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Rædwald (Playtest Version)

Rædwald is a playtest roleplaying game set in an Anglo-Saxon world, where players take on the roles of outlaws serving a noble lord as part of a wolfpack. The game focuses on themes of loyalty, survival, and the harsh realities of being an outlaw, with gameplay centered around covert missions rather than traditional adventuring. The rules are based on Swords & Wizardry: Whitebox and include unique character progression and experience systems based on rewards from their lord.

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0% found this document useful (0 votes)
41 views33 pages

Rædwald (Playtest Version)

Rædwald is a playtest roleplaying game set in an Anglo-Saxon world, where players take on the roles of outlaws serving a noble lord as part of a wolfpack. The game focuses on themes of loyalty, survival, and the harsh realities of being an outlaw, with gameplay centered around covert missions rather than traditional adventuring. The rules are based on Swords & Wizardry: Whitebox and include unique character progression and experience systems based on rewards from their lord.

Uploaded by

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

A Roleplaying Game of Outlaw Scum


In an Anglo-Saxon World
BY
LEE REYNOLDSON
An Alternate Rules Set for Swords & Wizardry: Whitebox

Copyright © 2010 Lee Reynoldson

1
RÆDWALD

PLAYTESTING RÆDWALD

This is the playtest PDF version of Rædwald. These rules, along with the Rædwald Bestiary should be enough to run
a game. The finished version will hopefully be illustrated and available in print as well as PDF. The finished version
will also contain additional material including but not limited to: Referee advice on running Rædwald, an example
Kingdom and campaign background, abstract skirmish rules for warband versus warband combat, a collection of
unique magical treasures.

If anyone is able to run a playtest of Rædwald I will be very grateful. It doesn’t matter if it’s just a single adventure,
or a few sessions any feedback would be appreciated. It would be particularly helpful if any playtesters could run an
adventure for each of the three levels of play.

Any notes or questions you have on playtesting can be sent to me at RedwaldRpg AT hotmail DOT co DOT uk. Let
me know who you are and I’ll add you to the current list of playtest credits.

2
RÆDWALD

INTRODUCTION A NOTE ON OLD ENGLISH

The world of Rædwald is a world where the bond of the warband, Rædwald (pronounced Rad-wald) is an Old English name meaning
the oath of loyalty between warrior and king, your word, your hon- to ‘rule with wisdom.’ Throughout these rules you will find lots of
our and your status means everything. It is a world where family, Old English words and phrases. Where Old English words are used,
community, and the king’s laws are a shield against misfortune. you will also find the modern equivalent for ease of use in play.

Unfortunately for the player characters the world of Rædwald is one I’m not a scholar of the Old English language, culture, or history,
in which they have none of these things. Instead, they are outsiders; and Rædwald isn’t an historical setting. The Old English words and
wolfshead outlaws. Tired of merely surviving they take coin from a details will, I hope, add flavour to a game that you should expect to
lord, and now serve as his wolfpack, a band of ruthless, expendable be no more realistic in its depiction of the dark ages, than D&D is in
outlaw scum. its depiction of the late medieval period.

Working in the shadows of society and the darkness of night, the There is a pronunciation guide in the appendix, and an online search
wolfpack does the type of work that requires more subtlety than a will find examples of spoken Old English, but its usage is primar-
warband can bring to bear, and work so low that a lord’s proud war- ily for mood. Use what you like, ignore the rest. And if any of you
riors would balk at it. In return for this, faithful wolves can expect are scholars of the language, I can only apologise in advance for any
their lord to be a generous béaga bryttan, a giver of rings and treasure. mistakes in usage.
Live long enough serve faithfully enough and you might win back a
place of honour and perhaps one day become lords in your own right.

3
RÆDWALD

CHAPTER 1: ROLEPLAYING IN THE


ful lords, they may win back their place in society; shake off the dis-
WORLD OF RÆDWALD honour of being an outlaw and one day perhaps even become lords
themselves.
WHAT TYPE OF WORLD IS RÆDWALD?
The Wolfpack should be unique in the world of Rædwald. They’re
Like many fantasy games Rædwald is not set on our earth. Ræd- a one off, an elite force. There shouldn’t be other gangs of badass
wald is a small part of another world. The setting is however based outlaw killers with access to magic. The player characters are the only
on parts of our earth and its history, specifically the Early Middle ones. Other non-player characters might have access to magic, but
Ages (more popularly known as the Dark Ages) and especially the they will tend to be lone warlocks, or a solitary sorcerer in the employ
pre-Christianised Germanic cultures of the Early Anglo-Saxons and of a rival king. Perhaps later in the campaign, when their enemies
Migration Period cultures of Europe from between AD 400 and AD cotton on to who and what they are, rival lords might form rival
700. Like many fantasy settings in Rædwald the myth and magic wolfpacks. No doubt the player characters will hunt them down and
that was mere superstition in earth’s history is a real, if rare, force. take great pleasure in ending the rivalry in a very permanent way!

Primarily Rædwald is a world of men. Kings, Queens, lords, war- WHAT DO PLAYER CHARACTERS DO IN RÆDWALD?
riors, serfs, and slaves live in a land tamed and domesticated, but men
are not alone and their world is not the only world. It’s not only the Playing in Rædwald is a slightly different prospect from playing in
savage Réðealingas, the wildling men that lurk at the borders of Ræd- a traditional fantasy setting. Instead of focusing on a party of adven-
wald, or the primitive Ælfcynn, and the secretive Dweorgas who turers exploring a dangerous wilderness or dungeon in the hope of
dwell in its forests and mountains. All manner of monstrous beasts finding a hoard of coins and magical treasures, or just exploring for
might be found lurking in the marshes, hills, mountains, woods, and the sake of exploring, or a band of heroes on an epic quest to save the
other lonely places of the world. Not only that, but anyone foolish world characters in Rædwald carry out what in the modern world
enough to stray from woodland paths or misguided enough to venture would be the equivalent of Black Ops, covert military missions.
underground to rob the royal burial mounds might find themselves
lost in the Otherworld of the Fey, or the hell of the Underworld. A typical session of Rædwald might begin with the Wolfpack’s lord
outlining their mission objective, followed by their plan, the execu-
WHAT TYPE OF GAME IS RÆDWALD? tion of that plan, and any aftermath that comes about because of
the mission, and end with reward or admonishment from their lord
The player characters in Rædwald are outsiders and outlaws. Known depending on how well or bad things went.
as Wolfsheads they are literally outside the law’s protection. This
means anyone can harm or even kill them without fear of retribution. Before any of this occurs the players will need a character.
The life of a Wolfshead is not a romantic world of merry men who
gather in the woods to fight injustice. It is a life of fear, mistrust, and
privation. In a pre-industrial world being excluded from society is
perilous. You might survive, but you’ll be unlikely to thrive.

For this reason Rædwald assumes that the Player Characters start
the game having already grown tired of being lone Woflsheads, and
have banded together in the service of Thegn, a noble warrior lord,
to form his Wolfpack.

To a Thegn the Wolfpack is little more than a tool, a weapon to be


wielded and wielded ruthlessly. He cares little for the members as
individuals; they are expendable, ignoble outlaws, to whom he owes
no real loyalty. He cares only what they can do for him, and what a
Wolfpack can do is threaten, beat, rob murder, assassinate, disrupt,
and terrorize his enemies.

In return for this service the Wolfpack is protected by the name of


their lord, and within his territory they are safe. They will also be
given food and shelter, coin too. If they serve their lord well they
can expect to be presented with gifts, the beauty and value of which
bestow honour and status on those who receive them. In this way as
the Wolfpack accomplish ever greater deeds, and serve more power
4
RÆDWALD

CHAPTER 2: PLAYING THE GAME


The Hildewulf
The core of Rædwald’s rules are based on Swords & Wizardry:
WhiteBox. They could be considered alternate rules, or a setting The Hero is someone who has started to gain respect, some renown,
supplement, but most of the rules are recognisably derived from the and perhaps is even feared by some. Though still technically an out-
‘original edition’ we all know and love. Rædwald assumes you know law, they are respected as loyal warriors of the local Thegn. At some
the answer to the question ‘What is Roleplaying’ and are probably stage they’re likely to come to the attention of their Thegn’s Ealdor-
familiar with a number of RPG’s, especially the retro-clones. If you man, who may take them under his direct protection and command.
aren’t Swords and Wizardry, in fact any of the clones are probably a
better introduction to the hobby. Which isn’t to say Rædwald is in Wulfdryhten
anyway complex, expert, advanced, or somehow superior, it isn’t? It’s
just written with the expectation you’re not new to the hobby. A Wulflord is someone who by cunning and force of arms has earned
a place of respect in society, particularly the martial warrior culture.
THESE RULES ARE YOU RULES Although they will never quite lose that outlaw sheen, in the eyes of
normal folk, any warrior will gladly serve alongside and even under
These rules, although based on Swords & Wizardry:WhiteBox, were a powerful Wolflord. At some stage their King may even have a need
written and designed for a different style of play than the wilderness for their services.
exploration and dungeon delving of a traditional game. They are not This three level style is based on Dave Arneson’s, Vet-
an attempt to ‘fix’ or ‘improve’ that older style as it’s a style I love eran, Hero, and Superhero style from his Blackmoor
and play. Rædwald merely offers an alternate campaign style, and campaign in the very early days of the hobby. Often he
although the Referee’s section of the rules contain guidance on ‘a way’ wouldn’t even keep score of xp and would just decide
to play Rædwald, it’s not ‘the way’ to play so change anything you when his players had done enough to advance a level.
think needs to change, ignore anything you don’t like, and make the This is a method a Rædwald Referee could also adopt.
game your own. After all, these rules are your rules now. It would be equally simple to raise or lower the listed
xp requirements to get the length of campaign and pace
DICE of advancement you want.

Rædwald uses six-sided dice, or d6, and twenty-sided dice, or the


d20. A few tables use the other polyhedrals that are commonly used
in other classic roleplaying games. It also uses the three-sided, or the
d3, which is just a six sider read with a roll of 1-2 as 1, 3-4 as 2, and
5-6 as 3.

RÆDWALD LEVELS
THE RÆDWALD CHARACTER SHEET
There are three levels in Rædwald:
[Insert pic of Char Sheet here]
Title Experience Points
Wulfeshéafod(Wolfshead) 0 - 3,999
Hildewulf(Hero) 4,000 - 31,999
Wulfdryhten(Wolflord) 32,000+

The Wulfeshéafod

The Wolfshead has a past and is an experienced warrior, but has re-
cently become útlagan (outlaw)and is new to life as a Wolfshead.
They are outcasts and below even slaves in the eyes of society. Only
service to a Thegn, and his name, protects them. Otherwise they’d
be hunted throughout the land and forced to eke out a meagre and
miserable living in the wildlands. There is a full sized version in the appendix and it is also available to
download.

5
RÆDWALD

EXPERIENCE In Rædwald all the Character Classes have a Prime Attribute, an


Attribute that is the most important to that class. Having an above
Experience (XP) as the name suggests is an abstract representation average (13+) Prime Attribute gives the character a Class Bonus of +1
of how experienced a PC is and how well they are doing within the or +2 depending on the Prime Attribute’s score.
game. In Rædwald you don’t get experience for combat or treasure
found or looted. Combat has its own reward: survival. As does trea- Univeral Attrbute Bonus Table
sure: the more you have the more power and influence you can buy.
Ability Score Bonus/Penalty
In Rædwald experience is only gained from gifts given by your lord
in reward of service. For example... 3-5 -2
6-8 -1
Item Reward 9 - 12 0
Simple food and drink 10 xp 13 - 15 +1
Fine food and drink 25 xp 16 - 18 +2
Iron cloak pin 35 xp
THE ATTRIBUTES
Bronze brooch 50 xp
Feasting 75 xp STRANGNES (STRENGTH): Strength, brawn, might; this attri-
Silver ring 100 xp bute measures the physical prowess of your character.
Golden ring 200 xp
WITTIGNES (INTELLIGENCE): A measure of a character’s in-
Well-crafted jewellery 250 xp nate intellect, native cunning, and ability to learn.
A drinking horn with gold and silver filigree 500 xp
A feast in your honour 750 xp RÆD (WISDOM): Possessing intelligence is one thing, knowing
how to use it is another thing entirely. Wisdom represents the char-
A broad sword 1,000 xp
acters social and emotional intelligence, their experience in dealing
A Silver ingot 2,000 xp with people, empathy, common sense, and judgement.
A decorative jewel encrusted sword and scabbard 2,500 xp
A garnet encrusted drinking cup with intricate ÞROHTHEARD ( CONSTITUTION): Whereas strength measures
Dragon shaped handles 3,000 xp raw power, Constitution is measure of a characters, endurance, stay-
ing power, and general health.
A suit of mail 4,000 xp
A suit of Dweorgas scale mail 5,000 xp SNELNES (DEXTERITY ): A combination of coordination and
A magic weapon, armour, or item 10,000 xp quickness, or agility.

FORGIEFU (CHARISMA): Charisma measures a character’s,


charm, magnetism, the favour in which they are held by their peers,
and an affinity to leadership.

HIT POINTS

Hit points (HP) are an abstract measure of the character’s ability to


take punishment in combat, from disease, accidents, etc. A charac-
ter’s HP are determined by their Hit Dice (HD). The number of HD
a character has depends on his Class and level. You simply roll the
ATTRIBUTE SCORES number of HD for your class and level to determine their HP.

The basic abilities are numbers which represent the Strength, In-
telligence, Wisdom, Constitution, Dexterity, and Charisma
of a character. The standard way to create attribute scores is to roll
3d6 for each attribute in the previously mentioned order. Once those
rolls have been made, it is often obvious which type of character best
fits the abilities—though, the player always has the option to play
any class desired.

6
RÆDWALD

RÆDWALD RACES DWEORGAS (DWARFS)

The four races in Rædwald are all humans some are just more magi- It said that in every generation there is but one man allowed to set
cal, insular, or savage than others. The land of Rædwald is ruled by foot on the clan mountains of the Dweorgas. In this way they conduct
the Eorðwerod, who call themselves ‘men’ the other races they call their trade with the race of men. Many tribes of men have fought and
elfs, dwarfs, and wildings. These others races that men consider to died for the foothills that border the clan’s mountains and the rich
be Ælþeód (foreigners) dwell in the borderlands the forests, marshes, trade that land controls.
moors, and mountains. They live in the isolated pockets of territory
not yet claimed by the land hungry men of Rædwald. Of the Dweorgas themselves little is known save the richness of their
mines and the brilliance of their metal craft. Standing a head shorter
ÆLFCYNN (ELFS) than men, they are broad, stout, and muscular. Pale skinned with jet
black hair and eyes, they favour long forked beards. It is said there are
There is rumour of an otherworldly realm of the fair folk, but no man no Dweorgaswífs (Dwarf wives) as the Dweorgas spring full grown
has returned to tell of it and the only Ælfcynn in Rædwald are wild and battle ready from mountain rock. Many is the tale of ancient
and savage forest folk that dwell deep within ancient woodlands. warbands that marched into Dweorg mountains. There are no tales
of any marching out again.
They are slight and short; standing a whole head shorter than the
Eorðwerod. They have raven black hair, fine angular beardless fea- The player characters are the Edwíta, the disgraced. The source of
tures, bright grey eyes, and nut brown skin. They shun all things their disgrace they tell no man, and only a fool with a death wish
crafted by men or dwarfs dressing themselves in the skins of deer and would ask. One thing all know is that for an Edwít Dweorg to return
other animals. Despite the legends they neither fear nor are especially home is certain death, normally by a shameful unwarlike means such
harmed by iron, but it is taboo for them to use it and anything else as strangulation.
made of manish metal.
EORÐWEROD (MEN OF EARTH)
Their weapons are made of wood, stone, flint, and antler. Their long-
bows, despite being a primitive hunter’s weapon, are more powerful The five races of men are named thus: Geats, Jutten, Saisons, Anglens
than the bows of men and rightly feared. and the Frisca. They are a most noble and warlike race, fearless, cun-
ning, numerous and wise in both rule and counsel. Descendants of
Each Ælf is bonded with an ageless tree-spirit, except for the player the gods themselves it is only natural that they rule the very earth
characters who are the Fæge, (the fey or doomed). Their tree-spirit itself. From Brytencynings (powerful kings) to níedþéow (slave thrall)
has died and they are doomed to die a mortal death. It is not so much the Eorðwerod are tall and rangy, with ruddy complexions, bright
that they are exiled as that grief and sorrow drives them away from grey or blue eyes, and straw coloured hair with both the men and
their home and kin, and their kin are no longer comfortable in the women favouring plaits.
company of the treeless.
The player characters are útlagan wulfeshéafod (outlaw wolfsheads).
Some wander alone in wild woods becoming more and more savage Like any Dweorg or Ælfcynn found roaming the lands of men, a
until they are near bestial, others are drawn to the realms of men Wulfeshéafod is outside the protection of law and can be slain with-
where, although not accepted, they may find a place in a lord’s Wolf- out fear of reprisal or fear of blood feud. Without the protection of a
pack. lord or king that will undoubtedly be their fate.

RÉÐEALINGAS (WILDLINGS)

What these war-like neighbours lack in craft and art they make up
for in bestial fierceness and ignoble treachery. They inhabit the wil-
derness: moors, hills, and marshes that border the good farmlands of
the Eorðwerod. They are tall and wiry, with pale skin, green eyes and
copper red hair. All Ælþeód (foreigners) are treated with suspicion by
the Eorðwerod, but the Réðealingas are especially despised.

Player characters are Morðorheteas (blood-fueder) having fled from


their homeland until they can gain enough power to return and re-
venge themselves on their enemies, reclaim their honour, or simply
return without fear of reprisal for the crimes they committed. Even
though a Réðealing can be killed just for being in the land of the
Eorðwerod that is still preferable to the fate awaiting them should
7
RÆDWALD

they be captured by their own people. Membership of a Wolfpack WARRIORS


and the protection of a lord means they might just live long enough
to return to their homelands and take their vengeance. Dweorg Scildgebróðra (Dwarf Shieldbrother)

RÆDWALD CLASSES Before you became one of the Edwíta, the disgraced, you were a mem-
ber of the vaunted Dwarf Shieldbrothers a legendary defensive force
Once you have rolled your character’s Attributes, the next thing you that has held the mountain passes from the time of the first Sagas.
need to do is select a Character Class. There are three archetypes in
Rædwald: The Warrior, Skirmisher, and Wizard. Within each of the Defensive fighters specialising in the shield Scildgebróðra get a bonus
archetypes there is a version for each race; so a player decides which to Armour Class when using a shield. This bonus may also be used to
race and class his character will be at the same time. protect any nearby ally or non-combatant instead. They may also add
their level as a morale bonus to any NPC allies that form shieldwall
OPTIONAL CLASS RULES with them. Their prime ability is Constitution and they receive a Hit
Point bonus for a high Constitution score.
The following rules are completely optional. Use them all, ignore
them all, or use what you want and discard the rest as your group sees
fit. The specific rules for each class follow the class write up, but here Level HD THB ST Shield Bonus
are how the rules work in general . . . 1 1d6+2 +0 14 -1 [+1]
2 4d6+4 +1 11 -2 [+2]
HEROIC EFFORT 3 8d6+8 +2 7 -3 [+3]
A heroic effort represents a feat of arms or special skill that a character
can succeed at once per adventure. Note that this does not mean that Starting Equipment: Dracantóð Seax, Dracanclifer Sweord, Leðeren
they can only attempt this heroic effort once per adventure, or that Cæppe, Leðeren Serc, Dracanscealu Scield. 1d6 farthings.
only each class associated with a particular skill or feat can attempt
it but these other attempts will be in doubt and subject to whatever Scildgebróðra Optional Rules
roll or check the Referee deems necessary to succeed. The Heroic Ef-
forts always succeed without a roll. Like criticals and fumbles they are Criticals & Fumbles
optional and may be ignored.
Criticals: A critical attack is turned to a defensive advantage, rather
CRITICALS & FUMBLES than using your attack to damage your foe you have used it to learn
their fighting style. Now you know that they will be unable to strike
Criticals are rolled on a natural 20 at first level, 19-20 at second and you until they realise and change their usual style. It will take 2d3+1
18-20 at 3rd. Each class has its own particular Critical. Fumbles are (+/- foe’s INT bonus)rounds for them realise.
rolled on a 1-3 at 1st level, 1-2 at 2nd, and on a natural 1 at 3rd. This
is reversed for Wizards whose attacks spells are Roll under. Like criti- Fumbles : Somehow, a blow that has loosened your grip, or a strap
cals each class has its own associated fumble. Modifiers don’t affect that has frayed, you have dropped your shield and must spend either
Criticals or Fumbles. As this is an optional rule Referee’s may choose spend the next turn trying to pick it up during which time you will
to use Criticals and ignore Fumbles, include both, or ignore both as be prone and your foes will strike at you with a +2 to hit bonus, and
they see fit. you will be unable to fight back. The only other option is to fight on
without the shield.
Criticals & Fumble Table
Level Critical Fumb le Heroic Effort
1 20 1-3
Shield Charge: Once per adventure a Scildgebróðra may automati-
2 19 - 20 1-2 cally charge the enemy and knock them to the ground. The victim of
3 18 - 20 1 a shield charge, as well as being knocked prone, is stunned and unable
to act in the following combat turn. They also take 1d3+1 damage.
At 2nd the damage is 1d3+2 and two opponents can be knocked
down (if they are standing side by side such as in a shield wall), at 3rd
1d3+3 and three opponents can be knocked over.

8
RÆDWALD

Réðealingas Beadurófa (Wildling Battlestrong) Scildmægden (Shieldmaiden)

Before the brutal fall out of a Blood feud caused you to flee the Wild- The women of Rædwald, especially noblewomen such as yourself,
ling lands, you were one of their Beadurófa, one of the Battle Strong. have rights under law and as the wife or daughter of a powerful man
Men feared and renowned for both their size and bravery. Aggres- may also wield power and influence. Even so, you rejected the mar-
sive fighters specialising and doing extra damage with two-handed riage your family made for you and either ran away or your family
weapons. Their Prime Attribute is Strength and they gain a damage cast you out. You chose instead the free life of a shield maiden.
bonus for high Strength when using two-handed weapons. (This is
additional to their class damage bonus). The Scildmægden are balanced fighters with good attack and defence
potential. A Scildmægden use either Strength for a bonus to hit, or to
Level HD THB ST 2H Dmg Bonus dam, or Dexterity for a bonus to her AC. She may only use one of the
three and must decide before each fight which bonus to use.
1 1d6+1 +0 16 +1
2 4d6+4 +2 12 +2
Level HD THB ST To Hit/Dmg/AC*
3 8d6+6 +4 9 +3
1 1d6+1 +1 17 +1
Starting Equipment: Kern Æxe, Leðeren Cæppe, Beraferðe. 1d6 far- 2 4d6+2 +3 13 +2
things. 3 8d6+6 +5 10 +3

Beadurófa Optional Rules *At 2nd and 3rd level the bonus may be applied as one bonus or split.
The Str & Dex bonus may not be split but can be applied separately from
Criticals & Fumbles the class bonus. How each bonus will be applied must be decided before
each combat.
Criticals: When they score a critical attack as well as inflicting dam-
age they destroy their opponent’s shield with a mighty blow. If their Starting Equipment: Wælseax, Gár,Plegscield , Leðeren Cæppe,
opponent does not have a shield they knock their weapon from their Leðeren Serc. 1d6 farthings.
hand. If fighting a beast they mangle it so bad that it can’t bite (or
claw) for 1d3 combat rounds. Scildmægden Optional Rules

Fumbles: If they fumble their attack their wild fighting style causes Criticals & Fumbles
them to hit their nearest ally for 1d3+1 damage. If there is no nearby
alley their weapon flies from their grasp. Being balanced fighters Scildmægden neither land critical hits nor
fumble their attacks.
Heroic Effort
Heroic Effort
Scything Sweep: With one wild swing of their weapon they are able
to hit any nearby foes for 1d6 dam each. Noble Challenge: The Scildmægden can challenge any (sentient)
foe to single combat and they must accept. After all no one wants
to be the warrior known for being afraid to fight a maiden. They
must also accept any terms the Scildmægden may decide on, such as
whether or not the duel is to the death or first blood, or if it decides
the outcome of a skirmish or battle, matter of honour, etc.

9
RÆDWALD

Ælfcynn Wuduheald (Elven Woodgaurd)


SKIRMISHERS
Before your tree-spirit died you were one of the Elven Wood guard,
tasked with protecting the great forest. Now, in your sorrow and Ælfcynn Scytta (Elfin Shooter)
doom you roam the lands of men doing the only thing that still
makes sense to you: fighting and killing. As an Ælfcynn Scytta, or Elfin Shooter you once hunted deer through
the great forest and fed your tribe, now you hunt men for a manling
Wuduheald rely on speed and finesse and their prime Attribute is lord feeding nothing, but the hatred of their petty rivalries.
Dexterity which they use as a bonus to Hit and to AC. As they in-
crease in experience their defences, accuracy, and speed increase rep- Famed for both the accuracy and power of their longbows the Eleven
resented by a class bonus To Hit, AC, and initiative. They are so fast Archers are rightly feared. Whether it’s elf magic, or the sheer power
they may make additional attacks each round. of the longbows their flint arrow heads are capable of piercing a mail
hauberk. Scytta use Dexterity as their prime ability and gain a bonus
Level HD THB ST To Hit/AC/Initiative # Attacks To Hit with a longbow for a high Dexterity. This bonus stacks with
their class bonus.
1 1d6 +2 18 +1 2
2 4d6 +4 14 +2 3 Level HD THB ST Long Bow RoF
3 8d6 +6 11 +3 4 1 1d3+2 0 17 +2 1
Starting Equipment: Heort Seax, Gáe Bulg. 1d6 Feorðungas. 2 3d6 0 13 +3 2
3 6d6 +1 11 +4 3
Wuduheald Optional Rules
Starting equipment: Heort Seax, Langboga, coceb of 24 Arwan,
Criticals & Fumbles Déorhýd.1d6 Feorðungas.

Criticals : When they score a critical the Wuduheald has dazzled Ælfcynn Scytta Optional Rules
the enemy with his speed and may make another attack at +3 to hit.
Criticals & Fumbles
Fumbles: If they fumble their attack they have acted so quickly
they’ve manoeuvred themselves into difficulty and their opponent is Criticals : When they score a critical the Scytta’s accuracy has hit
able to take advantage with a free attack. a vital spot causing double the maximum damage of their longbow.

Heroic Effort Fumbles: A fumble represents a failure of their equipment at a vital


moment: the string snaps, the bow cracks, etc. Easily repairable when
True Strike: The Wuduheald summons up all their powers of con- they have the time but the bow is unusable for the rest of the combat.
centration and delivers a blow so fast and accurate that it bypasses
any armour their foe is wearing and they attack as if the enemy were Heroic Effort
AC 9 [10].
Elf Shot: The Scytta, through skill or perhaps elf magic can some-
times be so accurate they find a chink in, and bypass, any armour
their foe is wearing and attack as if the enemy were AC 9 [10].

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RÆDWALD

Dweorgas Déaþdælend (Dwarf Deathdealer) attempts to lob (stones or fire pots) for the remainder of the combat.

Before you were one of the Edwíta, the disgraced, you swelled the Heroic Effort
ranks of the fearsome Dweorgas Déaþdælend, Dwarf Deathdealers,
reigning fire and stone down on those foolish enough to try and fight Fire Fall: The Deathdealer must load and prepare the Stonepelter
their way through the mountain passes of your clan. then lob a Fire Pot when it’s above the enemy he shoots it with the
Pelter it bursts in the air and fire rains down on 1d6+1 foes, followed
A Deathdealer has two fearsome weapons at their disposal: the cum- by a flaming Pelt stone which hits one target for full damage and fire
bersome, but deadly Stonepelter and the legendary Dracanfýr (Drag- damage.
on Fire) which he lobs at the enemy in clay pots.
Sperebrógan (Spear Terror)
The Pelter fires rounded stones about the size of a large fist that can
also be lobbed by the Deathdealer in the same way Dracanfýr pots Before you were made outlaw you served in the Warband as one of
can be thrown. The Stonepelter is so heavy, cumbersome, and dif- the Sperebrógan, the Spear terrors. Elite warriors in training, sons of
ficult to operate that wearing armour is impractical. Thegns and Eaoldormen, lightly armed and armoured for skirmish-
ing dreaming of the day you’d come of age and join the Warband
Their Prime Attribute is Intelligence from which a high score gains proper. But that will never happen now. You are an outlaw, a Wolfs-
a To Hit bonus when figuring the trajectory of the Stonepelter, and head, disowned by your noble father and destined to run with others
determining how well they mix their raw materials to make their such as yourself.
Dracanfýr.
Sperebrógan rely on speed, and manoeuvrability and gain an accuracy
Level HD THB ST Accuracy Pelter RoF Lob RoF and AC bonus from a high Dexterity (stackable with class bonuses)
and gain a damage bonus from a high Strength when using thrown
1 1d6 +0 15 +1 1/6 1/1 weapons.
2 4d6+1 +1 12 +2 1/4 2/1
3 8d6+2 +2 8 +3 1/2 3/1 Level HD THB ST Accuracy Damage RoF
1 1d3+2 0 17 +1 +0 1
Starting Equipment: Dracantóð Seax, Stánweorpere, *4 Torfung
Stán, 2 Dracanfýr Crúcan, Scrín Inwitníþ Andlóman, 1d6 Feorðun- 2 3d6 +1 13 +2 +1 2
gas. 3 6d6 +2 9 +3 +0 3

* A Strength of 16 or higher is needed to carry more than four. No matter Starting Equipment: 3 Ætgár, Anga, 2 Francisca, Framea, Watel
what the Strength score is no more than six can be carried. Scield,1d6 Feorðungas.

Dweorgas Déaþdælend Optional Rules Sperebrógan Optional Rules

Criticals & Fumbles Criticals & Fumbles

Criticals: A critical with the Stonepelter means the stone strikes an- Criticals : Unless the cast killed the enemy outright, then it has
other enemy, before, after, or at the same time as it hits the intended pinned them to the ground (or a tree, door, wall etc.) and they cannot
target. If there is only one target it does +4 Damage. move until the javelin is removed (causing another 1d3+1 dam). If
the cast killed the target outright then the Sperebróga receives a +2 to
A critical with the Dragon fire results in splash damage (half dam) to hit bonus on his next cast having honed his aim.
an adjacent target.
Fumbles : They cast so fiercely that they dislocate their shoulder and
A critical with a lobbed pelting stone does an extra +3 damage. can’t cast again until someone puts it back in (1d3 dam).

Fumbles: A fumble with the Stonepelter means the machine has suf- Heroic Effort
fered a mechanical failure and will take 1d3 hours to repair.
Woden’s Cast: They are able to catch an enemy spear in flight and, in
A fumble with the Dragon fire means the pot has cracked in hand one smooth movement, cast it back at their foe for maximum dam-
and started to burn (Saving Throw for half damage). age (no To Hit roll needed and doesn’t count as one of their attacks).

Fumbling a lobbed pelting stone mean it slips out of the hand and
drops onto the shoulder or head for 3 damage and – 2 on further
11
RÆDWALD

Réðealingas Bogamann (Wildling Bowman) WIZARDS


Before the blood feud that caused you to flee from your homelands Dweorgas Wrydwebba (Dwarf Fateweaver)
you were one of what the Sais call Gúðflálybb, those that use drugged
arrows. Now, without your tribe’s Wicce to replace your diminishing Before you became one of the Edwita, the disgraced, you were a Wry-
supply of drugged arrows for you, you are just a Réðealingas Boga- dwebba, a fate weaver, training under one of the great Dwarf Run-
mann, a Wildling Bowman. emasters. Now you roam the lands of men and fumble after the true
meanings of the runes without guidance.
Wildling Bowmen with a high Dexterity gain a To Hit bonus and a
bonus to the number of arrows per round they may loose, both stack- Wrydwebba gain a bonus from a high Wisdom score when rune cast-
able with the class bonuses. ing that stacks with their level bonus.

Level HD THB ST Accuracy RoF Level HD THB ST Bonus COM AETT’S


1 1d6 +1 17 +1 2 1 1d6+1 +0 14 +1 1 1
2 3d6+1 +2 13 +2 3 2 3d6 +0 10 +2 2 2
3 7d6+2 +3 11 +3 4 3 6d6 +1 6 +3 3 3
Starting Equipment: Brægdboga, Coceb of 24 Arwan,10 Lybb Ar- Starting equipment: Dracantóð Seax, Runes, 1d6 Feorðungas.
wan*, Dræfendes Cnife, 1d6 Feorðungas.
Dweorgas Wrydwebba Optional Rules
*The ten drugged arrows can be made up of any combination of the
following: Paralysis, Sleep, Berserk (attacks own side), Fear (runs from Criticals & Fumbles
fight), Blindness, Hallucination (attacks imaginary monsters). Targets get
a Saving Throw and the affects last for 1d6 rounds. Criticals: The casting goes so well that the Wyrdwebba may reuse
the same rune.
Réðealingas Bogamann Optional Rules
Fumbles: The casting was ill fated and the Wyrdwebba must relearn
Criticals & Fumbles the meaning of the rune and may not use it again until he has worked
through its Aett a second time.
Criticals: On a critical if using a drugged arrow the enemy doesn’t
get a Saving Throw and the affects take hold for the maximun length Heroic Effort
of time. If using a normal arrow, you get a shot off so smoothly you
loose another immediately. Casting the Sun and Moon: The Wyrdwebba may make two simul-
taneous castings combining in each as many runes as his level allows.
Fumbles: Their bow string snaps and the bow must be restrung, in
addition if using a drugged arrow they have nicked themselves and
must make a Saving Throw or suffer the affects of the drug.

Heroic Effort

Arrow Storm: In a frenzy of archery the Bogamann can loose twice


his normal number of arrows per turn.

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RÆDWALD

Ælfcynn Gealdor Sangere (Elf Spellsinger)

Until your spirit tree died you were a Gealdor Sangere, a spell singer,
learning to chant the magic of the forest. Now, lost in your doom you
dwell in the land of men and sing for silver.

Gealdor Sangere gain a bonus from a high Charisma score that in-
creases their powers.

Level HD THB ST Duration # Affected


1 1d3 -1 16 +1 1
2 2d6 +0 12 +2 2
3 5d6 +1 10 +3 3

Starting Equipment: Heort Seax, 1d6 Feorðungas.

Ælfcynn Gealdor Sangere Optional Rules

Criticals & Fumbles

Criticals: The Glamour goes so well that the victim doesn’t get a
chance to break the Glamour for a year and a day.

Fumbles: The Glamour failed and the victim is not only immune
to any further attempts, they now hate the Gealdor Sangere with a
passion.

Heroic Effort

Words of Gold and Honey:The Gealdor Sangere may Glamour ev-


eryone within hearing.

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RÆDWALD

Scinnlæca (Shining One) Réðealingas Wicce (Wildling Witch Woman)

You were made an outlaw because you are a Scinnlæca, a Shining You cursed a chieftain and had to flee your wildling homeland. Before
One. Using forbidden knowledge, with a flash of eldritch light, you that you were being taught the craft of the Wicce, the Witch Woman,
call the dread spirits of the otherworld. Once called you bind them by your tribe’s crone. Now you are an outlander roaming the realms
to your will and use their malign powers. of your people’s enemies, and worse you must rely on a foul-spawn
familiar to learn your Wicce craft.
Scinnlæca gain a bonus to the powers of the spirits they can contain
and the length of the possession based on a high Wisdom. Wicce rely on intelligence to learn, memorise, and utilise their cures,
curses, potions, charms and spells. They gain a bonus to the potency
Level HD THB ST Phan HD Powers Duration of their magic based on their Intelligence bonus.
1 1d3+1 -1 17 1d3 1 1
Level HD THB ST Apps Potency
2 2d6+2 +0 13 1d6 2 2
1 1d3+1 + 16 1 1
3 5d6+3 +1 11 1d6+1 3 3
2 3d6 +1 12 2 2
Starting Equipment: A knife that has pierced the heart of an adulter- 3 6d6 +2 10 3 3
ous woman, the skull of a strangled murderer, a silver penny stained
with the blood of a traitor, a wand of Rowan wood taken from a Starting Equipment: The bowl and the knife, small bronze cauldron
hanging tree, robes made from the funeral shroud of a king betrayed. and tripod, a nine herb charm, pouches of dried henbane, fly agaric,
Thirteen finger bones taken from living virgins. and belladonna, a brace of mandrake roots, a bag of dead things, a
wax mommet and thorns. 1d6 Feorðungas.
Scinnlæca Optional Rules
Réðealingas Wicce Optional Rules
Criticals & Fumbles
Criticals & Fumbles
Criticals: The spirit you called is so cowed by your power that you
may control it until you banish him. You suffer no taint or fatigue. Criticals: You practice the craft so skilfully that your familiar is im-
pressed and agrees to teach you another piece of the craft without
Fumbles: You lose the battle of wills with a vile spirit who possesses the price.
you for 1d3 rounds before departing leaving you doubly tainted and
fatigued. Fumbles: Your magic backfires: a charm cause’s harm, a potion be-
comes a poison, or your poison fails, your curse rebounds on you, you
Heroic Effort are pierced by your own thorns.

Call of the Dammed: You call forth foul spirits to possess your en- Heroic Effort
emies (up to 3 HD + Wis bonus in total). You control them com-
pletely without fear of taint or fatigue. Their comrades must make a Thrice Cursed: The Wicce may place three curses on her enemy that
ST against fear to face them in combat. When you end the possession will automatically succeed.
your victims must make a ST or die.

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RÆDWALD

CHAPTER 3: RÆDWALD MAGIC Wyrdwebba’s start with mastery of one Aett, of eight runes, which
they may choose from any of the three Aetts available. They gain
mastery of the others as they progress gaining a new Aett each level.
Magic in Rædwald, outside of the player characters, is rare, danger- Their level also dictates the maximum number of runes they may use
ous, and something to be feared. Amongst the other races, it is less in combination, and is also a bonus to their Rune Casting Roll.
rare, but amongst men sorcery and its practitioners are feared and
reviled. THE RUNE CASTING ROLL

A Magic using character is likely to be unwelcome in any village or To use a rune the player must make a Rune Casting Roll. At its most
mead hall. Feared by the superstitious peasants, mistrusted by war- basic a Rune Casting Roll is simply rolling under the character’s Wis-
riors, as with all outlaws only the power of the lord they serve will dom score on 1d20 with bonuses for the caster’s level, and penalties
protect them, but for sorcerers even that may not be enough. Players for the level of difficulty of the affect they wish to achieve. Other
who choose to play magic users in Rædwald need to be cautious in situational bonuses and penalties may be applied at the Referee’s dis-
their interactions with NPC’s and can expect a cold response from cretion, but basically the Rune Casting Roll can be expressed simply
most. as . . .

Dweorgas Rune Magic Rune Casting Roll = Roll under Wis+lvl with 1d20+Diff lvl.

RUNE LORE If the player makes the Rune Casting Roll his magic works as de-
scribed if he fails nothing happens, fate is after all fickle. Either way,
Unlike mortal men, who use runes for petty divination, or to record the rune still counts as used, and cannot be used again until the
their unworthy deeds, a Dweorgas Wyrdwebba contemplates the true Wyrdwebba has used his other runes.
meaning of each rune and uses this understanding to weave fate, to
literally change reality. It is the meaning, the interpretation, and un- At its most basic rune magic can be used for a flat bonus of +1,+2,
derstanding of the runes from which they draw their power not the or +3. Things such as Saving Throws, or To Hit Rolls, and Damage
mere symbols. being the most obvious examples for a bonus, but their greatest use is
improvisational magic of a more open nature.
However, this understanding is ephemeral and often uncertain. The
Wyrdwebba may fail to bring his understanding and power to bear It is up to the player to decide how he wants to use each rune and to
on fate. what effect. It is up to the Referee to decide if the player’s desired use
is possible and if so to set the Difficulty Level. There are three levels
Men believe their god Woden gifted the runes to them, but the of difficulty . . .
Dweorgas know that men stole the knowledge of the runes from
them. Not that they mind, after all they stole them from the Dragons. Difficulty Level 1: The Wyrdwebba use his power to achieve goals
The twenty-four runes are divided in to the three Aetts, or families. that could just as easily be explained by natural phenomena or co-
A Wyrdwebba knows all the runes, but begins with mastery of only incidence. For example: causing a bow string to snap, causing it to
one Aett. Once he has used a Rune he cannot use it again until he has rain on a cloudy overcast day, or making someone lose their footing
used all the other Runes he has mastered. on rocky ground.

For example a 1st level Wyrdwebba with mastery of one Aett, of eight Difficulty Level 2: The Wyrdwebba uses his power in an obviously
runes, who uses the Rune Ur must use the other seven runes in the supernatural way such as causing a bow to burst into flames, sud-
first Aett, before he can use Ur. A 3rd level Wyrdwebba who uses the den rain on a cloudless sunny day, or causing the ground to open
Rune Ur must wait until he has used all 23 of his other runes, before beneath someone and swallow them.
he can use the Rune Ur again.
Difficulty Level 3: The Wyrdwebba use his power in way that is
RUNE CASTING not only obviously supernatural, but powerful and reality warping
as well. For example: causing a bow to come to life and throttle its
Each rune has a sphere of influence. For example the rune Feoh liter- wielder, making thunder, lightning and a torrential downpour of
ally means Cattle, but refers to wealth in general and could be used to rain in the king’s mead hall, or causing the earth to rise up in the
influence anything connected to monetary matters. Some runes can form a great beast and devour a warband.
be reversed or if they cannot be reversed can be used in opposition.
For example Feoh the cattle/wealth rune would normally be used
to gain wealth, or influence transactions in favour of someone, but
reversed it could be used to ruinous effect against an enemy.

15
RÆDWALD

There are three ways to use runes all require successful Rune Casting tree for excarnation.
Rolls . . .
THE DWEORGAS RUNES
CASTING
Runes and Their Meanings
This is the primary usage. The Wyrdwebba selects a rune and con-
templates upon its meaning before using the insight gained to change Each rune has its own sphere of influence that forms the basis of the
reality and weave fate. magic that can be created with it. This relates to its literal name and
the more esoteric connections to that rune.
Before performing a casting the character must contemplate the rune
for an hour before the actual casting. Less than an hour’s contempla- For example, the first rune, of the first Aett (family) is Feoh, Cattle.
tion, or even no contemplation may be taken, but at a penalty. For This rune can obviously be used for any type of magic that relates
more than one Turn, but less than an hour it is a +1 penalty. For less directly to cattle, perhaps stopping the cattle of an enemy clan from
than a Turn or one or more Combat Rounds +2, for no contempla- stampeding while you steal them for instance. But Cattle also repre-
tion at all +3. sent wealth in all its forms and the rune Feoh can be used in magic
relating to wealth.
As Wyrdwebba’s increase in level they may use more than one rune at
once in combination, but incur a penalty of +1 per additional rune Each rune is read and used in the way depicted, but many can be
and each rune used requires a separate successful Rune Casting Roll. used in reverse (upside down) some however can’t because they are
Runic Warding & Binding the same when reversed. They may however be used in opposition or
in the opposite of their normal meaning.
The caster places, carves, or inscribes the rune somewhere or on some-
thing and dictates the circumstances that will activate it in the future Most times using a rune in reverse or opposition is simply a case of re-
For example: the rune Thorn is inscribed on a bridge as a Wolfpack versing its normal usage. For example, the rune Ur (Strength) can be
crosses it into enemy territory so that later when they make their reversed to cause weakness. However, many reversed runes, or runes
escape, back across the bridge, a wall of impassable thorns springs up in opposition, are not exactly the opposite of their normal meaning,
after them to impede their pursuers. but have subtle or even wildly different meanings when used this way.
The keywords listed for each rune gives you a few examples of what
Preparation for runic warding must be made in advance and cannot the rune relates to, and also what it relates to when reversed or used in
be done quickly as it takes at least four hours of game time. A nor- opposition. These keywords are not exhaustive, neither are they limits
mal Rune Casting Roll is made, but only when the ward is actually of usage. They are in fact just the beginning, the most obvious spheres
activated. of influence, or relationships, and ways to use each rune.

A rune may also be bound to an item, weapon, or person for a single The First Aett
use. For example: binding the death rune to a spear so that when it
next hits it kills the enemy instantly. As per Warding the Rune Cast- f F – Feoh, Cattle
ing Roll is made when the bound rune is actually activated. Relates to: Wealth, cattle, chattel, herds, property, winning land,
possessions, luck, abundance, energy, protecting wealth.
RUNIC INSCRIPTION Reversed: Greed, cowardice, stupidity, poverty, avarice, enmity
over money.
A rune may be permanently inscribed, carved, or attached to some-
thing, someplace, or even someone for a permanent affect. However, u U –Ur Aurochs, Strength
the use of that rune is then lost to the caster. This is done with a Relates to: Strength, tenacity, potential, power, imposing your will
normal Rune Casting Roll and requires the Wyrdwebba spend a day on the world.
contemplating the rune and another day performing the ritual of in- Reversed: weakness, brutality, cruel domination.
scription. Note, that if the Rune Casting Roll fails the rune is lost.

Runes permanently inscribed or lost through a failed Rune Casting T TH – Thorn, Sharp
Roll can only be regained for the Wyrdwebba if the item is dedicated Relates to: Thorns, evil, gateways, giants, destruction, sharp attack,
to the gods and destroyed by means of either earth, fire, water, or air. difficult powers to control once unleashed.
For example, a Wyrdwebba inscribed his finger with the rune Elk a Reversed: Danger, defencelessness, betrayal, lies.
rune of protection to gain a permanent +1 to his AC, but his lord
demands he use his powers to protect him. To regain the rune our
Wyrdwebba must cut off his finger and either bury it, cremate it,
place it in a sacred pool as an offering , or tie it in the branches of a
16
RÆDWALD

o O – Os, Mouth x X – Eolh, Elk


Relates to: Speech, magic, power, prophecy, gods, sounds, signals, Relates to: Protection, wards against spells and evil, guardian.
revealing messages, insight, communication, divine oracle. Reversed: Taboo, warning.
Reversed: Vanity, misunderstanding, manipulation, delusion.
s S – Sigel, Sun
r R-Rad, Road Relates to: The sun, warmth, good fortune, sunlight, sky, victory.
Relates to: Travel, rewards, riding, spiritual journey, change, soul, In opposition: False council, wrath of gods.
Reversed: Delay, crisis, setbacks.
Third Aett
c C – Ken, Torch
Relates to: Light, beacon, leadership, protection against burning, t T –Tir, Tiw (god of war)
guiding light. Relates to: Warrior, courage, glory, order, law, honour, leadership,
Reversed: Darkness, disease, breaking of fellowships, false hope. swords.
Reversed: blocked communication or energy, mental paralysis.
a G – Gyfu, Gift
Relates to: Offering, sacrifice, generosity, food, balance. b B – Beorc, Birch
In Opposition: Greed, dependence, over-sacrifice, crooked, bribes. Relates to: Fertility, healing, magic, love, earth, growth.
Reversed: Family problems, infertility.
wW W –Wynn, Joy
Relates to: Glory, air, associated with wands, foresight, wisdom, e E – Eh, Horse
making magic, temporary happiness. Relates to: Horses, pride, adventure, increased speed, raw power
Reversed: Delirium, possession, berserker fury. Reversed: Reckless, haste, restlessness, confinement.

Second Aett m M – Monn, Man


Relates to: Humanity, friendship, the self, people, the body
h H – Hagl, Hail Reversed: Cunning, craftiness, slyness.
Relates to: Adverse weather, snow, sleet, hail, disruption, uncon-
trolled forces, trial. l L – Lagu, Water
In opposition: Stagnation, loss of power, a calm worse than the Relates to: The sea, lakes, rivers, dreams, fantasies.
storm, inactivity. Reversed: Madness, obsession.

n N – Nyd, Need N NG – Ing, Ing (Son of Woden)


Relates to: Hardship, want, lack, famine. Relates to: Kings, peace, plenty.
Reversed: Surviving or overcoming need. In opposition: Movement without change, labour, work.

i I – IS, Ice d D –Deag, Day


Relates to: Ice, cold, extreme cold. Relates to: Reason, understanding, dispersing evil spirits, awaken-
In opposition: Plots, deceit, blindness, pride. ing.
In opposition: Completion, coming full circle, night, darkness,
j J – Ger, Spear evil.
Relates to: Victory in battle, breaking through, careful planning,
plenty (as in harvest) E OE – Ethel, Homeland
In Opposition: Sudden setbacks, reversals, bad timing. Relates to: Freedom, security, prosperity, stability, law, inherited
property, spiritual heritage.
I Eo – Eoh, Yew Reversed: Clannishness, lack of custom, prejudice.
Relates to: Death, the underworld, the dead.
Reversed: Confusion, weakness, destruction.

p P – Peorth, Hearth
Relates to: Hospitality, laughter, entertainment, the braking or
making of bonds (physical and metaphysical), also refers to the
home and female mysteries.
Reversed: Addiction, stagnation, loneliness, malaise.
17
RÆDWALD

ÆLFCYNN SPELL SINGING over the song the forest teaches him. Instead, the Referee rolls 1d10
to find out what spell he learns. If the Referee rolls the same spell
The Gealdor Sangere, or spell singer, chants and sings to both gain twice then the Spell Singer may sing that Forest song twice per day
and use his magic. Each song takes one combat round (or a minute if instead of once or choose to have the Referee roll once more.
out of combat) to sing and the magic takes effect in the next round.
The exception is the Glamour which starts to work as soon as the 1. Song of Memories
victim hear it. Obviously the Spell Singer needs to be able to sing 2. Whisper of the Woods
to work his magic. If anything impedes his ability to sing, he is ef- 3. Forest of Fear
fectively powerless. For a spell singer to have their tongue cut out is 4. Wall of Wood
tantamount to a death sentence. At their disposal Spell Singers have 5. Walk the Woods
three forms of magic: Shapeshifting, Songs of the Forest, and the 6. The Hanging Tree
power of the Glamour. 7. Wood Whip
8. Cloak of Leaves
Shapeshifting 9. Forest Guard
10. Trial of the Tree
To learn the secrets of Shapeshifting Spell Singers use their songs to
coax an animal to come to them and teach them its secrets. Once they Song of Memories: The Spell Singer whispers a message to the trees
have done this they may take the animals shape. Whilst in this animal which they will remember and whisper it back to whoever the Spell
form the Spell Singer has all the attributes of the animal he shifted to, Singer asked them to.
but retains his own intellect, memories, etc. Real animals can sense
the unnatural nature of a Shapeshifter and react in fear to them. So, Whisper of the Woods: Listening to the rustle of the trees the forest
although a Spell Singer in the form of a field mouse need not fear tells the Spell Singer all that has happened within the forest over the
cats, the cat’s fear of him may betray his true nature. last few days.

At each level a Spell Singer can select one animal form he can Shape- Forest of Fear: Anyone who fails their ST must flee from the forest.
shift to, plus one additional animal form per level for any Charisma The fear only abates when they are clear of the forest.
bonuses. It takes one round of singing for a Spell Singer to Shapeshift
into animal form, other than that there is no cost or other require- Wall of the Wood: The forest forms an impenetrable wall of branch-
ments. es, impassable unless fire, axe, or magic are used, even then it will take
one hour per level of the Spell Singer to clear and risks angering any
At Level 1 they may Shapeshift into either a field mouse, hare, or spirits of the wood.
sparrow for one hour. However many animal forms they know they
may only shift once per day. Walk the Woods: The trees part to make previously impassable
woodland clear.
At Level 2 they may select another animal form from level 1 or
choose from either an otter, fox, or raven and hold their shape for 2 The Hanging Tree: Vines or branches from a nearby tree snake down
hours. However many animal forms they know they may only shift and fasten around the neck of one enemy per level of the Spell Singer
twice per day. and yank them up into the tree if they aren’t released within 3 rounds
and they fail their ST they die. If they make their ST they merely
At Level 3 they may select either another animal form from level 1 black out and the tree lets them go.
and 2 or choose from either a wolf, stag, or eagle and can hold their
animal form for three hours. However many animal forms they know Wood Whip: The Spell Singer calls on the trees and their branches
they may only shift three times per day. grow into whips that attack his enemies doing 1d6-1 at 1st level, 1d6
at 2nd and 1d6+1 at third.
Songs of the Forest
Cloak of Leaves: The forest hides the Spell Singer and one other
Spell Singers learn the songs of the forest in a similar manner to the person per level, making them virtually invisible.
way they learn different animal forms, by singing to the forest and
coaxing its secrets from it. In game terms these powers work best in a Forest Guard: At the bidding of the Spell Singer the tree grabs and
forest or wood, but at the Referee’s discretion some of them may work holds one of his enemies until he bids the tree release the prisoner.
if there is any nearby tree, or even other vegetation.
Trial of the Tree: The Spell Singer subjects his enemy to a trial of the
At each level the Spell Singer learns one Forest Song, plus one for forest. If the victim fails a ST the roots of the tree drag the victim
each point of Charisma bonus. Each song can be sung only once per underground and hold him there for as many years as he missed the
day. However the forest is fickle and the Spell Singer has no choice ST by. The forest keeps them alive until they are released. Their Con i
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s also permanently reduced by the number of years they were held for. There are three distinct realms of power used in the necromancy of
If this reduces their Con to zero they die upon release. the Scinnlæca, or the Shining Ones as they are known. All three pow-
ers require a Scinnlæca to call a ghostly undead apparition known as
Glamour a phantom, trap it in his body, then use the phantom’s powers. This
is done with a Calling the Dead roll. To make a Calling the Dead roll
An Elven Spell Singer uses the power of Glamour to manipulate peo- the player must roll under his characters Wisdom+level on a D20. If
ple. In this case rather than singing, to use a Glamour, the Elf whis- he succeeds he summons a malign phantom from the otherworld and
pers a rhythmic chant that their victim finds strangely compelling. may control it for a time. There is however, a cost paid in fatigue and
To successfully Glamour someone the Spell Singer’s player must roll the taint of necromancy. If a Scinnlæca fails his roll he loses the battle
under their character’s Charisma + level on D20+/- targets Wisdom of wills with the phantom and it escapes back to the otherworld with-
bonus. out serving him. Unfortunately a failure still incurs taint and fatigue.

If unsuccessful the spell singer can’t attempt to Glamour that same Necromantic Taint
person for 1d3 days.
Every time a Scinnlæca attempts to summon a phantom, successful
A successful Glamour can make the victim believe, see, or remember or not, he accrues 1 Taint Point (TP). If his Calling the Dead roll was
something that isn’t true, not really there, or never really happened. under his current TP score he has gained a permanent taint and must
For example a Glamour could make someone you just met believe you roll on the taint table. At this point his TP resets to 0. If his TP ever
were their best friend, or make you appear to them as their best friend, reaches 20 he takes two rolls on the table before it resets to 0.
or implant a false memory of a lifelong friendship between the two of
you. More dramatically, a glamour could also make them believe they 1d12 Roll Description Effect
could jump from a cliff and survive, see a dragon, remember killing
1 Spectral Sinews -1 STR
the king. The only limit to what a successful glamour can make an
NPC believe, see, or remember is that of the player’s imagination. 2 Corpse Twitch -1 DEX
3 Wight’s Wound -1 DEX
There is a limit to how many people can be held under a glamour at 4 Cold Black Heart -1 CHR
once, but not a limit to how many different people the spell singer
can attempt to glamour each day. There is also a limit on how long 5 Grave Stench -1 CHR
a glamour lasts, but a spell singer may end a glamour whenever they 6 Dead Man’s Eyes -1 CHR
wish. 7 The Dead Do Howl -1 INT
8 Ghostly Visions -1 INT
At 1st level a Spell Singer can Glamour one person for one, plus their
Charisma bonus, hours. Think Only of the
9 Grave -1 INT
At 2nd level they can Glamour two people at once for one hour or 10 Death Kissed -1 CON
one person for one, plus their Charisma bonus, days. 11 Spectral Chill -1 CON
12 Death’s Embrace -1 CON
At 3rd level they can Glamour a number of people equal to three plus
their Charisma bonus for a day, or one person for their Charisma
All taints are cumulative. The path of the Scinnlæca is an unforgiving
bonus plus three days.
one.
Once the effects of a Glamour wear off the victim is allowed a ST
Deathly Fatigue
with their Intelligence modifier as a bonus. If they make it, they re-
member what was done to them. If they fail they have no knowledge
The use of his powers causes deathly fatigue to the Scinnlæca based
of being manipulated.
on either the duration of the summoning, or the power of the phan-
tom. If his Fatigue Points ever exceed his total Hit Points, then he
The Forbidden Path of the Scinnlæca
collapses in exhaustion and loses 1 Hit Point permanently. Fatigue is
recovered 1 point per Turn as long as the Scinnlæca is doing nothing
The necromancy of the Scinnlæca is the most reviled, feared, and
more strenuous than walking.
taboo sorcery in Rædwald. Even the patronage of a powerful lord
might not be enough to ensure the safety of a Scinnlæca. If NPC’s
learn that a character is a Scinnlæca his player must roll under the
character’s Charisma, on a D20, to avoid an overly negative reaction.

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THE THREE POWERS 3: Call of the Underworld

1: The Call of Fear This is the most potent of the three powers. The Scinnlæca calls an
evil and destructive phantom from the underworld and takes on its
When using the call of fear the Scinnlæca summons a hideous phan- form enabling him to use its powers to smite his enemies. Using his
tom, takes on its ghastly form, and appears to his enemies as a half- knife, that has pierced the heart of an adulterous woman, the Scinn-
rotted spectre that shines with a dazzling eldritch light. If he succeeds læca cuts himself and drips blood onto his Rowan wand. This action
in his Call the Dead roll each round everyone who witnesses this takes one combat round. On the next round the Scinnlæca makes his
must make a ST (modified by the Scinnlæca’s level) or run screaming Call the Dead roll if he succeeds he takes the form of the phantom. If
in fear. Those that make the save stand firm, but are shaken fighting he fails nothing happens, but he suffers 1 fatigue and 1 taint.
at -2 to hit and damage. He can protect his allies from the fear by gift-
ing them amulets made from the finger bones of a virgin. Each phantom summoned to fight will have a number of HD, and
powers determined by the Scinnlæca’s level and Wisdom bonus and a
This power can be used instantly as long as the Scinnlæca has his coin, base Armour Class of 7 [12]. Whilst in the form of the phantom the
stained with the blood of a traitor, in one hand and his Rowan wand Scinnlæca fights with its powers, HD, and HPs, and AC, rather than
in the other. It costs 1 taint and causes 1 fatigue to use this power, and his own. This lasts until he either banishes the phantom voluntarily,
an additional point of fatigue for each round it is maintained. It may its HPs are reduced to 0 in combat, or the duration of the possession
be maintained for 1 round per level + Wisdom bonus. is exceeded.

2: Call of Kinship The taint incurred by such possessions is equal to the number of pow-
ers the phantom possesses. The fatigue is equal to its HD.
The Scinnlæca appears as the shade of a dead friend or family mem-
ber of his intended victim. The phantom is not actually the victim’s Each phantom’s powers are randomly determined by rolling 1D8 per
friend or relative, but a malign phantom that enjoys being party to power .
such manipulation.
1d8 Roll Power
The victim, upon seeing the Scinnlæca in the form of his dead rela-
1 Boneshard Shredder
tive, makes a ST modified by adding the Scinnlæca’s level and Wis-
dom bonus to the roll. If they make the ST the victim is merely ter- 2 Edlritch Lightning
rified and will flee in fear and the Scinnlæca will be unable to make 3 Ghostly Glide
another attempt for at least a week. If the victim fails their ST they 4 Funeral Pyre
except the shade as ‘friendly’ and the Scinnlæca may manipulate the
NPC by issuing advice, ideas, even commands. For each such ma- 5 Skeletal Skin
nipulation the victim may make another ST (again modified by the 6 Grave Bound
Scinnlæca’s level and Wisdom bonus). If they make the ST they are 7 Shining Shade
not convinced and do not act on the advice, if they fail they act as
8 Death’s Touch
directed. For every ST they fail, they gain +1 to additional rolls, for
every success -1.
Boneshard Shredder: The phantom bestows the gift of deadly bone
claws that do 2d6 (keep highest) +1 to hit and damage. For each
This power requires a certain amount of preparation. The skull of a
additional time this power is rolled increase the bonus to hit and
murderer must be hidden somewhere where it can ‘see’ the victim for
damage by +1.
a day before the power is used. This is so the malign phantoms of the
underworld can see who it is in order to take the form of their dead
Eldritch Lightning: The phantom can cast green bolts of eldritch
relatives.
lightning for 1d3 damage (no to hit roll needed) at a range of up to
25 feet. For each additional time this power is rolled you may either
Each use of this power costs 1 taint and an initial 1 point of fatigue,
increase the damage by an additional 1d3, increase the number of
plus 1 point of fatigue for each round the Scinnlæca holds the form
targets affected by 1, or the range by another 25 feet.
of the shade.

Exactly how the NPC victim reacts, and how the player has his char-
acter manipulate them, is up to the player and Referee to decide dur-
ing play. If the victim fails his ST the Referee should have him do
what the player wants him to, but players should bear in mind there
are certain things people won’t, or can’t do, even for a dead relative!

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Ghostly Glide: This phantom can fly, allowing the Scinnlæca to glide as they please often appearing as if from out of thin air. Their animal
through the air at walking speed, and at heights up to 10 feet above form can be destroyed, but they always reappear the very next night-
the ground. For each additional time this power is rolled you may fall. Those that are foolish enough to destroy a Wicce’s familiar tend
increase the height by another 10 foot. In combat the Scinnlæca gains to die soon afterwards, the victims of grisly and horrific accidents.
a +1 to hit and Damage and an additional -1[+1] to his AC represent-
ing the advantage gained by flight in Combat. Familiars communicate with their Wicce using imagery projected di-
rectly into Wicce’s mind’s eye, but only seem interested in doing so
Funeral Pyre: Anything the Scinnlæca touches has a 3 in 6 chance when teaching the Wicce elements of the craft.
of bursting into flames, even usually non-flammable things. To ignite
a living thing the Scinnlæca must first roll to hit. The ethereal flame Learning the Craft
burns for 1d6 damage per round and can’t be put out, but stops when
the Scinnlæca’s possession of the phantom ends. For each additional A Wicce character may learn as many or as few elements of the craft
time this power is rolled you may increase either the chance of igni- as their player wishes, and may learn them whenever the player wish-
tion by +1 or the damage by 1d6. es, including at character generation. Learning new elements of craft
after character generation requires the character to have a free day of
Skeletal Skin: The phantom encases the Scinnlæca in bone giving ‘in game’ time to be taught the new element of craft.
him an Armour Class of 5 [14]. For each additional time this power
is rolled you may increase the AC by -1[+1]. There is always a price to be paid for knowledge of the craft. For each
element of craft a Wicce is taught by their familiar they sacrifice a part
Grave Bound: The Scinnlæca commands a phantom from the un- of their spirit. This is represented by a permanent loss of Attributes
derworld who drags the victim into the ground up to the waist and or HP’s given to the familiar who takes it by feeding from the Wicce
holds them firm. They may defend themselves (at -2 to hit and +2 in many weird and repugnant ways. The price also causes the Wicce
[-2] to their AC), but may not move until released or the phantom to age by a year.
has gone. For each additional time this power is rolled you may hold
one more enemy. Each time a Wicce chooses to learn an Element of craft (including at
chargen) the Referee rolls 1d6. . .
Shining Shade: The Scinnlæca becomes a shade so bright that his
enemies, and anyone not wearing an amulet made from a virgin’s fin- 1d6 Roll Affected Attribute
ger bone, are dazzled by the light and attack at -1 to hit. For each ad-
1 Strength
ditional time this power is rolled increase the penalty by another -1.
2 Wisdom
Death’s Touch: The phantom allows the Scinnlæca to drain his vic- 3 Constitution
tim’s life force with a touch (roll to hit+1). Each touch drains 1 points 4 Wisdom
from the victim’s Constitution or HD and restores, or adds 1 HP to
the Phantom’s total. The loss of Con/HD is permanent and if it is 5 Dexterity
reduced by more than 6 points in one combat the victim must make 6 Hit Points
a ST or slump into unconsciousness. If reduced to zero they die. For
each additional time this power is rolled either the number of Con/ . . . and permanently deducts 1 point from the indicated attribute
HD points drained, or HPs gained, may be increased by 1 point. as well as aging a year. If the indicated Attribute is already at 1 the
Referee should roll again, or choose an attribute above 1. If all the
WICCE CRÆFT attributes are reduced to 1 the Wicce must start sacrificing her Intel-
ligence to gain new craft. When that drops below 9 the character is
Traditionally wildling witch women learn their craft slowly and care- no longer viable and becomes an NPC, a mad old hag.
fully under the tutelage of their tribe’s wise crone, but having fled
their tribe the young Rædwald Wicce must take a dangerous shortcut Elements of the Craft
and learn her craft from a foul-spawn familiar.
1: Nine Herb Charm
Familiars
The Nine Herb Charm can heal any and all ills. It can heal wounds,
Familiars always take the form of a small animal, normally animals cure disease, break charms, or spells placed upon the victim, and ne-
associated with death, the night, or carrion such as crows, ravens, rats, gate the effects of poison. It can cure any illness natural or unnatural,
black cats, owls, lizards, and snakes. but each Wicce can only use its power nine times. To learn this craft
the Wicce must pay the price, and lose one attribute point and age a
Familiar’s are not of our world and no one knows where they hail year. She must also pay this price each of the nine times she uses its
from, or what they want. What is known is that they come and go power.
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2: The Green Candle days. The Wicce’s level Int bonus in days may be added or deducted
depending on whether they want their victim to suffer, or the curse to
The familiar teaches the Wicce to heal mundane wounds with the use take affect quickly. Malign Curses work the same way, but in weeks.
of a green candle and an incantation. The Wicce must light a green The nature and wording of the curse is entirely up to the Wicce’s
candle and chant the charm over whoever is wounded. player to determine, and for the Referee to interpret, and implement
in game.
At 1st level 1d6+Int bonus worth of HPs can be healed.
At 2nd level 2d6+Int bonus worth of HPs can be healed. 4: Scrying
At 3rd level 3d6+Int bonus worth of HPs can be healed.
The Wicce fills her bowl with water, preferably water from a sacred
The number of HPs healed is also the number of hours the Wicce source such as a lake, and uses it to see visions. There are two types
must chant and the candle must burn. of scrying both are separate skills and require the price be paid to
learn them.
3: Curses
Seer Scrying
By air, by stone, by water, by fire the Wicce calls a curse down upon
her foe. There are three types of curse and each must be learnt in This is a type of divination and allows the Wicce to see visions of what
order, from weakest to strongest, and the price paid each time. The may be, and what may come to pass. This may only be attempted
victim of a curse is allowed a Saving Throw to resist its affects; if that once per week of game time, or once per adventure.
fails they will have to find another Wicce to break the curse.
The Wicce’s player informs the Referee what they’re trying to find
The Wearisome Curse out. This should be in relation to a particular task or problem within
the current adventure and any action they were planning to take. The
This is the mildest form of curse and is designed to confound, humili- Referee then describes three possible futures: one good, one neutral,
ate and frustrate your enemy. For example someone could be cursed one bad. These visions should contain enough clues to allow the play-
to ‘always speak his mind, and never mind what he speaks’ as a way ers to pursue the positive outcome, try and avoid the negative one,
to get that enemy in trouble or perhaps curse an arrogant warrior to and take the chance to settle for the neutral outcome when they see it.
‘bleat like a lamb’ every time he tries to boast of his prowess, or curse
a vain queen to grow a beard. For example . . .

The Destructive Curse The players’ characters have been ordered to slay their Thegn’s wife, who is
cuckolding him with a rival Thegn. The players send her a false message
This is a much more direct and dangerous curse designed to destroy inviting her to what she thinks will be a romantic tryst, but will really
the victim’s status, power, and wealth. For example curses that cause be the scene of her murder. The Wolfpack’s Wicce looks into her scrying
cattle to die, or crops to fail will have dire consequences causing ma- bowl to get a sense of what might happen and the Referee describes three
terial loss for their owners and possibly famine for the communities possible outcomes.
that rely on them. Cursing a Thegn’s or a Lord’s luck may mean he
loses battles until his men abandon him. A poet could be cursed to In the worst outcome he describes them slaying the Thegn’s wife but being
become tongue tied and thus his reputation and livelihood would be seen by her serving maid, who they didn’t know was there. The maid es-
destroyed. A noble woman could be cursed to wantonness and thus capes and reports them to their Thegn who then will have to turn against
her status would suffer. them. After all he wouldn’t want anyone to know he ordered his wife’s
killing when he could blame it on outlaw scum.
The Malign Curse
In the neutral outcome they find the maid’s hiding place and slay her as
The most potent and evil of the curses these curses cause enemies to well as the Thegn’s adulterous wife. The mission is successful.
suffer slow and wasting deaths, cause victims, even entire households,
or communities to suffer infertility, or warriors to slay loved ones in In the final, and best, outcome they slay the Thegn’s wanton wife and
a murderous rage. somehow arrange for the maid who witnesses it to believe it was the rival
Thegn who committed the atrocity, thus earning them even more favour
Curse Durations from their own Thegn.

Curses are not instant, but run their course over a period of time. Of course these are just three possible outcomes and nothing is guar-
How long a curse lasts or takes to work depends on the Wicce’s level anteed to play out exactly as the Referee described the visions. It is
and the type of curse. Wearisome curses last one day plus the Wicce’s now down to how the players handle things and the action, but it
level + Int bonus. Destructive curses last for, or take affect after, 1d3 has given them information they didn’t have before (that the maid
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will be hiding nearby) and a hint from the Referee for a way to make The Coward’s Cup
things go even smoother (frame the other Thegn). However there
should still always be chance for things to go wrong somewhere along Anyone who drinks this potion will be overcome with debilitating
the way. fear and will run from battle, or cower in a corner, unable to fight
unable to face anyone, or anything. They will be literally scared of
Fetch Scrying everything. The effects last until either the combat is over, or if taken
in a non-combat situation for 1d3+level+int bonus turns. This potion
This allows the Wicce to spy on someone from afar. She stares into can destroy a warrior’s reputation and status.
the scrying bowl and sends her fetch, her spirit double, into the oth-
erworld reflected in the waters of the bowl. The fetch is then free to Hag Sight
travel the mirror world and see what is happening somewhere else
and the Wicce sees and hears everything her fetch does. There is no This potion causes blindness for 1d3+lvl+Int bonus turns. Anyone
limit on distance, but the Wicce must have been to the place or know affected is at -4 to any roll they might make.
the person she wishes to spy on.
Wicce’s Brew
5: Potions
This concoction causes the victim to suffer wild and confusing hal-
The familiar teaches the Wicce to brew potions in her cauldron. Each lucinations that renders them all but incapable of performing any
application of a potion takes one full day of preparation. Potion craft action other than raving incoherently and trying to catch hold of the
is similar to poison and venom craft, but not quite as potent. Each strange things they are seeing. The affects last for 1d3+lvl+Int bonus
potion is a separate skill for which the price must be paid. There is no turns hours.
order in which they must be learned but some of the potions require
the price be paid for each level of potency. Potions must be drunk, Branwen’s Brew
but they can also be applied to arrows and one application will coat
three arrows. However, there is a very strong Hex on that practice and Branwen is the Wildling goddess of love and anyone who drinks one
the arrows must only be used by a wildling warrior, lest the Wicce be of these potions will fall madly, passionately, and very often tragically
cursed and abandoned by her Familiar. in love with the next person they see.

Sleeping Draft Rhiannon’s Blessing, Rhiannon’s Curse

This potion will put anyone who drinks it into a deathlike, dreamless So called because whoever drinks this potion forgets everything they
slumber from which only an application of the nine herb charm can know which is a magic associated with the Wildling goddess Rhian-
wake the victim before it runs its natural course. While they sleep the non and forgetfulness can be a blessing or a curse. This potion can be
victim is magically sustained and requires no sustenance and does made in three potencies, each of which must be learned in order and
not age. the price paid. The three potencies are 1d3+lvl+Int bonus of forget-
fulness that lasts; hours, days, or years.
There are different strengths of sleeping draft and the Wicce must
pay the price to learn each of them, and like poisons and venoms, 6: Poisons
they must be learnt in order of potency. The order of potency is:
turns, hours, days, weeks, months, years, decades, and centuries. The The creation of poison is the simplest of the Wicce’s craft, but no less
Wicce’s player may choose from any potency she knows for each ap- deadly. There are three types of poison a Wicce can brew. These must
plication brewed and then rolls 1d3+ level+ int bonuses to determine be learnt in order and a price paid for each. They must be ingested to
the actual number of days, weeks, etc. the potion will put someone take affect and the victim is allowed a ST but this is modified by the
to sleep for. Wicce’s level and Int bonus.

The Mead of Beli-Mawr Spider’s Spite

Beli-Mawr is the Wildling god of war and his mead sends anyone A non-lethal poison that paralyses the victim for 1d3 hours, but oth-
who drinks it into a fighting rage that lasts 1d3+the Wicce’s level+Int erwise causes no harm.
bonus in combat rounds. During this time they attack at +2 to hit
and Damage and ignore all wounds, allowing them to fight on even if
they are reduced to 0 hit points or lower. Whilst in the fighting rage
the victim will attack anyone and everyone indiscriminately and will
not even recognise his loved ones and friends.

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Wicce Kiss Pinned by Thorn

A noxious brew that lays the victim low with a violent flux for 1d3 The Wicce drives the Thorn into a particular body part and leaves
days and causes 1d6+ the Wicce’s lvl and Int bonus in damage. If this it there. The body part pierced is wracked with pain and the area
reduces the victim to 0 HPs or less, they don’t die. Instead they are effected is useless. For example a Thorn in the mouth stops them
merely permanently weakened and lose 1 point of Str and Con. talking, in the spine will pin them to the ground, put a thorn in the
Mommet’s hand and the victim loses the use of that hand. At 1st level
Dragon’s Blood the duration is in combat rounds, at 2nd level, turns, at 3rd hours all
determined with a roll of 1d3+lvl+Int bonus.
A lethal poison. If the Victim fails their ST they die a slow and ago-
nising death. Wound of Thorn

7: Venoms The Wicce drives the thorn into the Mommet’s stomach and wounds
the victim. The damage is 1 plus the Wicce’s level+Int bonus per stab.
Venoms use the same principles as poisons, but they are brewed in One stab may be made each round, but after the first attack the vic-
a concoction that takes effect when the toxins enter the bloodstream tim is allowed a ST against each attack.
via a blade, arrowhead, spear point, etc. Once applied to the weapon
the venom is stable for 1d3 hours plus the Wicce’s level and Int bo- Murderous Thorn
nus. Once combat begins they will be stable for 1d3 rounds plus
the Wicce’s level and int. These venoms can only affect each victim The Wicce drives the Thorn into the Mommet’s heart; if the victim
once. Whoever is using the envenomed weapon must score a hit on fails their ST they die.
their enemy. As well as the weapon’s damage each venom has its own
effect. Like the poisons these crafts must be learnt in order and the Amulet Craft
price paid for each.
The Wicce can make amulets to protect herself, her allies, or her pa-
Spider’s Bite trons from the harmful aspects of Wicce craft. Amulets can be made
that protect against the three types of Curse, Fetch Scrying, the seven
Causes paralysis if the victim fails their ST they are paralysed for 1d3 potions, the three poisons and three venoms, and the four types of
combat rounds. Thorn Magic. Amulets may also be made that protect against an Ælf-
cynn’s Glamour, and a Scinnlæca’s Call of Fear, or Call of Kinship.
Wicce’s Wound
Instead of paying the price for each skill the Wicce pay the price once
Doubles the amount of damage caused by a weapon. to learn Amulet Craft and may make any of the above amulets, but
also pays the price for each individual Amulet made.
Dragon’s Fire

Kills the victim in 1d3 combat rounds if they fail their ST.

8:The Mommet and the Thorn

This craft involves using a Mommet, a wax effigy, and a thorn so the
Wicce can torment and harm her enemies from a safe distance. To
use this magic the Wicce must have a personal item or keepsake of
the intended victim attached to her Mommet. There are four levels of
Thorn harm and each is a separate craft. They must be learnt in order
and the price paid for each.

Sting of Thorn

The Wicce pricks the Mommet with the thorn using light shallow
jabs. These normally make the victim scream out loud, jump, drop
things, spasm and the like. The effect is instant and the Wicce can
toy with her victim for as long as she wishes without causing any real
harm.

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CHAPTER 7: RÆDWALD GEAR The technological level in Rædwald is the equivalent of Northern
Europe before Roman conquest. Buildings are wooden, single story,
and have thatched roofs, bridges are wooden, other than a battering
The greatest measure of wealth in Rædwald is the land a king con- ram there are no siege engines. Pottery and wooden cups are more
trols, and the bounty that land produces in the form of cattle, crops, common than glass, there are no glass widows. There is no concrete,
timber, mines, warriors, and other such commodities. Other items of stone buildings, or advanced engineering to speak of. Where the peo-
great value are finely crafted works of art such as glassware, objects ple of Rædwald do excel is in metallurgy, the forging of iron, and
made from or inlaid with silver, and a particular favourite of royalty: steel weapons and tools, and the more refined skills of the artisans
gold jewelry and ornaments inlaid with garnets. Of course on a day- that make exquisite jewellery.
to-day basis most of business is conducted in coinage or barter.
The tables that follow detail the arms and armour available, but there
Only a king may order coins struck, and the penalty for a forger is to are no lists of gear, or equipment, beyond what the PC’s start with.
have his hands hacked off. As there are many kingdoms in Rædwald, Their lord will provide (or they can steal) anything they might need
there is various coinage to match both from the reigning kings, and that might be available. If they are successful in serving their lords
past kings, but on the whole most keep to the same standard. The cur- they will be rewarded with high status gifts of weapons, armour, jew-
rency is based on the Seolfor Pund, the pound of silver usually in the ellery, hawks, horses, perhaps even land and men. This is discussed
form of an ingot. Pounds are used for large expenses such as paying further in the Referee’s section of the rules.
off raiders, ransoms, commissioning buildings, paying armies, or ex-
pensive items like mail armour or a trained falcon. A pound of silver THE WEAPONS OF MEN
in modern terms would be worth about $7,000. Of course pounds
of silver are not only heavy and cumbersome, they are impractical MELEE WEAPONS
for day-to-day use so smaller coinage is the norm of which there are
four types: Scillingas (Shillings), Seolfor Peningas (Silver Pennies),
Healfpening Stycce (Hapenny Pieces), and Feorðungas (Farthings). Weapon Damage Cost Enc Notes
Cnife 1d3 2 Silver Pennies 1/4
Seax 1d3+1 5 Silver Pennies 1/2
Currency Breakdown
Wælseax 1d3+2 10 Silver Pennies 1
1 Seolfor Pund (P) = 50 Scillingas (Sc)= 250 Seolfor Peningas(Sp) = Gebyrdæx 1d6-1 20 Silver Pennies 1 Min 1 dam.
500 Healfpening Stycce (Hs) = 1,000 Feorðungas (F). See 2d6 (drop highest)
Framea 25 Silver Pennies 1
Notes dam. Can be thrown.
1 Scillingas = 5 Seolfor Peningas = 10 Healfpening Stycce = 20
Feorðungas. Unsuitable for
Gár 1d6 30 Silver Pennies 1
throwing. Long reach.
1 Seolfor Peningas = 2 Healfpening Stycce = 4 Feorðungas. Gúðgár 1d6+1 35 Silver Pennies 2 2 Handed. Long reach.
Brádsweord 1d6+2 250 Shillings 1
1 Healfpening Stycce = 2 Feorðungas.
2 Handed 2d6 (drop
The Scillingas and Seolfor Peningas are coins in their own right, but See lowest) +3 dam. Long
Brádæx 40 Silver Pennies 2
the Healfpening Stycce, as the name halfpenny piece implies, is a sil- Notes reach. Splits shields if
ver penny that has been cut in half and a Feorðung is made by cutting shield bearer misses ST.
a silver penny into quarters.

Resources and Mundane Equipment

Rædwald campaigns don’t focus on resource management in the way


that a dungeon delve or wilderness campaign might. As Rædwald
adventures are more like military missions, assigned by the party’s
patron, assume he will provide any additional gear and equipment
needed for the mission. Neither do characters need to worry about
food or lodgings, that is part of the lords responsibility to his men.
However, most missions will normally only need the Characters to
use their cunning and their blades.

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RÆDWALD

MISSILE WEAPONS Brádæx: A six-foot two-handed axe with a single broad blade. Ca-
pable of massive amounts of damage. Also able to split shields. Used
Weapon Damage Cost Enc Range Notes
by elite warriors to break the enemy shield wall. Its long reach means
the wielder gets one free attack on anyone with a shorter weapon,
2d6 (drop highest)
See 25 Silver before they close.
Framea 1 90’ dam. Can be used in
Notes Pennies
melee.
Ætgár: A dart or javelin, the standard light throwing spear.
20 Silver
Ætgár 1d6-1 1/3 120’ Min 1 dam.*Price for
Pennies* three. Anga: This spear is light and weighted for throwing. The last foot
Reduces effectiveness or more of the spear is a socketed rod of iron topped with a barbed
40 Silver of shields by +1[-1] spearhead designed hook into the enemy or his shield, making it dif-
Anga 1d6+1 1 60’
Pennies AC or can disable ficult to withdraw. The iron rod allows the Anga to go through a
shields. shield and still hit the enemy. It may also target the enemy’s shield,
15 Silver in which case a successful To Hit roll only results in 2 points of dam-
Francisca 1d3+1 1/3 50’ Can be used in melee
Pennies for 1d3 dam. age, but the Anga lodges in the shield making it unbalanced and
5 silver
effectively useless. The long iron rod means it can’t be hacked off the
Huntnaþboga 1d3 2 240’ Unworthy Weapon shield, and the barbs mean it can’t easily be pulled out. The victim of
Pennies for a warrior.
such an attack has two choices: spend two combat rounds removing
the Anga or discard the shield.
Cnife: An ordinary everyday tool. More likely to be used for eating,
Francisca: A small axe weighted and designed for throwing at close-
hunting, and whittling than combat.
range. Of limited use in melee.
Seax: A large dagger designed for combat. Their distinctive shape is
Huntnaþboga: The hunting bow is a fine tool for hunting deer,
recognisable possessing a single sharp edge and a slight point. The hilt
game, and wild fowl but only the low Fryd use them in war. Not a
often made of horn or wood, or a combination.
true weapon for a warrior.
Wælseax: The war, or literally the slaughter, seax is so large it is al-
most a short sword, and is often used in battle with a shield. WEAPONS OF THE ÆLFCYNN

Gebyrdæx: A hand axe which gains its name from the ‘bearded’ MELEE WEAPONS
shape of the axe head. Weapon Damage Cost Enc Notes

Framea: The Framea is a short spear with a narrow and short head Heort Seax 1d3 N/A 1/2
designed for thrusting one handed and for throwing. Flintenscæglod Ságol 1d6-1 N/A 1 Min 1 damage
Stánhéafdes Æxe 1d6-1 N/A 1
Gár: The spear is the standard weapon of the Fryd available in various
damage 2d6 (keep
lengths, normally made with an Ash shaft, and with a great variety of Gáe Bulg see note N/A 2
highest) , 2 Handed
spearheads. Not balanced for throwing. Its long reach means a spear
wielder gets a free attack on anyone with a shorter weapon, before
they close, and can attack from the second rank of a shield wall or
MISSILE WEAPONS
from behind an ally.
Weapon Damage Cost Enc Range Notes
Gúðgár: A long 2-handed Spear with a long broad spearhead. Its Damage 2d6 (keep
long reach means a spear wielder gets one free attack on anyone with Langboga See Notes N/A 2 480’
highest) +2 damage
a shorter weapon, before they close, and can attack from the second
or third rank of a shield wall or from behind an ally. The Ælfcynn do not smelt iron, or other metals and have strong ta-
boos against using metal. They make their weapons with naturally
Brádsweord: The Broadsword is the mark of nobility, and the height occurring materials, but they are no less deadly in the hands of their
of the Sword Smith’s art. 28” to 32” inches of pattern-welded or savage warriors.
serpent-welded steel. These swords are prized heirlooms passed down
from generation to generation, and often bearing names that outlive Heort Seax: A dagger made from the antler of a dominant Stag.
and outshine those of the men that wield them. Sharpened at one end and bound with leather at the other for a good
grip.

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Flintenscæglod Ságol: This flint studded club is a hefty piece of Shillelagh: A club made from hawthorn, often with a slight curve
wood, carved and weighted to make a weapon perfect for breaking to the haft, and with a bulbous knot of wood at the head of the club
bones, that is studded with sharp flecks of flint to make it even more hollowed out and filled with lead.
fearsome.
Langsweord: The long sword is the prized weapon of Wildling nobil-
Stánhéafdes Æxe: A sturdy shaft of wood with a round, well weight- ity. It has a slightly longer and thinner blade than the Brádsweord and
ed, stone head. The perfect weapon for crushing skulls. not as robust.

Gáe Bulg: The ‘notched’ or ‘belly spear’ is a huge 2-handed weapon Kern Æxe: A 2-handed spear, but with an axe head as well as the
with a fearsome serrated spearhead made from the sharpened bones spear point. Its long reach means the wielder gets one free attack on
of some monstrous beast. Designed so the serrated spearhead causes anyone with a shorter weapon, before they close. Can attack from the
more damage when pulled out of the victim than going in. Its long second or third rank of a shield wall or from behind an ally. However,
reach means the wielder gets one free attack on anyone with a shorter when used like this only does 1d6 damage.
weapon, before they close. Can attack from the second or third rank
of a shield wall or from behind an ally. Morglay: A mammoth 2-handed sword, rare and legendary, said to
me made by the race of giants. Its long reach means the wielder gets
Langboga: The longbow is the most feared of all Ælfcynn weapons. one free attack on anyone with a shorter weapon, before they close.
The arrowheads may only be flint, but the range, accuracy, and killing Brægdboga: Named the Brægdboga, the deceitful bow, by the Eorðw-
power of the man-sized, and sometimes taller longbows, is as legend- erod because it is small and looks feeble, but the drugged arrows cause
ary as the skill of the warriors that wield them. mayhem.

WILDLING WEAPONRY
WEAPONS OF THE DWEORGAS
MELEE WEAPONS
Weapon Damage Cost Enc Notes MELEE WEAPONS
Dræfendes 3 Silver Weapon Damage Cost Enc Notes
1d3 1/4
Cnife pennies -1 To Hit and damage
6 Silver for non-dwarves.
Dirk 1d3+1 1/2 50
pennies Dracantóð Seax 1d3 1/5 Reduces effectiveness
Shillings
1 1& of Mail or Scale by +1
Shillelagh 1d6-1 [-1].
halfpenny 1/2
150 -1 To Hit and damage
Langsweord 1d6 1 Dracanclifer 300 for non-dwarves.
Shillings 1d6 1/2
Sweord Shillings Reduces effectiveness of
Damage 2d6 (keep Shields by +2 [-2].
100 highest) if swung
Kern Æxe See Notes 2 2 Handed. -2 To Hit
Shillings - otherwise 1d6, 2
Handed. Long reach Dracanfeðerbære 350 and Damage for non-
1d6+2 1 1/2
Æxe Shillings dwarves. Can target
Damage 2d6 (keep shield.
200 2&
Moglay See Notes highest) +1, 2 Handed.
Shillings 1/2
Long reach. MISSILE WEAPONS
MISSILE WEAPONS Weapon Damage Cost Enc Range Notes
Weapon Damage Cost Enc Range Notes Stánweorpere 1d6+4 N/A 4 200’
Brægdboga 1d3 2 Shillings 2 320’ Torfung Stán 1d6 N/A 1 30’ If thrown
*Damage is per
Dracanfýr 1d6* N/A 1/2 40’
Dræfendes Cnife: A Small hunter’s knife with a slight curve to the person hit, per round.
blade. Good for gutting, skinning, and dressing a kill.
In Dweorgas culture the Dragon is revered and worshipped and dra-
Dirk: A straight double-edged dagger with a blade that tapers to a conic imagery informs all elements of their culture from architecture
sharp thrusting tip. Good for settling mead hall disagreements. to eating utensils. Nowhere is this more evident than in the style and
look of their arms and armour.

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RÆDWALD

Dracantóð Seax: The Dragon tooth dagger is broad at the hilt end Scield: The standard round shield made of linden boards, covered
and tapers from the hilt into a sharp piercing point and resembles with leather, rimmed with iron and with a central iron boss.
a tooth. Strapped on at the wrist and held in a fist like grip by the
horizontal hilt designed to punch through the links of mail or scale Dracanscealu Scield: The Dweorgas dragon scale shield is made of
armour. light steel and is a scale, or kite shape that covers most of the body.

Dracanclifer Sweord: The Dragon claw sword is a short sword Déorhýd: Worked deer hide or buckskin trousers and shirt.
shaped like a claw. The sharp angled bend in the final third of the
blade makes it ideal for stabbing around, under, and over an enemy Leðeren Serc: A protective leather jerkin.
shield.
Dracanfeðerbære Æxe: The Dragon winged axe has twin bearded axe Leðeren Scæglod Serc: Same as the leather jerkin but with metal
blades mounted at thirty-five degrees apart. It can hook an enemy’s studs for extra protection.
shield and rip it out of the way. A warrior using the axe this way rolls
to hit as normal, if he hits instead of rolling for damage his target has Lamellar Serc: A leather jerkin that has rows of horn plates (lames)
to make a Saving Throw. If they fail the shield is hooked away and attached for extra protection.
ripped from their grip.
Beaduscrúd: A coat of mail armour made with interlinking steel
Stánweorpere: The stone pelter is a cumbersome mechanical weapon rings.
resembling a crossbow that hurls heavy round stone balls. It is so
heavy that it must rest on a supporting stick prodded into the ground. Dracanscealu Serc: A full suit of armour; cunningly designed by the
Torfung Stán: The stones used in the stone pelter are heavy, rounded, Dweorgas to resemble the scales of a dragon’s hide.
fist sized stones. Can also be thrown by strong warriors, at close-
range, to deadly effect. ARMOR
Dracanfýr: Dragon fire is a sticky liquid that when ignited clings to Armour AC/AC –[+] Cost Enc Notes
any surface and will burn even on water. Its flames cannot be doused Unarmoured 9[10] - 0 Normal clothes.
but their fire burns fiercely but briefly. The ingrediants of dragon fire Leðeren 10 Silver
are one of the most fiercely held secrets of the Dweorgas. It is thought Cæppe -1[+1] Pennies 1/2
that they somehow extract the fire from the live dragons. Dragons
whose flames they also use to heat their smithy’s furnaces. Of course, Irenhelm -2[+2] 50 Shillings 1
no one really knows as no man sets foot in the underground king- Wíghelm -3[+3] 100 Shillings 2
doms of the Dweorgas and lives to tell the tale and no Dweorg, even 5 Silver
a disgraced one, shares their secrets. Watel Scield -1[+1] Pennies 0
Plegscield -2[+2] 10 Shillings 1
ARMOR
Scield -3[+3] 25 Shillings 2
Leðeren Cæppe: A tight-fitting leather skullcap with a thick band of Dracanscealu
leather around the rim and another that crosses the crown. Scield -4[+4] 100 Shillings 3 Dweorgas.
Déorhýd -1[+1] N/A 0 Ælfcynn.
Irenhelm: A simple round or conical helmet, some have crests, some
Beraferðe -2[+2] 50 Shillings 2 Wildling.
have nasal guards, but most are simple pot helms.
Leðeren Serc -3[+3] 75 Shillings 1
Wíghelm: A war helm, often ornate, with cheek, face, and neck Leðeren
guards, and a crest that is both decorative and protective. Scæglod Serc -4[+4] 100 Shillings 2
Lamellar Serc -5[+5] 150 Shillings 3 Ælfcynn.
Beraferðe: Bear hide, favoured by the Wildlings of the north, so
thick it provides some protection against weapons. Beaduscrúd -6[+6] 200 Shillings 4
Dracanscealu 1 ½ pds of
Watel Scield: A light skirmisher’s shield made of flexible young Serc -7[+7] Silver 5 Dweorgas.
greenwood woven together and bound with hides.

Plegscield: A smaller version of the standard shield.

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RÆDWALD

CHAPTER 8: REFEREE’S GUIDE TO Gesiths (Royal Warriors): Ealdormen of the king’s own warband.
They also control Scíra, shires, on the king’s behalf.
RÆDWALD
Eolderman: (Earls): The rulling class, they control Hundreds, an
Rædwald is an Early Medieval (Dark Ages) setting. Chain armour adminastrative parcel of land within shires made up of a hundred
and the sword are the height of military technology and fortifications, Hides.
or Burg’s as they are known in Rædwald, are ditch and mound hill
forts with a wooden palisade rather than stone built castles. Houses Heah-Gerefa (High Reeve): A headman, a mayor, and sheriff.
are wooden longhouses, wattle and daub roundhouses, or crofter’s They run villages, or towns for Eolderman.
houses made of low drystone walls topped with turf or peat.
Gerefa (Reeves): Officals (deputies) working under the Heah-
Transport is largely by foot or oxen driven cart. The horses of Gerefa.
Rædwald are a breed of shaggy ponies, more hardy than speedy.
Only noble’s and the elite warriors ride horses, and they only ride to Hlaford (lord): Head of a household or manor. A military man of
battle, not into battle preferring to dismount to fight. land, foreruner of the knight, may also be as a general honoriffic
applied to anyone from Thegn and upward. It litearaly means a lord
Population and army size are, by modern standards and even medieval that gives loaves, a reminder that lordship has its responibilities as
standards, low. A Hám, or village, will have a population of 150 on well as its privelages.
average, a Tún, or town, 500-1,000 and the settings only city has a
population somewhere around the 5,000 mark. Mostly the land is Thegn: (Soldier): A man in military service to the king. The main
divided into manor’s and farms owned by kings and worked by their fighting force, the strength of the sheild wall.
subjects.
Ceorl (Peasant): A freeman, farmers, traders and craftsmen in
In such a stinging even a wolfpack, of just 4-6 can be a threat to a times of peace who serve as the Fryd in times of war.
community and a war band of 30 men can do serious damage to an
unprepared kingdom. Most kings can field an army of 300 men and Þræl (slave): Captured in war, or sold into slavery for debt or
the most powerful king can muster a 2,000 strong army if he can crime, but still has certain rights and the protection of law.
gather all his allies and under kings.
Útlaga/ Wulfeshéafod (Outlaw and Wolfshead): The lowest of the
Kingship is often shared and isn’t hereditary, rather the ealdormen, low, outside the law, with no rights or legal protection.
and the most powerful families choose their leader. In shared The Kingdoms of Rædwald
kingship, often an older king rules half the kingdom and a younger,
likely successor, rules the other half under his guidance. THE KINGDOMS OF RÆDWALD
Kings in Rædwald are rarely based in a central court, instead they Westlund Seaxe
travel their kingdom, from Hám to Hám, Tún to Tún, collecting their Ruler: Cyneric son of Cedric
dues as they go, the whole court moving with them. Banner: A gold dragon on a black background.
Rædwald Society Westlund Seaxe is geographically the largest, the most heavily
Cynning (King): Military leader, high judge, and high priest. populated, militarily the most powerful, politically and culturally the
most influential, and financially the wealthiest of all the kingdoms
Cwén (Queen): The king’s wife and consort. of Rædwald. Wedged between the Dwarven Mountains and the
road to Frisca, Westlund makes a fortune controlling the trade
Cwén /Cwéne (Princess or Princesses): king’s daughter or daughters between Rædwald, the dwarves, and the Kingdom of Frisca. Its rich
farmland is another asset as is its powerful army. Its military might
Æðeling/Æðelingas (Prince or Princes): The king’s son or sons. not only protects it, is an aggressive force able to raid and loot enemy
kingdoms, or serve as enough of a threat to garner tribute from those
Thyle (Sage): King’s Advisor. kingdoms that lack the means, or will, to fight back.
Scop (poet): Court Poet. Westlund Seaxe also boasts Rædwald’s only city and several of its
largest towns and the most impressive and powerful royal court.
Hearthweru (Hearth Warrior): The king’s personal household
troops. Elite bodygaurds. Normally selected from family members. Games set in Westlund Seaxe have a lot of scope, as there are many
opportunities, both politica,l and military, not to mention the
presence of dwarves and dragons in the western mountains, and
29
RÆDWALD

the constant spying, reconnaissance, and raiding into neighbouring Geatlund


kingdoms. Ruler: Beorn.
Banner: Rearing Bear
Southlund Seaxe
Ruler: Offa son of Eomaner. The warlike Geats, much like the land they inhabit, are wild and
Banner: A red Eagle on a white background. untamed in many ways their loose alliance of tribes, commanded in
battle by the warlord Unfrith, are closer to their Wildling neighbours
Southlund Seaxe is a long thin stretch of land. It borders Westlund than they are the other kingdoms in Rædwald. So much so they have
Seaxe, Wulfingas, and Eastlund Seaxe on its north border. On its no qualms about allying themselves with Wildling tribes, or raiding
southern border there is Wildling and outlaw infested marshland. the neighbouring kingdoms of the Middle Seaxe, Middle Angland,
The east corner of the kingdom touches the great forest, and the or the Eastland Seaxe. Of course, every Geat warlord knows that it
south-west territory is the access to the trade road with the Kingdom doesn’t hurt to play the Wildling tribes against one another either.
of Frisca, which is why it has become a vassal to its more powerful Their greatest and most hated enemy though are the Jutes, whose
neighbour Westlund Seaxe who has placed a puppet king on the land the Geats claim is theirs by right
throne. The real king, the youthful Wybert and his loyal followers are
in hiding in the marshlands trying to raise a rebel force, but between Games set in Geatlund will be centred on intertribal alliances,
outlaws, Wildlings, and the power of his Westlund neighbours his warfare, raiding, and campaigns of annihilation against the Jutes.
situation looks grim.
Middle Seaxe
Games set in Southlund Seaxe are based around fighting the Ruler: Sigward.
occupation, or suppressing the rebellion, outlaw attacks on the trade Banner: Silver Boar on a black background.
route, or wildling raids.
Sigward is nominally an ally of the Westlund Seaxe, but in reality, he
Eastlund Seaxe is more like a client king paying ever-increasing tribute to Cyneric
Ruler: Beornheard and using his own warbands to fight campaigns that are beneficial
Banner: A black raven on a blood red background. to Westlund but increasingly ruinous for Sigward and his people.
Overtly there is little Sigward can do, a refusal to send tribute or
With the wild forest on its borders and extensive woodland lumber spears would most likely result in an invasion by his Westlund ‘ally’.
and charcoal is Eastlund Seaxe’s main trade, but since his marriage All Sigurd can do is bide his time and work covertly against the
to a wildling princess the new king has become obsessed with the Westlund king.
supernatural and the elves of the wild forest.
Games set in Middle Seaxe will mainly revolve around covert attempts
Adventures in Eastland Seaxe are influenced by magic, monsters, and to weaken the Westlund king’s iron grip on the kingdom.
myth.

Westlund Jute
Ruler: Cena and Ethelstan.
Banner: White Horse on a black background.

Cena and Ethelstan, the two kings of Westland Jute, are under siege.
There are wildlings from the northern highlands, mountain men in
the west, their ancestral enemies the Geats on their eastern border,
and the Middle Seaxe to the south all looking to expand in to Jutish
lands. However, Cena and Ethelstan hate each other and although
open conflict would be suicidal for the kingdom, they constantly
intrigue against each other.

Games set in Westlund Jute will involve defensive campaigns, shifting


alliances, and factional intrigue.

30
RÆDWALD

Middle Angland CHAPTER 9: PLAYING THE GAME


Ruler: Queen Gisa
Banner: Red fox on a green background TIME
Gisa was little more than a maiden when she was given to the grizzled Often the passage of time is handled in an abstract way. The Referee
greybeard Ealdræd in marriage. Within a year of the wedding day rules that an hour, a day, week, month, or even longer passes in the
Ealdræd was in his burial mound and Gisa was with child, luckily for life of the wolfpack, but two important time measurements merit a
her it was a boy, the Athling Eadmaer. quick explanation. These are the “turn” and the “combat round.” A
turn represents ten minutes, and a combat round represents 1-min-
Now she is under siege from a legion of Ealdormen, and Thegns ute. Turns are used as a measurement of time when issues such as
seeking her hand in marriage, all relatives of Ealdræd, all with a claim the duration of a magical effect needs to be defined, or an issue of
to the throne, and all claiming only they are strong enough to ensure movement outside combat needs to be resolved. Rounds are used to
sure the Atheling lives to become king. Adding to Gisa’s woes are measure the passage of time in combat.
the noble suitors arriving from other kingdoms, all hoping to win a
young queen’s heart and more importantly her kingdom. Unlukily MOVEMENT
for them Gisa is wise, cunning, ruthless, and determined that no
one but her beloved son, Eadmaer will ever sit upon the throne of Base movement rate is calculated, on the table below, in tens of feet
Angland. per combat round.
Games set in Angland will revolve around courtly intrigue, as Gisa MOVEMENT RATE
pits the suitors against one another and attempts to hold on to power
until her son comes of age. Encumbrance Movement Rate
1-3 12
Wulfingas 4-6 9
Rulers: Beorhtwulf (43 yrs), Rædwulf (37 yrs), Hrothwulf (35 yrs),
7-9 6
Aethelwulf (25 yrs), Oswulf (24 yrs) Eadwulf (17 yrs).
Banners: Various wolf banners. 10 3
10+ 1
King Wulfric ruled his kingdom with fear and brute force, and raised
six quarrelsome sons who he kept from turning on him by playing
them off against each other. It is rumoured that on his deathbed, MOVEMENT RATE ADJUSTMENTS
surrounded by his sons, when asked who would inherit the kingdom Movement Type Adjustment
he said only ‘the best of you’ and died with a smile on his lips. Now
the six brothers are set on tearing one another, and the kingdom apart Careful Half of Average Rate
in a bloody six-way civil war while the land hungry King of Westlund Normal Average Rate
Seaxe watches with interest. Running Double Average Rate

Games set in the Wulfingas will revolve around the bitter struggle of ENCOUNTERS
the six would be wolf kings.
Whether an encounter is randomly determined or planned by the
Referee he can decide where the enemy is located, or he can random-
ize the starting location of any enemy force encountered. This can
be done by rolling 2d6 and multiplying the result by ten to find the
distance from the enemy in feet. Then to find a rough direction roll
1d8 with points on the compass represented with 1 for Due North
counting round the compass to 8 as North-West.

Either way once the relative location of the two opposing forces is
known, then unless surprise isn’t an issue – because for example the
use of magic or the Referee deems that the players proposed ambush
plan is so good it’s a certainty – the Referee checks to see if either side
is surprised. Surprise is checked by rolling 1d6 for each side, with a
six resulting in gaining surprise. The Referee may add modifiers such
as +1 if the one side has been tracking the other, or -1 if one side is
making a lot of noise, etc.

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RÆDWALD

If both sides have surprise (having rolled 6 or over) neither gets the If the NPC’s have a leader who is killed at any time then a morale
drop on the other and neither acts in the first round and initiative is check is made and initiative is rerolled with NPC’s suffering -3 modi-
rolled as normal. fier to initiative, and a -2 modifier to morale.

If one side has surprise over the other, they may move and attack and The players may choose to break and run, or surrender at any time,
the other side can’t act and they also have the initiative (see below). and the Referee may decide that even though NPC’s passed all morale
If neither side has surprise then initiative is rolled to determine who checks an enemy that is obviously facing defeat may try to run, or beg
acts first. for mercy. However, at the Referee’s discretion some NPC’s, such as
enraged animals, berserkers, those controlled by magic, or sworn en-
INITIATIVE emies, or noble Thegns whose lord has fallen will fight to the death.
Morale
At the beginning of combat each side rolls initiative on a d6 and the
high roll wins the initiative. In the event of a tie reroll until one side NPC’s and monsters have a morale score between 2-12. When a mo-
has the initiative. rale check is called for the Referee rolls 2d6. If the referee rolls over
the morale score the enemy will either break and run or surrender.
COMBAT SEQUENCE If the referee rolls the morale score or under the NPC’s will fight on!
This means that foes with a morale of 2 (such as peasants) will nor-
Combat occurs in this sequence . . . mally break at the first casualty and foes with a morale of 12 (such as
Herthweru) will nearly always stand.
1. Initiative winning skirmishers may take half move and at-
tack, or aim and attack, or take a full move. The Referee may also apply aditional modifiers for such things, as
2. Initiative losing skirmishers may take half move and attack, being flanked, or attacked from the rear, the arrival of fresh combat-
or attack, or take a full move. ants, being led by a renowned warlord, and anything else they deem
3. Initiative winning wizards may either move, attack, cast, or applicable.
start to cast a spell.
4. Initiative losing wizards may either move, attack, cast or TAKING ACTION
start to cast a spell.
5. Instantaneous spells, or spells started in the previous round Outside of magic and combat most of the game takes place in an
take effect (initiative winners’ first, then initiative losers). abstract narrative with the Referee describing the world, the play-
6. Initiative winning warriors may move and attack. ers describing how they interact with it, and the Referee interpreting
7. Initiative losing warriors attack. the results. If however there is a random element involved as to the
8. Initiative winning skirmishers may take remaining moves outcome of disputed events then it can be resolved by basic d6 roll
and any remaining attacks. plus or minus the relevant Stat bonus. 1 is always a failure, 2-6 for
9. Initiative losing skirmishers may take remaining moves and very easy tasks, 3-6 easy, 4-6 medium difficulty, 5-6 hard tasks, 6 very
any remaining attacks. hard. Direct competition such as a race, arm-wrestling, riddles,and
10. Initiative losing warriors may move. the like are won by the highest roll of 1d6 plus or minus the relevant
Stat bonus (reroll for ties).
No one engaged in melee can make a full move, they may make a
fighting withdrawal moving only half their movement, but to break Of course if a referee already has a preferred way to resolve such situa-
free and retreat they must brave a free attack, without reply, at +1 to tions, such as ability checks, or the like he is free to use that.
hit.
TO HIT CHARTS
The sequence continues until one side takes a casualty. At which point
Initiative is rerolled with a -1 modifier against the side that took the Use either Ascending AC or the Swords & Wizardry: To Hit Charts.
casualty. Enemy NPC’s or monsters must also make a morale check if
their side was the first to take a casualty. Players never need to check
morale, but if they took the first casualty and have NPC’s fighting for
them, their NPC’s must check moral.

Unless one side breaks and runs or surrenders the combat sequence
then continues until one side takes 50% casualties at which stage
Initiative is rerolled with those sustaing the 50% casualties suffering a
-2 modifier and morale is checked again with -1 modifier. If neither
side runs or surrenders at this stage the combat sequence continues
again until the combat is resolved.
32
RÆDWALD

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