Saturday, 18 December 2010

Éadwela Giúl

Enjoy the festive season folks. See you next year at the start of a new decade.

Wednesday, 15 December 2010

The Dragons of Redwald

Dracan (Dragons)

The Dracan of Readwald, sometimes called Wyrms, are all the progeny of a single Draca, Eorðdraca the earth dragon. She was the first living creature in the world born of the earth itself. Every hundered years she hatches an egg and another Dracan is born into the world. Each Draca is a singular creature which bears little or no relation to the others or its parent. Little is known of these solitary hunters, even by the Dweorgas who worship Eorðdraca as a god. There are only seven living Dracan and if the Dweorgas keep to their worship of Eorðdraca there will never be any more.


Áttorsceaða is a poisonous destroyer, but her poison is not the venom that flows through fangs, but the lies and desires she uses to poison the hearts of men. The first born of Eorðdraca she is the oldest, most cunning, and malicious of her kind.

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

Áttorsceaða: AC: 5[14]; HD: 8; HP: 38; Attacks: Tail Bash (1d6) Bite (1d6+4); Special: Poisoner of hearts and minds, Shape-shifter, Saving Throw: 4; Move: 10 (12 in human form); HDE/XP: 12/12000

Depending on the gender and preferences of her intended victim she changes form to resemble a man or woman of great magnetism and raw sexual attraction. It is only in the moments before their death or doom that her victims see or realise what she truly is.

One of Áttorsceaða’s greatest powers is to be able to read the hearts and minds of mortals with a mere glance. Her victims are allowed a ST, but with a -2 penalty.
Once she has read their darkest desires, hopes, and secrets she uses this knowledge to manipulate people to cause misery and mayhem for those around them. For example, she often convinces two people that each bars the way to that which the other desires most in all the world, then sits back and enjoys the fallout.

Another of her favourite schemes is to take the form of someone her victim knows: a friend, family member, lord, or rival and use the familiarity of the relationship to manipulate, hurt or mislead her victims and cause more misery.

She dwells in the kingdom of the Wulfingas where she has many opportunities to cause mischief and feed amongst the chaos of the kingdom’s six-way civil war. A war in fact she herself started.


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

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

Fýrdraca: AC: 1[19]; HD: 12+4; HP: 55; Attacks: Bite (1d6) Claws (1d6); Special: Roar of Dominance, Fire-Spewer; Saving Throw: 12; Move: 14; HDE/XP: 14/14000

Anyone who hears Fýrdraca’s roar of dominance must make a ST. If they fail they are paralyzed with fear and can do nothing until after Fýrdraca’s next attack.

Fýrdraca’s deadliest weapon is the liquid fire he spews forth. This attack uses a lot of his energy and can only be used twice before Fýrdraca either has to feed and sleep for a week, or, if his hunt is unsuccessful, sleep for two weeks.

The Fire-Spewer attack hits automatically. To determine how many are affected and what damage they take roll 1d6. The number rolled is the number of targets affected; the number on the opposite face of the die is the number of d6 in damage they each take.

For example: if you roll a 1, then one target takes 6d6 damage if you roll a 6, then six targets take 1d6 damage each. The first roll also indicates how many rounds the liquid fire will burn for after the initial round during which anyone affected takes 1d3 dice of damage unless the flames are put out by spending a round rolling in the dirt, covering them with a blanket, via magic, or some other means.


Eorðdraca, the earth dragon is the oldest living being in Rædwald. It is told in legend that she slumbered under the earth for a thousand years when nothing lived and all the world was ice. It was only when she awoke, that her heat and warmth brought life to the world.

She is worshipped as a deity by the Dweorgas, but it is a strange kind of worship that includes holding her prisoner in magical bonds, using her fiery breath to power their forges, and farming her eggs to create their fire powder, their weapons, armour, and the intricate metalcraft they are famed for.

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

When Eorðdraca laid her next egg and the Dracan, Níþdraca was hatched the Dweorgas discovered that powerful weapons could be formed using what was left of the eggshell and their lust for power and riches overtook them.

Through cunning and treachery the Dweorgas captured their god and bound her with golden chain, forged in the heat of her own fire, and enchanted with the very runes she taught them. Since that time, although they worship her as a god, Eorðdraca is their prisoner and all her eggs are harvested by the Dweorgas before they hatch.

The shell they grind down to make fire-powder, the scales and bones of the unhatched dragonlings they grind down and add to the ore that makes their weapons, armour, and trinkets. The flesh and blood is consumed by the Dweorgas elite in dark rituals. To force her to breathe flames, to power their furnaces and heat their underground city, the Dweorgas use a gold-plated bone goad enchanted with runes which they force through her left eye and directly into her brain.

The Dweorgas still worship her, and feed her on slaves and prisoners taken in war or traded with the mountain men, or the king of Westlund Seaxe. Eorðdraca’s existence is one of misery and torture. If she ever gains her freedom she will take great pleasure in the slow and deliberate destruction of the Dweorgas people and will not rest until they are no more.

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

Eorðdraca: AC: -2 [21]; HD: 20; HP: 160; Attacks: Bite (3d6) Tail bash (2d6) Claws (1d6 each); Special: Magic Resistance 80%, Devouring Maw, The Dragon’s Breath, Earthmover; Saving Throw: 6; Move: 16 on land 24 in the air; HDE/XP: 25/25,000

As well as her regular attacks targeted at individual targets her devouring maw can swallow 3d6 1HD enemies per round and she can breathe fire doing 1d6 damage to 1d100 massed troops or 10d6 damage to a single target. Being of the earth herself once free of her magical bonds she is able to create huge rifts in the earth, rifts powerful enough to submerge a village or hill fort.


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

Lígdraca: AC: 4[15]; HD: 5; HP: 22; Attack: fiery grasp (1d6+3); Special: Immunities, firestarter; Saving Throw: 12; Move: 18; HDE/XP:  7/700

Lígdraca can only be harmed by magical means or enchanted weapons and anything he lands on (including people) has a 4 in 6 chance of bursting into flame causing 1d3 damage for 1d6 rounds to anyone affected.


Níþdraca, the dragon of malice looks like a muscular draconic wolf that is twice the size of a bull. It is jet black and hunts at night, but even in daylight is hard to follow as it can move in a blur of speed and can wrap itself in a shroud of shadow.

Níþdraca, is the youngest, and smallest of Eorðdraca’s progeny, but is also one of the most hateful of the Dracan. Typically it stalks humans and follows them back to their settlement. It then spends a few days watching the settlement until it has a sense of the people and their relationships. It is then that Níþdraca strikes. Stealing into one of the homes it takes member of the community making sure its attack is witnessed; so that someone sees it flee with the victim then it disappears into the night. Instead of devouring its chosen victim immediately it keeps them alive, and near to their home then torments them so that their friends and loved ones can hear their pitiful cries for help.

If any of the villagers are brave enough to attempt a rescue it uses its powers to spirit itself and its victim to another location. Once the rescue party has given up it begins its torment again, to mock the rescue attempt and torture the villagers with more cries from their loved one. It does this for a week or so or until it tires of toying with the settlement. Its last act of malice is to devour the victim’s body, sneak back into the settlement, and leave the head at the door of the victim’s family for them to find when they awake.

Níþdraca: AC: 1[18]; HD: 7; HP: 30; Attacks: Claw, Claw, Bite (1d6,1d6, 1d6+4); Special: blur of speed, shroud of shadow, magic resistance 50%; Saving Throw: 8; Move: 24; HDE/XP: 10/1000

Already twice as fast as men once a day Níþdraca can move in a blur of speed so fast that nothing can see it move let alone catch it. If tracked in daylight and unable to use its speed to escape Níþdraca can envelop itself and the surrounding area in a shroud of shadow that no one can see into or see out of (making it -4 to hit Níþdraca ). People might know that Níþdraca is in the cloud of darkness, but not where. They would also know their loved one was also in the darkness.


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

In the day she spends her time high above the clouds gliding and sleeping, but when the sun sets she descends to hunt. She glides down to ground level under the cover of darkness, silent but for the faint whoosh of air. She approaches her prey from behind and strikes with her talons at the base of their skull, stuns it, then flies off with, gaining height as swiftly as possible so her victim will think twice about breaking free of her grip, that’s if they even recover from being stunned before she devours them. If faced with any resistance Úhtfloga can breathe a cloud of paralyzing fumes. She only needs one cow (or man) sized meal a week and is a good hunter so if faced with fierce resistance is more likely to fly on, rather than fight hard for her kill.

Úhtfloga: AC: 3[16]; HD: 6; HP: 29; Attacks: Talons (1d6+3); Special: stunning strike, paralyzing breath, magic resistance 45%; Saving Throw: 10; Move: 30; HDE/XP: 9/900

Swooping silently down behind her victims in the cover of darkness, Úhtfloga has a 3 in 6 chance on a d6 of surprising her victim. Her stunning strike is +3 to hit and does the normal damage for her Talons, but the victim must also roll under their Con, minus the damage caused by the talons, on a d20. If they succeed they are only stunned for 1 round. If they fail they are stunned for 1d3 plus the amount they missed the roll by in rounds. Either way, unless their companions act quickly when they come to they’ll find themselves hundreds of feet in the air, held in the grasp of a hungry dragon. If she does face resistance Úhtfloga will use her paralyzing breath which can affect 2d6 targets at once, who if they fail their saving will be paralyzed for 1d3 turns.


Wælgeuga, the deadly walker, is the most bestial of the Dracan. The size of a burial mound, it has no tail, or wings, but a barrel shaped body that is low to the ground and a broad thick skulled head with powerful jaws full of dagger sized teeth. Its hide is grass green and the scales covered in horns and bumps and impervious to most weapons.

It lacks the guile and cunning of its brothers and sisters and in fact seems to lack any intelligence other than the basest animal wit. It has no particular hatred of humanity and is intent on nothing more than satisfying it voracious hunger. It feeds once every 10 years, but feeds in a frenzy devouring anything and everything it can: whole herds of sheep and cattle, crops, the villagers, even their homes and possessions, sometimes even hedgerows and trees. Once it has fed, Wælgeuga burrows far beneath the earth and creates a huge lair where it sleeps for another 10 years until it awakes, emerging from its lair twice its previous size and twice as hungry as before. Those that have survived Wælgeuga terrors and seen it return decade after decade larger and hungrier each time, are convinced that if it isn’t stopped one day it will devour the world. Unfortunately most people who see it don’t survive, and most that haven’t seen it don’t believe the tales, dismissing it like all the other myths and stories of dragons, monsters and other such childish foolishness.

Wælgeuga: AC: 0[19]; HD: 10; HP: 42; Attacks: Barge, Stamp, Bite (1d6, 1d6, 1d6); Special: All is edible, Stone hide, Magic resistance 45%; Saving Throw: 12; Move: 14; HDE/XP: 14/1400

Wælgeuga is lumbering and predictable in combat concentrating bullishly on one target until it has killed and devoured it. It ignores everything else unless someone wounds it then its rage will focus on them.

Once a target is selected it barges into them if the barge attack fails then the attack is over for that round. If it is successful not only does it damage the target it knocks them prone, making its next attack at a +2 bonus. After the barge it stamps on its victims legs causing not only damage, but reducing their movement rate by half and negating any Dex bonus to AC. Once it has its victim prone and crippled it starts to eat them. It can bite through anything so any protection from armour is ignored, making its targets AC: 9[10] for its bite attack unless they have any other method of protection. It will continue to keep biting its chosen victim until they’re dead then spend the next turn eating them before attacking someone else. Wælgeuga’s hide is tough and thick making it impossible for arrows, spears, and axes to penetrate and do any real damage. Only a sword can pierce deep enough to wound Wælgeuga.

Tuesday, 14 December 2010


I'm halfway through the quick edit of the playtest pdf. More if I'm only counting the rules, and not the bestiary. So it should be available early in the New Year. I have a volunteer who has agreed to do layout, but I'll make a rough and ready pdf version available while the layout is being done. Hopefully as well as layout, there's a character sheet and map on the horizon.

I'll be mostly editing and writing through the holiday season so there won't be many posts here apart from the odd bestiary addition.

Saturday, 11 December 2010


Runes and Their Meanings

Each rune has its own sphere of influence that forms the basis of the magic that can be created with it. This relates to its literal name and the more esoteric connections to that rune.
For example, the first rune, of the first Aett (family) is Feoh, Cattle. This rune can obviously be used for any type of magic that relates directly to cattle, perhaps stopping the cattle of an enemy clan from stampeding while you steal them for instance. But Cattle also represent wealth in all its forms and the rune Feoh can be used in magic relating to wealth.
Each rune is read and used in the way depicted, but many can be used in reverse (upside down) some however can't because they are the same when reversed. They may however be used in opposition or in the opposite of their normal meaning.
Most times using a rune in reverse or opposition is simply a case of reversing its normal usage. For example, the rune Ur (Strength) can be reversed to cause weakness. However, many reversed runes, or runes in opposition, are not exactly the opposite of their normal meaning, 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 the rune relates to, and also what it relates to when reversed or used in opposition. These keywords are not exhaustive, neither are they limits of usage. They are in fact just the beginning, the most obvious spheres of influence, or relationships, and ways to use each rune.
First Aett 
f F – Feoh, Cattle
Relates to: Wealth, cattle, chattel, herds, property, winning land, possessions, luck, abundance, energy, protecting wealth.
Reversed: Greed, cowardice, stupidity, poverty, avarice, enmity over money.

u U –Ur Aurochs, Strength
Relates to: Strength, tenacity, potential, power, imposing your will on the world.
Reversed: weakness, brutality, cruel domination.

T TH – Thorn, Sharp
Relates to: Thorns, evil, gateways, giants, destruction, sharp attack, difficult powers to control once unleashed.
Reversed: Danger, defencelessness, betrayal, lies.

o O – Os, Mouth
Relates to: Speech, magic, power, prophecy, gods, sounds, signals, revealing messages, insight, communication, divine oracle.
Reversed: Vanity, misunderstanding, manipulation, delusion.

r R-Rad, Road
Relates to: Travel, rewards, riding, spiritual journey, change, soul,
Reversed: Delay, crisis, setbacks.

c C – Ken, Torch
Relates to: Light, beacon, leadership, protection against burning, guiding light.
Reversed: Darkness, disease, breaking of fellowships, false hope.

g G – Gyfu, Gift
Relates to: Offering, sacrifice, generosity, food, balance.
In Opposition: Greed, dependence, over-sacrifice, crooked, bribes.

wW W –Wynn, Joy
Relates to: Glory, air, associated with wands, foresight, wisdom, making magic, temporary happiness.
Reversed: Delirium, possession, berserker fury.

Second Aett 
h H – Hagl, Hail
Relates to: Adverse weather, snow, sleet, hail, disruption, uncontrolled forces, trial.
In opposition: Stagnation, loss of power, a calm worse than the storm, inactivity.

n N – Nyd, Need
Relates to: Hardship, want, lack, famine.
Reversed: Surviving or overcoming need.

i I – IS, Ice
Relates to: Ice, cold, extreme cold.
In opposition: Plots, deceit, blindness, pride.

j J – Ger, Spear
Relates to: Victory in battle, breaking through, careful planning, plenty (as in harvest)
In Opposition: Sudden setbacks, reversals, bad timing.

I Eo – Eoh, Yew
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.
x X – Eolh, Elk
Relates to: Protection, wards against spells and evil, guardian.
Reversed: Taboo, warning.

s S – Sigel, Sun
Relates to: The sun, warmth, good fortune, sunlight, sky, victory.
In opposition: False council, wrath of gods.

Third Aett 
t T –Tir, Tiw (god of war)
Relates to: Warrior, courage, glory, order, law, honour, leadership, swords.
Reversed: blocked communication or energy, mental paralysis.

b B – Beorc, Birch
Relates to: Fertility, healing, magic, love, earth, growth.
Reversed: Family problems, infertility.

e E – Eh, Horse
Relates to: Horses, pride, adventure, increased speed, raw power
Reversed: Reckless, haste, restlessness, confinement.

m M – Monn, Man
Relates to: Humanity, friendship, the self, people, the body
Reversed: Cunning, craftiness, slyness.

l L – Lagu, Water
Relates to: The sea, lakes, rivers, dreams, fantasies.
Reversed: Madness, obsession.

N NG – Ing, Ing (Son of Woden)
Relates to: Kings, peace, plenty.
In opposition: Movement without change, labour, work.

d D –Deag, Day
Relates to: Reason, understanding, dispersing evil spirits, awakening.
In opposition: Completion, coming full circle, night, darkness, evil.

E OE – Ethel, Homeland
Relates to: Freedom, security, prosperity, stability, law, inherited property, spiritual heritage.
Reversed: Clannishness, lack of custom, prejudice.

Friday, 10 December 2010

Dweorgas Rune Magic

Rune Lore
Unlike mortal men, who use runes for petty divination, or to record their unworthy deeds, a Dweorgas Wyrdwebba contemplates the true meaning of each rune and uses this understanding to weave fate, to literally change reality. It is the meaning, the interpretation, and understanding of the runes from which they draw their power not the mere symbols.
However, this understanding is ephemeral and often uncertain. The Wyrdwebba may fail to bring his understanding and power to bear on fate.  
Men believe their god Woden gifted the runes to them, but the Dweorgas know that men stole the knowledge of the runes from them. Not that they mind, after all they stole them from the Dragons. The twenty-four runes are divided in to the three Aetts, or families.
A Wyrdwebba knows all the runes, but begins with mastery of only one Aett. Once he has used a Rune he cannot use it again until he has used all the other Runes he has mastered.
For example a 1st level Wyrdwebba with mastery of one Aett, of eight runes, who uses the Rune Ur must use the other seven runes in the first Aett, before he can use Ur. A 3rd level Wyrdwebba who uses the Rune Ur must wait until he has used all 23 of his other runes, before he can use the Rune Ur again.
Rune Casting
Each rune has a sphere of influence. For example the rune Feoh literally means Cattle, but refers to wealth in general and could be used to influence anything connected to monetary matters. Some runes can 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.
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. Their level also dictates the maximum number of runes they may use in combination, and is also a bonus to their Rune Casting Roll.
The Rune Casting Roll
To use a rune the player must make a Rune Casting Roll. At its most basic a Rune Casting Roll is simply rolling under the character's Wisdom score on 1d20 with bonuses for the caster's level, and penalties for the level of difficulty of the affect they wish to achieve. Other situational bonuses and penalties may be applied at the referee's discretion, but basically the Rune Casting Roll can be expressed simply as . . .
Rune Casting Roll =  Roll under Wis+lvl with 1d20+Diff lvl.
If the player makes the Rune Casting Roll his magic works as described if he fails nothing happens, fate is after all fickle. Either way, the rune still counts as used, and cannot be used again until the Wyrdwebba has used his other runes.
At its most basic rune magic can be used for a flat bonus of +1,+2, or +3. Things such as Saving Throws, or To Hit Rolls, and Damage being the most obvious examples for a bonus, but their greatest use is improvisational magic of a more open nature.
It is up to the player to decide how he wants to use each rune and to 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 of difficulty .  . .
Difficulty Level 1
The Wyrdwebba use his power to achieve goals that could just as easily be explained by natural phenomena or coincidence. For example: causing a bow string to snap, causing it to rain on a cloudy overcast day, or making someone lose their footing on rocky ground. 
Difficultly Level 2
The Wyrdwebba uses his power in an obviously supernatural way such as causing a bow to burst into flames, sudden rain on a cloudless sunny day, or causing the ground to open beneath someone and swallow them.
Difficulty Level 3
The Wyrdwebba use his power in way that is not only obviously supernatural, but powerful and reality warping as well. For example: causing a bow to come to life and throttle its wielder, making thunder, lightning and a torrential downpour of rain in the king's mead hall, or causing the earth to rise up in the form a great beast and devour a warband.
There are three ways to use runes all require successful Rune Casting Rolls . . .
This is the primary usage. The Wyrdwebba selects a rune and contemplates upon its meaning before using the insight gained to change reality and weave fate.
Before performing a casting the character must contemplate the rune for an hour before the actual casting. Less than an hour's contemplation, or even no contemplation may be taken, but at a penalty. For more than one Turn, but less than an hour it is a +1 penalty. For less than a Turn or one or more Combat Rounds +2, for no contemplation at all +3.
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 and each rune used requires a separate successful Rune Casting Roll.
Runic Warding & Binding
The caster places, carves, or inscribes the rune somewhere or on something and dictates the circumstances that will activate it in the future
For example: the rune Thorn is inscribed on a bridge as a Wolfpack crosses it into enemy territory so that later when they make their escape, back across the bridge, a wall of impassable thorns springs up after them to impede their pursuers.
Preparation for runic warding must be made in advance and cannot be done quickly as it takes at least four hours of game time. A normal Rune Casting Roll is made, but only when the ward is actually activated.
A rune may also be bound to an item, weapon, or person for a single 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 Casting Roll is made when the bound rune is actually activated.
Runic Inscription
A rune may be permanently inscribed, carved, or attached to something, someplace, or even someone for a permanent affect. However, the use of that rune is then lost to the caster. This is done with a normal Rune Casting Roll and requires the Wyrdwebba spend a day contemplating the rune and another day performing the ritual of inscription. Note, that if the Rune Casting Roll fails the rune is lost.
Runes permanently inscribed or lost through a failed Rune Casting Roll can only be regained for the Wyrdwebba if the item is dedicated to the gods and destroyed by means of either earth, fire, water, or air.
For example, a Wyrdwebba inscribed his finger with the rune Elk a 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 tree for excarnation.

Wednesday, 8 December 2010

Bibliography Additions

First up . . .

The Earliest English: Living & Dying In Early Anglo-Saxon England by Samantha Glasswell

This one is doubly interesting to me as a) it focuses on the pre christian Saxons, and b) the author is an archaeologist based in my local museum the Jewry Wall Museum so a lot of the information in the book is based on local finds, and our local Anglo-Saxons.

The chapters on Hearth and Home, and the Supernatural were the most useful, but there is a lot of minutia that probably wont be needed or make it into the game, I mean not many gamers will be that interested if the chairs are throne style or stave built. Still, good stuff.

Then there's Treasures of the Anglo-Saxons presented by Art historian Dr Nina Ramirez and directed by Andy Robbins for BBC 4.

This was made after the discovery of the Staffordshire Hoard, but covers other major finds, such as Sutton Hoo as well. One of the things I found the most interesting was Dr Ramirez's visit to a famous London Jewellers where they examined the shoulder clasp from Sutton Hoo. The Jewellers used more or less the same tools that would have been available to the Anglo-Saxon craftsmen, although some such as the grindstone were electrical now, but the principles are the same. They said if they were to make the clasp for a customer it would cost £200,000/$315,841. In Redwald money that would be 45 pounds of silver; quite a gift.

Finally there's . . .

Beowulf adapted and illustrated by Jerry Bingham for First Comics.

I haven't read this yet (I'm going to have a Beowulf fest soon), but skimmed it. First off I really don't like the look of it. ]In their bearskin loincloth and boots they don't look like Geats, and Danes, they look like shlock fantasy barbarians. Meh. Having said that the translation of the text looks great.

Wednesday, 1 December 2010


The editing of the playtest pdf is going slowly. So far only 34 pages edited out of 134. However, I have more time to dedicated to it so hopefully things will go a little faster now.  It's not even a very heavy edit so far, more of a light polish and tidy up really. I still need to take the time to look at a few things and really bash the prose about till it is, to use a pro-writing term,  . . .  a bit betterer. 
I also have more to write. What will be included in the playtest pdf will be more than enough to play the game, but there are a few additions I'd like to make such as the abstract skirmish rules for warband vs warband combat. There are also things that have to be finsihed like the bestiary. For that there are a few more monster write ups and more importantly write ups for the men, dwarfs, and elfs. So far I've done a bestiary write up for the Wildlings that includes a variety of npcs warriors, skirmishers, and wizards. There's enough in that entry so that a referee can extrapolate or reskin them to cover the other races in playtest.
There is no cleric archetype or class in Redwald and I've written Redwald as a world where the gods don't take an interest in mortals, and the mortals are happy about it as all the sagas show that when they did it always turned out bad for mortals. I will though add a brief entry on the gods, religion, and the calendar.
The other thing I need to write is a referee’s section, or guide. Not particularly looking forward to that partly because I don’t really feel qualified to hand out DMing advice, partly because I don’t want to come across as writing a ‘this is how my game should be played chapter, and partly cos I don’t really know what to write for this section, but I think there should be something that covers the more esoteric side of things.
Ideally I’d also like to add an example that fleshes out of one of the kingdoms, possibly a vague outline for a campaign, or at least the start of one, and a random mission generator  as well as a possible sample adventure. Shit that’s a lot of new ‘stuff’ to add, then rewrite.
Anyway, progress is being made and hopefully Redwald will be ready to playtest in the new year. Of course I’ll need playtesters . . .