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Medieval Dragon Lore

This document discusses several types of dragons found in the fictional world of Wulfwald. It describes the origins and abilities of Eorðdraca, the mother of all dragons, as well as her children Áttorsceaða the poisoner, Fýrdraca the fire-spewer, and Lígdraca the fiery dragon. For each dragon, the text provides details on their physical description, backstory, and unique supernatural powers.

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100% found this document useful (1 vote)
1K views64 pages

Medieval Dragon Lore

This document discusses several types of dragons found in the fictional world of Wulfwald. It describes the origins and abilities of Eorðdraca, the mother of all dragons, as well as her children Áttorsceaða the poisoner, Fýrdraca the fire-spewer, and Lígdraca the fiery dragon. For each dragon, the text provides details on their physical description, backstory, and unique supernatural powers.

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
You are on page 1/ 64

Wulfwald Volume 4: Eorðwerod & Other Monsters

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
Dracan (Dragons)
The Dracan of Wulfwald, sometimes called Wyrms, are all the progeny of
one mother: Eorðdraca, the Earth Dragon. She was the first living
creature in the world, born of the earth itself. Every hundred years she
hatches an egg and another Dracan is born into the world.

Each Draca is a unique creature, which bears little or no resemblance to


the others or its mother. These solitary hunters are reclusive and
mysterious, and even the Dweorgas who worship Eorðdraca as a god do
not know much about her.

There are only seven living Dracan, and if the Dweorgas keep to their
worship of Eorðdraca there will never be any more.
Chapter 1: Dracan

Áttorsceaða
Áttorsceaða is a poisonous destroyer. Her poison is not the venom that
flows through fangs, but the lies and desires she uses to poison the hearts
of men. The firstborn of Eorðdraca is the oldest, most cunning, and
malicious of her kind. She dwells in the kingdom of the Wulfingas where
she has many opportunities to cause mischief and feed amongst the chaos
of the kingdom’s six-way civil war. A war she started.

Áttorsceaða is a huge serpent large enough to coil around a hill. Her scales
are corpse-white, her eyes amber yellow, her diminutive malformed wings
cannot lift her in flight. She can use her tail as a club and bite foes with her
fangs, but considers such bestial behaviour below her and has yet to meet
either beast or man that she couldn’t bend to her will. She does not feed on
flesh: despair and woe of mortal men are the only sustenance she requires.

AC 5 [14], HD 8 (38 HP),


Att 1 × Bite (2d6+2), 1 × Tail Bash (2d6),
THACO 12 [+7], S 4, MV 90, ML 9

♦ Poisoner of Hearts and Minds: one of Áttorsceaða’s greatest powers is


reading the hearts and minds of mortals with a mere glance. Victims
are allowed to save with a -2 penalty. Once she has read their darkest
desires, hopes, and secrets, she uses this knowledge to manipulate
people to cause misery and mayhem for those around them. For
example, she often convinces two people that each bars the way to
that which the other desires most in all the world; then sits back and
enjoys the fallout.
♦ Shape-Shifter: depending on the gender and preferences of her victims
Áttorsceaða changes form to resemble a man or woman of great
magnetism and raw sexual attraction. It is only in the moments before
their death or doom that her victims see or realise what she truly is.
Another of her favourite schemes is to take the form of someone her
victim knows: a friend, family member, lord, or rival, and use the
familiarity of the relationship to manipulate, hurt, or mislead her
victims, and cause more misery.

3
ᚹᚢᛚᚠᚹᚪᛚᛞ
Eorðdraca
Eorðdraca, the Earth Dragon, is the oldest living being in Wulfwald. She
slumbered under the earth for a thousand years back when nothing lived
and all the world was ice. It was only when she awoke, that her heat and
warmth brought life to the world.

It is because of Eorðdraca the Dweorgas live beneath the mountains. Their


ancestors, exploring the caves beneath the mountains, found Eorðdraca.
Because they were brave, and forward, and because they were the first
creatures to speak to her, Eorðdraca allowed them to live and to worship
her. They brought her prisoners to feed on and in return she gave them the
knowledge of runes, and taught them the secrets of crafting metal. This is
how the Dweorgas mastered the secrets of metallurgy.

When Eorðdraca laid her next egg Níþdraca was hatched. The Dweorgas
discovered that powerful weapons could be formed using from the empty
shell, and their lust for power and riches overtook them.

Through cunning and treachery the Dweorgas captured their god and
bound her with golden chain, forged in the heat of her own fire, and
enchanted with the very runes she taught them. Since that time, although
they worship her as a god, Eorðdraca is their prisoner and all her eggs are
harvested by the Dweorgas before they hatch. Shells are ground to dust to
make fire-powder, and the scales and bones of the unhatched Draca are
ground and added to the ore that makes their weapons, armour, and
trinkets. The flesh and blood is consumed by the Dweorgas elite in dark
rituals. To force her to breathe flames, to power their furnaces and heat
their underground city, the Dweorgas use a gold-plated bone goad en-
chanted with runes which they force through her left eye into her brain.

Eorðdraca’s existence is one of misery and torture. She is worshipped as a


deity by the Dweorgas. It is a strange kind of worship that includes hol-
ding her prisoner in magical bonds, using her fiery breath to power their
forges, and farming her eggs to create their fire powder, their weapons,
armour, and the intricate metal craft they are famed for. The slaves and
prisoners she feeds on are taken in war or traded with the mountain men
or the king of Westlund Seaxe. If she ever breaks free she will take great
pleasure in the slow and deliberate destruction of the Dweorgas people
4 and will not rest until they are no more.
Chapter 1: Dracan

Eorðdraca is huge the size of a large hill, the sort men build hill forts on.
Her scales are a dull earth-brown hue with golden tints. Her long neck is
serpentine and her head alone is the size of a longhouse, the powerful jaws
able to swallow up groups of men. The backdraught of her powerful
wings can flatten buildings, her rear and fore claws sharp and deadly and
even in her current weakened form she is a fearful foe and a threat to all
mankind.

AC -2 [21], HD 20 (160 HP),


Att 1 × Bite (3d6), 1 × Tail Bash (2d6), 2 × Claw (2d6),
THACO 6 [+15], S 6 (MR 80%), MV 150 (fly 240), ML 11

♦ Devouring Maw: Eorðdraca, in addition to her attacks, can automati-


cally swallow 3d6 1HD enemies each round, killing them instantly.
♦ Dragon Breath: Eorðdraca can breathe fire doing 1d6 damage to
1d100 massed troops or 10d6 damage to a single target, save to halve.
♦ Earthshaker: being of the earth herself, once free of her magical bonds
Eorðdraca is able to create huge rifts in the earth, powerful enough to
sink a village or hill fort.

5
ᚹᚢᛚᚠᚹᚪᛚᛞ
Fýrdraca
Fýrdraca, the Fire-Spewer, is a voracious predator and a bane to mankind.
Cattle, sheep, goats, farmers, villagers he isn’t fussy which he takes, but
feeds once a week on three or four at a time. He is wingless quadruped
about the length and height of a small longhouse, and is a mass of muscle
and mottled grey and green scales whose colour matches the forest and
rocks of the mountain highlands he haunts.

Despite his size his colouring offers some camouflage as he stalks his prey,
but once he has spotted his kill there’s no attempt at ambush or stealth.
Instead he roars a challenge that shakes the hills and leaves his prey frozen
in fear. It’s then that he charges out of cover, sprays them with a spew of
liquid fire, and devours the charred remains. His hunting grounds range
across the kingdoms of Geatlund, Westland Jute mainly in the north on
the borders with the Wildling Highlands. Between hunts he spends most
of his time sleeping in his mountain, digesting his kill, and building up his
energy reserves for the next hunt.

AC 0 [19], HD 12+4 (55 HP),


Att 1 × Bite (2d6), 2 × Claw (2d6),
THACO 10 [+9], S 12, MV 150, ML 7

♦ Roar of Dominance: anyone who hears Fýrdraca’s roar of dominance


must save or become paralyzed with fear, unable to act until Fýrdraca
next attack or movement.
♦ Fire-Spewer: Fýrdraca’s deadliest weapon is the liquid fire he spews
forth. The Fire-Spewer attack hits automatically. To determine how
many are affected and what damage they take roll 1d6. The number
rolled is the number of targets affected; the number on the opposite
face of the die is the number of d6 in damage they each take. The first
roll also indicates how many rounds the liquid fire will burn for after
the initial round. When burning anyone affected takes 1d3 dice of
damage, for the duration, unless the flames are put out by spending a
round rolling in the dirt, covering them with a blanket, by magic, or
some other means. This attack uses most of his energy and can only
be used once before Fýrdraca has to feed and sleep for a week.

6
Chapter 1: Dracan

Lígdraca
Lígdraca, the fiery dragon is a formless creature of pure fire. He often takes
the shape of a fierce winged dragon comprised of flickering orange-yellow
flame, with eyes of white hot fire. He preys on human settlements,
attacking at dusk screaming down from the sky. He flies from building to
building until the whole settlement is aflame and then rises to watch it
burn. He takes no interest in people, other than destroying their
settlements, and ignores them unless they are foolish enough to try to stop
him. He also burns the settlement’s cattle and crops. After his burning he
often watches the aftermath of the devastation he has caused spending
days, hovering high in the sky. Many believe he derives a grim satisfaction
from watching the survivors as they shuffle around in shock wondering
how they’ll manage without food or shelter.

AC 4 [15], HD 5 (22 HP),


Att 1 × Bite (1d6), 2 × Claw (1d4),
THACO 15 [+4], S 12, MV 180, ML 10

♦ Magical: Lígdraca can only be harmed by magic or magic weapons.


♦ Firestarter: anything (including people) within 10 feet of Lígdraca
catches fire, taking 1d6 damage per round.

7
ᚹᚢᛚᚠᚹᚪᛚᛞ
Níþdraca
Níþdraca, the dragon of malice, looks like a muscular draconic wolf that is
twice the size of a bull. It is jet-black and hunts at night, but even in
daylight is hard to follow as it can move in a blur of speed and can wrap
itself in a shroud of shadow. Níþdraca, is the youngest, and smallest of
Eorðdraca’s progeny, but is also one of the most hateful of the Dracan.
Typically it stalks humans and follows them back to their settlement. It
then spends a few days watching the settlement until it has a sense of the
people and their relationships.

It is then that Níþdraca strikes. Stealing into one of the homes it takes a
member of the community making sure its attack is witnessed; so someone
sees it flee with the victim. Then it disappears into the night. Instead of
devouring its chosen victim immediately it keeps them alive, and near to
their home, then torments them so their friends and loved ones can hear
their pitiful cries for help. If any of the villagers are brave enough to try a
rescue it uses its shadow shroud to escape, bringing its quarry along. Once
the rescue party has given up it begins its torment again, to mock the
rescue attempt and torture the villagers with more cries from their loved
one. It does this for a week or so or until it tires of toying with the
settlement. Its last act of malice is to leave the head at the door of the
victim’s family for them to find in the morning.

AC 1 [18], HD 7 (30 HP),


Att 1 × Bite (2d8), 2 × Claw (1d8),
THACO 10 [+9], S 12 (MR 50%), MV 150, ML 7

♦ Blur of Speed: Níþdraca can move in a blur of


speed so fast that nothing can see it move
let alone catch it.
♦ Shroud: Níþdraca can envelop itself,
and the surrounding area,
in a shroud of shadow
that no one can see
into or see out of.

8
Úhtfloga
Úhtfloga, the twilight flyer,
lives on the wing. From tail to
nose she is as long as two mead
halls, but is svelte and graceful her
body being only a little broader than
the cattle she feeds on. Her scales are
coloured in a blackish-blue that makes
her hard to spot in the night sky.

In the day she spends her time high above


the clouds gliding and sleeping, but when
the sun sets she descends to hunt. She glides
down to ground level under the cover of
darkness, silent but for the faint whoosh of air.
Approaching her prey from behind she strikes
with her talons at the base of the skull, stunning and
snatching her quarry. She then flies off, gaining height
as swiftly as possible so her victim will think twice
about breaking free of her grip.

AC 3 [16], HD 6 (29 HP), Att 2 × Talon (1d8),


THACO 14 [+5], S 10 (MR 45%),
MV 120 (Flying 240), ML 5

♦ Stunning Strike: Swooping silently down behind her


victims in the cover of darkness, Úhtfloga has a 3 in 6
chance on a d6 of surprising her victim. The strike does the normal
damage for her talons, but the victim must save or be snatched and
get stunned for 1d4 rounds. Unless their companions act quickly
when the victim comes to they’ll find themselves hundreds of feet
in the air, held in the grasp of a hungry dragon.
♦ Paralysing Breath: If she does face resistance Úhtfloga will use her
paralysing breath. The breath affect 2d6 targets, who must save of be
paralyzed for 1d4 turns.

9
ᚹᚢᛚᚠᚹᚪᛚᛞ
Wælgeuga
Wælgeuga, the deadly walker, is the most bestial of the Dracan. The size
of a burial mound, it has no tail, or wings, its barrel shaped body low to
the ground, and a broad thick-skulled head with powerful jaws full of
dagger sized teeth. Its hide is grass green and the scales covered in horns
and bumps. It lacks the guile and cunning of its brothers and sisters. In
fact it lacks any intelligence other than the basest animal wit.

It has no particular hatred of humanity and is intent on nothing more


than satisfying it voracious hunger. It feeds in a frenzy once every 10 years,
devouring anything and everything it can: whole herds of sheep and cattle,
crops, villagers, even their homes and possessions, sometimes even trees
and hedgerows. Once sated, Wælgeuga burrows far beneath the earth and
creates a huge lair where it sleeps for another 10 years. It then emerges
from its lair twice its previous size and twice as hungry as before. Those
that have survived Wælgeuga and seen it return decade after decade larger
and hungrier each time are convinced that if it isn’t stopped one day it will
devour the world. Unfortunately most people who see it don’t survive,
and most that haven’t seen it don’t believe the tales, dismissing it like all
the other myths and stories of dragons, monsters, and other such childish
foolishness. Wælgeuga is lumbering and predictable in combat
concentrating on one target until it is dead. It will then spend a round to
devour the corpse.

AC 0 [19], HD 8 (42 HP),


Att 1 × Barge (1d8), 1 × Stomp (1d8), 1 × Bite (2d6),
THACO 12 [+7], S 12 (MR 45%), MV 150, ML 12

♦ Barge: if it hits it knocks the victim prone (-2 to AC).


♦ Stomp: the attack snaps at the victim’s legs, halving the
victim’s movement and negating any Dex bonus to AC.
♦ Bite: the bite ignores armour.
♦ Stone Hide: Wælgeuga’s hide is tough and thick.
Only a sword can pierce deep enough to
wound Wælgeuga.
Chapter 2: Eotenas

Eotenas (Giants)
There are six Giants in Wulfwald.

When they are all slain their kin will be no more.

Bevis of Hoarhunedell
On the border between Eastlandseax and the land of the Réðealingas
stands a Réðealingas hillfort. It protects a valley where hoar hune (grey
hound) plants grow in abundance. It is said that Réðealingas Witches can
brew a potion from these plants that makes warriors fleet of foot. This
was both the Eolderman of Eastlandseax's reason for coveting the
Réðealingas land and his excuse to his lord for his failure to take the land.
But being both cunning and clever he lured the Réðealingas out of their
hillfort to make peace and then poisoned their mead. So angry at this
treachery was the Réðealingas giant Bevis that he rose from his centuries
long slumber below the hillfort to come to the defence of the his folk with
his great sword Morglay.

AC 3 [16], HD 9+3 (43 HP), Att 1 × Morglay (2d10),


THACO 10 [+9], S 8, MV 120, ML 10

♦ Morglay: Bevis fights with Morglay, a 6ft long sword. He sweeps it


around in a great scything arc, slaughtering many Frydmen. Roll
Bevis' to-hit roll as normal, but then compare that result to all the
combatants AC. All non-fyrdman characters hit receive 2d10 damage,
and the same amount of fyrdmen are slain. Bevis always hits fyrdmen
no matter the result of his attack roll. Morgaly is far too heavy for
any man to wield, but any lord would be grateful to the heroes who
gifted it him to hang in his long hall.

11
ᚹᚢᛚᚠᚹᚪᛚᛞ
Gill of Caldburg
Gill is named after the mountain where he lives on the North-western
border of Wulfwald known as Caldburg (Cold Castle). Hairy, brutish
and always red faced with rage, he rarely leaves his mountain fortress but
every half-month he ventures down from the mountain to find a farmer to
eat. Now the farmers of Westland Jute struggle to bring in the crops much
to their kings’ despair.

AC 4 [15], HD 8+2 (38 HP), Att 1 × Stánhamor (2d6+2),


THACO 11 [+8], S 8, MV 120, ML 8

♦ Stánhamor: Gill fights with a huge stone war hammer. When he dies
it shatters causing harm to all (1d6 damage to everyone fighting him).

Gill has a horde of 193 shillings, 1,157 silver pennies, 1,787 hapennies, and
900 farthings hidden in his lair and a pressed flower called Héahlufeblóstm
(blossom of great love) that he took from a farmer's wife he ate. Any
unmarried maiden who wears this flower in her hair may choose any man
as her husband. Even a Wolfpack scieldmægden could take an Ætheling as
a husband.
Chapter 2: Eotenas

Groggar of Groaningbridge
Groggar lives in a tower in the mountain passes of Southlandseax. The
smallest of the gígantmæog, he makes up for his lack of stature with
cunning. The only access to his home is across a bridge that groans a
warning whenever anyone sets foot on it. He has a crow familiar that
taught him scinncræft, a skill he uses to transform himself into a fair
maiden in need of rescue in order to lure heroes across the bridge.

Once they cross the bridge and enter his tower he changes into the likeness
of a handsome youth, meets them in his hall and challenges one of them to
a game of Hnefatafl. This is just a ruse to get them to sit in his riddling
chair which they may not rise from until they answer his riddle. While
they ponder the riddle he turns into a crow and tries to fly away with his
familiar. If it comes to a fight he uses a black staff called Cráwastæf it does
no damage but those who are struck with it are turned into crows and will
only return to their human form if the staff is snapped in half.

AC 5 [14], HD 7+1 (33 HP), Att 1 × Cráwastæf (special),


THACO 12 [+7], S 10, MV 120, ML 6

♦ Magic Man: Groggar is inherently magic and as such can only be


harmed by magic or enctanted weapons.
♦ Crowstaff: Anyone struck by his Crowstaff is turned into a crow if
they fail to save. If they pass the save they are instead magically
transported a league away as the crow flies in a random direction.
Only Groggar can undo this magic, so if he is slain anyone turned into
a crow will remain a crow unless they can get a Seven Herbs Charm.

Groggar's Hnefatafl board and pieces were crafted by Dweorgs. The


board is carved from dragon tooth ivory the pieces made of silver and
gold, the king carved of wildling red gold. It is worth 20 pounds of Silver.

13
The Long Man of Wighelm
The Long Man lives under the hill fort Wighelm,
on the northern border of Anglenland. So fierce is
he that the Anglen Cynning and his Thegns
abandoned the hill fort and its nearby lands. The
largest of his kin, he wears the famed Wighelm
(warrior helm, the origin of the fort name) and fights
with two spears (Nædre and Snaca).

The helm has the likeness of two arching snakes


attached to the crest. If anyone tries it on, it adapts to fit
the wearer, and Nædre and Snaca come back to life,
then turn into spears again. If anyone but the new
owner of the Wighelm touches the spears they will turn
into snakes and attack. The Wighelm is cursed and
cannot be removed while its wearer lives.

AC 3 [16], HD 10+2 (47 HP),


Att 2 × Spears (2d6+2+Venom),
THACO 11 [+8], S 8, MV 120, ML 12

♦ Venom: the spears are


venomous. Anyone wounded
must save or be paralysed for
1d4+1 rounds. If they save they
suffer a -2 to hit and damage for
1d4 rounds instead.

If the Long Man is slain his spears turn


into the giant snakes Nædre and Snaca
and attack his killers:

AC 6 [13], HD 5 (23 HP),


Att 1 × Bite (1d6+2+Venom),
THACO 15 [+4], S 15, MV 90, ML 7

♦ Venom: save or die.


Chapter 2: Eotenas

The Rude Man of Hlæw


The rude man of Hlæw haunts the burial mounds of Midlandseax.
Twelve foot tall, and naked he is a strange and intimidating foe. His head
is comparatively small for his body size and he wears a constant expression
of shock, perhaps because his manhood is comparatively large for his body
size and is in a constant state of excitement. Strangely, the Rude Man's
nakedness doesn't seem to scare women. He fights with a war club, his
only possession.

AC 6 [13], HD 8+2 (47 HP), Att 1 × Club (2d6),


THACO 12 [+7], S 9, MV 120, ML 8

♦ Phallic Fear: any male thus confronted must save or run in fear (or
perhaps inadequacy) for a turn.

The Thirskman
The Thirskman and his wife were content to live in peace, but when his
wife left their homeland hills to swim in the river Deres, near the burg of
Thirsk, the Fryd was summoned and out of fear they slew her. Mad with
grief the Thirskman has taken up residence at the ford in the river Deres
and slays all who seek to cross it. This has crippled trade between the
towns of Deresford on the Geatish side of the river and Thirskburg on the
Westlandseax side.

AC 6 [13], HD 8+2 (47 HP), Att 1 × Boulder (2d6),


THACO 12 [+7], S 9, MV 120, ML 12

♦ Boulder Bowler: the Thirskman hurls boulders from the river at


anyone who approaches the ford (max range 200') and then uses a
boulder in melee.

The Thirskman has no riches, but the lords of Thirskburg and Deresford
will be grateful to his slayers.

15
ᚹᚢᛚᚠᚹᚪᛚᛞ
Beasts & Everyone Else
Álfætwæcen (Cauldron Born)
One of the thirteen great treasures of the Wildlings is a magical cauldron
able to bring slain warriors back to life. Álfætwæcen, the Cauldron Born,
spring from that very cauldron. These warriors were slain, stripped naked,
and placed in the cauldron while a Wildling Wicce worked over it. Now
they shamble into battle obeying whichever chieftain holds the cauldron.

They are not alive, nor dead, and cannot be killed. Instead, they must be
destroyed; hacked into pieces, or burnt until nothing remains. They fight
with spears and go into battle naked: their enemies will see their horrible
mortal wounds and fear to fight them lest they suffer the same fate.

AC 9 [10], HD 2, Att 1 × Spear (1d6), THACO 19 [+2], S 16, MV 60, ML n/a

♦ Undead: Immune to mind-affecting and mind-reading spells, and


effects that affect living creatures.
♦ Fear of the Dead: everyone (except Scinnlæca) seeing an Álfætwæcen
the first time must save or flee in terror. Subsequent encounters are not
as dire: they require a save, but failure only results in a -2 to hit.
♦ Dead Again: Defeated Álfætwæcen (reduced to 0 HPs) must be
hacked to pieces or burnt or they will rise again in 1d3 rounds.

Déorcynn (Beast men)


Part man, part wild beast, these bloodthirsty creatures feast only on the
hearts of men. They have the hindquarters of stags, the bodies of men, and
their faces are a twisted mockery of both man and beast, and great antlers.
They dwel and hunt in the woods of Eastlundseax, but there are just seven
of them left. When these few are slain the Déorcynn will be no more.

AC 7 [12] ,HD 4, Att 1 × Antlers (1d6), THACO 17 [+4], S 17, MV 150, ML: 10

♦ Surprise: the Déorcynn move quickly and silently through woodland


and will surprise men on a roll of 1-3 on 1d6.
16 ♦ Gore: their surprise charge hits automatically for 1d6+1 damage.
Chapter 3: Beasts & Everyone Else

Dómgæt (Doom Goats)


The Dómgæt do not speak, but do bleat plaintively. They do not act, but
are always watching. They have the heads of goats, with subtle human
features, and the bodies of humans, with not-so-subtle goat features. Their
fur is grey, as are their flowing hooded robes. They appear only to bring
doom upon those who have done evil. Huddling together on roofs, walls,
on hills, cliffs, even on the branches of a tree, anywhere above their victim,
and look down upon them.

This is all they do. They do not attack, they do not punish, they just
follow and look down upon a victim until the victim is punished by their
own community. Once this punishment is administered they disappear.

Many believe the Goats to be infallible. Their victim they must be guilty
and must be punished, lest they themselves are punished in their place.
Others believe them to be capricious choosing victims at random to take
joy in the dilemma of the victim and the people who must judge and
punish him. Others believe them to be wholly malicious; the sending of
evil sorcerers who seek to punish the innocent.

AC 9 [10], HD 2, Att none, THACO nil, S 12, MV 120, ML 10

♦ Bleat: their plaintive bleating unnerves all who hear it and leaves them
on edge. The people in the victim's community (be that a dirt poor
village, royal court, war-band, or small family farm-hold) will react at
-2 until judgement has been passed.
♦ Gaze of Doom: the victim will literally wither under their gaze
suffering a -4 penalty on all rolls until judgement has been passed.
♦ Catastrophe: After the first day if judgement and punishment aren’t
forthcoming, the community will suffer a series of escalating series of
mishaps until the evil has been expunged and the doomed punished.
Failed crops, stillborn, or unnatural animal births, madness, injury
and death have all been known to befall those who are slow to punish.
♦ Relentless: Attempts to harm, kill, capture, hide from, or drive off the
Dómgæt always end the same way: no matter what is done to them,
come sunrise, three Dómgæt will look down upon the victim again.

17
ᚹᚢᛚᚠᚹᚪᛚᛞ
Grundwiergen (Waterwolf)
The Grundwiergen, or Waterwolf, or the beast of the deep as it is known
is a mammalian predator whose habitat is a series lakes, linked by
underground rivers, situated in the warring kingdom of the Wulfingas.

It feeds mainly on fish, but will take sheep and cows from the lakeside
when they come to drink and has developed a taste for human flesh due to
young lord Eadwulf’s habit of feeding it prisoners. This feeding started as
entertainment for the lordling and a convenient way of disposing of
prisoners, but rumour has it the increasingly unstable Eadwulf has started
to worship the beast and when he has no prisoners he sacrifices slaves, and
sometimes even villagers to the beast.

The Grundwiergen is about twenty-foot in length, its body is powerful


and compact, and covered in a thick grey fur that keeps it warm in the icy
lake water. It has a head which is disproportionately large in comparison
to its body and a long wolf-like snout with teeth as long and sharp as
knives. It has two short but powerful clawed forelegs which it uses to
grasp its prey, but no discernible rear legs. It can remain underwater for up
to an hour, but it is a mammal and must surface to take in air.

AC 4 [15], HD 5, Att 1 × Bite (1d6), THACO 15 [+4], S 14, MV 150, ML 4

♦ Evasive: The Grundweirgan is used to feeding on helpless victims.


When faced with a serious threat, or if wounded, it will flee to the
bottom of the lake and try to escape to another lake via the
underground rivers that link them. (Roll morale after 1 round of
combat and after 1st wound).
Chapter 3: Beasts & Everyone Else

Healfhunding (Half Hound)


The Healfhund or Half Hound has the body of a huge ape and the head
of vicious dog. They have all the strength of an ape, combined with the
hunting instinct and fierceness of a war dog and the intelligence of both
creatures. They are a product of the Underworld a vile creation of Orcus.
He and his minions use them to hunt humans for sport. There are six of
them, but they hunt alone as they are so vicious they would turn on each
other. Without the aid of magic there is only a 1 in 6 chance of evading a
Healfhunding once it has your scent.

AC 0 [19], HD 6+6, Att 2 × Fist (1d6) 1 × Bite (1d6+3),


THACO 13 [+6] MV 150, ML 11

♦ Throat Bite: If a Healfhunding hits with a natural 20 it has grappled


its opponent. Unless the opponent makes a Strenght check and breaks
free of its grip it will lock its jaws around their throat. Once it does
that the victim or his comrades have only 3 rounds to kill it before it
crushes his throat and kills the victim. Even if they do kill the
Healfhunding someone must pass a Strength check or the jaws will
stay in place.
♦ Arm Rip: If a Healfhunding hits with a natural 19 the victim must
save. If they fail the first save the Healfhunding tears off one of their
arms, causing 2d6 extra damage, then they must save again to avoid
being stunned for a turn. Without healing the victim will die soon, but
magical healing might be enough to reattach the limb.

19
ᚹᚢᛚᚠᚹᚪᛚᛞ
Hræfnmenn (Ravenmen)
Little is known of these vile beings.
Some believe them to be evil
spirits, others say they are a
Réðealingas cult of death
wittas. Some say they
glide down from the
trees to feed, some say
they burst up through
earth straight from the
underworld. They
appear as men with skin
as pale as the moon,
naked save for a cloak of
raven feathers and a
raven beaked helm that
covers their face but not
their mouth, carring
black bladed short
swords curved like a
raven's beak. They
appear after small battles
and skirmishes to feast
on the eyes of the dead.
They only ever appear in
threes. They ignore the
living unless they are
foolish enough to interfere
with their feasting.

AC 3 [16], HD 3+3, Att 3 × dagger (3), THACO 16 [+3], S 16, MV 60, ML 9

♦ Pluck: if anyone attacking a Hræfnmenn rolls a 3 on their hit roll they


must save or the ravenman immediately counters by plucking the at-
tacker's eye out and eating it, reducing the victim to 3 HP.

20
Chapter 3: Beasts & Everyone Else

Mearsc Feond (Marsh Fiend)


It is believed that these foul creatures literally bubbled up from the under-
world into the marshes they inhabit. Few survive an encounter with them;
most sightings are by farmers who see them take livestock that has strayed
too near the marsh or fishermen whose boats they mistake for prey.

Marsh fiends are tall and lanky, being a head taller than most men but
much thinner. However they are by no means weak and are lethally fast.
Their skin is a greyish green colour and slick and slimy to the touch, and
they smell of damp decay. The Fiends are ambush hunters able to breath
water. They lurk beneath the surface of the marsh water, waiting to
pounce on unwary prey, using their long claws
and a jaw-full of black, needle-like teeth.

AC 3 [16], HD 5, Att 2 × claws (1d6),


1 × bite (2d6), THACO 15 [+4], S 12,
MV 90 (45 on land), ML 12

♦ Fetid Bite: The mouth of a


Marsh Fiend is a foul and
fetid thing. Anyone
bitten who fails to save
will come down with
a flux sickness that
will lay them low
for 1d6 days and
permanently reduce
their Con and total
HP score by 1.
♦ Lethal Speed:
Fiends are endowed
by lethal speed,
giving them +1 to
initiative and
surprise rolls.
ᚹᚢᛚᚠᚹᚪᛚᛞ
Morþwyrhta (Murderworkers)
Some call them death worshipers, but their name means murder-worker,
one who murders. They are a secretive cult who worship Hella, the
goddess of death who reigns in Niflheimr, the place where those who
don’t die a worthy death in battle must spend eternity. They target
warriors, especially those of honour and renown, and seek to destroy not
only their mortal life, but their immortal life by denying them a glorious
death in battle and a chance to take their place across the sword bridge in
the feasting hall of Woden. They work in small groups, passing as farmers,
artisans, or servants.

Murder by strangulation, drowning, and poison are their favourite


methods. They are unlikely to fight face to face preferring to take their
victims by stealth and treachery.

AC 9 [10], HD 3+1, Att 1 × Seax (1d4 + poison),


THACO 16 [+3], S 14, MV 90, ML 5

♦ Stealthy: Morþwyrhta’s work as a team and will spend a lot of time


and effort in planning the murder of a warrior. They won’t normally
make a covert attack, but should the opportunity present itself they
can make a stealthy approach on a roll of 1-3 on 1d6.
♦ Poison: Their poison is particularly potent and fast acting (save at -2 or
die in 1d4 rounds), and is usually administered via food or drink, but
they also poison their blades. Combat is however used as last resort,
for defence and and protection of the cult, rather than for murdering
their victims: melee, even with a poisoned blade, is too risky for a
Morþwyrhta’s dread purpose.

22
Chapter 3: Beasts & Everyone Else

Mære (Mare)
The Mære is a small fey creature, a denizen of the Otherworld, who
torments mortals for the entertainment of the Queen of the otherworld.
These impish little humanoids creep into the longhouse at night and ride
on the chest of their chosen victim. The victim is plagued with nightmares
(hence the name) and awakes exhausted the next morning. Mæres often
torment their victims further by tying small dead things into the sleeper’s
hair, such as worms, spiders, small birds, and rodents.

The victim can never wake themselves from these nightmares so a


companion must stand watch over them if the Mære is to be driven off. It
is said they can sometimes be appeased with a gift of silver.

AC 9 [10], HD 1/2, Att 1 × Bite (1d3),


THACO 19 [+0], S 10, MV 150, ML n/a

♦ Torment: Mæres are more of a nuisance than a real threat and best
used against an NPC. Anyone targeted by one will suffer a -1 penalty
to all die rolls for each night until the Mære is stopped. This penalty is
cumulative and, if the Mære isn’t stopped within a week, the victim
will suffer from extreme exhaustion and suffer 1 point of Constitution
loss per each further night without sleep, and risk temporary insanity
if they fail a Save. Once the Mære is dealt with the victim will recover
with a night or two of good sleep.
♦ Nightrider: Mæres run from combat, but will bite if cornered. If they
are captured or think they might die they will first demand a payment
of silver to leave the victim alone, if that doesn’t work they’ll claim the
Queen of the Otherworld will take vengeance on anyone who harms
them, and if all else fails they’ll just whine, whimper, beg and plead for
their miserable little lives.

23
ᚹᚢᛚᚠᚹᚪᛚᛞ
Nihtgenga (Night Goer)
Although both fey and monstrous in appearance, Nihtgenga are neither
denizens of the underworld or the otherworld. These diminutive
humanoids were the original inhabitants of Wulfwald, predating even the
Dweorgas and Ælfcynn. They hate and fear all the other races of
Wulfwald. They are small bowlegged humanoids, with pot bellies and
long wiry arms, lozenge shaped heads with angular facial features. Their
skin is whiter than the waxing moon, the whites of their eyes bone yellow,
bloodshot, and bulging. Their crude iron armour and barbarous weapons
are as blood black as their coarse hair, twisted nails, and crooked teeth.

There are now only three tribes remaining. One tribe lives deep in the wild
forest on the border of Eastlund Seax but their numbers are few and they
have thirty warriors at most. Another tribe lives in the marshes of
Southlund Seaxe and are on the brink of destruction with only ten or so
warriors left. The most numerous tribe live under the mountains of
Westlund Seaxe and even though their warriors number in the hundreds,
between the dragons and Dweorgas that they share the mountains with
and the powerful Westlund Seax nearby, their fate is as precarious as their
less numerous kin.

AC 6 [13], HD 1-1, Att 1 × weapon,


THACO 16 [+3], S 14, MV 90, ML 5

♦ Daylight: Nihtgenga are nocturnal and suffer a penalty of -1 if forced


to fight in daylight.

24
Chapter 3: Beasts & Everyone Else

Nædercynn (Snake Tribe)


The Nædercynn, or Snake Tribe, are dwellers of the underworld and vile
creations of Orcus Lord of the Underworld. Some of them are muscular
warriors with a snake’s head and others are warriors that are men from
the waist up, and snakes from the waist down. The latter are very
unhappy about this state of affairs.

Snake Headed Nædercynn

AC 5 [14], HD 5, Att 1 × Spear (1d6+poison) or Bite (1d3+venom),


THACO 15 [+4], S 10, MV 120, ML 8

♦ Poison: the poison on the spear is weaker because of exposure to the air
and the relatively indirect way it is delivered. Save at +2 or suffer
paralysis for 1d3 rounds.
♦ Venomous bite: save or die of a slow death in 1d6 days.
♦ Spit: Snake Headed Nædercynn can spit venom at a distance of up to
ten yards. On a missile hit the victim must save or roll 1d6: if the result
is 1-4 they are blinded for that many rounds, but if the result is 5-6
they will asphixiate in that many rounds as the poison covers the
inside of their mouth and nose, causing deathly swelling.

Snake Body Nædercynn

AC 5 [14], HD 5, Att 1 × Club (1d6+2) and Grapple,


THACO 15 [+4], S 10, MV 60, ML 7

♦ Constriction: As soon as they close for melee Snake Men try to wrap
their muscular coils around a likely victim. They grapple with a
normal to-hit roll: the victim is allowed a Strength Check to see if
they can break free. If they fail they take 1d3 damage per round until
the Snake Man is slain. The Nædercynn attacks the constricted
victim at +2 to hit.

25
ᚹᚢᛚᚠᚹᚪᛚᛞ
Orcneas
Orcneas are the vile creations of a Scinnlæca. They are the corpses of
warriors fresh from the battlefield and created in a dire ritual under a
waning moon. During this ritual the Scinnlæca takes some vital part from
the warrior’s corpse such as their eyes, heart, tongue or guts, and replaces
it with something living but vile such as maggots, writhing worms, a nest
of foetal rats.

They fight and move with all the vigor and vitality of living warriors, but
lack the guile and cunning of men. They are however, to a certain extent at
least, able to follow the basic orders of their necromantic creator. Orders
such as: guard me, guard, this capture her, kill him, kill them all, etc.

Their corpses stench and their transgressive nature act like a wave of fear
and repulsion. The majority of their ranks are made up of the corpses of
Fyrdmen as these are most often likely to be left unclaimed on the field of
battle. They are instilled with a terrible and insatiable desire to feed on the
flesh, and especially the brains, of the living.

AC 2 [17] ,HD 3+3, Att 1 × Weapon,


THACO 16 [+3], S 12, MV 90, ML 12

♦ Undead: Immune to mind-affecting and mind-reading spells, and


effects that affect living creatures.
♦ Repulsion: Orcneas give off a wave of repulsion and fear: anyone who
fails to save will vomit and dry heave so violently they cannot take
any action other than to move away from the Orcneas. Victims can
save each round to overcome the repulsion. Passing the save gives
temporary immunity to the repulsion for the rest of the encounter.
♦ Hard to Kill: Orcneas are impervious to wounds and can only be
destroyed if they are hacked to pieces by taking them -30 HP, or their
destroying their brains, or making called shots to the head (-4 to hit)
and doing at least 7 damage in a single attack. A critical hit will also
automatically brain or decaptitate the Orcneas, slaying it.

26
Chapter 3: Beasts & Everyone Else

Scuccahund (Demon Dog)


The superstitious claim it is an ill omen to utter his true name, so this
monster has many names, such as Black Shuck, Old Shuck, or the Black
Dog. Some tales describe his appearance as an ill omen: some tales have
the sight of him signifying the coming death of those who see it, other as a
warning that a loved one is in danger, and some tell of him as an avenger
bringing justice to the victims of foul murder. Despite these differences all
tales agree that he is a huge shadow-black hound with large glowing red
eyes. Silent, but for the pad-pad of his paws and scraping of nails. Hearing
this is always the first sign that he is on your trail. You might glimpse,
from the corner of your eyes, a vague shadow following you, a shadow
that becomes more solid as it forms into the shape of the hound. He is
only ever met on roads, paths, and trails.

AC 2 [17] ,HD 7, Att 1 × Bite (1d8),


THACO 13 [+6], S 8, MV 120, ML 9

♦ Dread unto Death: hearing the pad-pad and scrape of the hound’s
paws brings a sense of dread and a strong urge to run. If they don’t
choose to run they must save or be forced to run. When the shadow
first appears they save again or be paralyzed by fear. If they pass the
sense of dread and urge to run increases, and if they don’t run away
their next save is at -2. When the shadow turns into the black hound
the onlookers must save or die of fear.
♦ Incorporeal: the black hound is more shadow than beast and cannot be
harmed by mundane weapons.

27
ᚹᚢᛚᚠᚹᚪᛚᛞ
Spíderwiht (Spider Wight)
The Spíderwiht is a Dwarf, a distant twisted cousin of the mountain
dwelling Dweorgas. Pale and feral looking his eyes gleam with the manic
madness of the Court of the Fey. He lives in the Otherworld of the Fey.

He is called the Spíderwiht because he rides out


from the Otherworld into the realm of
men on a giant spider: a dog
sized monstrosity with
venomous fangs and a
black bulbous
body.

Despite his
madness he is no
mere wanderer, he
comes to the world of
men to capture humans in a net
of spider webs. Those unfortunates
he captures are then taken back
to the Otherworld where they
will spend eternity as
slaves to the Court of
the Fey. He can be
defeated, driven off,
even captured, his
spider steed can
be killed under
him, but the
Spíderwiht
cannot be
slain by
mortal
men.
Chapter 3: Beasts & Everyone Else

Spiderwight

AC 1 [18], HD 8, Att 1 × Riding Crop (1d4),


THACO 12 [+7], S 10, MV 120, ML n/a

♦ Spider Man: Each round, in addition to defending himself with his


riding crop, he can throw a net made of spider webs. He must first roll
to hit and the victim can save: if they pass the victim has their
movement halved for 1d3 rounds. If they fail they are well and truly
caught in the net and will only be freed if someone spend an hour
cutting them free, or when they arrive, as slaves, in the otherworld.

Spidermount

AC 4 [15], HD 5, Att 1 × Bite (1d6+venom),


THACO 15 [+4], S 10, MV 150, ML 10

♦ Venomous Bite: The venom is strong (-4 to saves) but non-fatal: it


causes paralysis for 1d6 rounds.

Stoorwyrm (Dust Worm)


Know by the Wildling name of Stoorwyrm, or dust worm, because the
poison it emits resembles a cloud of dust it is a 20’ white maggot-like
worm with a gaping maw of a mouth. Stoorwyrms live underground but
sometimes crawl out to snatch cattle or even people. As well as its bite it
gives off noxious fumes. When attacked they prefer to retreat and hole up
in a cave, a well, pile of rubble, or a longhouse; anywhere they can fill with
clouds of poison.

AC 8 [11], HD 4, Att 1 × Bite (1d8),


THACO 16 [+3], S 14, MV 60, ML 6

♦ Dust: Those fighting the Stoorwyrm outdoors must save at +4 to


avoid being overcome by the fumes of its poison cloud. If they fail
they lose 1d3 HP and fall unconscious for 1d3+1 rounds. Fighting the
worm in a confined space, where its poison cloud can’t be dissipated, is
much more dangerous and requires a save to avoid dying.
29
ᚹᚢᛚᚠᚹᚪᛚᛞ
Þyrs (Trolls)
Most people, if they even believe in them, think that the gigantic and
monstrous þyrs, or trolls, must be either denizens of the underworld or the
otherworld, but in fact they are born of the very earth and rock of
Wulfwald itself and are an ancient race. They hate and are hated by all the
races of men because of their fondness for eating the flesh of humans. The
males are large, docile and brutish the she-troll is equally large and brutish,
but dangerously cunning.

There is only one family of five Trolls left in all of Wulfwald: when they
are gone they will become no more than the myth most people already
think they are.

They are huge, standing between 8’ and 12’ feet tall, and are almost as
broad and bulky as they are tall. Their hide is grey and as tough as the
granite from the western mountains of Wulfwald where they dwell. Their
individual appearance is varied; some have horns, some tusks, and some
have both. They all look fierce.

AC 0 [19], HD 5 (HP 21, 30, 24, 25, 29),


Att 1 × Fist (2d4) or Stone Axe (2d6), 1 × Bite (1d8),
THACO 15 [+4], S 10, MV 90, ML 12

♦ Stoned all day: By day they appear as large rocks or standing stones
and cannot be harmed. Even if this stone were hacked to pieces they
would reform by night as the Trolls come alive. Trolls can only be
slain at night.

30
Chapter 3: Beasts & Everyone Else

Werwulf (Werewolf)
How the curse started no one knows. Neither do they know whether it
came from wolves or from men, but the result is the same: an abomination;
a blend of man and beast. Very little is known about these beast men,
some believe they are permanently trapped in the twisted form that is half-
man, half-beast, others that they can change at will from man to beast, or
to man-beast. Ancient Sagas tell of warriors who transform when in a
berserk rage, and other tales claim that they live their lives as normal men,
but for once a month when the moon is full and they change into beasts.

What is known is that they are solitary creatures and ruthless killers.
They’ll take deer in the wild, sheep and cattle when they can, and will kill
humans as readily as they’ll take livestock.

If they do indeed have a human form that would be the best time to kill
them for the beast is fearsome.

AC 2 [17], HD 7, Att 2 × Claw (1d6), 1 × Bite (1d6+4),


THACO 13 [+6], S 10, MV 150, ML 10

♦ Immunity: a Werwulf can only be harmed by sorcery and enchanted


or silver weapons.
♦ Curse: Anyone bitten by a Werwulf must save or, after the combat,
have a 2 in 6 chance of becoming a Werwulf. What this means in game
terms is up to the Referee. It might be as good as death and turn the
character into an NPC, or it might be a terrible curse that the party
need to seek a cure for whilst stopping their comrade from slaugh-
tering innocents, or it might be a great boon if the curse is exploited.

31
ᚹᚢᛚᚠᚹᚪᛚᛞ
Wuduwása (Wildmen of the Woods)
Wuduwása haunt the deepest, remote parts of forestry. They appear to be
large men around 6’-7’ in height but covered in thick matted fur and with
a mane of longer fur running down their backs. Although, man-like in
appearance and armed with rough wooden clubs they are more animal like
in intellect and have no language beyond growls and grunts. Shy by
nature they avoid the races of men and do not seek conflict.

Unfortunately for them the Ælfcynn hate them and have hunted them to
near extinction. There are only three males left, one is said to haunt the
woodlands of North Geatlund, the other is rumoured to still be clinging
to his territory in the Ælfcynnwudu, or Elf woods of Eastlund Seaxe, and
the third is said to move from forest to forest crying out balefully as he
seeks a mate he will never find.

AC 6 [13], HD 3, Att 1 × Club (1d6+1),


THACO 17 [+2], S 15, MV 150, ML 4
Chapter 3: Beasts & Everyone Else

Wælgrædig (Corpse Greedy)


These vile creatures, these defilers of the dead, are an affront to the gods
and must be destroyed wherever they are found. No one knows their
origins, but once they were men. Now they are deformed monstrosities
that feast on the buried dead.

They go about their dire business naked and hunched, and their skin is so
moon-white that all their veins, and even their black beating hearts, can be
seen through it. Their eyes bulge, their lips are twisted and swollen, their
teeth are both rotten and sharp, and their hands have become almost
shovel-like claws perfect for digging up the dead. They feast on only the
rotting corpses of graves and barrows and show no interest in the flesh of
the newly slain, even those they slay themselves.

Where they come from is unknown, some say they dwell in the
underworld, others that they sleep in graves themselves and rise once a
year or once a century, depending on who is telling the tale, to fulfil their
ungodly desires.

AC 9 [10], HD 5, Att 1 × Bite (1d6+1), 2 × Claw (1d6+1)


THACO 15 [+4], S 14, MV 90, ML 12

♦ Stench: the Wælgrædig Stench is so foul that anyone who fails to save
at -1 to all action while in their presence.
♦ Mindless: Immune to mind-affecting and mind-reading spells.

33
ᚹᚢᛚᚠᚹᚪᛚᛞ
Wælwulfas (Slaughter Wolves)
Legend tells that the cannibal warriors known as the Wælwulfas came to
Wulfwald from a far off land called Mermedonia, but any who survive
contact with them know these eaters of the dead must be denizens of the
underworld. They are a primitive and violent tribe of cannibals who
migrate from place to place, seeking new caves to dwell and civilised lands
to raid. They dress themselves in wolf furs, cover their heads and faces
with wolf heads, and even fight with wolf claw clubs all to give the
impression that they are an inhuman beast, but any warrior who has
stood against them and lived to tell the tale is able to confirm that it was
‘just a man’ he fought.

AC 7 [12], HD 1+1, Att 1 × Wolf Claw Club (1d6+1),


THACO 18 [+1], S 14, MV 150, ML 8

♦ Fear The Werewolf: when these fearsome warriors are encountered the
first time save or run away in fear for a turn. This effect only works on
those yet to realise the Wælwulfas are merely men.

34
Chapter 3: Beasts & Everyone Else

Wæterwigan (Water Warriors)


The Wæterwigan are humanoid lake dwellers created by a long-dead
enchanter. Smaller and lithe, they have bulbous eyes, potbellies, flat noses,
tiny ears, needle like teeth, webbed hands and feet, and scraggly matted
hair all over their bodies. They spend most of their time in the water, can
hold their breath underwater much longer than most, but aren't water
breathers. Twenty of them live in Wodens Well, a cold and deep glacial
lake in the hills of Wulfwald's western border: when they are slain the
Wæterwigan are no more. It is rumoured that somewhere near the lake, or
perhaps at its bottom, is the enchanter’s cave, filled with his secrets and the
treasure of all the people the Wæterwigan have slain.

Wæterwigan won't venture onto dry land to fight. If attacked from range
they dive to safety deep underwater. It's only when enemies enter the
water that they attack. Just two of them are able to tip over most small
boats and five of them can drag a character underwater long enough to
drown him.

AC 7 [12], HD 1-1, Att 1 × Bite (1d4),


THACO 19 [+0], S 15, MV 120 (150 Swimming), ML 3 (6 in water)

♦ Down Down: each round one Wæterwigan will try to grapple each
character in the lake. The victim must roll under their character's
Strength on a d20 with these penalties:
▪ -1 for each Waterwigan holding the victim
▪ -1 for each AC point granted by armour
▪ -1 per 100 coins they carry
▪ -1 for each weapon
▪ -2 for a backpack full of gear

If they succeed the victim evades the grapple. If they fail:


▪ The first failure means the first Wæterwigan has their weapon
hand, and the victim cannot attack.
▪ When five Wæterwigan are grappled on a victim, they drag it
down and drown them.

On the victim’s turn they can attempt to break free of one Wæter-
wigan per round, by attempting another Strength check.
35
ᚹᚢᛚᚠᚹᚪᛚᛞ
EORÐWEROD

Wulfeshéafod (Wolfsheads)
The wolfsheads or outlaws of Wulfwald are a desperate, murderous
bunch. Most however lack the skill and finesse that the PC’s can bring to
their outlaw life, and thus pose little threat. Malnourished, unarmoured
and armed with a variety of ill made or ancient weapons, their best
weapons are cunning and ruthlessness.

Most outlaws are armed with clubs and staves, the odd one might have a
bow, or sax, but all of their weapons are rusted, pitted, or otherwise
damaged and badly kept and only deal 1d4 damage no matter what the
weapon. Most of them are cowards and Wolfsheads won’t attack anyone
unless they outnumber them 3 to 1 at least.

AC 8 [11], HD 1/2, Att 1 × weapon, THACO 19 [0], S 16, MV 120, ML 4

♦ Cunning: ambush is the preferred wolfhead strategy. Due to their


cunning they have a good chance (1-3 on 1d6) of launching a successful
surprise attack.
♦ Cowards: fleeing is something Wolfsheads excel at, and have a good
chance (1-4 on d6) of breaking from melee and running away without
suffering any penalties or being struck down as they flee.

In any group of outlaws there is bound to be one more cunning, cowardly,


and bullying than the rest who acts as a sort of leader. Undoubtedly this
leader will be the best armed, armoured, and fed of the bunch:

AC 7 [12], HD 1, Att 1 × weapon, THACO 19 [0], S 16, MV 120, ML 3

36
Chapter 4: Eorðwerod

Þræls, Búras, & Ceorls


The Þræls, Búras, and Ceorls (slaves, peasants, and freemen) are the men,
women, and children, who work the fields, herd cattle, toil in the mines,
and create and craft all the goods needed by the warrior society that rules
over them. They are non-combatants and won’t fight, or if they do will be
wholly ineffectual. They have no combat stats: if the PCs (or NPCs) want
them dead, they’re dead. If the Referee needs a Þræl or Ceorl who isn’t a
non-combatant, for example a slave that used to be a warrior, or a Farmer
who has experience in the Fryd (militia), they can use the appropriate
statblock, but remember a slave will be normally unarmed, and a farmer is
more likely to have a pitchfork to hand than a spear.

Esne Fyrd (Levy)


The Esne (low) Fyrd are inexperienced and untrained farmers and trades-
folk called to muster and armed with whatever they have to hand. Used to
swell the ranks, or harry an enemy already routed, they cannot be trusted
to hold against real warriors.

AC 7 [12], HD 1/2, Att 1 × weapon, THACO 19 [0], S 15, MV 120, ML 6

Búras

These peasants will stand as long as there are warriors in front and behind
them. They’re more inclined to run than stand, and have a canny knack
for slipping away quietly. They fight with farm tools (1d3).

Dræfend

The Dræfend’s bows (1d6 damage) have a maximum range of 240’, but
they are not archers drilled to fight in massed ranks and are more adept at
ambushing armies on the march than facing them on the field. They are
also excellent woodsmen and at their most deadly fighting hit and run
engagements in woodland.

♦ Volley: on a roll of 1-4 on d6 they are able to loose a volley and retreat
to safety before their foes even realise they were there.
37
ᚹᚢᛚᚠᚹᚪᛚᛞ
Wuduweard (Wood Wardens)
The Wuduweard, or wood wards, work and care for the forests. Most of
them are large bear like men, armed with wood axes. They aren’t warriors,
but can give even seasoned troops a shock: folklore, or gossip, has it that
many have more than just a passing resemblance to bears, but a big man
with an axe is dangerous, be them bear-kin or not.

AC 7 [12], HD 1, Att 1 × Wood Axe (1d6),


THACO 19 [0], S 16, MV 120, ML 6

♦ Hack Attack: Wudoweards’ short and ferocious attacks fight for three
rounds at +1 to hit and can split a shield if the wielder fails to save.
Initilly they have a morale of 10, and on a critical hit will sever limbs.
♦ Unsteady: Wudoweards cannot maintain these shock assaults for
long: from the third round they inflict no criticals, and their AC and
hit are at -2, and their Morale goes back to 6.

Ceorls
Ceorls are free men, mostly farmers and artisans, who have a duty to serve
in their lord’s Fyrd. Although not warriors most have some military
experience, can be expected to march and fight in formation, and provide
their own shield and spear.

AC 8 [11], HD 1, Att 1 × Gár (1d6),


THACO 19 [0], S 16, MV 120, ML 6

♦ Shields up!: Ceorls are best used defensively. If led by a Thegn and in a
shield wall gain a +1 bonus to AC. They can also use their spears to
strike from the second ranks of the shield wall.
♦ Homeland: When defending their homelands they gain +2 to morale.

38
Chapter 4: Eorðwerod

Fyrdmenn
These men are the core of the Fyrd, and are full time warriors, preferring
the military life to the life of the farmer or artisan. However they’re still
not part of the warrior caste that rules Wulfwald. Although as patriotic as
any of their kinsmen, it’s the chance to improve their lot that really gets
their blood boiling. An act of outstanding bravery on the battlefield can
earn them gold and silver rings from a generous lord, or even the chance to
become a Thegn.

In war they can be relied on to stand (but not necessarily prevail) against
all but elite troops. In times of peace they serve as guardsmen. As semi-
professional soldiery they are better equipped and trained than the rest of
the Fyrd and most will own shield, spear, seax, a leather cap, and jerkin.

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


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

♦ Gold & Glory: They gain +1 to attack, movement, and to morale if


there’s even a hint of a chance to gain gold and glory.

Hýransweord (Hired Swords)


The Hýransweord are foreign warriors: Friscans and Wildlings, or
warriors from other kingdoms, who serve in expectation of generous gifts.
Some choose to leave their homeland because of what they consider the
meekness, or meanness, of their own lord. Others because they have feuded
with, or plotted against their lord. Some can never be trusted, others
eventually earn a place of honour in service, a few enjoy wandering from
court to court seeking service and adventure in new lands. They are
equipped with Leðeren Cæppe, Leðeren Serc, Plegscield, and a long sword.

AC 3 [16], HD 4+1, Att 1 × Longsword (1d6+2),


THACO 15 [+4], S 16, MV 120, ML 6

♦ Swordplay: Hýransweord are particularly good individual fighters


and gain +2 to hit and an AC bonus of +1 when not fighting in
formation.

39
ᚹᚢᛚᚠᚹᚪᛚᛞ
Campestre (Warrior Women)
Jutland is pressed by many enemies, and has lost so many men that it
called on its women to fight. The Campestre (literally “women of the
camp) are Jutish warrior women who have left their homes and places in
society to live and fight in a roaming camp. They are all volunteers and
over the years have become more feared than many male warbands.

Their camp is protected by ditch and dyke topped with a wall of sharp
stakes. They move camp every three days making it harder for enemies to
locate it, and enabling them to take the fight wherever the need is greatest.
They are also great hunters and scavengers, and are able to live off the land
when they need to. The camp numbers are kept to twenty-four warriors in
pairs of Sword-sisters: mother and daughter, sisters, friends, or lovers.
Whatever the combination Sword-Sisters are sworn to each other in life
and in death. No sword-sister will surrender while her sister fights on, and
none will live-on if their sister has fallen.

Lightly armed they are fast and have two attacks per combat round and
move and fight as skirmishers rather than melee fighters in the combat
sequence. They fight naked, armed only with small shield and a Wælseax
this gives them extra speed and manoeuvrability that is as good as armour.

AC 5 [14], HD 4+1, Att 1 × Wælseax (1d6+1),


THACO 15 [+4], S 14, MV 120, ML 9

♦ Sword Sisters: the Campestre always fight in pairs of sword-sisters


and each pair will usually focus on one enemy. When fighting in a
pair they gain +1 initiative, +1 to AC and +1 to hit. If one of a pair is
slain the remaining one goes into suicidal rage gaining +2 to hit and
damage, but -2 to AC.
♦ Never Taken: if a pair of Campestre believe they are about to be taken
alive they will abandon their shields and join in a final embrace, each
driving their blade into the others heart.
♦ The Worst Fear: Campestre are particularly cruel to any male enemies,
and excellent at stalking their foes (+1 to surprise) and it’s not unusual
for stragglers, sentries, or men who wander off to relieve themselves in
the night to be found dead, tied to a tree with their manhood in their
mouths. This is pretty bad for morale (-2).
40
Sperebrógan(Spear Terrors)
The Spear Terrors are noble youths, the sons of Thegns, Ealdorman, and
Kings, who serve in the war band as skirmishers. Armed with javelins and
wattle shields they move fast to harass the enemy, and screen the
formation and movements of their own warband.

Although, lightly armed, and no match for hardened warriors in a toe to


toe melee, they can still prove deadly. Especially, as they are prideful,
vainglorious, and always mindful of how their actions on the battlefield
reflect on them and their family.

AC 7 [12], HD 2, Att 1 × Ætgár (1d4+1) or Anga (1d6),


THACO 18 [+1], S 15, MV 120, ML 7

Gear: Ætgár(x3), Anga, Watel Scield.

♦ Fleet of foot: the Sperebrógan are adept skirmishers, able to dodge or


dance out of the way of enemy darts, or any other thrown weapon.
They gain+2 AC against thrown missile weapons.
♦ Anga: using their Anga they are also able to target enemy shields
rather than the enemy. See Anga at xxx.

41
ᚹᚢᛚᚠᚹᚪᛚᛞ
Héafodbryceas (Skull Crushers)
The Skull Crushers are a band of fearsome (some say rabid) Geatish
mercenaries. Originally there were twenty of them, but now only twelve
remain. They earned their name fighting with hand axes, and leaving a
trail of crushed skulls in their wake. Individuals gain status within the
band by trying to cleave more skulls than their comrades.

They cause as much trouble as they solve, and no lord would ever hire
them to serve in his own lands, but for pitched battles, or as raiders they
are worth every coin and ring. They are equipped with Gebyrdæx and
Scield, and carry a small bag of skull fragments.

AC 6 [13], HD 3+1, Att 1 × Gebyrdæx (1d4),


THACO 16 [+3], S 16, MV 120, ML 11

♦ Rabid Rep: Skull Crushers are armed only with axe and shield, and go
into battle bare-chested. They consider anyone wearing armour to be
cowards, and never miss an opportunity to tell them so. Their repu-
tation is such that their foes suffer a -2 penalty to morale.
♦ Obsessed: Héafodbryceas are single-minded in their brutality: once
they pick a foe they won’t cease their attack until they’ve crushed his
skull or have died trying.

Scildmægden (Shield maiden)


The women of Wulfwald, especially noblewomen, have rights under law
and as the wife or daughter of a powerful man may also wield power and
influence. Even so, some reject the marriage their families made for them
and run away or are cast out. Either way a new destiny beckons living the
free life of the Scildmægden. It’s not an easy living though and only the
strongest will and the swiftest sword keeps a Scildmægden alive.

Stats as a level 2 Scildmægden.

42
Chapter 4: Eorðwerod

Drengas (Young Warriors)


The Drengas are young men of the Thegn caste who are unmarried or
unproven. They live in their Lord’s longhall and attend him wherever he
goes. In return for this service they can expect gold rings, feasts, and a roof
over their head. When they prove themselves in the service of their lord
they are gifted land, allowed to marry, and join the ranks of the Thegns.

AC 6 [13], HD 3, Att 1 × Gar (1d6) or Wælseax (1d6),


THACO 17 [+2], S 15, MV 90, ML 8

Gear: Leðeren Cæppe, Plegscield, Leðeren Serc, Gár, Wælseax, 1d3 gold
rings, 1d6 silver rings, ornate mead cup.

♦ Boasters: in order to gain their lord’s notice the Drangas boast, often
and loudly, trying to ensure their lord is aware how willing and ready
they are to slay his enemies or die in the attempt. As such they’re eager
to make good on these boasts and are fearless to the point of reckless-
ness. They often charge without orders. When charging they gain +1
to hit and +1 to morale.
♦ Brawlers: Drangas are keen mead hall brawlers and tend to fight
amongst themselves: +2 to hit and +2 damage in unarmed combat.

Ðegn (Thegn)
The Thegns are the backbone of the warband, shieldwall, and army.
These are experienced, disciplined, well trained, well armed men. Men
who have proved themselves loyal in battle, service, and wise counsel. In
return for this service they have been gifted gold rings, land, and armour.

AC 1 [19], HD 4+2, Att 1 × Gar (1d6) or Wælseax (1d6),


THACO 14 [+5], S 15, MV 90, ML 9

Gear: Irenhelm, Leðeren Scæglod Serc, Scield, Gár Wælseax, silver


armband, 2d6 silver rings, silver belt buckle, 1d6 gold rings.

♦ Warwise: Thegns are disciplined and well drilled. When four or more
Thegns fight in formation their MV is 120, and gain +2 to morale.
When fighting in a shield wall they gain +2 to hit.
43
ᚹᚢᛚᚠᚹᚪᛚᛞ
Ealdorman (Earl)
The Ealdorman are the ruling class of the Eorðwerod. Most are fearsome
warriors, though some might be a little long in the tooth (-1 to-hit and
damage), but all are canny politicians.

Each Ealdorman will have at least ten Thegns, and twenty Frydmen, as
well as 3d6 various Fyrd under their personal command. An ambitious
Ealdorman might also have under their command Thegns and Frydmen
sworn to other Ealdormen. Some few, who are clever custodians of their
lands, may have enough silver to swell their ranks with Sellswords: this is
considered risky, as most kings are wary of underlings hiring swords.

AC 0 [20], HD 6, Att 1 × Broadsword (1d6+2),


THACO 14 [+5], S 12, MV 60, ML 10

Gear: Irenhelm, Lamellar Serc, Scield, Gár Broadsword, 2 silver


armbands, 1 gold armband 2d6 silver rings, silver brooch, a fine cloak and
an ivory and silver cloak pin, golden belt buckle, 2d6 gold rings. This is the
personal gear a typical Ealdorman will carry. At home, or on campaign,
even the lowliest of Ealdorman has a great many resources to draw on
including, but not limited to: hounds, hawks, and horses, fine clothes,
silver ingots, a horde of coins and jewellery, various luxury items such as
drinking horns decorated with silver filigree, and of course their own
modest mead hall and small hillfort.

♦ Lord of War: although any given Ealdorman might not be the greatest
of warriors, they all have survived more than their fair share of battles.
Their soldiers look up to them, are heartened by their presence (+1 to
morale) and respond to their orders quickly (+1 to move). If an Eal-
dorman fights in the front ranks, cheek by jowl with rank and file,
they will all fight harder (+1 to hit, damage, and AC).

44
Chapter 4: Eorðwerod

Gesith (Companion)
Gesiths are royal companions, the friends and peers of Cyningas and
Æðelingas (Kings and Princes) drawn from the ranks of Ealdormen they
are members of the Royal Warband and accompany the king at court and
in the field. They also rule Scíra (shires) in his name. Most are loyal and
true companions to their Kings, but some few are more inclined to be loyal
to the riches of the shire entrusted to them. Others have merely inveigled
their way into the royal company to make it easier to step over the king’s
corpse and onto the throne should the opportunity arise.

AC -1 [21], HD 7, Att 1 × Gár (1d6) or Broadsword (1d6+2),


THACO 13 [+6], S 11, MV 60, ML 10

Gesith: AC:21 HD:7 Attacks: Gár (1d6) or Broadsword (1d6+2)or


Wælseax (1d3+2). Special: Word of Law, Word of Command. Move:10
Morale: 10

Gear: Wíghelm, Lamellar Serc, Scield, Gár, Broadsword, Wælseax, 3 silver


armbands, 2 gold armbands 3d6 silver rings, silver brooch, a fine cloak and
an gold and garnet cloak pin, golden belt buckle, 3d6 gold rings. A Gesith
who is a personal companion to an Cyning or Æðeling enjoys many rich
gifts, bestowed upon them by their lord. Those that control a Scíra will
have a great many resources to draw upon, as well as a small mead hall,
and a hillfort placed to strategically dominate their land.

♦ Word of Law: as valuable as any of their riches are, the Gesiths’ status
as law givers are their greatest asset. Within their Scíra their word is
literally the law. Anyone below the rank of Ealdorman they accuse of
a crime will be considered unquestionably guilty, and subject to any
punishment they see fit. Any accused Ealdorman has the right to take
the case to court. If, of course, they manage to get to court at all.
♦ Word of Command: because of this their lawgiver status Gesiths are
used to being obeyed, and most folk are used to doing their bidding.
Any NPC’s accompanying the player characters who are not long
term companions or somehow bound by loyalty, friendship, or
kinship to the party, will turn on them at a word from a Gesith.

45
ᚹᚢᛚᚠᚹᚪᛚᛞ
Héahgeréfa (High Reeve)
A Héahgeréfa is a Ceorl who polices a Scíra for his Gesith. They are in
charge of keeping the peace, especially amongst the lower orders, and
enforcing the law, (the word Sheriff is derived from High Reeve). When
the Gesith is away at court or war they also attend to his administrative
duties.

Although a mere Coerl by birth a Héahgeréfa’s word has the power of the
Gesith they serve. Thegn’s and Ealdormen tend to solve problems
between themselves with the sharp end of a blade, but may still find
themselves subject to arrest by a Héahgeréfa and his men if they murder
their wives, cut down a slave or freeman, or commit other such non-
political crimes in cold blood.

Most Héahgeréfa tend to reflect the Gesith they serve. A noble Gesith will
be served by an honest Héahgeréfa, a corrupt and violent Gesith will have
a like minded Héahgeréfa. Of course the occasional naïve Gesith might
have a rat of a man policing his Scíra, and a ruthless Gesith might have an
honest Héahgeréfa doing the work. The latter tend not stay in office (or
the world of the living) for very long.

The Héahgeréfa and the Gerefan — their men — don’t carry blades, after
all their job is arrest not doom miscreants, so they carry the Stæf which as
well as being a means of defence is a symbol of their office and power.

AC 6 [13], HD 4, Att 1 × Staff (1d6),


THACO 16 [+3], S 12, MV 120, ML 6

Gear: Leðeren Serc, Stæf, Inwitwrásn.

♦ Inwitwrásn: as well as the Stæf all Héahgeréfa carry the Inwitwrásn,


the Fetters of Shame. Anyone who finds themselves chained in the
Inwitwrásn will find that all but the most loyal of allies, or blood kin,
have turned against them and treats them as good as guilty. But even
loyal allies and blood kin will be wary of openly helping those who
wear the Inwitwrásn such is the stigma attached to them.

46
Chapter 4: Eorðwerod

Geréfan (Reeves)
The Geréfan are deputies to the local Héahgeréfa. For every Hundred in a
Scíra a Héahgeréfa is likely to have five Geréfan he can call on. Most of
them are farmer’s sons in search of little more excitement and respect than
can be found on the farm, and although not exactly quick witted they’re
all stout hearted lads, more than happy to crack heads when the need
arises. They are equipped only with a Ságol(a cudgel) and a length of
straw to chew on.

AC 8 [11], HD 1, Att 1 × Cudgel (1d4),


THACO 19 [+0], S 16, MV 120, ML 6

♦ Easily Deputised: Geréfan are easily deputised so if the party run afoul
of a Héahgeréfa and his full complement of fifteen Geréfan and slay
seven of them before they make their escape, next time the Héahgeréfa
tracks them down he’ll still have a full complement of Geréfan.
♦ Night-Night Sunshine: Geréfan are also pretty handy with their
cudgels and on a roll of 18-20 on their to-hit roll the victim is knocked
unconscious for the same number of rounds as the damage done.
ᚹᚢᛚᚠᚹᚪᛚᛞ
Cynehúsræden (Royal Household)
These are the non-combatants, his family, his court; the people who
follow and serve a king. Although they pose no threat militarily that does
not mean they can’t be dangerous. In their own way they each wield
power and influence, and have the ear of the king.

Most courts include, but are not limited to, the following noncombatants:

♦ Cwén (Queen) – Behind every great man


♦ Cwéne (Princesses) – Her heart, if she has one, is a stepping stone to a
throne.
♦ Boldweard (Steward) – Keys to the kingdom.
♦ Hordere (Treasurer) – Money is power.
♦ Rædgifa (Councillor) – Whispering in the king’s ear.
♦ Fricca (Herald) – The mouth of the king.
♦ Ærendsecg (Messenger) – He knows first.
♦ Ealdwita (Sage) – With age comes wisdom, as well as impotence, male
pattern baldness, nasal hair, a paunch, arthritis, and a short temper.
♦ Héahsácerd (High Priest) – The enmity of the High Priest means the
enmity of the gods (and often a knife in the guts from a zealous
believer).
♦ Sceop (Poet) - They can either sing of your glory or sing bawdy song’s
about you and a goat!
♦ Hearpere (Harpist) – Never trust a bard.
♦ Glíwman (Jester) – Just because he acts the fool…
♦ Cildféstre (Nurse) – The hand that rocks the royal cradle.
♦ Byrele (Cup Bearer)- The poisoner’s patsy.
♦ Þéowmenn (Servants) – They see everything, hear everything.

This lot spend most of their lives involved in one intrigue or another.
When they’re not plotting against each other, they’re plotting against
their king. All of them will see the Player Characters as pawns, a weapon
to wield, or possible allies. All of them will want something from the
Player Characters, and if they don’t get what they want the party might
soon learn that lies are as dangerous as spears.

48
Chapter 4: Eorðwerod

Gúðcwén (Warrior Queen)


In a world of men it takes an exceptional woman, and an exceptional
warrior woman, to earn the respect of the warband, let alone to command
it. Whether her husband falls in battle leaving no male heir of age, dies
before he gets an heir, or is too weak to lead the men himself, no Cwén is
ever offered the throne. Instead they must take it before another man of
the family does. Those that are able to seize and hold a throne, lead an
army, rule a kingdom, the names of those few Gúðcwén, are destined to be
whispered down the ages as legend.

AC 1 [18], HD 8, Att 1 × Gúðgár (1d6+1) or Wælseax (1d6),


THACO 12 [+7], S 8, MV 60, ML fearless

Gúðcwén: AC:18 HD:8 Attacks: Gúðgár (1d6+1 2H Long Reach) or


Wælseax (1d3+2). Special:, . Move:12 Morale: N/A

Gear: Gúðgár, Wælseax, Irenhelm (and gold circlet), Beaduscrúd, 2d6 gold
rings, gold armband, 3 silver armbands, 3d6 silver rings. Gold and Garnet
jewellery, Gold and garnet belt buckle, bracelet, necklace, and brooch.

As well her personal wealth a Gúðcwén has access to all the considerable
wealth of her kingdom as a resource.

♦ Wolfhearted: they have the courtly graces of a queen, but inside a


Gúðcwén beats the heart of a wolf. Like a she–wolf defending her
cubs, they are fierce and fearless, and never need to check morale.
♦ Warband Wyf: many men will refuse to follow a woman into war, but
those that do will, inevitably, in one way or another, come to love her.
If in a fighting formatione none of her warriors will break (no morale
check) as long as she lives. If she falls in battle her Thegns, Gesiths,
Hearthweru, Champions, and Ealdormen, will all erupt in fury and
for 1d6 rounds will fight at +1 move, +3 to-hit, +4 damage. Those
that do not die in the battle must save after fighting ends. Those who
fail will die from exhaustion, or throwing away their lives needlessly,
or broken hearts, and then the army will break and route.

49
ᚹᚢᛚᚠᚹᚪᛚᛞ
Æðelingas (Princes)
Although hereditary kingship is rare in Wulfwald the men of the leading
noble families are marked out, raised, and trained as if destined to be kings.
These young men are the Æðelingas.

They are the shining future of the people. The current king may be cluel,
ignoble, cowardly, a warmongering lustful tyrant. Or, worse, a tax-mad,
bean-counting, ruinous bastard, but there is always a golden youth, an
Æðeling, a shining paragon of all that is truly good and noble waiting to
take the throne and sure to make a better king. That, or a fool of a pawn
in someone else’s grab for the crown.

Either way, most Æðelingas start attracting followers from the day they
are born, and by the time they come of age most have a courtly retinue
and small warband of their own. They also usually have a number of
powerful relatives that take a very close interest, for good or ill, in their
exploits.

Convinced from childhood they are destined to be great kings and noble
war leaders most young Æðelingas rather than be stuck inside a stuffy
mead hall with an even stuffier steward learning how the actual day to
day running of kingdom is conducted, prefer to roam the kingdom en-
gaging in acts of daring, foolhardy exploits of extreme bravery, and high
adventures. Which normally translates as drunken brawls with the reti-
nues of rival princes, starting wars with their father’s allies, and siring
enough bastard children to fill a thousand warbands.

50
Chapter 4: Eorðwerod

AC 0 [19], HD 6+1, Att 1 × Broadsword (1d6+3) or Wælseax (1d6+1),


THACO 13 [+6], S 10, MV 60, ML 9

Gear: Beaduscrúd, Scield, Broadsword, Seax, 4 silver armbands, 3 gold


armbands 3d6 silver rings, gold brooch, a fine cloak and an gold and
garnet cloak pin, golden belt buckle, 3d6 gold rings.

♦ Vainglorious: Always seeking to make a name for themselves no one is


as vainglorious as an Æðeling with an audience. They refuse to wear a
helm as all must see their noble visage when they take the field, insist
on fighting in the front rank of any battle or skirmish, and are always
seeking glory in single combat. As such, many fail to live long enough
to become kings, but theirs is an infectious folly and one that is loved
by the fighting men who serve them (+2 to morale).
♦ Single Minded: They are also single minded and possessed of a strong
will as you would expect of anyone destined to be a king (+2 to saves
against mind-controlling magic).
♦ Shining Future: The fact that one day they might be a king can have a
powerful effect on the people they meet. Despite oaths of loyalty most
people prefer the dream of a golden future to the hard earned brass of
their current situation, and once exposed to the youthful charms of an
Æðeling — not to mention the future promise of lands, power, and
riches — many will throw their lot in with an up and coming Prince.
On a roll of 1-4 on 1d6 any NPC reacting positively below the rank of
Thegn will take up the Prince’s cause. Thegn’s will join on a roll of
1-3, Ealdormen on a roll of 1-2, and Gesith’s on a Roll of 1 on a 1d6.
No household warrior, king’s champion, or rival prince would ever
break their oath or serve another prince.
♦ Retinue: The greatest protection any Æðeling has is his retinue.
Whether they are noble and true, thrill seekers, money grabbing
hangers-on, or malign manipulators, every single one of them wants
to see their prince on a throne.

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Cempa (Champion)
To be king’s champion takes a certain kind of man.

A brave man? Obviously.


A skilled warrior? Of course.
A cold clinical killer? Definitely.

A dead eyed, soulless, shell of a man who whispers promises of blood to


his blade? Yes: it’s mostly this kind of man.

A duel between champions is a common way to resolve a matter of ho-


nour between royal houses without plunging entire kingdom’s into war.
When kingdoms are at war their champions will often face each other
before battle is joined. Sometimes this duel of champions can decide the
issue, so battle isn’t joined, but more often than not it’s just a morale boost
and a bloody prologue to the slaughter that follows.

Of course there are less honourable ways for a king to use their champion.
For example, goading enemies into fighting a duel is one, outright murder
is another.

Duels have a lot of rules, including forbidding the wearing of helms and
the use of shields. As such most Cempa learn to fight with two weapons,
usually a Brádsweord and a Wælseax in the off-hand, but sometimes a
Gebyrdæx or even a Framea might be used in the off hand.

AC 0 [19], HD 8+4, Att 1 × Broadsword (1d6+6) and 1 × Wælseax (1d6+1),


THACO 11 [+8] (with a sword 8 [+11]), S 12, MV 60, ML fearless

Gear: Beaduscrúd, Brádsweord, Wælseax, a gold plated drinking horn, a


silver ring for every fool that unlucky enough to cross swords with him
(5d6+6).

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Chapter 4: Eorðwerod

♦ Bloody Name: Of all the warriors in a king’s warband the name of his
champion is the most likely to be known, and it’s a name that instils
fear in all but the brave and the foolhardy. In his own kingdom there’s
a 4-in-6 chance his name is known by any NPC or that the Player
Characters have heard of him, in other kingdoms it’s a 2-in-6 chance.
Any NPC who has heard his bloody name will refuse to attack unless
directly ordered to do so by a lord, even so they’ll be at -2 morale.
♦ Cold Dead Eyes: Even if people don’t know a Cempa’s name and
reputation it’s obvious by his presence, bearing, and one look from his
cold dead eyes, that this is not a person to mess with. Anyone he turns
his dead-eyed gaze on must save. Failure means that person is more
likely to sit down, shut up, and try not to make eye contact again
rather than stand up to, face down, or challenge the Cempa.
♦ Dead to Fear: Fighting in the heat of the moment, in defence of your
king, your land, life, and loved ones, in a shield wall side by side with
your brother warriors is one thing. Fighting and killing on command
in cold blood is another. It not only leaves most Cempa hovering on
the wrong side of sanity, it make them dead to fear itself. As such they
are immune to fear, magical or mundane, and always pass fear saves.
♦ Frighteningly Fast: Single combat is the stock in trade of a Cempa and
being frighteningly fast is one of the ways they survive such a life. A
Cempa gets +3 to initiative in single combat. In any combat situation
their speed is a boon and Cempa’s get 2 attacks per round, one with
their sword, and one with their off-hand weapon. Their speed
combined with an off hand weapon is all the shield they’ll ever need
and is -3 [+3] to their AC.
♦ Blade Whisperer: Some Cempa sleep with their unsheathed sword,
held in an bloody embrace, as if it were a lover. Others talk to their
swords more than they talk to their closest friends. What is true is
they live and die by the sword, and spend most of their time training
and drilling with their swords and are +3 to hit and to damage when
fighting with a sword.

53
ᚹᚢᛚᚠᚹᚪᛚᛞ
Hearthweru (Household Guard)
The Hearthweru are the elite fighting men and the bodyguards of a king.
More than that these hearth-warriors are a symbol of all that is best in
Wulfwald’s warrior culture. Thegns, Ealdormen, and even Kings may
make and break oaths as often as the wind changes, or as often as is politic
and to their gain. There isn’t much difference. A Hearthweru on the other
hand is a man who will hold his oath to the last, perhaps even beyond that
if the legends are true. They’ll even keep their oath for a king whose own
oaths are worth less than a pig farmer’s or a gang of murderous outlaw
scum. This is because Hearthweru serve the oath as much as the man, the
station and status of all warriors as much the kingdom. In a world of
political compromise, petty revenge, and bloody power grabs they are the
one shining beacon of true warrior nobility.

They care nothing for gold, any that they wear is due to the vanity of the
king they serve not their own. They never marry, engage in trade, art,
craft, farming, gambling, hunting, or carousing. They live only to fight,
serve, and uphold their oaths. The only reward they seek for this sacrifice
is glory. Glory in life and in death. To be remembered through the ages as
a true and great warrior is the dream of every Hearthweru.

In peacetime they act as bodyguards to their king, and enforcers of his


royal will. In war they form the heart of his army. Even the weakest of
kings (or even would be kings) will have at least twelve Hearthweru in
service.

They are heavily armed and armoured and are required as Hearthweru to
own and maintain a war helm, chain armour, a spear, hand axe, great axe,
sword, shield, and dagger. Like the lords they serve they ride to war on
ponies, but fight on foot.

AC -2 [21], HD 9, Att 1 × Broadsword (1d6+2) or 1 × Brádæx (1d10),


THACO 11 [+8], S 11, MV 60, ML fearless

Gear: Beaduscrúd, Wíghelm, Scield, Brádsweord, Wælseax, Gebyrdæx,


Brádæx, Framea. 3-6d6 gold rings.

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Chapter 4: Eorðwerod

♦ Dog of War: Warfare is the main business of order for Hearthweru,


when the majority of a warband is made up of Hearthweru all troops
gain +3 Morale, initiative, to hit, and damage, as well as any other
bonus from formation, leadership, tactics, circumstance, etc. Unless
their enemies are themselves Hearthweru they suffer a -3 to morale.
Any friendly or allied troops in front, behind, or next to a formation
of Hearthweru gain +1 to morale, initiative, to hit, and damage.
♦ Word: The word of a Hearthweru is worth more than gold. If a
Hearthweru says something it is true, and no one would ever doubt
it. Luckily for the kings they serve a Hearthweru can’t be made to
speak against his own king.
♦ Oathsworn: Hearthweru are oathsworn to serve their king unto the
death. Once he takes the field of battle the Hearthweru will not quit
the field unless directly ordered to do so by their king. They have no
morale score and will never break. If their king flees the field they will
stay and die, selling their lives dearly to cleanse the shame of their
king’s cowardice. If their king dies they will stand over his body and
defend it with their lives. Every single one of them will have to be
slain outright or mortally wounded before they’ll let the enemy lay
hands on their fallen leader.

Scinnlæca (Shining One)


The necromancy of the Scinnlæca is the most reviled, feared, and taboo
sorcery in Wulfwald. And yet most kings would pay a mountain of silver
to have a Scinnlæca in their service. Not that a Scinnlæca would want a
mountain of silver, they’re more likely to want the free range of the
kingdom’s burial mounds.

It is whispered that there are only three true Scinnlæca in the whole of
Wulfwald and one of those is in the service of the king of Westlund Seaxe.
Of course no one whispers that in his presence. Others claim there is only
one and he serves no mortal king, but death itself.

Stats: given the rarity of Scinnlæca we recommend to simply generate a


Scinnlæca NPC of the desired level as if it was a PC.

55
ᚹᚢᛚᚠᚹᚪᛚᛞ
Cyningas (Kings)
Because they are chosen by their peers, to be a king of Wulfwald requires
equal amounts of cunning, bravery, underhand politicking, crass bribery,
ruthless brutality, and a facade of nobility, all finessed with certain amount
of charismatic charm. Or at least charm with one hand on the sword hilt.

Staying a king is a different thing entirely. Not only are the kings of
Wulfwald expected to lead from the front, murdering your way to the
throne is practically an excepted Wulfwald tradition.

Many kingdoms practice dual kingship. Sometimes this is two equal


kings, sometimes a senior king and a sub-king. Most times this is not a
good arrangement for the kingdom. Even, or more often especially, if the
two kings are related. Although kingship is not strictly hereditary a
successful king has good chance of knowing that when he is eventually
struck down one of his Æðelingas will step over his corpse and onto the
throne. Of course sometimes an Æðeling is the one who made his kingly
father a corpse in the first place. Surprisingly that fact rarely deters the
Ealdormen and Gesiths of a Kingdom from deeming that same Æðeling a
worthy successor to his father.

A king is never alone and always has members of the royal household and
his Hearthweru in attendance, or the court. Forward thinking kings hold
court in a great hall within their hillfort. Those of a more traditional
mindset take their court with them as they travel their kingdom being
guested in their Ealdorman’s great halls.

AC -2 [21], HD 9, Att 1 × Broadsword (1d6+2) or 1 × Brádæx (1d10),


THACO 11 [+8], S 11, MV 60, ML 10

Gear: Beaduscrúd, Wíghelm, Scield, named Brádsweord, Wælseax, several


chests full of personal jewellery, a hoard of riches for gifts, bribes, and
paying for the murder of rivals, and all the wealth of a kingdom.

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Chapter 4: Eorðwerod

♦ The King’s Will: Strong willed and ruthlessly ambitious kings are not
easily susceptible to intimidation, trickery, flattery, mind magic or fear
(+4 to saves).
♦ Beneath the Banner: Even the most murderous of tyrants still must be
charismatic to last any length of time so all kings are considered to
have a Charisma score of 13-18 (12+1d3). The fact that they wield a
sword with a name that reverberates through the ages add +3 to their
Charisma for other Eorðwerod. Named sword’s also grant their
troops on the batteflield followers a +1 bonus to hit and damage and
+1 morale.
♦ Heart of the Army: When an army sees their king take place beneath
the banner they are heartened and ready to fight and die for him. The
whole army receives a +2 bonus to morale, movement, to hit, and
damage. A king is also the heart of the army and if that heart is cut
the whole army (except the king’s Hearthweru) must make a moral
check at -4.
♦ Chosen of the Gods: If they don’t fall in battle, being murdered is a
likely way for a king of Wulfwald to end his reign. But to kill a king is
no easy thing, especially in a world where most people truly believes
kings are chosen to rule by the gods. Any NPC or player character
who isn’t of noble birth (Ealdorman or above) attempting to kill a
king must make at -4. If an NPC fails they cannot go through with
the murder, if a PC fails they have merely paused for the round and
lost the element of surprise. The PC can still carry out the murder, but
now the King can call for his Hearthweru and fight back. This divine
protection works only for violent methods. Poisoners need not
summon their courage or fear the wrath of the gods. They need only
fear the hate, ridicule, and revenge of every warrior in Wulfwald.

57
ᚹᚢᛚᚠᚹᚪᛚᛞ
Cyneric son of Cedric, King of the Westlund Seaxe
There are kings, and then there is the king of the Westlund Seaxe: Cyneric,
son of Cedric. His father was a brutal and ambitious man, and schooled
Cyneric to kingship and swordsmanship from the moment the boy could
walk. All agree he was the most promising of princes and most agree that
he was possibly schooled a little too well when, turning fourteen, Cyneric
put his dagger through his father’s heart.

His kingship was put to the test immediately as enemies within and
without the kingdom moved against what they thought would be a weak
and vulnerable untried boy. But the boy bested them on the battlefield, out
manoeuvred them in court, and survived enough assassins to wreak such a
terrible vengeance on those who acted against him that none could doubt
he was a power to reckon with.

Twenty years later he is the most powerful man in Wulfwald. Westlund


Seaxe has rich farmland, gold, silver, copper, and tin mines in the foothills
of the western mountains, but none of that compares to the wealth
Cyneric gains by controlling all trade into Wulfwald from the mountain
dwelling Dwearogas and the distant fledgling empire of the Frisca. The
king is mightily impressed by the wealth, culture, and power of the Frisca
and has become obsessed with uniting Wulfwald under the banner of his
gold Dragon and making it his own empire.

It’s rumoured by his enemies he has a wildling Wicce, a Scinnlæca, and a


Dweorgas Wyrdwebba in his service, but no one can bear witness to the
truth of this. That is, no one alive.

Whether or not he has such supernatural powers at his command might be


in doubt, no one doubts the power of his army, nor his own sword arm.
Cyneric has no champion preferring to fight as his own champion. He
likes to boast that there isn’t a king alive whose champion he hasn’t put in
the ground. He especially likes to make this boast in the hearing of his
fellow kings. He also likes to taunt them over the fact that it has been
three years since any of them have dared waste the life of a champion by
sending them against him.

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Chapter 4: Eorðwerod

59
ᚹᚢᛚᚠᚹᚪᛚᛞ
AC -5 [24], HD 9,
Att 1 × Broadsword (1d6+7) and 1 × Woeful Wælseax (1d6+1)
THACO 10 [+9], S 5, MV 60, ML fearless

Cyneric has all the special powers associated with kings and champions.

Gear: Cyneric is king of Westlund Seaxe, the wealthiest kingdom in Wulf-


wald, a wealth that he loves to flaunt and display. He could buy and sell
lesser kingdoms. He is also a a great ring-giver, a generous lord to his
fighting men; this has swelled the ranks of his shieldwall with Thegns,
Ealdormen, and sellswords from all across the kingdom and beyond. His
family’s Gesiths, Hearthweru, and Ealdormen drip with gold and gifts.

His personal war gear consists of:

♦ Agifanbenna, a runic broadsword, bespoke made by the Dwarf King’s


own smith. Agifanbenna is inscribed with the Rune Tir: when using
this sword in single hand-to-hand combat victory is assured. Any
melee attack reducing Cyneric to zero HPs or below is instead parried
and automatically countered, dealing the same amount to who dealt
the blow. Even when Agifanbenna misses the to-hit roll it still deals
1d8 damage.
♦ Dwolfæest, a warhelm inscribed with the Rune Eolh, warding against
magic. When he saves successfully the magic is fully countered, and on
a failure the malison is only 50% effective.
♦ The finest Dweorgas-made Dragonscale armour, inscribed with the
Rune Beorc, healing 2 damage per turn.
♦ His belt is inscribed with the Rune Ur, granting him a save of 5.
♦ His Shield is inscribed with the Rune Ger in reverse, giving his ene-
mies a -2 to hit penalty, and making them fumble on a natural roll of
1-4.
♦ His Wælseax is inscribed with the Rune Eoh, and anyone struck by it
must save or die of their wounds within the hour.
♦ He has Wicce amulets that protect him from the three types of Curse,
the four types of Thorn Magic, Ælfcynn’s Glamour, and Scinnlæca’s
Call of Fear and Call of Kinship.

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Chapter 4: Eorðwerod

Cyneric is designed to be the most powerful NPC in Wulfwald. He is much


more dangerous (and more monstrous) than any of the monsters. No matter
which kingdom a Wulfwald campaign is set in the players can expect to feel
his influence. He is the setting’s ultimate monster.

As an enemy NPC he should be a tough challenge even for a large party of


3rd level PCs with their own warband and the support of one or more kings.
As a patron he should be almost as dangerous, as he will ruthlessly use the
party to forward his own agenda in conquering Wulfwald. Most importantly
he won’t be the type of patron that reacts well to failure.

He shouldn’t however be the Referee’s pet GM-NPC, and shouldn’t be used


to foil all the PCs schemes, make them look weak, swoop in and rescue them,
or any and all of the other sins against Refereeing that can occur with
powerful NPCs. And as either enemy or patron he shouldn’t be a direct
problem for the players until they’re 3rd level.

61
ᚹᚢᛚᚠᚹᚪᛚᛞ

62
Chapter x: xxx

63
ᚹᚢᛚᚠᚹᚪᛚᛞ

Index

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