Monday, 25 March 2013

Elves of Redwald: Wuduheald (Woodgaurd)


Wuduheald (Woodgaurd)

Although not as famous, or as feared, as their archer kin the Ælfcynn Wuduheald are fearsome enough in their own right. Especially to those who have witnessed their speed and prowess in combat and the, literally, gut wrenching damage their primitive Gáe Bulg spears are capable of.

It is very rare for any Ælfcynn to be encountered outside of their woodland homes, but if they are they’re likely to be a small group of elder (7HD) Wuduheald on a mission whose reasoning is beyond the ken of mortal men.

It is much more likely they’ll be encountered in their main role as defenders of their tribe’s territory and the forest in general.

Although vicious and savage in combat the Ælfcynn do not mindlessly lust after the blood of strangers. They believe in the divinity of tree spirits, the sacral purity of the forests, and the inviolate laws that none but kin shall enter their territory without permission.

No Ælfcynn could ever accidentally wander into another tribe’s territory. For them the markings that designate a tribe’s borders are clear. An Ælfcynn without hostile intent will simply wait at the border until contacted. 

Unfortunately men often miss these tribal markings, and need a less subtle warning. This warning is normally in the form of a young(3HD) Wuduheald emerging from the forestry, as if from another world,  spitting at the interlopers feet, and disappearing again before they can act. Vague as it is the Ælfcynn consider this a clear enough warning.

Anyone, man, Ælfcynn or otherwise who enters an Ælfcynn tribe’s territory without permission will be attacked, and pursued without mercy until they either leave, are destroyed or every Ælfcynn is slain. They themselves cannot flee as their territory contains their spirit trees.

The first anyone will know they are under attack from Ælfcynn is when the younger (3HD) Wuduheald start ambushing them. These first attacks will come from a series of lone Wuduheald who will strike then disappear into the forestry again if they can. If this does not deter the enemy the attacks will come in twos and threes, and become more sustained.

Anyone who survives this gauntlet will next find themselves surrounded by a combined force of veteran (5HD) Wuduheald and Ælfcynn Scytta (archers). Finally all surviving Ælfcynn will fall back to the sacred glade of their spirit trees to make a final stand with their Gealdor Sangere (spell singers) and the elder (7HD) Wuduheald.

Wuduheald: AC: 3 [16] HD: 3/5/7; Attacks: 3 Gáe Bulg (1d6+1/1d6+2) or Heort Seax (1d3); Special: Forest Fast, Sly Speed, Truestrike, Gut Rippers; Saving Throw: 11; Move: 12; HIDE/XP: 3/5/7/600/800/1000.
Gear: Heort Seax, Gáe Bulg, Déorhýd

All Ælfcynn are fast and silent when moving in wooded terrain and gain 2 to move and +1 to surprise and initiative. The Wuduheald although melee fighters, move and attack as skirmishers in the combat sequence, often taking unsuspecting foes by surprise with their sly speed.

If they win the initiative the Wuduheald delivers a blow so fast and accurate that it bypasses any armour their foe is wearing and they attack as if the enemy were AC 9 [10].

A successful hit with the fearsome Gáe Bulg means the victim’s gut has been impaled. If they survive the damage dealt by that (1d6+1) they may fight on, but cannot disengage. With their next attack the Wuduheald rips the weapon out. An attack that requires no to-hit roll (1d6+2). This may only be done once per foe, after all you can’t have your guts ripped out more than once.

Thursday, 14 March 2013

Tuesday, 12 March 2013

Elves of Redwald: FÆGE (Doomed)


FÆGE (Doomed)

The Fæge, or fey, are Elves whose bond with their spirit tree has been broken, because the tree died, or was destroyed. Though not exiled in any sense that men would recognise they are no longer considered to part one of the living, and part of the tribe. They aren’t forced from their lands, but friends and family do not see or acknowledge them. In the end it is sorrow that drives them from their tribal homeland and deep into the wild woodlands.

Alone and unconnected to their tree spirit they are doomed to die a mortal death. Most lose their minds within a year and haunt the forests as wrathful, capricious terrors.

Some legends tell of tribes made up entirely of treeless Fæge, and changeling wildling children stolen from wood side villages. These tribes are said to be even wilder and savage than both their wildling and Elfin kin. Of course, no one ‘living’ has ever met one of these Fæge tribes and returned to their village to tell the tale of it.

Fæge: AC: 5 [14] HD:4; Attacks: 2 Flintenscæglod Ságol 1d6-1 and limb breaks ; Special: Forest Fast, Wood Wild ; Saving Throw: 12; Move: 10/12; HIDE/XP: 4/400.

Gear: Most Fæge are naked, though it’s hard to tell as they’re covered in filth and forest detritus - bark, moss, bird feathers, small animal bones, etc. Other than their fearsome flint studded clubs, they carry little of worth, or at least little of worth to anyone sane.

All Ælfcynn are fast and silent when moving in wooded terrain, and gain +2 to move and +1 to surprise and initiative. The Fæge are scarily insane. When they burst out of the undergrowth, covered in their own filth and bits of dead crows, waving gore smeared clubs, and screaming even the bravest of warriors might break and run. Especially if they look into their eyes and witness the depth of the Fæge’s sorrow and insanity. (ST against or morale check to stand).

Monday, 4 March 2013

One of Your Fyrdmen is . . .

Brief pause before I push on with the Bestiary. So . . . during the mean whilst, to quote Python . . .

Redwald Table 1-1

At 1st Level the party may have to work with Fyrdmen, at 2nd and 3rd they'll sometimes have Fyrdmen under their command. These tables are to make one of those faceless 1hd Fyrdmen a little more interesting, add a little roleplay spice, and  in some cases complication.  

Roll on tables 1, 2, and 3 then arrange in the way that makes the most sense like these statements for example . . .

1) One of the Fyrdmen is a/an 1  2  called 3
2) One of the Fyrdmen is a/an 2 and a/an 1 called 3
3) One of the Fyrdmen is 1 but is a/an 2  called 3


Ignore or re-roll results that don't make sense or you don't like. If you roll the same name for both elements of the name just use that once (just Wulf, instead of Wulfwulf for example).

On my first effort I rolled 12 on 1, 8 on 2, and on 3 I rolled 58 and 23 so I have Evil, Shitstirrer, Frith, and red. So . . .

. . . One of the Fyrdmen is an Evil Shitstirrer called Frithred.

Another go gives me Fearless, Braggart, Wulf, noth. That could be arranged  as . . .

. . . One of the Fyrdmen is a Fearless Braggart called Wulfnoth.

or
. . . One of the Fyrdmen is Fearless, but is a Braggart called Wulfnoth.

It's a very slight difference, but each suggests a slightly different character to me. Wulfnoth the Fearless Braggart rushes into danger and then boasts about how fucking awesome he was. Wulfnoth who is fearless, but is a braggart pisses everyone off with his constant boasting about this and that, but when swords are drawn he's a man to have by your side. But that bastard Fithred is just an evil little shitstirrer and it's his fault the party 'accidentally' killed the King of Westlund's messenger. 

1 - Roll 2d6

2 - Cowardly
3 - Backstabbing
4- Sly
5 - Idiotic
6 - Impetuous
7 - Steadfast
8 - Honest
9 - Fearless
10 - Murderous
11 - Creepy
12 -Evil

2 Roll 2d6

2 - Disguised Fey
3 - Assassin
4 - Braggart
5 - Bore
6 - Liar
7 - Thief
8 - Shitstirrer 
9 - Jobsworth
10 - Arsehole
11 - Traitor 
12 - Spy

3 Roll 1d00 on 3-1 First element and  3d12 on 3-2 Second Element

First Element 3-1

01 -Aegel 

02 - 09 - Aelf 
10 - Aesc 
11 -15 - Aethel 
16 - Al 
17 - Ald 
18 -20 -  Alf
21-22 - Bald 
23-25  - Beo 
26 - Beorht 
27 -30 - Beorn 
31 - Briht 
32 - Bryht 
33 - Byrht
34 - Cen 
35 - Ceol 
36 - Cuth 
37-39 - Cyne
40 - Dud 
41 - Dun
42-44 - Ead 
45 - Eal 
46 - Eald 
47 - Ealh 
48 - Ean 
49 - Ecg 
50-55 -Ed 
56 - Eo 
57 - Eoh
58-59 - Frith
60-65 - Gar 
66 - God 
67-69 - Grim 
70 - Guth
71 - Here 
72  -Hild 
73  -Hu 
74 - Hun 
75 - Hyge
76 - Lan 
77-  Leo 
78 - Leod 
79 - Leof
80 - Ord 
81-  Os
82 - Sid 
83 - Sig 
84 - Sige
85 - Theo 
86 -Thur 
87 - Tid
88 - Wig 
89 - Wiht 
90 - Wil 
91 - Win 
92 - Wine 
93-00 - Wulf

3-2 Second Element

3 - bald 
4 - beorht 
5 - beorth 
6 - berht 
7 - briht 
8 - bryht 
9 - byrht
10 - cytel
11 - ferth
12 - gar
13 - heah 
14 - heard 
15 -helm 
16 - here 
17  -hun
18 - lac
19 - maer 
20 - mund
21 - noth
22 - raed 
23- red 
24 - ric
25 - sig 
26 - sige 
27 - stan
28 - ulf
29 - wald 
30 - weald 
31 - weard 
32 - wig 
33- wine 
34 -wold 
35-36 - wulf