lie
destitute of joy, aged men all fallen
proud by the wall. Wars have taken some,
carried them away in death; a bird bore one away
over the deep sea; a hoary wolf
dispersed one in death; one, a sad-faced warrior
concealed in an earthen cave.
The Creator of men laid waste to this world
until the joys of its dwellers were quieted,
the ancient work of giants stood idle.
The he who wisely considers this foundation
and deeply ponders this dark life,
mature in mind, remembers long ago
the slaughter of many and utters these words:
“Where has the horse gone? Where has the warrior gone? Where the giver of treasure?
Where have the banquet seats gone? Where the joys of the hall?
Alas the bright cup! Alas the mailed warrior!
Alas the king’s splendour! How the time has passed away,
grow dark under the cover of night, as if it never were.

- The Wanderer (ll. 73-96), Anon.

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Chapter 3: Write Your Wulfwald

Step 1: Setting the Tone


Wulfwald is like a Points of Light in reverse. In a Points of Light type setting
there are small enclaves of order and civilisation surrounded by the encroaching
darkness of the chaotic wilderness. In Wulfwald, this is the opposite; most of the
land has been tamed and settled, and there are but few wild places - points of
darkness, if you like - where the last vestiges of chaos fight for survival. It is only
in these untamed wild places of marsh, mountain, and moor, of hill, heath, and
wood that dwindling numbers of monsters dwell.

This is a low magic, and low fantasy setting, and it is certainly not an epic or
high fantasy setting, but there is still a level of granularity in the feel and the tone
of a Wulfwald campaign that a Referee can play with.

At the lowest end of the scale you can remove the Wizard classes, dispose of any
bestiary entry that doesn’t relate to humans, and alter or remove any of the
human entries that have access to magic (such as the Réðaling witches and King
Cyrnric’s enchanted arms and armour). You could also remove the Dweorgas
and Ælfcynn or return them to their default position, outlined in the race write
up, that they’re all human. The Dweorgas are merely a clannish race of insular
mountain men with great skill in metal craft, and the Ælfcynn are savage hunter
gathers. This would give you a type of alt-history campaign, but with all the
machinations and power plays of the noble Thegns and their ilk there’s still a lot
of scope for adventure, and, of course, misadventure.

You may also decide to take the opposite direction, and turn the dial all the way
up to eleven and give the elves pointy ears, the dwarves Scottish accents, take a
TV show monster of the week approach to the bestiary, and decide that every
petty King has a place in his mead hall for a pet wizard or two.

My personal preference, and the default setting that I’ve written Wulfwald to
run in, is to retain the magic elements, but to keep them as mysterious as possible.
The monsters are out there at the borders of scoety, but you usually must be
wandering in these wild places in order to run afoul of them. When the monsters
roam into the realms of men, it usually spells their doom. For the players, an
encounter with a monster or magic is rare as opposed to the norm, and player
characters (PCs) are normally the only power in the game world with access to
magic. 33
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Step 2: Where to Start


In Wulfwald there is little choice but to start small. The map and its eight petty
kingdoms are the same size as Early Medieval England and its kingdoms and
shires; that is, much like present day England, but also discounting the area of
Cornwall, which was inhabited by Britons. It is small by the standards of many
fantasy settings, but big enough for a good campaign’s worth of adventure. The
first thing to do when setting up a new campaign is to take a quick look at the
map and kingdom write-ups to decide which kingdom your game will start in.

The Referee can decide which kingdom best suits the campaign they wish to run,
or have the group decides by consensus. The various kingdoms have been written
to favour certain types of game: Eastlund Seaxe is next to the great forest and has
a lot of scope for supernatural elements; Juteland, Geatlund, and Wulflingas are
all about kicking ass; Middle Anglund is all about political intrigue; Suflund
Seaxe has more scope for a heroic freedom fighter atmosphere. See page xxx for
more details on the kingdoms, and specific kingdom encounters.

While you choose the location, the players can also create their characters. Group
character creation can be beneficial for games like Wulfwald, where you want to
tie all the characters together. What are their individual backstories? How did
they end up in the Wolfpack? What are their relationships within the group, and
outside it? How did they become outlaws?

These are all things that can be brainstormed and worked on at the table in an
initial character creation session. It’s good to have each player give the Referee an
NPC or two from their character’s life prior to becoming an outlaw that can
either be a handy contact or an inconvenient complication during the campaign.

My preference is to have more humans than Ælfcynn and Dweorgas, and more
Warriors and Skirmishers than Wizards, but of course that is up to the group. I
also advise to have a backup character for each player, especially if it’s a small
group. Not only can you pick and choose characters to best suit the requirements
of different missions, but it’s also always handy if there are casualties.

If you want to get straight to gameplay, start the game with the PCs already in
service to a Thegn and already familiar with one another.
34
Chapter 3: Write Your Wulfwald

Step 3: Casting the NPCs


Let’s take Suflund Seaxe as example. The Kingdom descriptions tell us Suflund
Seaxe has two neighbours: Westlund Seaxe and Wulfingas. Wulfingas is busy
fighting a six-way civil war and thus their power players are unlikely to figure
too much. Westlund, on the other hand, and its ambitious King Cynric, loom
large. Cynric has already removed the rightful King of Southlund and replaced
him with his puppet, King Eomer. Meanwhile, the son of the deposed King, the
young and noble Wybert, is skulking in the marshes trying to raise a rebel force.
From here on, we will expand with our own flourishes.

Suflund is a small kingdom, so for this instance, we will decie that there are only
two scíre (shires). That means that there will be two Gesiths running these scire
for King Eomer. We will decide that they are relatives, so his uncle Dunric can
oversee Neahfenn (the shire near the fenland), and his cousin Eohwold will over-
see Blæcmór (Blackmoor). Each shire has three Hundreds (p. 26 xxx), that gives
us six Ealdorman, 60 Thegns, and 120 Fyrdmen. King Eomer is a new and
relatively powerless king, so only has 12 Hearthweru, and has been ‘encouraged’
by King Cynric not to waste silver on sellswords, so only has three of those (two
of which are also taking coin from Cynric).

As well as the members of his court, Eomer has a wife, a very fierce mother, and
two daughters of marrying age (though one of them prefers to think of herself as
‘of fighting age’ and wants a place in the shieldwall). He also has one son whom
he is very protective of, much to the disgust of the headstrong æðeling. There are
also four or more male relatives of fighting age who are Eomer’s Gesiths at court.
There are also twenty or so Sperebrógan; noble youths who fight as skirmishers.
And, of course, there’s bound to be a friendly advisor, and his servants, sent by
Cynric to help the fledgling puppet king. In other words, a spy and some muscle
that Eomer knows about, but dares not move against.

Other NPCs in Suflund include the rightful king Wybert, his court in exile, two
outlaw bands skulking in the marshes, a tribe of marsh dwelling réðealingas, and
even a very small tribe of Nihtgenga somewhere in the marsh (see the bestiary,
pg xxx). There are also the small folk; the peasants, farmers, fishermen, craftsmen,
and enslaved folks, along with the Reeve and his men. That’s a big cast of NPCs
ready for missions, complications, and conflict. Not all need to be present at the
start of the game, and can be introduced when the Referee sees fit. 35
ᚹᚢᛚᚠᚹᚪᛚᛞ

Step 4: The Campaign Structure


The three levels of the player characters - Wulfesheafod, Hildewulf, and
Wulfdryhten – and the three levels of political power in Wulfwald – Thegn,
Ealdorman, and Cynn – provide a natural structure on which to hang a
Wulfwald Campaign.

The PCs begin the campaign in the service of a Thegn who controls ten hides of
land (p xxx). If the PCs are successful and in service to an ambitious Thegn, they
will help him rise in power and become an Ealdorman who controls a Hundred.
If their Thegn isn’t that ambitious, or perhaps too ambitious, an already
established Ealdorman will become their lord, and they’ll either see him to a
throne, or the Ealdorman’s lord will take an interest in them, and they’ll find
themselves in the service of a King.

A basic campaign structure will see the PCs risk their life to help an ambitious
Thegn in the rise to power from Thegn, to Ealdorman, to King, or they will be
the pawn of a succession of increasingly powerful patrons.

Thegn - When the party starts out in service to a Thegn, they are still very
much outlaws, Wulfesheafod, at this stage. They’ll still live outside of the lawful
community, holed up in some damp cave, or forest camp, unable to move freely
or come and go as they please. They’ll travel mostly at night so as to avoid
confrontation with the peasantry and Fyrdmen (army men) of other Thegns, and
they’ll rely on their Thegn for all their food.

There is a good chance at this very early stage that the PCs’ Thegn won’t
acknowledge his involvement with them. Therefore, should they run into
anyone, they will be treated like any other outlaw. It’s also likely in the
beginning that one of their Thegn’s men is their prime contact, delivering their
food and his lord’s orders.

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Chapter 3: Write Your Wulfwald

As the players progress, getting a few successful missions under their belt, and
helping their Thegn achieve his goals, things will gradually improve for the PCs.
Perhaps a secluded farmstead will be found for them, maybe their food will
improve, and they might have more contact with the Thegn himself. More
importantly, he may even allow them to use his name as a form of protection.
Though the latter is usually a last resort. At this point, the PCs are on their way
to reaching the second level – the Hildewulf.

Finally, the PCs might see the beginnings of acceptance from the local NPCs;
peasants and freemen won’t run at the sight of them, or Fyrdmen merely insult
and threaten to kill them rather than actually trying to kill them.

Hildewulf - By the time they’re in the service of an Ealdorman, whether it be


the original Thegn they served, or a separate Ealdorman they’ll most likely be
known, but still feared, hated, or distrusted by most of the peasants and freemen
of their locale. They’ll likely have been given a farmstead nearer to one of the
local lords’ Meadhalls, be treated (at least to their faces) with something that
almost approaches respect by the Fyrdmen, but with resentment by the Ealdor-
man’s Thegns.

As they progress in the service of an Ealdorman, the players will eventually


become more and more, albeit begrudgingly, accepted by the warriors of the
warband, and even into the Ealdorman’s Meadhall. This is especially the case if
they keep helping the Ealdormen and his Thegns claim victories over their
enemies.

Cynn - By the time they’re in the service of a king, and have reached the third
level – Wulfdryhten – the PCs should have as many Thegns and Ealdormen they
can count as allies and friends as they do Thegns and Ealdormen they can consi-
der well-earned enemies. The peasants and ceorls (freemen, just below a thegn) on
the other hand might never be able to see through that outlaw taint no matter
how many invitations to sup at the King’s Meadhall the Wolfpack receives.

37
ᚹᚢᛚᚠᚹᚪᛚᛞ

Step 5: Beyond Kings,


& What if it all Goes Wrong?
The Wolfpack is now the service of a King, and might soon be involved in a
major conflict with a powerful enemy, most likely another king. The resolution
of this conflict, whether it ends in victory or defeat, is a natural place to end your
Wulfwald campaign, but there’s no reason why you can’t carry on.

After serving kings, there’s no reason why the party should not try and make one
of the party themelves a king. There are the Réðealing Réðaling tribes on the
outskirts of Wulfwald and no king of Wulfwald would lose much sleep if they
usurp one of the Réðealinga kingdoms. They’re most likely to face increased
opposition if they try to usurp one of the established Wulfwald kingdoms.
However, this only serves to make the attempt more fun. As with all
campaigns, you should just keep running it until the group is ready to move on
and play something else.

Of course, players being players, and with the way outlaw characters are treated
in Wulfwald, there’s a very good chance that the party are going to want to kill
the Thegn, Ealdorman, or King they’re supposed to serve.

This shouldn’t be campaign breaking. If they’re smart, they will set up an


agreement of service with one of their current lord’s enemies before they ‘end
their service’ with him. If they’re slightly more trigger happy they’ll have to
revert to being outlaws and go on the run. If they’ve killed their lord they will
most likely be forced to flee to another kingdom and start again, because the
Fyrd will be raised and they will be hunted. Of course, they don’t have to; they
have the freedom to choose to go completely outlaw. However, players must
understand that they only get XP for completing missions for a lord, and
therefore won’t advance while they remain outlaws. If nobody has an issue with
this, there isn’t any reason for this to stop the group. Ideally, they’ll flee to
another kingdom and find another lord to serve.

38
Chapter 3: Write Your Wulfwald

Step 6: Meanwhile,
in Suflund Seaxe...
By now you should have a basic idea of how to set up a campaign, what sort of
structure that campaign might take, how many NPCs there are in your starting
Kingdom, who they are, and what their basic attitude is towards the PCs party
of Wolfsheads. At this stage, you need just some more final details to round out
your game.

Although Wulfwald campaigns are relatively small in scope, there is still


potential for a lot of work, with all those NPC Gesiths, Reeves, Kings, Queens,
Princes, Princess, and courtiers to flesh out. There is also all the Thegns, Ceorls,
Fyrdmen, Peasants, and Thralls. Luckily there are stats for all those in the
Bestiary, but keep in mind that this will still take some time . However, because
the way the campaign is structured, there is no need to completely build these
NPCs all at once;you only need a little work to get your campaign started.

To start with, the campaign world for the players is very small. There is only
really a need to have prepared for the Hundred of the Ealdorman who your
players’ Thegn serves, the Thegn themselves, and any antagonists, such as rival
Thegns, Réðalingas, and monsters the players are likely to face in the early sta-
ges. At this point, it is also a good idea to draw out a rough map of the shire, and
slightly more detailed maps of the areas in which early combat may take place.

For example, in the Southlund Seaxe campaign I’m planning I decide we’ll start
in the shire of Neahfenn which is run for King Eomer by his doddering Uncle
Dunric who is the Gesith of the shire. He’s a good man but disinterested; he is
mostly absent from his duty, preferring to stay at Eomer’s court and let his
Ealdormen and High Reeve see to the day to day running of his shire. Dunric is
unlikely to feature that much in the games, at least not in the early stages.
However, the Ealdorman of our Hundred is Ceolric Coldblade and he’s taking
advantage of Dunric’s absence by wallowing in corruption, bullying, and
sometimes murder, in an attempt to to gain more power, land, and riches. He is
helped by the shire’s equally corrupt High Reeve Leofwig the Good. Ceolric
most likely has enemies and allies among the other Ealdormen of the shire and
the kingdom, but we don’t need to worry about them at this stage of the
campaign. All we need for them, like our five other Thegns, is a list of names. 39
ᚹᚢᛚᚠᚹᚪᛚᛞ
As the High Reeve is someone who will make a good nemesis for the party early
on in the game, the GM decides to flesh out his character before fleshing out
Ealdorman Ceolric, as at this stage, his main purpose is causing conflict through
his Thegns.

To keep his Thegns under his thumb he plays them off against each other, and
crushes any he deems to be getting too powerful for comfort.

The most important NPC to consider is the Thegn the Wolfpack is in service to.
This one is called Godwulf and he’s a right nasty and ruthless piece of work, ,
looking for a chance to impress the powerful king of Westlund, not only by being
one of his many paid spies in the kingdom, but by making it his mission to find
the rightful heir to the throne of Southlund Seaxe, and killing him and his
rebellion before it even starts. He’s also looking at his Ealdorman Ceolric and
thinking that it’s time for a younger man to be Ealdorman. He’s going to use his
Wolfpack like a weapon and when he’s done with them, or if they fail him, he’s
going to dispose of them. He’s the type of Thegn that the party may end up
having to kill just to survive!

The GM in this examples also decides that Godwulf will have a family; a young
son who’s serving in King Eomer’s warband as a Sperebrógan (and spying at the
court for his father); an older son who he’s positioning to take over the ten hides
of one of the other Thegns on our list; two daughters he wants to marry into the
Westlund Seaxe nobility (whether they like it or not); and a wife who’s twice as
ruthless as Godwulf and impatient to be away from this marsh stinking
backwater and take her rightful place in a royal court.

Godwulf has a senile old uncle whom he is only keeping alive until the old
dodderer remembers where he buried a horde of silver. He has one servant, his
creature Sigwine, as he prefers to use his ten wretched slaves to work his
household and farm, itbeing cheaper than having peasants work his land. After
all, peasants expect more than one meal a day.

40
Chapter 3: Write Your Wulfwald

Godwulf also has the priest Tidwine, and the Scop Wigred in his employ, both of
whom are engaged in a propaganda campaign on his behalf. He is being very
careful not to let Ceolric find out about that. Even though he is only required to
raise two men for the Fyrd he has squeezed five out of his ten-hides and is secretly
training another ten Ceorls to fight in his own personal warband.

The GM here would prepare stats and expand on motives and personalityfor
Godwulf and his household.The GM should go into similar detail for at least one
of his enemy Thegns , and a little less detail for his allied Thegn.

At this stage it’s probably a good idea to sketch out a rough map of the shire (and
believe me all my maps are rough) then a slightly more detailed map of
Ealdorman Ceolric’s Hundred, and Thegn Godwulf’s Ten hides and farmstead.

So far the campaign players in this example know who and where the power
players are in Wulfwald, the kingdom and shire, and also have details on the local
power players having written up Godwulf, several other Thegns, and the High
Reeve. As well as them, for this campaign, The GM would want to have a map
of the marsh, and stats and a write-up for the king in exile, Wybert, and his
followers. Thhe GM should think about placeinga couple of outlaw bands in the
marshes; the stats for those are in the bestiary, they can be named when the party
encounters them. Our GM mayalso place a tribe of Réðalingas somewhere on the
southern edge of the map, if not in the marshlands, and prepare a detailed write
up of their chieftain, let’s call him Mad MacFinn, his family, the tribe’s witch,
and other key NPCs in the tribe.

The next thing to consider, if you’re using them in your campaign, is where to
place any monsters. I know the bestiary mentions a small tribe of Nihtgenga
(goblins) in the marshes and I’d definitely include a marsh fiend. I might scour
the bestiary and see if anything else would be a good fit, any of the dragons, or
giants for instance. If I include anything like that, even though the players
wouldn’t run into them at 1st level (unless they decide to go looking for them or
are really unlucky) I’d seed them into the campaign with rumours and stories
from frightened locals.

41
ᚹᚢᛚᚠᚹᚪᛚᛞ
However, for this campaign I’m more interested in the human drama, so I’ll stick
to the tribe of goblins, and a few solitary marsh fiends for monsters. I will
include a powerful Scinnlæca (3rd level) skulking out in the marsh, which
immediately makes me want to include reanimated Bog burials as another
monster.

Finally I might want to include a few characters from outside Eadlorman


Ceorlric’s Hundred so it doesn’t feel too contrived, or insular, and maybe one or
two unusual characters perhaps one of Godwulf’s slaves is actually a spy for
Ealdorman Coelric. Maybe a character or two who don’t have a political angle,
but could provide interesting adventure hooks; like a local roving madman who
is actually a witch-cursed king.

One final thing you might want to do is draw up a mindmap of all the motives
and relationships of your NPCs just to have a handy cheat sheet of who hates
who, and who wants what. That way every time the players meet an NPC you
have an instant idea of how that NPC might react to, and why and how they
might want to use the party to achieve their own goals.

Another aspect of tone in Wulfwald is dependent on how you handle the


moral aspects of a group of outlaw scum who are basically the medieval equi‐
valent of a spec ops unit, a mob crew, and a terrorist cell, all mixed into one,
who are also in the employ of overly ambitious ruthless medieval warlords.

Wulfwald wasn’t written to run evil campaigns, and it’s certainly not meant
to be a world bereft of hope, humour, or humanity. I do find that a certain
amount of moral greyness is an interesting change from the outright black and
white of Good vs Evil that has been a mainstay of fantasy literature and
mainstream drama for a long time. But I don’t see Wulfwald as an invita‐
tion to play ‘let’s burn the peasants’ (again). This more nuanced, and even
“gritty” approach is influenced by authors like George RR Martin, Mark
Lawrence, Joe Abercrombie, Scott Lynch, Richard K Morgan, and Patrick
Rothfuss in the fantasy genre, and Bernard Cornwell (his Saxon and Arthu‐
rian novels) in the historic fiction genre. Also of influence regarding the tone
of Wulfwald are TV series with modern settings, such as The Wire, The
Sopranos, Deadwood, Justified, Sons of Anarchy, and Boardwalk Empire.

42
Chapter 3: Write Your Wulfwald

Step 7: Session by Session


Okay, so we have all these NPCs, and maps now, and with enough conflicting
ambitions, and personalities we could just get to it and let the party bounce off
the NPC’s, but what do we actually do session by session in a Wulfwald game?
What does a Wulfwald Referee prep before game night? Missions. That’s what,
missions.

At their heart Wulfwald games are missions based. What type of missions?
Military? Yes, but as I’ve said before a Wolfpack is kind of a cross between a
special opps team, mob crew, terrorist cell, and gang. Missions for their Thegn
might include threatening, leaning on, beating up, or killing rival Thegns.
Spying, stealing, cons, capers, stings, and double-crosses. Kidnapping,
ransoming, bribing, and blackmailing. All the sort of things the Nobles want
doing, but don’t want their reputation stained with.

The problem with missions is they can be a bit railroady. I try to get around this
by presenting the party with a selection of different missions:

♦ some might be easily achievable in a single session


♦ some might require more long term effort
♦ some might be ongoing throughout the campaign. E.g.: Godwulf wants the
wolfpack to always be on the lookout for anything that might help him
capture the exiled king Wybert and his Rebels.

I think a good way to go is to prep for and present the party with three to five
different missions that their Thegn wants them to tackle, then let the players
choose what order to tackle them in.

In our Suflund Seaxe campaign I would have our Wolfpack holed up in solitary
longhouse on stilts in the marsh, with their only contact (to begin with) being
with Godwulf’s man Sigwine who regularly brings them food and his master’s
orders (along with a good dose of disdain and scorn).

43
ᚹᚢᛚᚠᚹᚪᛚᛞ
To kick the campaign off I would offer them five missions such as:

1. Godwulf has information that the exiled King Wybert and his rebels have
made contact with the Réðaling Chieftain Mad MacFinn. Find out if this is
true and find out what they’re up to. (It’s not true. The spy is actually one of
Wybert’s rebels and is feeding Eomer’s men false information in the hopes
they’ll run afoul of MacFinn and his savage Réðaling warriors.)
2. Three weeks from now The High Reeve Leofwig the Good and his men
will be coming to Ealdorman Ceorlric Coldblade’s Hundred to collect
tribute for Gesith Dunric to take to the King. Ceolric and Leofwig have
contrived to rob their own tribute and blame it on Wybert’s rebels. The
Wolfpack need to find out how, when, and where this is going to happen,
and when it does happen they are to rob and kill the fake robbers, and plant
evidence that points to Ealdorman Ceolric being in cahoots with the rebel
king.
3. Annoying peasants from some piddling marshland fishing village keep
bothering our lord with stupid tales about bog bodies rising from the marsh.
Go and see what’s frightening the superstitious fools.
4. Lord Godwulf’s slaves have heard rumours that his neighbour, Thegn
Whitbeorth does ungodly things to his slaves. Go find some evidence, if you
can’t find it; plant it. Once that’s done, convince Whitbeorth that unless he
wants the whole kingdom to know of his evil he needs to swear an oath of
fealty to Godwulf.
5. There are outlaw bands somewhere in the Marsh: find one, join it, kill their
leader and take over the band, then report to Sigwine for further orders.

This is the kind of thing I’d prep for and present to the group. There should be
enough there to hook and interest the players, and each mission probably has
enough fodder for one or more sessions.

My style of Refereeing is improvisational by default, but I like to avoid being


unfair or drifting into illusionism and railroading. I find this approach helps. You
can get enough prep done so that the challenge is there down on paper, and not
pulled out of thin air, but there’s still a lot of scope for the players to have
freedom, and you as Referee to have fun improvising and riffing off the players.

44
Chapter 3: Write Your Wulfwald

Once the players have decided which mission to tackle first; there’s every chance
that the game will simply spin off in its own direction. Then through interacting
with your NPC’s and pursuing the mission, the players themselves will generate
all the campaign momentum you need. The game will practically run itself, and
you might find you never need come to back to your original list of missions.

If you do simply prep and add more missions as the party work their way
through the original list. And if the campaign starts to slow down or lose
direction your Thegn (and all his enemies and ambitions) are always there to
jumpstart things when you need them.

Basically, at its heart, a Wulfwald campaign should grow organically out of the
game’s core premise or conceit – Outlaw Scum serving ambitious Warlords – and
be further informed by the kingdom you set the campaign in, the NPCs who
would logically be there, their motives, and the conflict those personalities and
motives create when they collide with each other and the Wolfpack.

There you are, that’s ‘a way’, this is a way of setting up and running a Wulfwald
campaign. I hope you enjoy finding your own way!

45
ᚹᚢᛚᚠᚹᚪᛚᛞ
Appendix A

Optional Rules
Reactions
When the Wofpack decides to interact non-violently with NPCs, and if the
outcome is not expected, roll 2d6 on the table to determine the NPCs’ reactions.

2. Immediate threats and insults followed by either an attack or hasty retreat.


3-5. Hostile, possible attack or insults but not willing to initiate violence unless
attacked.
6-8. Uncertain - nothing much can be achieved, and they will react badly to
threats or aggression.
9-11. Willing to offer aid if needed, generally respectful attitude.
12. Tentative friendship is possible.

♦ +1 if the majority of the company (PCs and NPCs) are Warriors or


Skirmishers from Kingdoms of Wulfwald
♦ +1 if they serve a beloved or famous Thegn
♦ +1 if they are known to be heroic defenders of the kingdom
♦ +2 if they serve an Ealdorman
♦ +3 if they serve a King
♦ -1 if they serve an infamous or unpopular Thegn
♦ -1 if there are any Réðalingas in the party
♦ -1 if there are any Aelfcyin in the party
♦ -1 if there are any Dweorgas in the party
♦ -1 for each Wicce, Wyrdwebba, or Spellsinger in the party
♦ -2 for each Scinnleaca in the party
♦ -3 if they are dealing with peasants

All modifiers stack, and the Chr bonus of whoever is doing the talking or leading
the negotiations must be added or deducted.

46
Taking Action
Outside of magic and combat, most of the game takes place in an abstract
narrative with the Referee describing the world, the players describing how they
interact with it, and the Referee interpreting the results. If, however, the outcome
of events is disputed, then it can be decided with a d6 roll plus or minus a relevant
Stat bonus. Beat 2 for very easy tasks; 3, easy; 4, medium; 5, hard; 6, very hard.
Direct competition such as races, arm-wrestling, riddles are won by the highest
roll of 1d6 plus or minus a relevant Stat bonus. Reroll ties if needed. If the Referee
already has a preferred way to resolve such situations, such as ability checks, per-
centile rolls, or other such means, they are free to use these methods if preferred.

Combat Order
Combat occurs in this sequence:

1. Initiative winning skirmishers may take half move and attack or aim (+1 to-
hit) and attack or take a full move.
2. Initiative losing skirmishers may take a half move and attack, aim and
attack, or take a full move.
3. Spells started in the previous round take effect (initiative winners' first, then
initiative losers) if the wizard casting the spell has not been hit or disturbed.
4. Initiative winning wizards may either move, attack, cast, or start to cast a
spell.
5. Initiative losing wizards may either move, attack, cast, or start to cast a
spell.
6. Initiative winning warriors may move and attack.
7. Initiative losing warriors may attack.
8. Initiative winning skirmishers may take remaining moves and any
remaining attacks.
9. Initiative losing skirmishers may take remaining moves and any remaining
attacks.
10. Initiative losing warriors may move.

No one engaged in melee can make a full move. To disengage from melee either:

♦ Make a fighting withdrawal, moving only half their movement


♦ Retreat and brave a free attack, without reply, at +2 to hit.
47
ᚹᚢᛚᚠᚹᚪᛚᛞ
Appendix B

The Rose War of Wigwyll


A short Wulfwald Misadventure
for a Wolfpack of 2-4 1st level Wolfsheads
This is a quick mission that should play out in a single session. There really isn’t
much to it - go to place, investigate, form plan, kick ass. Some parties may want
to skip the investigation and form plan stages. This makes it a good first adven-
ture for both players and the GM to get a feel for Wulfwald and how the PCs
perform in combat. If the characters succeed, Wigwyll could become their
homebase (or at least their Thegn’s homebase).

Note: All the foes in this adventure have a morale of 12, effectively meaning they
won’t route and will fight to the death. This is due to sorcery and not bravery! If
your players are fighting foes that don’t break when everyone would expect them
to, try describing them as looking like broken or fearful foes who are unable to
stop themselves, or describe them as slack witted and blank faced. 48his should
clue your players into the fact that something is amiss.

There is no map of Wigwyll included in this adventure, as one small hillfort town
is much the same as any other. It’s on a hill and surrounded by a ditch and a dyke
topped with a palisaded wall. There is a gate to the west, and a gate to the east.
Inside the palisade there are several humble longhouses around the wall and, in
the centre, there is a less humble lord’s longhouse, a modest hall, a forge, and
most importantly (to this adventure, at least), a well.

The Adventure begins when the Wolfpack are sent by their Thegn to find out
why the hillfort at Wigwyll no longer pays fealty to his grasping Ealdorman. If
they are successful in finding out why no tithe is forthcoming, and “deal” with
the problem, then the Hillfort town will be gifted to their Thegn. If they fail,
their Thegn will lose face and influence to his rival Thegns in the eyes of his
Ealdorman and other betters. This fate that will no doubt make him a less than
gracious lord and gift giver.
48
War of the Roses?
The journey to Wigwyll is uneventful and the settlement is a small, palisaded
hillfort surrounded by good farmland. Good farmland that, like the cattle that
roam it freely, has obviously been left untended for some time now. As the
Wolfpack approach the hillfort, sounds of conflict echo from within and smoke
billows up from the centre of the fort. As they draw closer they can see the walls
and longhouses overgrown with dense and fertile creeping rose vines. The east
half of the hillfort is covered in red roses; the west half covered in white.

There are two easy ways into Wigwyll: the east gate (covered in red roses) or the
west gate (swamped with white roses). At each gate there are six guards. The
guards wear roses that match those growing around them.

Climbing the walls is a slightly trickier prospect. Unlike the gates, there are no
guards on the wall, but the rose vines are thick and deep and rife with thorns.
Any character who fails a saving throw will become infected with a blight that
deducts 1HP an hour. This can be cured with a cup of rose petal tea made from
the vine that scratched the character. This is knowledge that anyone living in the
hillfort will share freely if asked, or if they notice that the PC looks a bit green
around the gills. Otherwise, a Witch PC can cure it with a Nine Herb Charm.

The Mad Power of the Roses


When a PC wears a rose they must save, and then save again every turn. Two
successes in a row make a character immune to the power of roses of that colour.
After the first failure they begin to feel proud to wear the red or the white. After a
second failure they begin to hate the other faction. After a third failure, they are
lost to the rose madness and will attack anyone (including other wolfheads) wea-
ring the other faction's rose. The only way to recover is to remove the rose, at
which point the malison is temporarily lifted.

If the whole party succumb to the rose magic madness pick a PC at random:
their rose will fall during the fight. Explain them that all the other PCs are
lost to rose madness and engaged in combat with the other rose faction, and
let the sane PC find a way to rescue the others and continue from there.

If the Wolfpack try to cut or burn the roses, new vines grow replacing the
damaged ones as quickly as they can destroy them. 49
ᚹᚢᛚᚠᚹᚪᛚᛞ
The Gates
If approached peacefully, neither contingent of gate guard will act aggressively
towards the PCs. No matter how many times the Wolfpack enter through, leave,
or return to either gate, the reception is always the same: If they wear the
opposite colour roses of the guards, they’re attacked; if they wear the same colour
they are welcomed as reinforcements.

The first time the Wolfpack enter Wigwyll through either gate, they are asked by
the guards to join their glorious cause and wear the rose. If the Wolfpack agrees
to wear a rose (White at the East gate and red at the West gate) the guards
welcome them to the cause. If they refuse the guards become disinterested and,
unless attacked, will ignore them. However they answer, the guards will ask the
Wofpack to wait while the commander is summoned. If they sneak in climbing
the wall, or do not wish to wait for the commander, they are free to explore.

No matter how many times they pass through the gates, each time they return,
the guards act as if they don't recognize or remember the Wolfpack. If questioned
about this, the guards are confused, but unconcerned.

Of course, waiting at the gate is perfect to snoop around. Any Ælf examining the
roses will know that, although they seem perfectly mundane, there is a whiff of
the unnatural where their scent is concerned. If studied for a turn or more the
wolfpack can watch the rose vines growing at an alarming rate.

A brief search of the immediate area and they find all the buildings around the
gates are overgrown with vines and empty, except for one longhouse. All the
faction's non-combatants, children, the wounded, sick, and elderly, are crammed
into this single building. They are not doing well, and are on the brink of starva-
tion. If the Wolfpack offers food or healing, the townsfolk steadfastly refuse to
accept it. Instead, they urge all efforts and resources to be directed to the fighting
men of their glorious faction.

Eventually the faction's commander arrives: the red rose faction is led by a Réða-
ling noble named Balin. His twin brother Balan leads the white rose faction.
Balin/Balan will listen politely to what the Wolfpack have to say and answer
their questions happily enough. Questions on the cause of the conflict are dis-
missed as unimportant, and any suggestion of a truce or negotiations with the
50 opposing faction rejected as preposterous.
Appendix B: The Rose War of Wigwyll

Once these discussions are complete, Balin/Balan will announce that the Wolf-
pack has “come at a most fortuitous time,” as “we are about to destroy the evil of
the enemy once and for all!” He then offers the Wolfpack the chance to join the
glory of final victory. If refused, his attitude towards them will sour somewhat,
but he won't press the point. If they accept, he is joyful at their pledge of brother-
doveshood and confident in the coming victory. Either way he gathers up his
forces and leads them into the heart of the town.

Onward to Glory
If the Wulfpack stay on the edge of the town, near the gates or the palisade wall
there is nothing much to discover except empty longhouses and the occasional
vine covered corpse.

If they move to the centre of town, skirmishes and bitter street fighting erupt
around them as the two factions clash. If they are wearing roses, a squad of ten
spearmen of the opposing faction attacks them. If they remove their roses, even in
the midst of combat, their enemies will instantly lose interest in fighting them. If
the heroes are without roses, even though they are walking through a violent and
bloody battle, they will be completely ignored. It’s as if the warriors wearing
roses don’t even see them.

When they get to the town centre the fighting is at its fiercest. Especially around
the well in the middle of the hillfort. By the well, the Réðaling twins Balin and
Balan are clashing, together with their staunchest warriors. Both the white and
the red rose vines are growing up and out from the well.

Balin/Balan - Young Noble Réðaling Twins

AC 2 [17], HD 3+1, Att 1 × Kern Æxe (1d6),


THACO 16 [+3], S 13, MV 60, ML 12

Gear: Each has a golden torc, armour, six silver rings, and a Réðaling Kern Æxe.

Wigwyll Fyrdmen

AC 8 [11], HD 1, Att 1 × Gár (1d6), THACO 19 [+0], S 16, MV 120, ML 12

Gear: Spear and small shield. 51


ᚹᚢᛚᚠᚹᚪᛚᛞ
Well, Well, Well
Thanks to all the rose vines the climb down the well is an easy, although perilous
climb. There is a 3 in 6 chance of being pricked by a rose thorn (1 in 6 if wearing
chain, fur, or scale). Anyone pricked must save: failure results in them falling into
a deep magical slumber. Once asleep the sleeping beauty can only be awakened
with a kiss. If the players don’t cotton on to this, their character will slumber
forever or until they can get a witch to lift the curse with a Nine Herb Charm.

At the bottom of the well there is a hole in the wall that leads to a tunnel. The
tunnel is also choked with vines but is mercifully short (30ft) and leads into a
small damp cavern. This is where the rose vines are coming from. It is here that
the Heroes discover the root of Wigwyll’s problems.

In the cavern they can see what at first appears to be an ancient and gnarled rose
tree from which both branches of rose vine grow. As their eyes adjust to the
darkness, they realise this rose tree is staring back at them with two knotty eyes.
As it moves towards them, they see that the creature has a rosewood club covered
in red roses in one hand and a white rose whip in the other. It stalks towards
them making low, inhuman creaking noises. The creature is a Wigrose Hellchnit,
a war-rose hell-knight, a demon. It feeds off the conflict its roses create. If left
unchecked, its vines, and the war madness they cause, will spread beyond
Wigwyll and into the wider kingdom.

If the Wolfpack best the demon the vines of both red and white roses instantly
wither, die, and disappear, as does the demon itself, leaving behind only its club,
whip, and a handful of rose petals as evidence of it invasion into the world of
men. At the same time, the sounds of combat, which were echoing down the well
from from above, cease.

When they climb out of the well, the Wolfpack can see that the townsfolk are
bewildered and befuddled with no idea about what has just occurred. Most of
them are unharmed, but (unless the PCs intervened) tragically the same cannot be
said for Balin and Balan, who lie by the well impaled on each other's swords.

However, the Wolfpack can take cheer in the fact that they saved most of the
townsfolk of Wigwyll from the same tragic fate, leaving them once again able to
take up their toil in servitude to their Thegn and his Ealdorman.
52
Wigrose Hellchnit

AC 3 [16], HD 5,
Att 1 × White Rose Club (1d6+1) and Red Rose Whip (1d6+1),
THACO 15 [+4], S 12, MV 120, ML 12

♦ Club: Anyone struck by the club must save or fall asleep for 1d3+1 rounds.
One success makes the victim immune to the club.
♦ Whip: Anyone struck by the whip must save or become entangled in vines
and unable to move or act for 1d3+1 rounds. One success makes the victim
immune to the whip.
♦ Enroll: If the PCs are defeated by the demon, it will not slay them but
instead seek to infect them with the zealotry of its rose magic, pinning half
the survivors with white roses and the other half with red roses. They must
save or become mindless warriors of the rose war.

If the wolfpack triumphs, any character with a Strength of 14 or higher may


wield the Club, any character with a Dexterity of 14 or higher can use the whip.
The few petals that do not wither when the demon dies can be brewed by a
Witch into 1d6+2 Potions of Devotion. The Potion of Devotion will put anyone
who drinks it and fails to save in thrall to the Witch for 1d3+1 days.

If the Wolfpack cannot use of the demon’s weapons they can be gifted to their
Thegn as war trophies. Such gift giving encourages their Thegn to be more gene-
rous with his gifting for their success, therefore giving the Wolfpack more XP. 53
ᚹᚢᛚᚠᚹᚪᛚᛞ
Appendix C

Warband
Abstract Skirmishing for Wulfwald
Ðeofas we hatað oð vii men
from vii hloð oð xxxv
siððan bið here

Less than seven men shall be called thieves,


from seven to thirty five are a band,
more are an army.

– the Laws of Ine

The Wolfpack, with a bit of luck, will soon lead a warband of their own. At first
this is likely to be ten or so reluctant Fyrdmen. In the end, as they become lords
in their own right, they’re likely to lead a warband of thirty axes and spears.
With a few warbands at their command a kingdom is theirs for the taking.

In Wulfwald, anything between seven and thirty-five men are a warband; over
thirty-five men and you have an army. These rules are aimed more at skirmishing
between two warbands, rather than multiple warbands, or armies in the
hundreds. ‘Abstract skirmishing’ means that the action unfolds in much the same
way as normal combat: no map, grid, or minis, each to-hit roll doesn’t equate to a
single blow, and a loss of HP doesn’t necessarily represent a wound.

The warband
The warband’s stats are derived from which troop type is the majority. For
example, in a 12 man warband made of 10 Fyrdmen and 2 Thegns the stats of the
Fyrdmen will determine the stats of the warband. Therefore, it is always best to
ensure that the majority of the warband is made up of superior troops.

54
Each extra character, elite, or special unit in a warband adds a +1 bonus to the
HD up to a max of +4. The rest of the stat block is taken straight from bestiary
entries, apart from HP which are derived from the number of men who make up
the warband. Here’s a warband made up of 12 Fyrdmen and 2 Thegns:

AC 6 [13], HD 1, HP 12, Att 1 × Gár (1d6) or Seax (1d4),


THACO 19 [+0], S 16, MV 120, ML 7

If 4 PCs are added, the warband would look like this:

AC 6 [13], HD 1+4, HP 16, Att 1 × Gár (1d6) or Seax (1d4),


THACO 18 [+1], S 16, MV 120, ML 7

Warriors are the only character type that can lead warbands. Each Class gives a
specific bonus, once per class:

♦ All the magic users add +1 to their own warband’s Morale and -1 to the
enemy's Morale.
♦ All Skirmishers add +1 to-hit (with missiles) and +1 to Move if the majority
of the warband is made up of Skirmishers.
♦ Dweorg Scildgebróðra: add +1 to the warband’s morale and +1 to their AC if
the majority of the warband has shields and is in the shieldwall formation.
These bonuses are doubled if the character is the warband’s leader.
♦ Réðealingas Beadurófa: add +1 to Morale and Damage if the majority of the
warband has 2-Handed weapons and is in the Boar formation. These
bonuses are doubled if the character is the warband’s leader.
♦ Ælfcynn Wuduheald: add +1 to Morale and +1 to Move if the majority of
the warband is lightly armoured and in loose formation. These bonuses are
doubled if the character is the warband’s leader.
♦ Scildmægdenu: add +1 to Morale and +1 to-hit if the majority of the
warband have spears, and are in standard formation. These bonuses are
doubled if the character is the warband’s leader.

As well as these class based bonuses, the leader’s Intelligence and Charisma also
provide a bonus. The leader’s Intelligence bonus is added to the warband’s to-hit,
Move, and Initiative, and their Charisma bonus is applied to Morale.

55
ᚹᚢᛚᚠᚹᚪᛚᛞ
Formations
Warbands can be deployed in formation. Formations require one or two rounds
to set up. If a formation change is attempted during melee, a morale roll must
first be made, and after the setup rounds the new formation takes effect.

♦ Standard Formation – 1 round setup. Requires at least 20 men. In standard


formation the warriors are organised into two ranks or more. Warriors with
reach weapons can attack from the second, and sometimes third rank.
Standard formation is prone to missile fire and enemy skirmishers gain +1
to-hit, and damage. Warriors with anything other than stabbing and short-
hafted hacking weapons, such as hand axes, short spears, and 1 handed
swords, fight at -1 to-hit, and Damage in this formation.
♦ Loose Formation – 1 round setup. In this spread out and open formation,
warriors are less prone to missile fire (-1 to-hit and damage) but suffer a -1
Morale pen when going toe-to-toe with, or charged by opponents in closed
formations. Warriors armed with 2-handed slashing and swinging weapons
get +2 to hit in this formation.
♦ Shieldwall – 2 rounds setup. The characters form in a line with interlocked
shields, making it impossible for the enemy to pass or break them unless the
shieldwall is broken (by doing at least 6 HP worth of damage to the
warband in one round).
The shieldwall adds +2 to AC and +1 to Morale, +3 if they can’t be flanked,
but -3 to Move. If the shieldwall is broken, the warband loses its AC and
morale bonus and in the next round attacks at -1, is attacked at +2 to-hit and
Damage. Warriors with anything other than stabbing and short-hafted
hacking weapons, such as hand axes, spears, 1 handed swords, fight at -1 to-
hit and Damage in this formation.
♦ Boar’s Head – 2 rounds setup. This is a wedge-shaped formation used for
charging and breaking shieldwalls or enemy ranks. It requires the majority
of the characters to be armed with heavy 2-handed swinging and slashing
weapons. If most of them are also well armoured, they gain a +2 Morale
bonus. When they charge the enemy, they get +3 to-hit and damage on their
first charge against close formations. After that, the formation breaks up and
they fight in loose formation until ordered otherwise by their leader.

56
Appendix C: Warband

Positioning, Tactical Infinity, Roleplaying


Just as in normal combat, positioning and tactical infinity should be an integral
part of good abstract combat. Positioning, such as attacking from the flank or
rear, should be rewarded with a bonus +1 to-hit for flanking, and +2 for attacks
from behind.

Any warband being attacked from behind also suffers a -1 penalty to morale.

Tactical infinity is key to making abstract combat interesting, but it’s down to
the players to come up with cunning plans, and sneaky schemes to achieve ad-
vantage on the battlefield. Setting up ambushes, choosing the battle ground,
using terrain to advantage, morale raising rousing speeches, all of these can be
achieved through planning and roleplaying before the battle starts. Pulling off
tactical movements during the battle, like screening the warband with skirmi-
shers to hide formation changes, should also affect the outcome of the battle.

Again, tactics are down to the players to decide on, and the Referee to rule on. If
in doubt, a bonus (+1 to +3 ), and a roll (1 in 6 chance modified by Intelligence
bonus) to see if the enemy leader realises what’s happening are the type of rulings
that are always handy.

57
ᚹᚢᛚᚠᚹᚪᛚᛞ
Siege Warfare
Wulfwald’s siege warfare is a very basic affair. Hill forts and palisades are the
only defensive structures, and ladders and basic battering rams are the only
offensive siege weapons. There are three main ways to take a hillfort: starvation,
treachery, and assault. Starving out the defenders or gaining access by treachery
can be resolved by roleplaying, but assaulting a hillfort can be played out using
the following additions to the warband rules for abstract skirmishing:

For each defensive element they must overcome, attackers suffer -1 to morale. The
defence elements are:

♦ Hill – The hill itself, whether natural or man-made, is a defensive element


and depending on how large and steep it is, the attackers will suffer a
penalty of -1 to -3 to their move score.
♦ Ditch & Dyke – Getting past a ditch and dyke takes 2 rounds to negotiate
during which time the attackers suffer a -2 penalty to their AC from missile
attacks.
♦ Spiked Ditch & Dyke – As well as the normal penalties for crossing a ditch
and dyke, if it has also been set with sharpened wooden stakes the warband
takes 1d6 damage (half damage if they make their Saving Throw).
♦ Wooden Palisade – Without ladders or a battering ram, the hillfort’s palisade
walls are impassable.
♦ Missile attacks against anyone milling around the walls get +1 to hit.
Palisade Walls have 24 HP and an AC: 8. A battering ram is required to
attack them, or ladders to scale them. Missile attacks at the defenders are at
-2 to hit.
♦ Gates - The weakest point of the defences, they have 12 HP and an AC of 9.
A battering ram is required to smash them open. If the defenders are
expecting an attack, gates are normally soaked to avoid being burnt. If the
attack takes them by surprise and the doors are dry, they can be burnt. After
6 combat turns of burning, they will be weakened to 6 HP.
♦ Gate Towers – These are crude stone or wooden towers either side of the
gate. They don’t add directly to the strength of the gates but make it much
more dangerous for those attacking or storming the gates. Defenders in
towers are attacked at -3 and gain +1 to hit and damage with missile
weapons.

58
Appendix C: Warband

♦ Ladders – These are assault ladders. Each ladder requires four men to carry. If
unopposed, the ladders can easily be put against the palisade and used to
scale it. Unopposed, 4 men per round can scramble over the walls. If oppo-
sed, the ladders can be pushed off the wall if there are enough defenders (four
to push each ladder off). If the ladder isn’t pushed off before four warriors
have started scaling it, it can’t be pushed off. The first warrior on the ladder
will have to fight their way off the ladder and over the wall. Fighting from
the ladders is at -3 to-hit, -1 to damage, and -2 to AC. Carrying the ladders
incurs a -2 move penalty, and a -1 AC penalty.
♦ Ram – A plain tree trunk that requires twenty men to use it and who will
suffer penalties of -5 to move and -4 to AC. A ram on cartwheels with a
frame to swing it from incurs -3 penalty to move and -2 to AC. The same
ram with a hide canopy incurs -3 penalty to move and +1 to AC. A trunk
does d3 damage to gates and walls per round, a ram swung on a frame does
1d6 damage per round, and a ram fitted with an iron tip, or spike, does 2d6
damage per round.

59
ᚹᚢᛚᚠᚹᚪᛚᛞ
Appendix D

One of your Fyrdmen is…


At 1st Level the party may have to work with Fyrdmen, while at 2nd and 3rd
level, they will sometimes have Fyrdmen under their command. These tables are
to ensure that one of those faceless Fyrdmen is a little more interesting, and also
to add a little roleplay spice, and, in some cases, complication.

Roll on the tables Trait, Behaviour, and Name, and then arrange in the way that
makes the most sense according to the patterns below:

♦ One of the Fyrdmen is a Personality Behaviour, called Name


♦ One of the Fyrdmen is a Behaviour and a Personality, called Name
♦ One of the Fyrdmen is Personality, but is a Behaviour, called Name

If you roll “Fearless”, “Braggart”, “Wulf-”, and “-noth”, that could be arranged
as meaning that one of the Fyrdmen is a Fearless Braggart called Wulfnoth, or
one of the Fyrdmen is Fearless, but is a Braggart called Wulfnoth.

It's a very slight difference, but each suggests a slightly different character.
Wulfnoth the Fearless Braggart rushes into danger and then boasts about how
fucking awesome he was. Wulfnoth who is fearless, but is a braggart, pisses
everyone off with his constant boasting about this and that, but when swords are
drawn, he's a man to have by your side. But that bastard Fithred is just an evil
little shitstirrer and it's his fault the party 'accidentally' killed the King of
Westlund's messenger.

Ignore or re-roll results that are inappropriate or don’t make sense. If you roll the
same name for both elements of the name, only use that for one instance. For
example, if you roll 74 for the first element on table 3 and 17 for the second
element, you would get the name “Hunhun”. In this case, ignore one of these
instances, so that you are left simply with “Hun”).

60
Personality (1d12) Behaviour (1d12)
1. Cowardly 7. Honest 1. Spy 7. Shitstirrer
2. Backstabbing 8. Cold-hearted 2. Assassin 8. Jobsworth
3. Sly 9. Fearless 3. Braggart 9. Arsehole
4. Idiotic 10. Murderous 4. Bore 10. Traitor
5. Impetuous 11. Creepy 5. Liar 11. Bully
6. Steadfast 12. Evil 6. Thief 12. Monster

Name (1d60 and 1d30)


1. Aegel- 31. Frith- 1. -bald
2. Aelf- 32. Gar- 2. -beorht
3. Aesc- 33. God- 3. -beorth
4. Aethel- 34. Grim- 4. -berht
5. Al- 35. Guth- 5. -briht
6. Ald- 36. Here- 6. -bryht
7. Alf- 37. Hild- 7. -byrht
8. Ba- 38. Hroth- 8. -cytel
9. Bald- 39. Hu- 9. -ferth
10. Beo- 40. Hun- 10. -gar
11. Beorht- 41. Hyge- 11. -heah
12. Beorn- 42. Lan- 12. -heard
13. Briht- 43. Leo- 13. -helm
14. Bryht- 44. Leod- 14. -here
15. Byrht- 45. Leof 15. -hun
16. Cen- 46. Ord- 16. -lac
17. Ceol- 47. Os- 17. -maer
18. Cuth- 48. Raed- 18. -mund
19. Cyne- 49. Sid- 19. -noth
20. Dud- 50. Sig- 20. -raed
21. Dun- 51. Sige- 21. -red
22. Ead- 52. Theo- 22. -ric
23. Eal- 53. Thur- 23. -sig
24. Eald- 54. Tid- 24. -sige
25. Ealh- 55. Wig- 25. -stan
26. Ean- 56. Wiht- 26. -ulf
27. Ecg- 57. Wil- 27. -wa(l/r)d
28. Ed- 58. Win- 28. -wig
29. Eo- 59. Wine- 29. -wine
30. Eoh- 60. Wulf- 30. -wulf 61
ᚹᚢᛚᚠᚹᚪᛚᛞ

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