Medieval Dragon Lore
Medieval Dragon Lore
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.
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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.
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 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.
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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.
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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.
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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.
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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.
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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.
Eotenas (Giants)
There are six Giants in Wulfwald.
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.
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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.
♦ 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.
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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).
♦ 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.
The Thirskman has no riches, but the lords of Thirskburg and Deresford
will be grateful to his slayers.
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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 7 [12] ,HD 4, Att 1 × Antlers (1d6), THACO 17 [+4], S 17, MV 150, ML: 10
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.
♦ 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.
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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.
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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.
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Chapter 3: Beasts & Everyone Else
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.
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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.
♦ 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.
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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.
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Chapter 3: Beasts & Everyone Else
♦ 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.
♦ 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.
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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.
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Chapter 3: Beasts & Everyone Else
♦ 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.
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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.
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
Spidermount
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.
♦ 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.
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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.
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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.
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.
♦ 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.
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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.
♦ 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.
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Chapter 3: Beasts & Everyone Else
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.
♦ 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
On the victim’s turn they can attempt to break free of one Wæter-
wigan per round, by attempting another Strength check.
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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.
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Chapter 4: Eorðwerod
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.
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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.
♦ 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.
♦ 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.
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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.
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.
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.
♦ 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.
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Chapter 4: Eorðwerod
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.
♦ 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.
♦ 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).
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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.
♦ 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.
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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.
♦ 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:
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.
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Chapter 4: Eorðwerod
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.
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.
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Chapter 4: Eorðwerod
51
ᚹᚢᛚᚠᚹᚪᛚᛞ
Cempa (Champion)
To be king’s champion takes a certain kind of man.
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.
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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.
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.
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Chapter 4: Eorðwerod
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.
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.
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.
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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.
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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.
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Chapter 4: Eorðwerod
61
ᚹᚢᛚᚠᚹᚪᛚᛞ
62
Chapter x: xxx
63
ᚹᚢᛚᚠᚹᚪᛚᛞ
Index