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Wulfwald - 1

This document provides an overview of the roleplaying game Wulfwald. It describes the setting as a pre-Christian Anglo-Saxon England where magic exists. It establishes that players take on the role of outlaws in a wolf pack serving a noble lord. The document outlines character levels, rules for experience points gained through rewards from their lord, and sample rewards that can be given.

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100% found this document useful (2 votes)
2K views60 pages

Wulfwald - 1

This document provides an overview of the roleplaying game Wulfwald. It describes the setting as a pre-Christian Anglo-Saxon England where magic exists. It establishes that players take on the role of outlaws in a wolf pack serving a noble lord. The document outlines character levels, rules for experience points gained through rewards from their lord, and sample rewards that can be given.

Uploaded by

rogrex
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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Wulfwald Volume 1: Wolfheads

A Lost Pages book Issue Extranumero

Design: Lee Reynoldson

Development: Paolo Greco

Editing & early medieval English literature expert: Alison Killilea

Cover Art: Katie Wakelin

Interior Art: Stefano Accordi

Cartography: Russ Nicholson

First Edition, First Printing - Glasgow - Spring 2022


ᚹᚢᛚᚠᚹᚪᛚᛞ
Chapter 1

The Game of Wulfwald

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.

The Thegn cares only what they can do for him,


and what a Wolfpack can do is
threaten, beat, rob, murder, assassinate, and terrorise his enemies.

Wulfwald is not set on our Earth. Wulfwald is a small part of another


world. The setting is, however, based on parts of our Earth and its history,
specifically the Early Middle Ages (popularly known as the Dark Ages),
and especially the pre-Christianised Germanic cultures of the Early Me-
dieval English and the Migration Period cultures of Europe from between
CE 400 and CE 700. Like many fantasy settings, in Wulfwald the myth
and magic that was superstition in Earth’s history is a real, if rare, force.

Wulfwald is a world of men: kings, queens, lords, warriors, serfs, and


slaves. They live in a land tamed and domesticated, but they are not alone.
It’s not only the savage Réðealingas, the wildlings, that lurk at the borders
of Wulfwald; nor is it just the primitive Ælfcynn in its forests, and the se-
cretive Dweorgas in its mountains. All manner of monstrous beasts might
be found haunting the marshes, hills, mountains, woods, and other lonely
places of the world.

2
What type of game is Wulfwald?
The player characters in Wulfwald are outsiders and outlaws. Known as
Wolfsheads, they are outside the law’s protection. Being outside of the law
means anyone can harm or kill them without fear of retribution, much like
if they were to kill a wolf. 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 will not thrive.

For this reason Wulfwald assumes that the Player Characters (PCs) start
the game having already grown tired of being lone Wolfsheads, and have
banded together in the service of a Thegn, a noble warrior-lord, to form
his Wolfpack, a dire weapon to be wielded, and wielded ruthlessly.

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, and 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 powerful lords, they may win back their
place in society, shake off the dishonour of being an outlaw, and one day
perhaps even become lords themselves.

The Wolfpack should be unique in the world of Wulfwald. They’re a one


off, an elite force. There shouldn’t be other gangs of badass outlaw killers
with access to magic. The player characters are the only ones. Other non-
player characters might have access to magic, but they will tend to be lone
warlocks, or a solitary sorcerer in the employ of a rival king.

Perhaps later in the campaign, when their enemies realise what they are,
rival lords might form rival Wolfpacks. No doubt the player characters
will hunt them down and take great pleasure in ending the rivalry in a
very permanent way!

3
ᚹᚢᛚᚠᚹᚪᛚᛞ
Adventures in Wulfwald
These rules were written and designed for a different style of play than the
wilderness exploration and dungeon delving of a traditional game. Instead
of focusing on a party of adventurers exploring a dangerous wilderness or
dungeon in the hope of finding a hoard of coins and magical treasures, or
exploring for the sake of exploring, or a band of heroes on an epic quest to
save the world, characters in Wulfwald carry out what in the modern
world would be the equivalent of Black Ops covert military missions.

A session of Wulfwald might begin with the Wolfpack’s lord outlining


their mission objective, followed by the PCs planning, the execution of
that plan, and any aftermath and mission consequences. Finally, the
ending: reward or admonishment from their lord depending on how well,
or how bad, things went.

Playing the Game:


These Rules are Yours
The core of Wulfwald’s rules will be familiar to anyone who has played
TSR era D&D, or any of the many OSR/DIY D&D retro-clones. They
could be considered alternate rules, or a setting supplement, but most of
the rules are recognisably derived from the ‘original edition’.

Wulfwald assumes you can answer the question ‘What is Roleplaying?’


and are probably familiar with a number of RPGs, especially the retro-
clones. If you aren’t, Basic D&D or any of the clones are probably a better
introduction to the hobby. Which isn’t to say Wulfwald is in any way
complex, expert, advanced, or somehow superior. It isn’t! It’s just written
with the expectation you’re not new to the hobby.

Wulfwald offers an alternate campaign style, and even if the rules contain
guidance on how to play Wulfwald, it’s not The One True Way to play.
Change anything that needs to change, ignore anything you don’t like,
and make the game your own. These rules are your rules now.
4
Chapter 1: The Game of Wulfwald

Wulfwald Levels
Wulfeshéafod: 0 - 3999 xp
The Wolfshead has a past and is an experienced warrior, but has recently
become útlagan (outlaw) and is new to this life. Wolfheads are outcasts,
even below enslaved captives in their society. Only service to a Thegn, and
his name, protects them. Otherwise they'd be hunted throughout the land,
eking out a meagre and miserable living in the wildlands.

Hildewulf: 4000 - 31999 xp


The Hero is someone who has started to gain respect, some renown, and
perhaps is even feared by some. Though still technically an outlaw, they
are respected as loyal warriors of the local Thegn. At some stage they're
likely to come to the attention of their Thegn's Ealdorman, who may take
them under his direct protection and command. If they serve an ambitious
Thegn, he’ll use them to make sure he becomes the Ealdorman they serve.

Wulfdryhten: 32000+ xp
A Wulflord is someone who by cunning and force of arms has earned a
place of respect in society, particularly the martial warrior culture. While
in the eyes of normal folk they will never lose that outlaw sheen, any
warrior will gladly serve alongside, and even under, a powerful Wolflord.
At some stage their King may even have a need for their services. It is also
possible that their service will put the Ealdorman they serve on the throne
and make him their King.

These three levels are based on Dave Arneson’s Veteran, Hero, and Superhero
style from his Blackmoor campaign in the early days of the hobby. Often
Dave wouldn’t even keep score of xp, and just decide when players had done
enough to advance. A Wulfwald Referee could also use this method. It also
would be simple to change the xp requirements to get the length of campaign
and pace of advancement you want.

5
ᚹᚢᛚᚠᚹᚪᛚᛞ
Experience & Treasure
Experience (xp) is an abstract representation of how experienced a PC is
and how well they are doing within the game. In Wulfwald, experience is
only gained from gifts given by your lord in reward for service.

Simple food and drink 10 xp


Fine food and drink 25 xp
Iron cloak pin 35 xp
Bronze brooch 50 xp
Feast 75 xp
Silver ring 100 xp
Golden ring 200 xp
Well-crafted jewellery 250 xp
A drinking horn with gold and silver filigree 500 xp
A feast in your honour 750 xp
A broadsword 1000 xp
A hound of great pedigree 1500 xp
A Silver ingot 2000 xp
A decorative jewel encrusted sword and scabbard 2500 xp
A garnet encrusted drinking cup with Dragon shaped handles 3000 xp
A Hawk or Falcon 3500 xp
A suit of mail 4000 xp
A suit of Dweorgisc scale mail 5000 xp
A magic weapon, armour, or item 10000 xp

In Wulfwald you don't get experience for combat or for treasure found or
looted. Combat has its own reward: survival. As does treasure: the more
you have the more power and influence you can buy.

6
Chapter 1: The Game of Wulfwald

7
ᚹᚢᛚᚠᚹᚪᛚᛞ
Chapter 2

Wulfwald Characters
Attribute Scores
Attribute scores represent the basic attributes of a character. To generate
attribute scores roll 3d6 for each attribute in the order shown below. Once
those rolls have been made, it is often obvious which type of character best
fits the abilities, but the player can always play any class desired.

All Wulfwald Character Classes have a Prime Attribute, which is the most
important Attribute for that class. Having an above or below average
Prime Attribute gives the character a modifier depending on the Prime
Attribute’s score. The other modifiers are not applied.

3 - 5 : -2 6 - 8 : -1 9 - 12 : nil 13 - 15 : +1 16 - 18 : +2

Strength [STR]: A measure of Constitution [CON]: The cha-


the character’s muscles, might, racter’s endurance, staying power,
and physical prowess. and general health.

Intelligence [INT]: A measure of Dexterity [DEX]: A character’s


a character’s innate intellect, na- agility, physical coordination,
tive cunning, and ability to learn. balance, and quickness.

Wisdom [WIS]: Emotional and Charisma [CHA]: Charm,


social intelligence, their experience magnetism, the favour in which
in dealing with people, empathy, they are held by their peers, and
common sense, and judgement. an affinity for leadership.

8
Hit Points
Hit points (HP) are an abstract measure of the character’s ability to take
punishment in combat, from disease, accidents, etc. A character’s HP are
determined by their Hit Dice (HD). The number of HD a character has
depends on their Class and level. You simply roll the number of HD for
your class and level to determine their HP.

When a character's HP are reduced to zero that character has been


defeated. What defeat means depends on who, or what, has defeated the
character, and what the Referee decides. For example, at the hands of
intelligent foes defeat might mean capture, or being unconscious and left
for dead. However, being defeated by a beast probably means being eaten,
and being reduced to zero HP by a fall from a cliff is normally always
fatal.

Gealdor: Magic Power


Gealdor (magic) is a measure of magic power and skill: as Casters exploit
powers greater than them, both their experience and talent affect their
chances of success and the strength of their effects. Gealdor is the sum of
the Caster’s level and Prime Attribute:

♦ Dweorg Fateweavers: Level + Wisdom modifier


♦ Ælfcynn Spellsingers: Level + Charisma modifier
♦ Eorðwerod Shining Ones: Level + Wisdom modifier
♦ Réðealing Witches: Level + Intelligence modifier

Gealdor applies to all saves to resist against the Caster’s magic, and also in
other circumstances detailed in the description of specific powers, like
chances of success, spell duration, or the number of targets affected.

9
ᚹᚢᛚᚠᚹᚪᛚᛞ
Wulfwald Kindred
The four kindreds in Wulfwald are all humans: some are just more magi-
cal, insular, or savage than others. The land of Wulfwald is ruled by the
Eorðwerod, who call themselves “men”. The other kindreds they call
Elþeóde (foreigners): Elves, Dwarves, and Outlanders, dwelling in the
borderlands, the forests, marshes, moors, and mountains, the remote
pockets of territory not yet claimed by the land-hungry men of Wulfwald.

Ælfcynn (Elves)
There is rumour of an otherworldly realm of the fair folk, but no man has
returned to tell of it, and the only Ælfcynn in Wulfwald are wild and sa-
vage forest folk that dwell deep within ancient woodlands. Ælfcynn are
slight and short; standing a whole head shorter than the Eorðwerod, they
have raven black hair, fine angular beardless features, bright grey eyes, and
nut brown skin.

They shun all things crafted by Eorðwerod, dressing themselves in the


skins of deer and other animals. Despite the legends, they neither fear nor
are especially harmed by iron, but it is taboo for them to use it and any-
thing else made of metal. Their weapons are made of wood, stone, flint,
and antler. Their longbows, despite being a hunter’s weapon, are more
powerful than Eorðwerod’s bows and rightly feared.

While each Ælf is bonded with an ageless tree-spirit, the PCs are not: they
are the Fæge (the fey or doomed). Their tree-spirit has died and they are
doomed to die a mortal death. It is not so much that they are exiled as that
grief and sorrow drives them away from their home and kin, and their kin
are no longer comfortable in the company of the treeless. Some wander
alone in wild woods becoming more and more savage until they are near
bestial. Others are instead drawn to the realms of men where, without
being accepted, the may find a place in a lord's Wolfpack.

10
Chapter 2: Wulfwald Characters

Dweorgas (Dwarves)
It said that in every generation there is but one man allowed to set foot on
the clan mountains of the Dweorgas. In this way they conduct their trade
with the Eorðwerod. Many Eorðwerod tribes fight and die for the hills
bordering the clan’s mountains and the rich trade that land controls.

Of the Dweorgas themselves little is known save the wealth of their mines
and the brilliance of their metal craft. Standing a head shorter 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 no Dweorgaswíf
(Dwarf women) as the Dweorgas spring full grown and battle-ready from
mountain rock. Many is the tale of ancient warbands that marched into
Dweorg mountains. There are no tales of any marching out again.

The PCs are the Edwíta, the disgraced. The source of their disgrace they
tell no man, and only a fool with a death wish would ask. One thing all
know is that for an Edwít Dweorg to return home is certain death,
usually by unwarlike, shameful means such as strangulation.

11
ᚹᚢᛚᚠᚹᚪᛚᛞ
Eorðwerod (Men of Earth)
Eorðwerod are a proud and warlike people, fearless, cunning, and wise in
both rule and counsel. Their five peoples are named thus: Geats, Jutten,
Saisons, Angles, and Frisca. Claiming descent from the gods, they rule the
very earth itself, or so they boast. Truth is, Eorðwerod are treacherous,
brutal, and ruthlessly greedy in their grasping for power.

From Brytencyninga (powerful kings) to níedþéow (slave thralls) Eorð-


werod are tall and rangy, with ruddy complexions, bright grey or blue
eyes, and straw coloured hair, with both men and women favouring plaits.

The PCs are wulfeshéafod (wolfsheads). Like any Dweorg or Ælfcynn


found roaming the lands of men, a wulfeshéafod is outside the protection
of law and can be slain without fear of reprisal or blood feud, like a wolf.
Without the protection of a lord or king that will be their fate.

Réðealingas (Outlanders)
All Elþeóde (foreigners) are treated with suspicion by the arrogant Eorð-
werod, but the Réðealingas are especially despised. They are tall and wiry,
with green eyes and copper red hair or jet black hair. In the eyes of the
Eorðwerod, what these warlike neighbours lack in craft and art they make
up for in bestial fierceness and ignoble treachery. They inhabit wild lands:
hills, moors, and marshes bordering the good Eorðwerod farmlands.

Player characters are Morðorhetas (blood-feuders), escaped from their


homeland until they can gain enough power to return and take revenge
on their enemies, reclaim their honour, or simply return without fear of
reprisal for their crimes. 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 they be captured by their own people. Protected by
the Wolfpack and its lord, they might just live long enough to return to
their homelands and take their vengeance.

12
Chapter 2: Wulfwald Characters

Wulfwald Classes
Once you have rolled your character’s Attributes and picked their kindred,
the next thing you need to do is select a Character Class. There are three
archetypes in Wulfwald: Warrior, Skirmisher, and Wizard. Each of the
archetypes has a class for each kindred for the players to choose.

Criticals & Fumbles: When rolling an attack roll, Criticals are rolled on a
natural 20 and Fumbles on a natural 1. Each class has its own particular
Critical and Fumble. Wizard attack spells might require a roll under a
target number, so they roll Critical on a 1 and Fumble on a 20. Modifiers
don't affect Criticals or Fumbles.

Heroic Effort: A heroic effort represents a feat of arms or special skill that
members of a Warrior class can succeed once per adventure. Note that this
does not mean that they can only attempt the heroic effort once per adven-
ture, or that only each class associated with a particular skill or feat can
attempt it, but these other attempts will be in doubt and subject to what-
ever roll or check the Referee deems necessary to succeed. The Heroic
Effort will always succeed without a roll.

13
ᚹᚢᛚᚠᚹᚪᛚᛞ
Ælfcynn Wuduheald
Elf Woodguard
Before your tree-spirit died you were one of the Elven Woodguard tasked
with protecting the great forest. Now, in your sorrow and doom, you roam
the lands of men doing the only thing that still makes sense to you: fighting
and killing.

Wuduheald rely on speed and finesse. Their Prime Attribute is Dexterity,


which they apply as attack bonus and to AC. They gain a class bonus to
AC and initiative representing their special fighting style. They are so fast
that they may make additional attacks each round.

Level HD Attack Save AC & Init Attacks


1 1d6 +1 18 +1 2
2 4d6 +3 15 +2 3
3 8d6 +6 11 +3 4

Criticals - Dazzling Strike: On a critical the Wuduheald dazzles their


enemy with their speed, and may make another attack at +3 to hit.

Fumbles - Impulsive Manoeuvre: If they fumble their attack Wuduheald


have acted so rashly they’ve manoeuvred themselves into difficulty, and
their opponent is able to take advantage with a free attack.

Heroic Effort - True Strike: The Wuduheald summons up all their effort
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 unarmored. If they hit
they may choose where the blow lands: the head or heart are killing
blows, the legs and arms are mutilating blows. The victim can save to
resist death or mutilation.

14
Chapter 2: Wulfwald Characters - Warriors

Starting Equipment
Heort Seax, Gáe Bulg.
1d6 farthings.

15
ᚹᚢᛚᚠᚹᚪᛚᛞ
Dweorg Scildgebróðor
Dwarf Shield-brother
Before you became one of the Edwíta, the disgraced, you were a member of
the vaunted Dwarf Shield-brothers, a legendary defensive force that has held
the mountain passes from the time of the first Sagas.

Defensive fighters specialising in the shield, Scildgebróðra get a bonus to


AC when using a shield. This bonus may also be used to protect any
nearby ally or non-combatant instead. They may also add their level as a
morale bonus to any NPC allies that form a shieldwall with them. Their
Prime Attribute is Constitution and they receive a Hit Point bonus each
level for a high Constitution score.

Level HD Attack Save Shield


1 1d8+1 +1 14 +1
2 4d8+4 +3 11 +2
3 8d8+8 +6 7 +3

Criticals - Cunning Defense: A critical attack is turned to a defensive


advantage, as the issues in the fighting of the opponent become evident.
They will be unable to strike the Shield-brother until they realise and
change their usual style: this takes 1d6+1 (+/- foe’s INT bonus) rounds.

Fumbles - Shield Drop: Somehow you have dropped your shield. If you
want you can spend a round to pick it up: you will be prone and your foes
will strike at you at +2 to hit. The only other option is to fight on without
the shield.

Heroic Effort - Shield Charge: Once per adventure a Scildgebróðor may


charge the enemy and knock them to the ground. The victim takes 1d4+
level damage, and are knocked prone, stunned, and unable to act in the
following combat round. Two enemies fighting side-by-side can be
charged at level 2, and 3 at level 3.

16
Chapter 2: Wulfwald Characters - Warriors

Starting Equipment
Dracantóð Seax, Dracanclifer Sweord,
Leðeren Cæppe, Leðeren Serc, Dracanscealu Scield.
1d6 farthings.
17
ᚹᚢᛚᚠᚹᚪᛚᛞ
Scildmægden
Eorðwerod Shieldmaiden
The women of Wulfwald, especially noblewomen such as yourself, have rights
under law. As a wife or daughter of powerful men you also wield influence
and power. Even so, you rejected the life your family decided for you: maybe
you ran away, or your family cast you out. You chose the free life of a shield
maiden. Unfortunately this also made you an outlaw.

The Scildmægden are balanced fighters with good attack and defence. A
Scildmægden may use either Strength for a bonus to hit, or to damage, or
Dexterity for a bonus to her AC or to hit. She may only use one at a time
and must decide before each fight which bonus to use. The Versatile bonus
can also be applied to hit rolls, or to AC, or to damage. These choices must
be made before each fight.

Level HD Attack Save Versatile


1 1d8 +1 17 +1
2 4d8 +3 14 +2
3 8d8 +6 10 +3

No Criticals, No Fumbles: Being balanced fighters, Scildmægden neither


land critical hits nor fumble their attacks.

Heroic Effort - Challenge: The Scildmægden can challenge any foe to


single combat, and they will accept. After all, no one wants to be the
someone known for being afraid to fight a maiden (the fools). 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.

Why no male Eorðwerod fighter? I wanted to be resistant to the idea of PCs


being male elite warriors, as they are the insiders, the norm. I wanted male,
beard, chain axe, sword and shield, authoritarian nobles to be the antago‐
nists. This is not a game where you play the social elite: this is a game where
you are despised because you do not fit.
18
Chapter 2: Wulfwald Characters - Warriors

Starting Equipment
Wælseax, Gár,
Plegscield, Leðeren Cæppe, Leðeren Serc.
1d6 farthings.
19
ᚹᚢᛚᚠᚹᚪᛚᛞ
Réðealingas Beadurófa
Réðealingas Battlestrong
Before the brutal fall out of a Blood feud caused you to flee the Wildling
lands, you were one of their Beadurófa, one of the Battle Strong, warriors
feared and renowned for both their size and bravery.

Front line fighters specialising and dealing extra damage with two-handed
weapons. Their Prime Attribute is Strength, and they gain a damage
bonus for high Strength when using two-handed weapons, in addition to
the class damage bonus.

Level HD Attack Save 2-Handed Damage


1 1d8+1 +1 16 +1
2 4d8+4 +3 13 +2
3 8d8+6 +6 9 +3

Criticals - Mighty Blow: When they score a critical attack, as well as


dealing damage, the blow destroys their opponent's shield. If their oppo-
nent does not have a shield they knock the opponent’s weapon from their
hand. If fighting a beast they hurt it so bad that it can't attack for one
combat round.

Fumbles - Wild Swing: If they fumble their attack their wild fighting
style causes them to hit their nearest ally for 1d4 damage. If there is no
nearby ally their weapon flies from their grasp.

Heroic Effort - Scything Sweep: With one wild swing of their two-
handed weapon they are able to hit all nearby foes, dealing 1d6 damage +
modifiers to each.

20
Chapter 2: Wulfwald Characters - Warriors

Starting Equipment
Kern Æxe,
Leðeren Cæppe, Beraferðe.
1d6 farthings.
21
ᚹᚢᛚᚠᚹᚪᛚᛞ
Ælfcynn Scytta
Elf Shooter
As an Ælfcynn Scytta, or Elven Shooter, you once hunted deer through the
great forest and fed your tribe; now you hunt Eorðwerod for a manling lord,
feeding nothing but the hatred of their petty rivalries.

Famed for both the accuracy and power of their longbows, the Elven
Archers are rightly feared. When shooting with their longbow they have
an improved hit roll and can shoot several times per round. Scyttas’ Prime
Attribute is Dexterity, and they also apply its modifier to longbow attack
rolls.

Level HD Attack Save Bow Attack Bow RoF


1 1d4 +1 17 +2 2
2 4d4 +2 14 +3 3
3 8d4 +4 10 +4 4

Criticals - Killing Shot: When they score a critical, the Scytta's accuracy
delivers a hit to a vital spot, dealing double the maximum damage of their
longbow.

Fumbles - Unreliable Kit: A failure of their equipment at a vital moment:


the string snaps, the quiver upturns, etc. Easily fixable, but this takes a
round of effort and a successful save.

22
Chapter 2: Wulfwald Characters - Skirmishers

Starting Equipment
Heort Seax, Langboga, coceb of 24 Arwan,
Déorhýd.
1d6 farthings.
23
ᚹᚢᛚᚠᚹᚪᛚᛞ
Dweorg Déaþdælend
Dwarf Deathdealer
Before you were one of the Edwíta, the disgraced, you swelled the ranks of the
fearsome Dweorg Déaþdælend, the Dwarf Deathdealers.

The Deathdealer primary weapon is the Dracaboga, the Dragonbow,


which is a cunning weapon that looks like a light crossbow, but instead of
bolts it fires lead pellets fed into the mechanism by a box holding 30 pellets
called Dracateagor, or Dragon tears. Their Prime Attribute is Dexterity,
and they gain an extra hit bonus when shooting their Dragonbow and
throwing their knives. They can also attack multiple times per round with
knives or their Dragonbow.

Level HD Attack Save Ranged RoF Bow/Knives


1 1d6 +1 15 +1 2
2 4d6 +2 12 +2 3
3 8d6 +4 8 +3 4

Dragon Eggs: Deathdealers wear a special belt carrying Dragon Eggs:


these are special grenade-like eggs described in chapter 3.

Criticals - Head Shot: A critical with the Dragonbow means the lead
pellet strikes the enemy between the eyes, in the temple, throat or some
other vital spot, stunning the foe for 1d4+1 rounds. Any foe with 4HD or
less must also save or die.

Fumbles - Jammed!: A fumble with the Dragonbow means the machine


has suffered a mechanical failure and will take 1d3 hours to repair.

24
Chapter 2: Wulfwald Characters - Skirmishers

Starting Equipment
Dracaboga
3 cartridges (30 Dragateagor each),
Belt with 6 Dracanhorn,
Belt with 6 Draca: 3 smoke eggs, 2 sleep eggs, 1 poison egg
Raven cloak and boots,
1d6 farthings. 25
ᚹᚢᛚᚠᚹᚪᛚᛞ
Sperebróga
Eorðwerod Spear Terror
Before you were made outlaw, you served in the Warband as one of the
Sperebrógan, the Spear terrors. Elite warriors in training, sons of Thegns and
Ealdormen, lightly armed and armoured for skirmishing, and dreaming of
the day you'd come of age and join the Warband proper. But that will never
happen now. You are an outlaw, a Wolfshead, disowned by your noble father
and destined to run with others such as yourself.

Sperebrógan rely on speed and apply their high Dexterity modifier to AC.
When throwing weapons they gain both a class and Dexterity bonus to
attack, plus a damage bonus from high Strength when throwing spears.

Level HD Attack Save Throw


1 1d6 +1 17 +2
2 4d6 +2 14 +4
3 6d6 +4 10 +7

Criticals - Pinned by Spear: Unless the spear kills the enemy outright, it
pins the victim to the ground (or a tree, door, wall etc.) and they cannot
move until the spear is removed (causing another 1d6 damage and taking a
round). If the missile kills the target outright then the Sperebróga gains a
+2 to hit on their next throw, having honed their aim.

Fumbles - Dislocated!: The Sperebróga throws so fiercely they dislocate


their shoulder and can't throw again until someone puts the shoulder back
in place (dealing them 1d3 damage and possibly knocking them out if they
fail to save).

26
Chapter 2: Wulfwald Characters - Skirmishers

Starting Equipment
3 Ætgár, Anga, 2 Francisca,
Framea, Watel Scield
1d6 farthings.
27
ᚹᚢᛚᚠᚹᚪᛚᛞ
Réðealing Bogamann
Réðealingas Bowman
Before the blood feud that caused you to flee from your homelands, you were
one of what the Sais call Gúðflálybbre, those that use drugged arrows. Now,
without your tribe's Wicce to replace your diminishing supply of drugged
arrows for you, you are just a Réðealing Bogamann, a simple archer.

Réðealing Bogamann, when shooting a bow, apply their Dexterity


modifier to hit rolls and as extra attacks per round. The bonuses stack
with the class bonuses.

Level HD Attack Save Bow RoF


1 1d6 +1 17 +1 2
2 4d6 +2 14 +2 3
3 8d6 +4 10 +3 4

Criticals - Smooth Shooter: If shooting a drugged arrow the enemy


doesn't get a save to resist, and the effects lasts for the maximum length of
time. If shooting a normal arrow, they get a shot off so smoothly they can
shoot again immediately.

Fumbles - Snap!: The bow string snaps, and must be restrung, taking 1d6
rounds. If shooting a drugged arrow they also have nicked themselves and
must save or suffer the effects of the drug.

Drugged Arrows: the Bowman starts with a bundle of ten drugged


arrows. The arrows can be a mix of the following:
♦ Paralysis
♦ Sleep
♦ Berserk (the victim can’t tell friend from foe)
♦ Fear (the victim runs from fight)
♦ Blindness
♦ Hallucination (the victim attacks imaginary monsters).

Targets can save to resist, and the effects last for 1d4+1 rounds.
28
Chapter 2: Wulfwald Characters - Skirmishers

Starting Equipment
Brægdboga, Coceb of 24 Arwan,10 Lybb Arwan,
Dræfendes Cnife.
1d6 farthings.

29
ᚹᚢᛚᚠᚹᚪᛚᛞ
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 have a Gealdor score equal to their level + Charisma


bonus.

Level HD Attack Save


1 1d4 +0 16
2 4d4 +0 13
3 8d4 +0 9

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

Fumbles - Hatred: The Glamour failed so badly the victim is not only
immune to any further attempts, but also they now hate the Gealdor
Sangere with a passion.

30
Chapter 2: Wulfwald Characters - Wizards

Starting Equipment
Heort Seax.
1d6 farthings

31
ᚹᚢᛚᚠᚹᚪᛚᛞ
Dweorg Wyrdwebba
Dwarf Fateweaver
Before you became one of the Edwita, the disgraced, you were a Wrydwebba,
a fate weaver, training under one of the great Dwarf Runemasters. Now you
roam the lands of men and fumble after the true meanings of the runes
without guidance

Wyrdwebba’s Gealdor score is equal to their level + Wisdom bonus.

Level HD Attack Save


1 1d4 +0 14
2 4d4 +0 11
3 8d4 +0 7

Criticals - Certainty: The casting goes so well that the Wyrdwebba may
reuse the same rune.

Fumbles - Doubt: The casting was ill fated and the Wyrdwebba must
relearn the meaning of the rune and may not use it again until they have
worked through its Aett a second time.

32
Chapter 2: Wulfwald Characters - Wizards

Starting Equipment
Dracantóð Seax,
Runes,
1d6 farthings.
33
ᚹᚢᛚᚠᚹᚪᛚᛞ
Scinnlæca
Eorðwerod Shining One
You were made an outlaw because you are a Scinnlæca, a Shining One.
Using forbidden knowledge, with a flash of eldritch light, you call the dread
spirits of the otherworld. Once called, you bind them to your will and use
their malign powers.

Scinnlæca have a Gealdor score equal to their level + Wisdom bonus.

Level HD Attack Save


1 1d4 +0 17
2 4d4 +0 13
3 8d4 +0 11

Criticals - Death Clutch: The spirit called is so cowed by the Shining


One’s power that it is controlled indefinitely or, until it’s banished. This
summon costs no taint nor fatigue.

Fumbles - Scorned: The Scinnlæca loses the battle of wills with a vile
spirit. The phantom possesses them for 1d3 rounds before departing. The
costs of taint and fatigue is doubled.

34
Chapter 2: Wulfwald Characters - Wizards

Starting Equipment
A knife that has pierced the heart of an adulterous 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 hanging tree,
robes made from the funeral shroud of a king betrayed,
thirteen finger bones taken from living virgins
1d6 farthings
35
ᚹᚢᛚᚠᚹᚪᛚᛞ
Réðealing Wicce
Réðealingas Witch
You cursed a chieftain and had to flee your wildling homeland. Before that
you were being taught the craft of the Wicce, the Witch Woman, by your
tribe’s crone. Now you are an outlander roaming the realms of your people’s
enemies, and worse, you must rely on a foul-spawn familiar to learn your
Wicce craft.

Wicce have a Gealdor score equal to their level + Intelligence bonus.

Level HD Attack Save


1 1d4 +0 16
2 4d4 +0 13
3 8d4 +0 9

Criticals - Pleasing the Teacher: The Wicce’s craft is so skillful the


familiar is impressed and agrees to teach another piece of the craft, but
without asking for its usual Price.

Fumbles - Back Onto You: The magic backfires: a charm causes harm, a
potion becomes a poison, or poison fails, curses rebounds on the Wicce, or
the Wicce suffers their own thorns.

36
Chapter 2: Wulfwald Characters - Wizards

Starting Equipment
The bowl and the knife, small bronze cauldron and tripod,
a nine herb charm, a brace of mandrake roots,
pouches of dried henbane, fly agaric, and belladonna,
a bag of dead things, a wax mommet, and thorns,
1d6 farthings
37
ᚹᚢᛚᚠᚹᚪᛚᛞ
Chapter 3

Wulfwald Gear

Wealth & Money


The greatest measure of wealth in Wulfwald is the land a king controls,
and the bounty that land produces in the form of cattle, crops, timber,
mines, warriors, and other such commodities. Other items of great value
are finely crafted works of art such as glassware, objects made from or
inlaid with silver, and a particular favourite of royalty: gold jewellery and
ornaments inlaid with garnets.

On a day-to-day basis most business is conducted in coinage or barter.


Only a king may order coins struck, and the penalty for forgery is to have
both hands hacked off. There are many kingdoms in Wulfwald, each with
coinage from both the past and reigning kings, but on the whole most
keep to the same standard. The currency is based on the Seolfor Pund, the
pound of silver. Usually in the form of an ingot, worth in modern terms
about $7,000. Pounds are used for large expenses such as paying off raiders,
ransoms, commissioning buildings, paying armies, or expensive items like
armour or a trained falcon.

A pound of silver is impractical for daily use, so smaller coinage is the


norm of which there are four types: Scillingas (Shillings), Peningas (Silver
Pennies), and Feorðungas (Farthings). In game you’ll use mostly pennies
and shillings. The Healfpening Stycce is a silver penny that has been cut
in half and a Feorðung is made by cutting a silver penny into quarters.

1 Pund (£) = 50 Scillingas (S) = 250 Peningas(P) = 1,000 Feorðungas (F).

38
Resources and Mundane Equipment
Wulfwald campaigns don’t focus on resource management in the way that
a dungeon delve or wilderness campaign might. As Wulfwald adventures
are more like military missions, assigned by the party’s patron, assume the
Lord will provide any additional gear and equipment needed for the mis-
sion. Characters need not to worry about food or lodgings, that is part of
the lord’s responsibility to his retainers.

However, most missions will normally only need the PCs to use their
cunning and their blades.

The technological level in Wulfwald is the equivalent of Northern Europe


before Roman conquest: as opposed to post-Roman England, there are no
grandiose ruins or stone roads left by the Roman Empire: its technology
was not forgotten, but simply never learnt to begin with. The Empire
never invaded the mythical land of Wulfwald, and the game is mostly
inspired by the later Migration Period (around 500 CE).

Buildings are wooden, single story, and usually have thatched or peat
roofs. Bridges are wooden, and other than a battering rams there are no
siege engines. Glass is rare and cups and crockery made of clay or wood.
There are no stone buildings, concrete, or advanced engineering to speak of.

Where the people of Wulfwald do excel is in metallurgy, the forging of


iron, and steel weapons and tools, and the more refined skills of the
artisans that make exquisite jewellery.

The tables that follow detail the arms and armour available in Wulfwald,
but there are no lists of gear, or equipment for shopping beyond what the
PCs start with. Their lord will provide anything they might need that
might be available; the Wolfheads can, of course, steal.

If the Wolfpack is successful in serving their lords the Wolfheads will be


rewarded with high status gifts of weapons, armour, jewellery, hawks,
horses, perhaps even land and men. This is discussed further in the
Campaign section of the rules.

39
ᚹᚢᛚᚠᚹᚪᛚᛞ
Weapons of the Eorðwerod
Melee Weapon Damage Value

Cnife 1d3 2 Pennies

Seax 1d4 5 Pennies

Wælseax 1d6 10 Pennies

Gebyrdæx 1d4 20 Pennies

Framea 1d6 25 Pennies

Gár 1d6 30 Pennies

Gúðgár 1d6+1 35 Pennies

Brádsweord 1d8+2 Invaluable

Brádæx 1d10 60 Pennies

Cnife: An ordinary everyday tool. More likely to be used for eating,


hunting, and whittling than combat.

Seax: A large dagger designed for combat. Their distinctive shape is easily
recognisable, possessing a single sharp edge and a slight point. The hilt is
often made of horn or wood, or a combination.

Wælseax: The war (literally slaughter) seax is so large it is almost a short


sword, and is often used in battle with a shield.

40
Chapter 3: Wulfwald Gear

Gebyrdæx: A hand axe which gains its name from the ‘bearded’ shape of
the axe head. It is a most excellent tool for cleaving skulls. With a critical
hit the axe cleaves the foe’s skull. Victims without a helmet are reduced to
zero HP, but those wearing a helmet are left with the same number of
HPs as their helmet’s AC bonus. If wearing a leather cap (AC+1) when
your skull is cleaved you'll have 1 HP left. If wearing a war helm (AC+3)
you’ll have 3 HP left. However, the helmet, having saved your life, is now
useless.

Framea: The Framea is a short spear with a narrow and short head
designed for thrusting one-handed and for throwing.

Gár: The spear is the standard weapon of the Fyrd, and is available in
various lengths. Normally made with an ash shaft and fitted with a great
variety of spearheads. 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 from behind an ally.

Gúðgár: A long 2-handed Spear with a long broad spearhead. Its long
reach means a spear wielder gets one free attack on anyone with a shorter
weapon, before they close, and can attack from the second or third rank of
a shield wall or from behind an ally.

Brádsweord: The broadsword, 28 to 32 inches of pattern-welded or


serpent-welded steel, is the mark of nobility, and the height of the smith’s
art. These swords are prized heirlooms passed down from generation to
generation, some bearing names that outlive and outshine those of the men
that wield them. They are also a symbol of status: anyone who owns such
a sword gains a +2 bonus to Charisma amongst Eorðwerod, or +3 for a
named sword. Named swords also increase the morale of any Eorðwerod
followers by +1.

Brádæx: A six-foot two-handed axe with a single broad blade. Used by


elite warriors to break the enemy shield wall. A successful attack against
an opponent will smash their shield if they fail to save. In addition, its
long reach means the wielder gets one free attack on opponents with a
shorter weapon before they close.

41
ᚹᚢᛚᚠᚹᚪᛚᛞ
Ranged Weapon Damage Range Cost

Ætgár 1d4+1 120’ 20 Pennies

Anga 1d6 60’ 40 Pennies

Francisca 1d4 50’ 15 Pennies

Huntnaþboga 1d6 240’ 5 Pennies

Ætgár: A javelin, the standard light throwing spear.

Anga: This spear is light and weighted for throwing. The last foot or
more of the spear is a rod of iron with a barbed spearhead designed to
hook into the enemy or his shield. Attacking the shield requires a hit roll:
the attack deals no damage, but lodges the anga in the shield making it
effectively useless. The long iron rod means it can’t be hacked off the
shield, and the barbs mean it can’t easily be pulled out. The victim has two
choices: spend two combat rounds removing the anga or discard the
shield. If they don’t remove the anga an enemy can step on the shaft or
yank the shield leaving the victim open to an attack that ignores the
shield’s AC bonus and gains +2 to hit and damage.

Francisca: A small axe weighted and designed for throwing at close-range.


Of limited use in melee. Against ranked foes without shields, or individuals
it is used as a normal throwing axe, against enemies in a shieldwall forma-
tion it can be thrown at the the ground in front of the enemy and it will
bounce and spin in random directions causing mayhem in the ranks. Roll
to hit a random enemy in the shieldwall, ignoring their shield.

Huntnaþboga: The hunting bow is a fine tool for hunting. Only the low
Fyrd use them in war. Not a weapon for any self-respecting warrior.

42
Chapter 3: Wulfwald Gear

Weapons of the Réðealingas


Melee Weapon Damage Value

Dirk 1d4 10 Pennies

Shillelagh 1d6 5 Pennies

Langsweord 1d8+2 Invaluable

Kern Æxe 1d10 100 Pennies

Morglay 1d10 1 Pound

Dirk: A straight double-edged dagger with a blade that tapers to a sharp


thrusting tip. Good for settling mead hall disagreements.

Shillelagh: A club made from hawthorn, with a bulbous knot of wood at


the head of the club hollowed out and filled with lead.

Langsweord: The prized heritage weapon of Réðealingas nobility. Slightly


longer and thinner blade than the Brádsweord, still +2 to hit and damage.

Kern Æxe: A 2-handed polearm with an axe head and a spear tip. Its long
reach means the wielder gets one free attack on anyone with a shorter
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 one free
attack on anyone with a shorter weapon before they close.

Ranged Weapon Damage Range Cost

Brægdboga 1d6 320’ 20 Pennies

Brægdboga: called the Brægdboga (the deceitful bow) by the Eorðwerod:


it is small and looks feeble, but its drugged arrows cause mayhem.
43
ᚹᚢᛚᚠᚹᚪᛚᛞ
Weapons of the Ælfcynn
The Ælfcynn do not smelt iron or other metals, and have strong taboos
against using metal. They make their weapons with naturally occurring
materials, but they are no less deadly in the hands of their savage warriors.

Melee Weapon Damage Value

Heort Seax 1d4 5 Pennies

Ságol 1d4 10 Pennies

Stánhéafdes Æxe 1d8+2 20 Pennies

Gáe Bulg 1d10 30 Pennies

Heort Seax: A dagger made from the antler of a dominant Stag.


Sharpened at one end and bound with leather at the other for a good grip.

Ságol: This flint studded club is a hefty piece of wood, carved and
weighted to make a weapon perfect for breaking bones. It is studded with
sharp flecks of flint to make it even more fearsome. On a critical hit it the
impact is so devastating the body of the victim is mangled or breaks. To
determine where it hit, roll 1d6:

1. Chest (Con)
2. Left leg (Dex)
3. Right leg (Dex)
4. Left arm (Dex)
5. Right arm (Dex)
6. Skull (Int)

The effects of these breaks mean the victim is out of action and the
associated stat is halved until they heal (naturally or magically).

44
Chapter 3: Wulfwald Gear

Stánhéafdes Æxe: A sturdy shaft of wood with a round, well weighted,


stone head. The perfect weapon for crushing skulls (see Gebyrdæx).

Gáe Bulg: The ‘notched’ or ‘belly spear’ is a huge 2-handed weapon with
a fearsome serrated spearhead made from the sharpened bones of some
monstrous beast. Its long reach means the wielder gets one free attack on
anyone with a shorter weapon, before they close. Can attack from the
second or third rank of a shield wall or from behind an ally. A critical hit
means the victim’s gut has been impaled. If they survive they may fight
on, but cannot disengage. In the next round the attacker may rip the
weapon out with an attack that requires no hit roll.

Ranged Weapon Damage Range Cost

Langboga 1d8 320’ Self-built

Langboga: The longbow is the most feared of all Ælfcynn weapons. The
arrowheads may only be flint, but the range, accuracy, and killing power
of these huge longbows is as legendary as the skill of the Ælfcynn archers
that wield them.

Ælfcynn build their own langboga, a long and intimate process that often
involves their bound tree-spirit. Between harvesting the wood, treating it,
the construction itself, and the proper rites, the process can take several
years, and yields a sacred item. As a result, Ælfcynn spirits boil when they
see a langboga in the hands of a non-Ælfcynn. Ælfcynn see their bow as
their most precious possession, a part of their body and soul.

Wolfhead Ælfcynn are Fæg (doomed): their tree-spirit is dead. This does
not stop them from making a langboga: the tree-spirit is not required for
the bow. Still, the grief associated with death and loss makes the process
taxing, heartbreaking, and usually turns the Fæg into a wreck for weeks.

45
ᚹᚢᛚᚠᚹᚪᛚᛞ
Weapons of the Dweorgas
Dweorgas worship and revere the Dragon, and draconic imagery informs
all elements of their culture, from architecture to eating utensils. Nowhere
is this more evident than in the style and look of their arms and armour.

Dweorgas weapons are, by any standard, incredibly balanced, sharp, and


just better than any other weapon available in Wulfwald. Non-dweorgas
find them difficult to use (-1 to hit), but their sharpness of their blades
grants +2 to hit.

Dweorgas weapons are therefore very scarce in the land of the Eorðwerod.
The value in the table is what you would expect to pay if someone, for
some very compelling reason, decided to part with them. Trading directly
with the remote Dweorgas has its own problems, including traversing
lands of Eorðwerod really keen on appropriating such fine weaponry by
any mean necessary.

Melee Weapon Damage Value

Dracantóð Seax 1d4+2 1 Pound

Dracanclifer Sweord 1d8+2 6 Pounds

Dracanfeðerbære Æxe 1d10+2 8 Pounds

Dracantóð Seax: The Dragon tooth dagger is broad at the hilt end and
tapers from the hilt into a sharp piercing point resembling 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 armour.

Dracanclifer Sweord: The Dragon claw sword is a short sword 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 shield.

46
Chapter 3: Wulfwald Gear

Dracanfeðerbære Æxe: The Dragon-winged axe has two bearded axe


blades mounted at an angle, resembling wings. It can hook an enemy’s
shield and rip it out of the way: a warrior using the axe can rolls to hit as
normal. On a hit, instead of rolling for damage, the target’s shield is
hooked away, ripped from their grip.

Ranged Weapon Damage Range Cost

Dracanhorn Cnife 1d3+2 320’ 1 Pound

Dracanboga 1d8 50’ Self-built

Dracanhorn Cnife: The Dragonhorn knives are small blades weighted for
throwing. They’re normally worn on a leather belt angled from shoulder
to hip for easy access. Their blade is shaped like a spike, designed to pierce
armour or tough hide, and reducing the target’s armour class by -2 when
used at close range.

Dracanboga: Dragonbows are small mechanical weapons resembling a


crossbow. Instead of bolts, though, Dragonbows shoot lead bullets called
Dracateagor, or Dragontears.

Dragontears are held in cartridges, wooden boxes containing 30 lead balls.


To load the Dragonbow the Deathdealer attaches the box above the
loading hatch, feeding the dragon tears in the firing mechanism. This
means the weapon can be fired repeatedly without any reloading. Loading
the Dracanboga is a precise task, not simple in the best of circumstances,
and taking up to 1d6 rounds in combat.

Deathdealers can easily produce more Dragontears: beside the lead, they
only require their casting mould, a fire, and 2 turns of work.

47
ᚹᚢᛚᚠᚹᚪᛚᛞ
Dracaæg: Dweaorg Dragon Eggs
The ultimate Dweorgas Deathdealer’s weapon is not their Dragon Bow,
but the Dragon Eggs. Deathdealers create Dragon eggs to cause confusion
and panic amongst their foes as they make good their escape. Should it
comes to the last egg, the Deathdealer can be sure that their enemies will
pay with their lives. Deathdealers can throw dragon eggs with reasonable
accuracy at a range of about 20 feet: roll to hit only if the target is small or
moving fast.

There are strange taboos surrounding the creation and use of the dragon
eggs. Each Deathdealer is only allowed to carry six eggs at any one time.
Three must be grey, two green, and one black. The eggs are normal eggs
(usually ravens eggs) emptied, dried, filled with secret Deathdealer
alchemical recipes and fungal spores, and then sealed and painted.

♦ The Three Grey Eggs: When shattered the egg creates a cloud of thick
grey smoke that obscures vision. Within the cloud no one can be seen.
Foes may loose or throw missile weapons into the smoke, but they
can’t pick targets (determine at random) and roll to hit at -4. The egg
can create enough smoke to fill a mead hall or small cavern for one
turn, but in the open the smoke will disperse within 1d3+1 rounds.
♦ The Two Green Eggs: When shattered the egg lets loose a cloud of
noxious green smoke that blinds and chokes all those caught up in its
30’ cloud. Those affected must save or they are overcome by the smoke
and will spend the next 1d3 hours choking, coughing, and vomiting as
tears stream constantly from their eyes, unable to act. Those that
make it will suffer milder symptoms and fight at -2 to hit damage for
1d6+1 combat rounds.
♦ The One Black Egg: When shattered the egg releases a small black
cloud of fungal spores and toxins. Anyone caught within 10 feet must
save or die. Those who survive take 1d6 damage, and must save again
or fall unconscious for 1d6 turns. This damage cannot be healed,
except by an Ælfcynn Seven Herbs Charm (book 2, chapter xxx).

48
Chapter 3: Wulfwald Gear

Armour
Armour AC Value

Unarmoured 9 [10] You’re worth it!

Déorhýd +1 [-1] N/A

Beraferðe +2 [-2] 1 Pound

Leðeren Serc +3 [-3] 1.5 Pounds

Leðeren Scæglod Serc +4 [-4] 2 Pounds

Lamellar Serc +5 [-5] 3 Pounds

Beaduscrúd +6 [-6] 4 Pounds

Dracanscealu Serc +7 [-7] 8 Pounds

Déorhýd: Worked deer hide, or buckskin, trousers and shirt.

Beraferðe: Bear hide, favoured by the Reðealingas of the north. So thick it


provides some protection against weapons.

Leðeren Serc: A protective leather jerkin.

Leðeren Scæglod Serc: Same as the leather jerkin but with metal studs for
extra protection and Heavy Metal cool.

Lamellar Serc: A leather jerkin that has rows of horn plates (lames)
attached for extra protection.

Beaduscrúd: A coat of mail armour made with interlinking steel rings.

Dracanscealu Serc: A full suit of armour; cunningly designed by the


Dweorgas to resemble the scales of a dragon’s hide.

49
ᚹᚢᛚᚠᚹᚪᛚᛞ
Helmets & Shields
Helmets AC Value

Leðeren Cæppe -1 [+1] 10 Pennies

Irenhelm -2 [+2] 50 Pennies

Wíghelm -2 [+2] 100 Pennies

Leðeren Cæppe: A tight-fitting leather skullcap with a thick band of


leather around the rim and another that crosses the crown.

Irenhelm: A simple round or conical helmet. Some have crests, some have
nasal guards, but most are simple pot helms.

Wíghelm: A war helm, often ornate, with cheek, face, and neck guards,
and a crest that is both decorative and protective.

Shield AC Value

Watel Scield -1 [+1] 5 Pennies

Plegscield -2 [+2] 20 Pennies

Scield -3 [+3] 50 Pennies

Dracanscealu Scield -4 [+4] 400 Pennies

Watel Scield: A light skirmisher’s shield made of flexible young greenwood


woven together and bound with hides.

Plegscield: A smaller version of the standard shield.

Scield: The standard round shield made of linden boards, covered with
leather, rimmed with iron and with a central iron boss.

Dracanscealu Scield: The Dweorgas dragon scale shield is made of light


50 steel and is a scale, or kite shape that covers most of the body.
Appendix A

Anglo-Saxon Names
Male Female
Ælfred Ælfgifu
Æthelberht Æthelflæd
æthelstan Æthelgifu
æthelwulf Æthelric
Baldred Æthelswith
Burgred Æthelthryth
Ceolwulf Æthelwynn
Ceolwulf Ceolburh
Eadbald Cuthburh
Eadberht Cwenburh
Eadric Cwenthryth
Eahmund Eadburh
Earconberht Eadgyth
Eardwulf Ealswith
Sigered Eanflæd
Ecgberht Ecgwynn
Echbehrt Frideswide
Edwin Frithuswith
Edwin Godwifu
Frithuwald Gunnhild
Guthfrith Gytha
Halfdan Hilda
Offa Hrothwaru
Oswald Leobgyth
Oswin Leofgifu
Oswine Mærwynn
Oswulf Mildrith
Rædwulf Osgyth
Sigfrith Seaxburh
Theodric Wulfhilda
Wihtred Wulfthryth 51
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Appendix B

Old English
Pronunciation Notes
In Wulfwald, Old English (OE) is presented more for textual flavour than
for use at the game table: we understand that the learning curve would be
not be comfortable. However, if you want to pepper your pronunciation
with the odd word or two, we hope this will help. Wulfwald is a game, so
worry not about getting your OE perfectly right: as we are not sure how
it sounded, and dialects, as they do today, varied from region to region.

Vowels: The six vowels are a æ e i o u y. In OE the letter Y is always a


vowel and never a consonant. Most pronunciation is close to many
modern European languages, but not Modern English.
♦ a as in bath ♦ ó as in mole
♦ e as in set ♦ u as in gut
♦ é as in say ♦ ú as in fool
♦ i as in bit ♦ æ as in rad
♦ í as in neat ♦ y as in German für
♦ o as in jot
Longer versions of a, æ, and y (using an accent or macron) are the same
but held for a longer time.

Diphthongs
With diphthongs the vowel is pronounced and then flows into the next
vowel so it is like one syllable. For example in modern pronunciation
words such as rune (ru-oon).
The six diphthongs in Old English are: ea, éa, eo, éo, ie, and íe.

ea = eh - ah éo = ay - o (short o like in pot)


éa = ay - ah ie = ih - eh
eo = eh - o (short o like in pot) íe = ee - eh

52
Consonants

Consonants are more or less the same as in modern English. However, to


make things a little more interesting the pronunciation changes depending
on where in the word the letter falls.

♦ F at beginning or end of a word is pronounced “f”. In the middle of a


word it is pronounced “v”. Beside an unvoiced consonant or doubled
it is pronounced “f”.
♦ S at beginning or end of a word is pronounced “s”. In the middle of
word a word it is pronounced “z”. Beside an unvoiced consonant or
doubled it is pronounced “s”.
♦ Sc is usually pronounced “sh” as in “sceild” (shield).
♦ Þ or ð is pronounced “th” as in “thin”, and are more or less
interchangeable.
♦ H at beginning or end of a word is pronounced “h”. In the middle of
word it is “ch” as in “loch”.
♦ C is most often pronounced as “k” unless it is before e and i or after i in
which case it is “ch” as in “church”.
♦ G in usually pronounced as “g” as in “garden”, but before e and i, and
after i it’s pronounced “y” as in “yellow”. In the middle of word “gh”
as in “ghanna” or “ch” as in “Loch”.
♦ Cg is the “j” sound in bridge.

There are of course exceptions: sc in “ascian” (to ask) is pronounced “sk”.


The gy- prefix at the start of some words is sometimes an alternative
spelling of the prefix gie-. In this case, it is pronounced with a “y” sound.
The cg in docg (dog) is pronounced as a hard “g”.

Finally, doubled letters sound longer than single letters and all letters are
pronounced. So g at start of gnæt (gnat) is pronounced, as are h at start of
hwæt (what) and e at end of sunne (sun). For seax, both the e and the a are
pronounced, so it sounds like "say-ax"

53
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Appendix C

Tables for
Old School Essential
and some other games

The following tables are intended to be used playing Wulfwald with Old
School Essentials and some other games that use a 9 level progression
rather than a three level progression.

The tables do not include statistics for level 9, as the social ladder from
lowly adventurer to ruler is handled in a completely different way.

Similarly no experience points progression is provided. Should you need


one, use the Fighter’s progression for Warriors and Skirmishers, and
Wizard’s for Wizards.
Ælfcynn
Woodguard
Level HD THACO Save AC & Init Attacks
1 1d6 19 [0] 18 +1 2
2 2d6 19 [0] 17 +1 2
3 3d6 19 [0] 16 +1 2
4 4d6 17 [+2] 15 +2 3
5 5d6 17 [+2] 14 +2 3
6 6d6 17 [+2] 13 +2 3
7 7d6 14 [+5] 12 +2 3
8 8d6 14 [+5] 11 +3 4

Shooter
Level HD THACO Save Ranged RoF Bow/Knives
1 1d6 19 [0] 17 +1 2
2 2d6 19 [0] 16 +1 2
3 3d6 19 [0] 15 +1 2
4 4d6 19 [0] 14 +2 3
5 5d6 17 [+2] 13 +2 3
6 6d6 17 [+2] 12 +2 3
7 7d6 17 [+2] 11 +2 3
8 8d6 17 [+2] 10 +3 4

Spellsinger
Level HD THACO Save Gealdor
1 1d6 19 [0] 16 +1
2 2d6 19 [0] 15 +1
3 3d6 19 [0] 14 +1
4 4d6 19 [0] 13 +2
5 5d6 19 [0] 12 +2
6 6d6 17 [+2] 11 +2
7 7d6 17 [+2] 10 +2
8 8d6 17 [+2] 9 +3
ᚹᚢᛚᚠᚹᚪᛚᛞ
Dweorg
Shield Brother
Level HD THACO Save Shield AC
1 1d8+1 19 [0] 14 +1
2 2d8+2 19 [0] 13 +1
3 3d8+3 19 [0] 12 +1
4 4d8+4 17 [+2] 11 +2
5 5d8+5 17 [+2] 10 +2
6 6d8+6 17 [+2] 9 +2
7 7d8+7 14 [+5] 8 +2
8 8d8+8 14 [+5] 7 +3

Deathdealer
Level HD THACO Save Ranged RoF Bow/Knives
1 1d6 19 [0] 15 +1 2
2 2d6 19 [0] 14 +1 2
3 3d6 19 [0] 13 +1 2
4 4d6 19 [0] 12 +2 3
5 5d6 17 [+2] 11 +2 3
6 6d6 17 [+2] 10 +2 3
7 7d6 17 [+2] 9 +2 3
8 8d6 17 [+2] 8 +3 4

Fateweaver
Level HD THACO Save Gealdor
1 1d4 19 [0] 14 1
2 2d4 19 [0] 13 1
3 3d4 19 [0] 12 1
4 4d4 19 [0] 11 2
5 5d4 19 [0] 10 2
6 6d4 17 [+2] 9 2
7 7d4 17 [+2] 8 2
8 8d4 17 [+2] 7 3

56
Eorðwerod
Shieldmaiden
Level HD THACO Save Versatile
1 1d8 19 [0] 17 +1
2 2d8 19 [0] 16 +1
3 3d8 19 [0] 15 +1
4 4d8 17 [+2] 14 +2
5 5d8 17 [+2] 13 +2
6 6d8 17 [+2] 12 +2
7 7d8 14 [+5] 11 +2
8 8d8 14 [+5] 10 +3

Spear Terror
Level HD THACO Save Throw
1 1d6 19 [0] 17 +1
2 2d6 19 [0] 16 +1
3 3d6 19 [0] 15 +1
4 4d6 19 [0] 14 +2
5 5d6 17 [+2] 13 +2
6 6d6 17 [+2] 12 +2
7 7d6 17 [+2] 11 +2
8 8d6 17 [+2] 10 +3

Shining One
Level HD THACO Save Gealdor
1 1d4 19 [0] 17 1
2 2d4 19 [0] 16 1
3 3d4 19 [0] 15 1
4 4d4 19 [0] 14 2
5 5d4 19 [0] 13 2
6 6d4 17 [+2] 12 2
7 7d4 17 [+2] 11 2
8 8d4 17 [+2] 10 3

57
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Réðealingas
Battlestrong
Level HD THACO Save 2-Handed Damage
1 1d8+1 19 [0] 16 +1
2 2d8+2 19 [0] 15 +1
3 3d8+3 19 [0] 14 +1
4 4d8+4 17 [+2] 13 +2
5 5d8+5 17 [+2] 12 +2
6 6d8+6 17 [+2] 11 +2
7 7d8+7 14 [+5] 10 +2
8 8d8+8 14 [+5] 9 +3

Bowman
Level HD THACO Save Bow Rof
1 1d6 19 [0] 17 +1 2
2 2d6 19 [0] 16 +1 2
3 3d6 19 [0] 15 +1 2
4 4d6 19 [0] 14 +2 3
5 5d6 17 [+2] 13 +2 3
6 6d6 17 [+2] 12 +2 3
7 7d6 17 [+2] 11 +2 3
8 8d6 15 [+4] 10 +3 4

Witch
Level HD THACO Save Gealdor
1 1d4 19 [0] 16 1
2 2d4 19 [0] 15 1
3 3d4 19 [0] 14 1
4 4d4 19 [0] 13 2
5 5d4 19 [0] 12 2
6 6d4 17 [+2] 11 2
7 7d4 17 [+2] 10 2
8 8d4 17 [+2] 9 3

58
Index

59
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