• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

OOC: In the Mead-Hall of Hrothgar

Maerdwyn:
Alright a new crack at this:
Str 8
Dex 12
Int 16
Con 12
App 12
Pow 16
Size 10
Edu 14
Idea 80
Luck 80
Know 70
HP 11
MP 16
SP 80

Skills: (Points Spent) Final %
Occupational
Sword (35) 55
Runes (60) 61
Fast Talk (20) 25
Insight (45) 50
Persuade (30) 45
Status (20) 35
Art: Singing (30) 35
Own Kingdom (35) 55

Non-Occ (Points Spent) Final %
Dodge (25) 49
Natural World (15) 25
Occult (25) 30
Potions (15) 16
Bargain (5) 10
Spot Hidden (10) 35
Other Kingdom: Denmark (Daneland) (35) 36
Shield (35) ??

Open to suggestions for more points shuffling.
 

log in or register to remove this ad

taitzu52 said:
Actually, I have it from our old friend AJE's post in an undisclosed loaction. ;)

I'll get the character up soon.


Excellent :]

BTW, a stab in the back kind of fighter doesn't have nearly the bad connotations among the Geats and Danes as it would among the goody two shoes of the high middle ages. Dirty tricks were pretty much considered a sign of intelligence among these guys :)

Okay, with 3 aboard, I think we'll go ahead with our current players.
 




This is a quick map of the region. The two settlements pictured (represented by axes) are Halland (The fort where Hygelac's hall is located, in Geataland), and Heorot (Hrothgar's hall in Daneland). There are, of course other settlements known, but these are those that are immediately important.

Let me know if you would prefer to have just the English names (for clarity's sake) or just the runes (for atmosphere, I guess) for things on this (and future) map(s) or just leave it as is. I'll leave most of the details to smaller-scale maps.
 

Attachments

  • gotaland.PNG
    gotaland.PNG
    27.8 KB · Views: 74
Last edited:

Here's a prelim, give him the red pen while I work on the background:

Briet Ilsunga, Well Travelled Brigand

Stats
App 12, Attraction Roll: 60
Con 13,
Dex 16, Dex Roll: 80
Edu 12, Know Roll: 60
Int 12, Idea Roll: 60

Pow 10, Luck roll: 50 Max sanity: 50 Magic Points: 10
Siz 11, Hit Points: 12
Str 14, Damage Bonus= +d4

Proffesional Skills:Edu 12x20=240
Own Language (Geatish): 5x(12)=60%

Fist/Punch: 50+(0)=50%
Natural World: 10+(20)=30%
Navigate: 10+(30)=40%
Track: 10+(40)=50%
Sneak: 10+(50)=60%
Throw: 10+(30)=40%

2 personal speciality skills.
Short Sword 20+(50)=70%
Shield 15+(20)=35%

Non occupation skills: Base number 12x10= 120


Climb 30+(10)=40%
Dodge 28+(40)=68%
Hide 10+(20)=30%
Jump 25+(10)=35%
Listen 25+(10)=35%
Swim 25+(20)=45%
Spot Hidden 25+(10)=35%

Gladius (this will be a short sword - little more style, but a little less damage than a long sword)
Hide (probably wolf or bear) armor (Armor rating of 4)
Iron shield
2 axes
tinder, flint
whetstone
dried fish (4 days, if eaten sparingly)
Clothes/boots, etc.
Small knife
(Any small trophies/jewelry your think appropriate)

Briet Ilsunga is the son of a raider, slain years ago. On his last excursion to the Gaul lands or Frisia, he left young Briet with his mother, who alas, did not receive the fallen man's claim to the spoils from a greedy raiding captain. She did not remarry well. The stepfather that Briet knew was an ignorant oaf of a man. His attempts to beat the boy were often thwarted by Briet's gifts of wits and speed. By the time he was 14, Briet had the skills that he needed to be a raider.

Not being the largest of the pack, Briet found his niche as more of a scout and a thief. It was easier to sneak in and let heads of cattle out of the walled pasture, than to slay the men that guarded them. His forays were usually closer to Geatland than the other famed raiders of the north, but he's has made a living in his young life. Having gotten to the point where his spoils are too much to carry from place to place, he has decided to pull a connection, and find his way into the halls of Lords. It is perhaps there that young Briet will finds his calling.
 
Last edited:

Looks like it works at first glance, TZ, but I need to go pick up the kids from school now, so a close review will need to wait until tonight.
 

A few quick notes on Germanic culture of the day (or at least our version of it) . Your characters aren't bound by these norms, but they are the most common outlooks they will encounter among other Geats, Danes, Jutes, Heathobards, etc. I'll probably add to this as I think of stuff or you ask questions

Death in combat is a goal, not a tragedy, and it is celebrated (on behalf of the deceased), rather than mourned (though the effects of that death, such as leaving children orphaned can certainly be mouned). Death in one's bed, from old age or sickness is considered a curse.

Honor and pride are hugely important - insults are almost never easily laughed off or forgiven. Coupled with the first part of the above point (the celebration of death in combat), this leads to fequent duels to the death over honor. These are neither discourage nor punished.

Family, both nuclear and extended is very important to people in this society - without it
a person is nothing. For this reason, banishment is considered the worse punishment, as it removes a person from his home and people, and strips them of the protections having kin entails. An outcast can be killed without consequence, for example.

Courage, no matter the source (be it inate, induced by drink, etc.) is valued the same. Any attempt not to show fear is taken at face value and others will treat him as if he is unflinchingly brave.

Crimes - theft, murder, insulting a king, etc. are al punished severely, usually by death or banishment. If a crime is commited by an outsider, it must be answered unless a bloor price is paid that satisfies the insult.


Slavery - prisoners taken in battle can be taken as slaves. Slaves have no rights, but are considered valuable, and usually not punished with death for crimes - branding, etc. is more common.

Sex - there's a lot of it, and there's not much thought about it. Both the men and the women are forward about it.

The written word has power, and if you write someone's name in a certain way, you have power over them. This rarely prevents the person whose name was written from killing the person who carved the runes so that power cannot be exercised.

The existence of monsters (especially were-wolves, giants, dragons, and sea monsters) is taken for granted, though neither the PCs nor anyone they know personally as actually seen or encounterd one.

The gods are believed to exist, but they are long-lived, not immortal.

Intelligence (both in terms of education and 'street smarts') is highly valued, and it's use in combat is considered a weapon as much as any sword or axe.
 
Last edited:


Into the Woods

Remove ads

Top