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Barbarians of the Dark Ages 

Barbarians of the Dark Ages Roleplaying in the Mirkwood

Barbarians of the Dark Ages

Table of Content

Playing in the Mirkwood of the Dark Ages 2


Eras of Barbarians of the Dark Ages 3
Setting specific rules 5
Hall and Honour 6
Careers in Barbarians of the Dark Ages 14
Origins in Barbarians of the Dark Ages 24
Faith in the Dark Ages 29
Mysteries of the Mirkwood 31
Setting specific equipment 36
Gazetteer of the realms of the Dark Ages 40
Creatures and foes 46

Disclaimer

Barbarians of the Dark Ages is a fan-made supplement to the excellent Barbarians of


Lemuria. It is written by and copyright Peter Larsson. Barbarians of Lemuria is copyright
Simon Washbourne. You need a copy of Barbarians of Lemuria to play it. The artwork is
drawn by Arthur Rackham and Theodor Kittelsen, and have in both cases passed into the
Public Domain.

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Playing in the Mirkwood of the Dark Ages


‘Mirkwood is not an invention of mine, but a very ancient name, weighted with legendary
associations. It was probably the Primitive Germanic name for the great mountainous forest
regions that anciently formed a barrier to the south.​’ - a letter by Professor J.R.R. Tolkien

The hall is bright, and warm and safe. Your lord is open-handed and wise, and provides you
with mead and meat and honour. But outside lies a savage wilderness of dark, endless
woods and crumbling ruins. The Mirkwood stretches for miles and miles of deep bogs and
dark forest.

Your Lord’s Hall


The world is ruled sword in hand by noble lords. They rely on their ability to inspire loyalty
and bravery. Your place at the fireside cannot be taken for granted - it must be earned. To
earn food, ale, warmth and light, you must make yourself useful to your lord. If you drink and
eat then you must also be prepared to fight and die.

A lord will always welcome rich tribute - plunder from the south and west, wondrous captive
beasts, ancient artifacts. Whatever may cause others to wonder and marvel will be warmly
received. For a newcomer, such a gift may be needed to gain a seat at the foot of the table.
And further gifts in tribute may bring more favour and honour.

But your lord needs loyal service even more. There are always beasts to slay, plots to lay
bare, enemies to kill and dangerous journeys to undertake. Such deeds will add to your
heroes fame and may grant them both honour and a seat close to the fire and the head of
the table.

The rules of guest friendship, lordly power and gift giving hold true everywhere. On the open
steppes, you may be welcomed into a richly brocaded tent rather than a wooden hall. In the
provinces of the Empire, it will be on the marbled floor of a great Aula that you speak to your
lord. But in these uncertain times, loyal service to a firm ruler is well rewarded regardless of
where you are or where you are from.

You will not only finds friends around the fire but enemies too. Those who resent you for past
deeds, your family, your glory and your fame. They will do all they can to stop you from
proving yourself to your lord.

The World of Barbarians of the Dark Ages


‘History is indeed little more than the register of crimes, follies, and misfortunes of mankind’ -
Edward Gibbon, Decline and Fall of the Roman Empire

The Mirkwood

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Darkness. Danger. Enemy tribes. Fierce beasts. To leave the comfort of the warm hearth
and step across the threshold into the untamed woods is an adventure in its own right. The
Mirkwood is home to many savage tribes - Goths, Vandals, Thuringians and Swabians - who
bedeck their halls with the plunder of a crumbling empire. It is also home to proud aurochs,
grizzled bears and grunting boars - all ready to gore the careless. Those who know also tell
of worse dangers - of troll and wight, wyrm and giant hiding in the dark corners of the woods.

The world beyond the Mirkwood


Once the great Empire ruled the world through the might of its legions. Its walls, castles and
treasure-troves were the envy of all. But its power has faded, its castles have crumbled and
its walls have been overrun. The setting Barbarians of the Dark Ages is presented for three
eras. In each era, the decay of the Empire continues and more and more of its provinces are
lost. In the east, it endures, but in the west province after province falls - Britannia, Spania,
Gallia, Africa and finally Italia.

The Mirkwood borders these provinces to the west and to the south. To the west lie the
crumbling fortresses, hills and flatlands of the Rhine and the rhinelands and then Gallia,
Britannia and Spania.To the south, and to the east, the dark woods shift to greener hues as
the Mirkwood continue into the enchanted Hercynian woods on both side of the other great
frontier river, the Danube. Beyond the Danube lies Italia, the eastern Empire, and across the
great water, Africa.

To the east and the north of the Mirkwood lie the endless woods of Hyperborea - the land of
constant night and northern lights. Its shores are washed by the cold Suevian sea which also
borders the great northern island of Scandza. To the east the great Scythia

To the south and the east lie great plains and the Scythian steppes. They border the lands of
the eastern half of the Empire, the great Imperial Capital and other more far flung places.

The Eras of the Dark Ages

The Reign Of Attila ​- before the battle of the great battle between Goths and Huns at the
Catalaunian Plains. The Huns loom large in the person of Attila and the Mirkwood is split into
competing factions. The Empire is still a force to be reckoned with and the the great frontier
forticiationsis still partially in play. Likely to be very focused on the Mirkwood.

Attila
The great lord of the Huns, who he rules together with is brother Beda. ​The Huns came in
from the steppes of the east like a storm from a clear sky to chart a meteoric rise to power
and prominence. In the current period there no other than the Empire itself can match the
might, the awe and the splendour of the Huns.

Attila is a firm ruler, generous in victory, fair in judgement and relentless in retribution. His
overriding concern is the glory of his people and of himself, which he sees as one and the
same. He loves his brother and his family dearly, but has trouble controlling his temper when
his honour is called into question.

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● Gundahar and the Burgundians: ​the mighty Burgundian Kingdom has brought the
neighbouring tribes to heel. King Gundahar holds a splendid court at the city of
Worms. The ravages of the Burgundians have forced the Empire to act against them,
and they are preparing for a vicious conflict.
● Theoderic of the Visigoths: a forceful ruler who moved the mighty Visigoths to the
western and southern parts of the Prefecture of Gallia. He rules from the splendid city
of Tolosa, where the treasures of the Eternal City are kept since his father sacked it.
● Aetius, the last of the Romans: the last great Patrician of the Empire, fighting for his
way of life and his vast territories. Aetius is notorious for his skill at striking alliances
and his ability to play one tribe against the other - always for the benefit of the Empire
and incidentally his own massive land holdings.
● Siegfried of the Niebelungen: raised by the dwarf Regin, Siegfried made his name by
slaying the dragon Fafnir. The hero was a well regarded follower of king Gundahar of
the Burgundians, before the latter died fighting the Huns.
What happens next: myth and history tells us that the Burgundian kingdom is destroyed by
the Huns in alliance with Aetius, that Siegfried is betrayed and dies and that Attila dies after
many battles and victories. But there is nothing to stop your campaign from taking another
path, where the Hunnic Empire or the Burgundian Kingdom endures.

Fallen Empire - ​the very foundations of the Empire are shaken as its western half is overrun
by barbarians and brigands. The limes is gone and tribes are spilling into the former imperial
provinces to carve out their lands freely. The Domain of Soissons and other pockets of
Roman Resistance holds out. ​The countryside is laid waste, as the surviving imperials
huddle behind flimsy town walls. It is a time of great dangers and of great opportunities.

Key Actors
● The Warlord Odoacer: ​a barbarian warlord dominating the heartland of the western
part of the Empire. He has gathered the legions and allied barbarian troops from teh
Mirkwood under his command and stands ready to control all of the rich lands of
Italia. He threatens to turn this heartland province into his own personal kingdom,
thereby ending the Empire in the West.
● Ricimer, Master of the Soldiers: ​Of royal germanic ancestry, Ricimer commands the
legions of the Empire in defense of Italia. Emperors come and go, but Ricimer
remains. He is the brother in law of the Burgundian king Gundioc, who has fled the
ruins of Worms with his people and settled in the hilly lands of Sapaudia, southwest
of the Mirkwood..
● Theoderic of the Ostrogoths: ​on the pannonian plains, this Scythian Warlord leads a
mighty host capable of challenging his neighbours. The Visigoths have journeyed

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long and far, and fought many battles. They feel they have earnt rest and good lands.
And the embattled plains of pannonia are unlikely to contain them for long
● Wayland the Smith: ​this mythical smith of Hyperborean origin is famous for the
miracles he could achieve through his craft as well as for his dire faith and the
horrible vengeance he wrought.
● Nithung of Jutland: king of the Jutes, and callous and merciless ruler. Wayland’s
captor.
What happens next: myth and history tells us that the line of Roman Emperors ends and
that Odoacer sets up a short-lived italian Kingdom. But there is nothing to stop your
campaign from taking a different path - maybe the Empire endures in Italy, and maybe the
Ostrogoths build a successor to the Hunnic empire on the Pannonian plains?

The Reign of Kings - ​the legions have retreated from the west, and powerful barbarian
kings now rule realms like Africa, Burgundia, Francia and Gothia. The Empire may have
been overthrown in the West, but a distant Emperor of the East still represents the height of
riches and opulence. It is a time of burgeoning courts and royal favour​. Mead Halls are
replaced by resplendent palaces, and the unmapped darkness of the Mirkwood becomes
pulled into the orbit of stable states. This makes for a much more political game, but can also
be used for the struggle between christianity and paganism.

Key Actors
● Ambrosius Aurelianus, Arthur: a mythic ruler of Roman descent, the last Senator of
Britannia, who successfully fights the heathens settling the province. Some accuse
him of witchcraft, others say he is blessed by the Christian God.
● Beowulf the Geat: this heroic warrior and eventually king is noted for his skill in
slaying beasts, and the friendship and alliances he supports through his deeds.
● Chlodovec of Francia: a great king who has managed to bring all Franks under his
rule, and extend this borders to form a full kingdom in what was once the province of
Gallia. He has converted to the christian faith of the Empire, and tries to maintain
some of the learning of the culture he has conquered.
● Alaric II of the Visigoths: leader of a mighty kingdom in the former provinces of Gallia
and Spania, involved in wars and alliances throughout the western parts of the
former Empire. He faces a formidable rival in Chlodovec, who covets his lands north
of the Pyrenees.
What happens next: myth and history tells us that Arthur defeats his enemies at the battle
of Badon hill, and that Chlodovec lays the foundation of the great Frankic Kingdom. But in
your campaign, it may be that the Visigoths push back the Frankish armies and founds a
great new empire from Italia to the Pillars of Hercules.

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Setting specific rules


‘The die is cast’​ - Gaius Julius Caesar

Hero Points: ​Hero Points can no longer be used for Defy Death or Luck of the Gods, unless
you have the relevant Boon. Your faith (Pagan, Scriptural or Faithless) provides additional
boons to choose from. You may regain one Hero Point through sacrifice (pagan), or giving
alms (scriptural).

Boons and Flaws: In Barbarians of the Dark Ages, PCs may choose their Boons and Flaws
from those listed under their Origin, those listed under Career and those listed under their
Religious Faith. Boons must be paid for with Flaws or Hero Points in the same way as in the
core rules.

Treasure and Named Items: Even everyday items are valuable in the world of the Dark
Ages. But two types of items are particularly prized - Treasures and Named Items. In fact,
Named Items are considered Treasures too. More information on how these types of items
work follow in the chapter on Equipment. For now, it is enought to know that a PC may give
away either to ensure a friendly reception, to gain the ear of your Lord or to gain entry to a
Hall or someones home. A Treasure could also be the price for someone doing your
character a favour, or accompany a request for a hand in marriage. Giving someone a
Treasure is a gift, not a transaction, but such gifts often become necessary sacrifices to
achieve your aims.

Advancement: ​At the end of each Saga, each PC receives one advancement point. Please
see the rules for Being Honoured in the next section. The PC does not gain followers
through advancement - see instead the rules for Honour below.

Literacy: ​In the world of the


Mirkwood, the ability to read and write
is rare. All characters are assumed to
be illiterate unless they are a Scholar
or have taken the boon Learned - in
which case they in the first instance
read and write whichever script
seems most appropriate for their
background.

Hall and Honour


‘He had not raised the spear ere his
blood streamed to the ground; ​This
was the price of mead in the hall,
amidst the throng;’ ​- Anuerin, Y Gododdin

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Being Honoured: If the PCs have done a great service to the hall during the saga, if this
deed has been witnessed or recognised and if they present the Lord with all the treasure
they have received including Named Items, they will be honoured with a sumptuous feast.
They will receive an additional Advancement Point and one point of Honour (see below). The
Lord will also provide them with a gift of one Treasure, or, after Honour 4, one Named Item.
Please feel free to describe the great feast in detail - with mountains of meat, streams of
mead and ale and glorious elegies. The higher the Honour of the PCs, the greater the feast.

Honour
As you perform deeds and undertake quests in service of your lord and your tribe, you gain
in standing and reputation. Honour and glory are powerful driving forces for many, and the
warriors of a hall will compete fiercely with each other for the attention of their lord. Your
Honour determines how you are seen by others, how you eat, how you sleep, what
equipment you may use and how much access you have to your Lord. In a world where the
poor starve and the honourless suffer exile

0 - Outsider​ - you are not welcome within the hall.


1 - ​Guest ​or ​Subject - you have a seat at the end of the table and is given food and
lodging. To even be given a chance to speak to your Lord, you must expend treasure or
complete a small quest.
2 - ​Guest-friend or ​Follower - you have a seat among the Lords men, and are given
ale and meat. You may speak to your Lord in time if you request to do so. To gain a small
favour from your lord, you must expend treasure or complete a quest.
3 - ​Retainer ​- you are part of the Lords hird or guard - you have a seat at the high
table, and are given mead and occasional tokens of favour. You may speak to your Lord on
request. To gain a favour from your lord, you must expend numerous treasure or complete a
major quest. As a retainer, you gain a loyal follower of your own - counts a tough NPC.
4 + ​Companion - you are a trusted part of the Lords hird and you sit close to your
Lord. You are given the choicest pickings and silver rings as token of favour. You may speak
freely to your lord. You may also gain favours from your lord for good service. To gain a
major favour, a piece of land or a title, you will need to expend an artefact or complete a set
of quests. You also gain an additional follower.

Companions may accrue specific positions of trust within the hall (see Roles of the Hall) and
advance in position and influence as they increase in Honour beyond 4.

Food
Do not take food for granted. For those who do not live off the bounty of a hall, life is harsh -
a choice between toil and starvation. If you have to scavenge, then you will have to spend
large parts of any adventure just surviving - hunting, foraging or stealing. Great banquets are
a sign of prestige and favour - and a bond that will have to be honoured by service to your
lord.

Oaths

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Oaths may be sworn to convince others that your promises will be kept, or to bind yourself
into a course of action. The lower your Honour, the more profusely you must swear. If you
have sworn to a deity or left a treasure as indemnity then the consequences of breaking the
oath will be more severe as you may lose the treasure or be cast out by priests or fellow
believers.

Trials
The Lord or his Companions serve justice by holding trials over those accused of crimes.
Guilt or innocence is established through the defense of the accused, the support of
witnesses and through the judgement of the Lord or Companion.

Lodging
Where you sit in the hall and where you are allowed to sleep determines how comfortable
and rested you are. The closer to your lord the warmer and dryer. It is also a physical
indication of your status. If you have nowhere to sleep then you will struggle to find shelter
and constantly run the danger of robbery and wild beasts.

Social
As you rise in honour, the way people treat you will change drastically.

Equipment
A good lord looks after his own. As you rise in Honour you gain access to the stores of the
hall.

Honour Food Oaths and trials Lodging Social Equipment

Outsider None - His oaths are not None - Shunned and None but
scavenge heard. He may not sleep freely insulted. what you
or starve testify or defend under Struggles to be carry
himself in trial. the heard at all. May
stars, sit at the
freeze in threshold of the
winter hall.

Guest/ Bread, May take an oath, The Dutifully May borrow


Subject soup, but it will only be outhous welcomed, talked simple tools
water, ale considered binding es, down to by those such as
if he invokes deities stables of superior hammers,
and sets aside an or barn honour. Often saws, rope or
indemnity. ignored as cloth.
irrelevant. May sit
May defend himself at the foot of the
and be heard in a table.
trial bot not
considered a
witness.

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Guest-fri Rabbit, May take an oath if The hall, Courteously Is given


end/Foll mutton, he invokes a deity near the welcomed, decent
ower mead, ale or sets aside an door treated as an quality
indemnity. equal by many in clothes.
the hall. May sit Occasional
May defend himself far down along use of
in a trial and be a the benches. specialised
witness. tools.

Retainer Beef, May take an oath The Warmly Is given a


game, on his own honour. main welcomed, Treasure -
honey, benches treated with commonly a
cheese, Is considered a by the respect by all but fine weapon,
mead, decisive witness. fire your rivals. a silver ring
wine People inclined or an ornate
to listen when belt. Free
speaking. May sit use of
high up along the specialised
benches. tools.

Compani Choice His word is his The hall, Respected, a Is given a


on meats, bond. near the fixture of the hall, Named Item -
honey, Lord’s deferred to when commonly a
wine, May call, adjourn seat speaking. Has a sword and
spices, and make rulings at place of honour splendid
mead - all trials. close to the Lord. clothes. Free
the best to use
foods allresources
of the hall.

Your own hall


Above 4, you may also set up your own hall under the tutelage of your Lord, and gather your
own advisers. For each point of Honour above four, you may choose one tough follower or
10 rabble followers. The tough follower could attend you at your Lord's hall - or take up one
of the roles of the hall at your own hall. Rabble followers always live at your own hall. Once
you have your own hall, it is assumed that you will Honour your own Followers with Treasure
- if you do not do this regularly, they will start abandoning you. At the same time, your
relationship with your Lord changes. It is now assumed that you will not support him through
gifts, by rather by leading your Followers into battle for him. Managing your own hall, and the
relationship with the Lord’s hall and other allies, could be the seed for a great campaign in its
own right.

Other halls
If you abandon your hall and travel to seek the hospitality of a new Lord, you may be
accepted at Honour 1 if your Honour at your old Hall is 1 or 2, at Honour 2 if it is 3 or 4. This
is not automatic, but partly depends on the relationship between the two Lords. You may still

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be welcomed at an enemy Hall, but you will be called on to denounce your old Lord, losing
much of your Honour in your previous Hall.

Dishonour
As Honour can be gained through valiant deeds in service of your Lord, it can also be lost
through cowardice, villainous deeds, black slander or even just laziness. A character who
suffers dishonour immediately has one or in extraordinary cases several points of honour
suspended. He feels the effects immediately. He may be ignored by his peers, openly
mocked, lose his seat at the table and be given less and worse food and drink. If his Honour
reaches zero he is ignominiously thrown out of the Hall.

He will, however, have an opportunity to redeem his dishonour. This often takes the form of
a quest, and maybe be helped by gifts of treasure. It may include a period of exile, a
dangerous mission or plotting against his detractors. The difficulty and length of the
redemption should reflect the severity of the dishonour. If successful, the suspended points
of honour are restored to him. If he fails, or is dishonoured further during the quest, then they
are lost permanently.

Dishonour plays three roles in the game - it helps motivate PCs to continue to perform heroic
acts to avoid dishonour, it can be used by the GM as a plot tool and it helps manage the
ascent of PCs to the highest rungs of the Hall. Dishonour of the first category should be
awarded if a PC runs from a fight, commits an atrocity or is inactive. Dishonour of the second
type could stem from a misunderstanding - or even be caused by enemies plotting against
the PC. Dishonour of the third type could come with increased expectations on honoured
PCs, and is often fueled by slander and jealousy. It is up to the GM to determine when and
how Dishonour strikes. For the last two categories, it is wise to make sure that your players
are not offended.

Type of Dishonour Examples of dishonour Examples of redemption

Cowardice Running away from combat while Seek out and slay a ferocious
others are still fighting beast ravaging the area

Refusing a challenge to single Travel alone to the Hall of a sworn


combat enemy on a dangerous diplomatic
mission

Insult An enemy taunts you and openly Track down the person who
spits in your face insulted you and challenge him to
single combat
A friend or ally accidentally calls
your courage into question in Fight a duel with your friend or ally
front of all to restore your honour

Slander A rival convinces the lord that Find out your rival’s shameful
you are disloyal secrets and use them as leverage

You are accused of a crime you Track down the real criminal and

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did not commit make him confess

Misdeed Robbing the weak and the poor Deeds of charity and penitence

Arson Track down a mighty and


unblemished Aurochs and sacrifice
it to the gods

Oath-breaking Breaking an oath formally taken Undertake a great deed in the


service of the injured party
Betraying a trust to a friend or
ally Repay any lost amounts many
times over

Roles of the Hall


Whether the Hall is a wooden Mead Hall of the Germanic Woods, a marbled Aula in the
crumbling empire or lucious tent on the Scythian plains, it is always defined by the people
that inhabit it and their relationships.

At the centre of a Hall is the ​Lord or Lady​. This ruler may have the title of King, Dux, Chief
or Khagan. He may rule over a small band of brigands or a mighty nation - but in his own
Hall, his word is always law. He sits in a central place, at the head of a table - and power and
influence in the Hall is defined by how close you are to the lord. Everything in the hall
revolves around its Lord, he sits at the head of the table from where he dispenses favour
and justice.

Next in importance is the Lord's family - linked to him by the strongest bond of all, blood.
Many of the Lords family members will take up the positions mentioned below, or lesser
roles. With the Boon heir, the PCs may even be related to the Lord. The most important
family members are the Spouse and the ​Heir​. Both support the Lord, and provide access to
him. The Heir often acts in the Lord’s stead, getting ready for the day when he will replace
his parent. The Heir often leads the warriors of the Hall into combat. Both the Spouse and
the Heir are often involved in the power struggles of the Hall, and may even find themselves
opposing their Lord.

Other, optional, roles include:


● Master of the Hunt​, responsible for leading the chase when the Lord hunts, and for
training hunting dogs and falcons. The Master of the Hunt will always have career
ranks in Hunter and spends a lot of his time in the out houses and woods around the
hall staking hunting grounds, feeding the hounds and looking after the Lord´s hunting
gear.
● Master of the Stables or Count of the Stables, in those Halls that dispose of a troop
of horsemen, responsible for the health of the Hall’s horses, their equipment and the
skill of their horsemen. The Master of the Stables often leads the horsemen into
combat. He spends his time breaking and taming horses, running the stables and

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making sure that the stablehands do their work and training with the other horsemen
of the hall.
● Steward or Great Retainer is the head of the household and the followers,
authorised to make arrangements on behalf of the Lord, and command slaves and
servants. The Steward may be as powerful as the Spouse or the Heir. A Steward
may either have a rank in Warrior, or be Learned - but ideally both. The Steward may
lead the foot soldiers into combat. A Steward may be seen everywhere and
anywhere around the hall, settling feuds, making preparations for feasts and
campaigns and whispering the right words in the right ears. But most often he is seen
at his Lord´s side.
● A ​Priest or soothsayer is responsible for making sure that the Lord and by extension
the Hall enjoys divine favour. He may admonish the Lord and thereby have significant
influence, and leads prayer and ceremonies. In most pagan Halls, the Lord is also
Priest, and the role is therefore more common in scriptural Halls - in pagan Halls with
a Lord as Priest. Celtic pagan Halls may have a High Bard as priest. A background in
the career Priest is required. A priest spends most of his time praying, studying or in
private worship. He may lead regular ceremonies every seven days, or organise
great sacrifices for the turning of the seasons.
● Some lord’s rely on arcane advice, and therefore keep a ​Mystic​. Their advice is often
heeded in the same way as Priests. A Mystic will either have a career background in
either Priest (Soothsayer) or Sorcerer. A Mystic is often a recluse with little contact
with the other people in the Hall.
● Master Smith ​- a smith of outstanding skill that is recognised as a master of his art.
He commands the smithy of the Hall and may have apprentice smiths working for
him. A true Master Smith devotes himself to mastering his art and can be found in the
smithy, which is almost always a separate house sometimes some distance from the
hall.
● Master of the Shipyard - responsible for overseeing the construction and repair of
ships. This role is of great importance for many tribes around the Northern Seas, and
in the ports of the empire. A Master of the Shipyard requires a career in either
Seafarer or Carpenter - but ideally both. The Master of the Shipyard may lead the
fleet, if the Hall has one, into combat. Ifthe hall has access to a river, lake or sea,
then he may be seen at work there planning, building and repairing. He may also be
gone for long periods, fishing, raiding or just enjoying the freedom of teh seas.
● Favoured Poet​, or Bard - praising the deeds of the Lord, his ancestors and the
warriors of the tribe and the Hall is an important duty. A favoured Poet or Bard may
be hold great power - either through his influence of a Lord he flatters, or through his
sway over the people of the Hall. A favoured poet requires at least two ranks of Poet.
The Poet can almost always be found in the hall, in the proximity of the Lord.

As the PCs increase in favour at the Hall, they may take up some of these roles.

Setting up the Hall


The Players and the GM should create the Hall and its inhabitants together. First decide
where it is located, what type of Hall it is and what tribe it belongs to. The GM then names
the Lord.

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Friends and rivals


Players then takes it in turn to name and describe one NPC to which the PC has a positive
relationship (loyalty, love, friendship, respect) and shared history. We call this NPC his
Friend ​(even if it can also be a relative or spouse). If the PC is a newcomer to the Hall, then
the relationship may be recent, or the NPC may have met him elsewhere. When picking
NPCs, Players should be encouraged to pick from the roles above.

Players who belong to the Hall have ties to two other NPCs - one with which they have a
positive relationship, and one with which they have a negative relationship (fear, hatred,
feud, envy). PCs who are newcomers instead get to describe the lord (or local senator or
chief) in the area they come from, as well as his greatest rival or enemy. Take it in turns to
describe the NPCs. Encourage the Players to describe the events and impressions that led
to these relationships.

Finally, a PC with the Scion Boon should describe one important family member with whom
he has a positive relationship, and one person with which he has a negative relationship.
The latter should either be a family member, or an enemy of the family locked in a blood
feud.

Players must select at least one of the NPCs above from those already created by other
players, creating links between the PCs. When you pick another players NPC, you should
feel free to describe the character further, and describe new aspects of his background and
personality.This should create mixed loyalties and tensions, and the GM should use these
relationships to create conflict and
scenario seeds.

Describing the Hall


Each Player should also describe one
place in or around the Hall of particular
that is of importance to the PC. Below
you will find a table of typical types of
places that may exist in or around the
Hall - but do not let this limit your
imagination.

- Longhouse
A typical Hall in the Mirkwood is a great
longhouse that seats 50-100 people. It is
surrounded by outhouses, ancillary
buildings and often a wall - maybe even
as part of a ringfort. It controls an area, a
pagus, where hundreds of people live in
small isolated farms. There are no other
common buildings. Many meet outside
the Hall, where there is an open meeting

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ground, and there may be other cultic places and meeting places such as holy groves and
standing stones. Pagan Halls may have a separate great Hall or temple for the idols of
favoured gods.

- Tent
A lord’s tent sits at the centre of a massive encampment of tents and temporary buildings.
These tent cities can remain for months and even years, and can be protected by wooden
walls. The tent itself is massive and can house 40-80 people. It often consists of several
sections, with the visitor having to pass through different stages before seeing the ruler

- Aula
The Aula is the main Hall in a mighty basilica or other great marble building of the Empire.
Such a place can gather hundreds, and is almost invariably located in an Imperial Town or
Fortress. In most cases, these will be worn down and dilapidated buildings hung with rotting
cloth and bearing witness to past luxuries. In many cases, the local populace will have
moved within the walls of a town for safety, and travel out to sow and reap the local fields
during the day. Within the Empire, Retainers to patrician lords are called ‘biscuit eaters’ or
Bucellarii - and Companions are called sword-bearers.

The table belows gives you some ideas for the different kinds of places that may exist in and
around. They are for inspiration only - and you should take care to make YOUR Hall unique.
Place Longhouse Tent examples Aula examples
examples

High seat Wooden throne Folding chair Marble throne

Followers seats Benches Rugs Kline (couch)

Surrounding Outhouses Tent camp Palace complex

Vicinity Scattered fields Open plain A town surrounded


surrounded by forest by cultivated land

Holy place Sacrificial tree Sacred Mountain Chapel

Royal burials Burial mound Kurgan Mausoleum

Heating Fireplace Braziers Hypocaust

Kitchen By the hearth Clay oven In an annex

Bathing place Local lake Steam hut Baths

Friendship and setting up the party


Your PCs not only belong to the same Hall, but they do things together. They go on missions
on your Lord’s command together, they support each other in the search for honour. They
may be rivals at times, but the assumption is that they are tied together through ties of family
and friendship - even to the point of blood-brotherhood.

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Each player should define his PCs relationship to each of the other PCs. You should discuss
within the group whether you want to assume that your PCs should always stick together as
firm friends, or whether you will allow rivalry and betrayal within the group.

Equipment in Barbarians of the Dark Ages


‘Her coat of mail was covered with silk from Azagouc, costly and rich, and the stones thereof
sparkled on the queen's body. They brought her the spear, heavy and big and sharp, that
she was wont to throw.’​ - Niebelungenlied, Unkown

Even the simplest tool is valuable in the savage world of the Dark Ages. A wooden cup for
your water, rough cloth to protect yourself against the elements, simple foodstuff to sustain
you. None of this can be taken for granted - what you have you must make yourself or
receive in trade or as a gift from the people around you.

Weapon Damage Range increment Notes

Melee weapons

Axe/Francisca d6 10’ Can be thrown

Club d6L 10’

Staff/Pole d6 Two-handed

Knife d6L 10’ Can be thrown

Saex/Short Sword d6

Spear/Javelin d6 20’ Can be thrown

Great Spear d6H Two-handed

Sword*/Spatha d6H

Missile Weapon

Dart/Plumbata d6L 20’ Thrown

Sling d6L 30’ One-handed

Staff sling d6L 60’ Two-handed

Bow d6 75’ Two-handed

Hunnic Bow d6 100’ Two-handed

* Always a Named Item, not normally available from start

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Axe
A simple but effective tool turned weapon. Axes tend to be one-handed. The Frankish tribes
that inhabit the lower Rhineland and parts of Gallia are famous for their well balanced
throwing axes - the Francisca.

Club
If you haven’t got any other armament, you can
at least make yourself a club.

Swords
Swords are rare and princely items that most
characters will only receive as a token of great
favour. Swords are almost invariably Named
Items, although the imperial long sword, the
Spatha, does not have to be. Swords tend to be
one handed with a straight double edge and a
relatively small guard.

Staff/Pole
A solid length of wood tall enough to handle best with two hands - the staff is an ubiquitous
weapon that can masquerade as a walking stick or tent pole but still be used as an effective
weapon.

Knife
Mostly used as a tool, a knife may come in handy in close combat. A well balanced and
sharp knife may be costly enough, although never as costly as a sword or even an axe.
Many germanic tribes use single edged knives similar to the short Saex. The Empire once
used richly ornate fighting-daggers - but these are now rare. Due to its knife can make an
effective throwing weapon.

Saex/Short Sword
The long Germanic fighting knife, the Saex, is long enough to be used as a main weapon. It
is often wielded by warriors who also fight by spear or bow. The imperial short sword is used
in a similar way.

Spear
The most common warrior’s weapon - everyone, from the Imperial Legions to the hordes of
Hyperborea, rely on them in combat and in hunting. Most spears are relatively lightweight,
and can be used in one hand together with a shield, or thrown
.
Great Spear
This massive spear or pike is a specialised weapon used by the armoured horsemen of the
steppes and some remote tribes on foot. The imperial great spear, or Kontos, are used by
picked armoured horsemen called Cataphracts. Most warriors would prefer to use a spear
they can use to throw or together with a shield.

Dart/Plumbata
A small throwing weapon commonly used by the legions of the Empire under the name
Plumbata.

Sling

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A sling consists of a rope or cord with a pouch or cradle section where a blunt object such as
a stone or lead bullet can be placed. The sling is then held by both ends and swung in an arc
to send the stone towards the enemy. This simple weapon can be surprisingly devastating.

Staff sling
The staff sling, or fustibulus, is a short sling mounted on a long rod or staff. It can throw a
ball harder and further than a regular sling. The slinger must grip the staff sling in both hands
and swing it in a forceful arc.

Bow
Bow and arrows are used by most cultures, but are particularly dominant on the Scythian
steppes. They can do great damage at a distance, and a skilled archer may fire from
horseback.

Hunnic bow
The favoured weapon on the steppes, this composite bow of sinew, bone and wood is
perfectly shaped for use on horseback and has great power allowing the arrow to travel
further.

Armour
Please refer to the Barbarians of Lemuria Mythic core rules. Light armour takes the form of
light leather tunics. Medium armour take the form of short sleeved chainmail shirts or heavy
leather armour. Heavy Armour is rare, mostly used by the heavy cavalry of the Empire. Only
those who have the appropriate Career background may start with Heavy Armour. Heavy
Armour may either take the form of reinforced mail hauberks or scale mail.

For light helmets that protect the top of the wearers head and the potentially the sides, use
the regular helmet in the core rules. Horsemen often use helmets with metal masks, massive
cheek guards or chainmail face coverings. Only characters starting with Heavy Armour
through a career choice may start with a Cavalry Helmet.

All shields are considered ‘small shields’ for the purposes of the core rules. They are often
round or oval, and richly decorated.

Armour Protection Penalties Arcane Cost

Cavalry Helmet +2 to armour protection Social / –2 initiative +1 AP

Treasure: ​A treasure is any valuable object or set of object that enhance the status of the
owner and can be used as a gift. Treasures can be found during the course of adventuring ,
or given as gifts by Lords. An ornate silver ring, a chest of gold coins or an ivory drinking
horn are all examples of treasures. Each treasure is unique, and must be described in full -
and recorded on your character sheet. One player could volunteer as treasurer, and keep a
record of any treasures held together by all PCs. Treasures can be presented to your Lord
as a token of respect and loyalty, and will then be displayed in the hall for the glory of the
tribe. The Lord will also give any person he Honours a Treasure. All Named Items count as
Treasure.

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Named items: ​Exceptional items are highly prized, and invariably named by their proud
owners. This could be a proper name, like Balmung or Draupnir, or an eponym or epithet like
“hard-biter” or “of Worms”. Certain animals, often Horses, Dogs and other loyal companion
animals, may also be Named.

Named Items are considered Treasures. Swords are rare and sought after in the Mirkwood.
For that reason swords are always Named Items. The only exception is for Imperials using
the legionary Spatha.

A named item has traits and abilities that make it particularly useful and are often given their
first name from their inherent qualities - which give them a bonus in specific situations or an
inherent trait. In rule terms, this counts as a unique Boon for each name. This could be a
bonus die in combat against armoured opponents for a sharp sword, or the ability of an
enchanted item to warn of dangers or even speak. The nature of the bonus could thus range
from just exceptional quality to high magic. A Named Item can be named several times,
potentially acquiring nicknames (and new abilities) following worthwhile feats and
memorable events during the campaign. Each name provides a new bonus. The event, the
name and the nature of the boon should fit, each helping to tell a heroic story where the item
playeed a part.

Examples of Named Items


● The Sword ‘Balmung’ (bonus die against armoured opponents); ‘Fafnirsbane’ (Bonus
die against monstrous opponents); ‘Tree-Biter’ (the wearer may receive prophetic
visions from Wotan) and ‘Anvil Splitter’ (can be used to cut through metal without
blunting).
● The Sword ‘Ridill’ (never blunts), ‘dragon-carver’ (bonus die against scaly monsters)
● The Sword ‘Hrunting’ (bonus die against trolls and giants), 'Blood-tempered blade’
(bonus die when fighting someone you are in a blood feud with)
● The Axe ‘Shield Splitter’ (bonus die against opponents using shields)
● The Cavalry Helmet ‘Svingadd’ (no social penalty), ‘Urd’s Gift’ (if the wearer sleeps
with the helmet on it counts as a prophetic trance)
● The Hunnic Bow ‘The Eagle's Talons’ (range 150’)
● The Book ‘Codex Veronensis’ (Wards cost one Hero Point less)
● The Tapestry ‘Wyrmweave’ (warns if reptiles are near)
● The Casket ‘Ada’s Gift’ (things stored in it will not rust or decay as long as the lid is
secured)
● The Glass Cup ‘Ganymede’s Favour’ (shatters if it contains poison)

Named Animals
Valued animal companions may be named in the same way as items. Obviously, animals
are not crafted by master craftsmen - and in most cases an animal will get its first Name
through things happening in game.

Examples of Named Animals

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

● The Horse ‘Grani’ (can swim across any river or against any current),
‘Treasure-Draught’ (can always carry all the treasure from any given single
encounter).
● The Horse ‘Hengroen’ (never shies away from wild beasts),
● The Raven ‘Battle-gull’ (always shows the way to death and bloodshed by circling
and cawing)

Treasure
Treasure is often not just one item, but can be an entire hoard. It is up to the GM to decide if
a specific find of items represents more than one Treasure, but this should be exceptional.
Treasure’s may be items of armour or weapons - although lavish weapons in particular often
become Named Items.

Examples of Treasures
● Silver bracelet
● Silver ring
● Ivory casket
● Ivory drinking horn
● Glasswork drinking horn
● Embroidered saddle
● Tapestry
● Ornate dagger
● Official’s belt
● Gilded crucifix
● Illuminated codex
● Pouch of gold coins (solidi)
● Bag of silver coins (denarii)
● Gilded helmet
● Embossed helmet

Careers in Barbarians of the Dark Ages


‘Weland, the strong man, had experience of persecution; he suffered a lot. Sorrow and
longing were his companions, along with exile in the cold winter’ ​- Deor, Unkown

Warrior (Miles)
Barbarians of Mirkwood is set in the age of the Warrior, when women and men of violence
lay waste to entire provinces. The Warrior may be a savage barbarian from the germanic
tribes, or a seasoned veteran of the Empire.

A Warrior who has fought in the legions of the Empire is considered a Miles. He may know
the ways of the Empire.

Boons
Heirloom: the Warrior has inherited a Named Sword (see below) from his parents, tutor or
ancestors. Fighting with this weapon always provides him with an extra die as career bonus.
Should the PC lose the Heirloom he loses this bonus. However, if he receives another

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Named Weapon, then he may regain this bonus after familiarising himself with it for one
scenario.
Imperial Armament - Paladin​: A Miles with this boon has fought in the elite standing forces of
the Empire - the Comitatenses or the Scholae Palatinae. He starts with Heavy Armour,
Helmet, Shield, Spear and Sword. If lost, he may replace them at an imperial factory or city
for treasure.

Career Flaws
Conflicting Loyalties: you have sworn loyalty to something or someone other than the Lord of
your Hall - this could be an oath to a God or the Church, an oath to another Lord or clan or
loyalty to the Empire. This oath may put you in conflict with your loyalty to your Lord.

A warrior can occasionally use his bonus in combat when fighting in formation.

Horseman (Cataphract)
Horsemen take many forms - from the roving horse archers of the Scythian plains to the
armoured ranks of the Imperial cavalry to savage gothic horse lords. The greatest pride and
treasure of a horseman is a well trained and well bred mount, and they will guard the
jealousy.

Boons
Horse Archer:​ the PC does not take a flaw die for shooting from horseback

Imperial Armament - Cataphract: A Horseman with at least one rank as Miles may opt to
fight as a Cataphract. These heavy cavalrymen are dressed from top to toe in mail and
metal, and dominate the battlefield. A Cataphract start with Heavy Armour and Cavalry
Helmet, Axe, Bow and Spear. If lost, he may replace them at an imperial factory or city for
treasure.

Flaws
Conflicting Loyalties: you have sworn loyalty to something or someone other than the Lord of
your Hall - this could be an oath to a God or the Church, an oath to another Lord or clan or
loyalty to the Empire. This oath may put you in conflict with your loyalty to your Lord.

A horseman can occasionally use his bonus in horseback combat.

Blacksmith (Metalworker)
A Blacksmith has learnt the secret of metal, and has the wondrous ability of turning ore to
iron and to tools, weapons and ornaments. Such skills is very highly sought after. A highly
skilled smith that has also studied the deeper secrets of his craft and of the world may create
masterworks of mythical qualities and create magical artefacts.

Boon
Masterwork: the Blacksmith starts with one metal Named Item he has created himself. If lost,
he must wait one scenario before he can craft a new one, and somehow find the needed
materials.

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Favoured Weapon - Sledge: The Blacksmith gains a career bonus when fighting with a
blacksmith's Sledge (counts as club).

Flaw
Obsession: ​There is something with which you are completely obsessed. It could be a
fascination with a certain pursuit, person, or thing. You spend a great deal of time and
money on this obsession. Whenever you are in the presence of the object of your obsession,
you have a penalty die on all rolls that require you to ignore it. Sometimes your obsession
can get you into a lot of trouble.

In combat, a smith may receive a melee bonus when fighting an opponent in a type of
armour he is familiar with.

Brute (Wolfskin)
Pure rage has its uses, and a brute has made his name as a frenzied fighter. Some
germanic warriors devote themselves to the pagan god Wotan, and don a wolf-skin cloak to
symbolise their feral state. Such Wolfskins are well known for their combat rage and
disregard for their own safety.

Many Brutes fight best when enraged, in a state of complete fury which is most often
triggered by suffering humiliation, pain or insults. They may actively seek this state by
challenging and insulting enemies in hope of response, by stripping naked and by biting their
shield. It is up to the GM to decide exactly how much provocation is needed before a
character is enraged for the purposes of the Boons below.

Boons
Battle Fury: ​The brute gets a combat bonus as long as he is fighting in an enraged state.
Naked Rage: ​This boon allows a character that is fighting with no armour and no or very little
clothes to benefit from an uncanny protection due to his speed, luck and disregard of pain.
This counts as medium armour for damage protection purposes, with no armour penalties at
all. This bonus only applies when the character is in an enraged state.

Flaw
Infamous: ​You are well known for some wicked deed in your past. Irrespective of whether
the allegations are true or not, or whether you had a good reason to do what you did, this
bad reputation precedes you wherever you go. You get a penalty die in social situations
when making first impressions, and continue to receive the penalty until you earn a person’s
trust.

A brute or berserker are often good at intimidating others, and may gain a combat bonus for
the first round when charging an enemy noisily.

Carpenter (Woodworker)
Just like working in metal, working in wood is a treasured skill. The craftsmen of the era
favour winding, intricate patterns mimicking beasts and monsters. A carpenter can use his
skills to work on great halls, mighty ships and massive walls - but can also turn his attention

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to intricate rosewood boxes or other fine ware. Carpentry is an important skill for warriors
who want to be able to fletch their own arrows or mend their own shields.

Bonus
Masterwork: ​the Carpenter starts with one wooden Named Item he has created himself. If
lost, he must wait one scenario- he may then craft a new one provided he can somehow find
the needed materials.
Shipwright: ​the Carpenter knows the traits and flaws of ships, and receives a bonus in naval
combat when attempting to damage or board a vessel.

Flaw
Obsession: ​There is something with which you are completely obsessed. It could be a
fascination with a certain pursuit, person, or thing. You spend a great deal of time and
money on this obsession. Whenever you are in the presence of the object of your obsession,
you have a penalty die on all rolls that require you to ignore it. Sometimes your obsession
can get you into a lot of trouble.

A carpenter will rarely receive a bonus in combat.

Hunter (Trapper)
A hunter knows how to track, trap and kill animals for their meat and their skin. For lords and
warriors, it is a favourite pastime, but for most it is a bare necessity to put food on the table.
A hunter learns how to move stealthily through woods, how to track and how to stalk.

Boons
Sneaky:​ You are lithe and nimble. Roll a bonus die where stealth is important.
Keen Eyesight: Whenever you make a mind Task Roll to perceive something using your
eyesight, you receive a bonus die.

Flaws
Gullible: You believe the most outrageous lies. Roll a penalty die when being persuaded
something is a good idea when it isn’t.

In combat, a hunter may receive a career bonus if fighting a creature of a type he is familiar
with, but the career is rarely useful against human opponents.

Forager (Woodsman)
In the dark woods beyond farms and fields, desperate people try to eke out their existence
by foraging for berries, roots, mushrooms and other edibles. Even more settled farmers and
hunters go foraging

Boons
Poison Resistance: ​You receive a bonus die whenever you are resisting the effects of drugs,
venoms, toxins, and even alcohol.
Deft Hands: ​When undertaking actions requiring fine manipulation, such as picking pockets,
making things, juggling, or card-sharping, you receive a bonus die.

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Flaws
Gullible: ​You believe the most outrageous lies. Roll a penalty die when being persuaded
something is a good idea when it isn’t.

Foraging is rarely useful in combat. A forager may benefit from their background when trying
to find food and water in the wild.

Farmer (Peasant)
Tilling the soil and working the fields is an activity that is shared by most from the meanest
crofter to landed nobles.

Boons
Beast-Friend: you have a natural affinity with animals. Whenever dealing with animals, roll a
bonus die. If you are a beastmaster, you will also have two or three small
Brawler: ​You are a skilled pugilist and wrestler. Roll a bonus die to attack when you are
fighting with your fists, feet, head, etc.

Flaws
Taciturn​: Your character is ridiculously tight lipped. It’s a rare day on which he uses a
sentence of more than three words, and it’s virtually unheard of for him to initiate
conversation. His extreme reluctance to speak unfortunately means he never volunteers
information without being asked. Take a penalty die in social situations.

Farmers are not generally skilled combatants and so rarely receive any advantage from this
career, except maybe when defending their own lands against raiders, or when turning an
agricultural implement into a serviceable weapon.

Scholar (Lawspeaker)
Literature, culture and the fine arts is a thing of the past. At best, the scholar is retaining
scraps of the lost lore of the golden era. Both the hearth-learned wise man from the depths
of Mirkwood with his knowledge of runes, and the studious senator delving into the wisdom
of the ancients in latin are examples of scholars. A sufficient score in Scholar and Blacksmith
allows the PC to create named items.

Imperial Scholars will be familiar with the writings of the church and ancient sages - and can
read and write the latin or greek script.

Germanic scholars are likely to know how to read and write runes - and may use this
learning together with metalworking to inscribe items with runes of power. A particular kind of
Germanic scholar is the Lawspeaker, who has memorised the traditions of law of his tribe.

Boons
Learned: ​You have studied, choose one more script you can read and write. Choose one
specialty from Astronomy, Flora & Fauna, Geography, Law or Legends. When recalling a
fact from your area of specialty, you use an extra die.

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Linguist: ​The Scholar starts with knowledge of one foreign language and one script, or two
foreign languages.

Flaw
Arrogant: ​As education is increasingly rare, you see yourself as far superior to the unlettered
savages that surround you. Roll an extra die when dealing with people who you would
consider uneducated.

There are very few circumstances under which a Scholar would have an advantage from his
career in combat.

Exile (Hermit)
An exile lives alone, far from the company of others. They may be cast out for some crime
they have committed, or be the last survivor from some horrific attack.

Holy men and women sometimes seek solitude for religious reasons - to come closer to the
gods or to live a purer and simpler life. Religious exiles following a scriptural religion are
called Hermits, and are treated with great respect. They often live in particularly desolate
places like rocky skerries, empty deserts or on top of pillars.

Boons
Disease Immunity: ​You are immune to all diseases, even magical ones.
Divine Favour: ​Your god or gods favour you. You have an extra Hero Point.

Flaws
Truth-teller​: Following a strong code of honour, you never lie. Should you find yourselves
forced to break your vows, you will suffer a Curse providing a flaw die to all actions until you
have had an opportunity to atone.

Being an exile is rarely an advantage in combat. An exile may gain a bonus to survival in
hostile environments - i.e. surviving the scorching heat of a desert or a snow storm.

Sorcerer (Wizard)
Real magic is rare and terrifying, but there are many traditions of sorcery and mysticism -
Bards passing on druidic knowledge from the time before the Empire by song, learned
Imperials delving through ancient tomes and scrolls, far-away Magi from the lands of the
east and barbaric sorcerers of the Mirkwood steeped in rune lore and spellsongs. Sorcerers
are feared or reviled - in particular by those who follow a scriptural religion. A sorcerer can
nevertheless gain an important position at a Hall as a feared adviser to an unscrupulous
Lord.

Sorcery is a fast track to power but it also brings its own price. For each rank taken as a
Sorcerer beyond the first, take one extra flaw, freely chosen from this book or the core
rulebook.. This also applies if you advance in rank as a sorcerer later on during the Saga.

Boons

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Secret Runes: ​The Sorcerer can read and write one of the scripts - Greek, Latin or Runes.
He also knows the secret formulas and symbols intrinsic to sorcery. If used to strengthen an
amulet, any spell cast using the amulet gains a bonus die for any contested roles.
Mystic: The Sorcerer belongs to a mystic tradition, such as the Druidic tradition, worshipers
of Wotan or hermetic magic. This gives him an understanding of the ceremonies and rituals
of that tradition, and means that he can call on allies from his mystic tradition.

Flaws
Unsettling: ​Something about you isn’t quite right – the way you look or smell or speak. Even
animals shy away from you. Take a penalty die in social situations or when dealing with
animals.

Being a sorcerer is not useful in combat.

Shapeshifter (Skin-changer)
In the deepest recess of Mirkwood and Hyperborea, ancient traditions are kept alive that
allow the magician to learn the tongue and take on the shape of animals. Shapeshifters are
often feared, and those that come into the light and warmth of the Hall may do well to keep
their ability a secret. Some are taciturn scions of old animal-worshiping clans, others are
cunning magicians who have unearthed ancient secrets. This career may also represent a
rudimentary innate affinity with animals, or even a philosophical understanding of animals
born through bookish study - best represented by picking the career at rank zero, without the
ability to shapeshift.

Boons
Beast-friend: you have a natural affinity with animals. Whenever dealing with animals, roll a
bonus die.
Beast-tongue: you can, with some concentration and effort, speak to animals in their own
tongue - hissing, barking or growling like a madman. Animals are in no way forced to help
you, and are limited by their own limited understanding. The information you can get out of
them is therefore always basic.

Flaws
Call of the wild: animals and people can sense your wild nature. Animals will react to you as
if you were a predator - fight or flight. Animals whose hame you carry will treat as one of their
own, however. People will instinctively treat you with caution and distrust. Take a penalty die
in social situations or when dealing with animals.

For rules on shape-shifting, see the Mysteries of the Mirkwood section. This also explains
the advantages the shapeshifter may gain when fighting in animal form. Being a shapeshifter
does not help in combat in itself.

Seafarer (Pirate)
The age of great gilded galleys is long gone, seafarers in the age of Barbarians of Lemuria
ply their trade on narrow longboats or slim river-galleys that rely on speed and stealth in
combat. The great flow of fat merchant ships have dwindled to a trickle. The seafarer may be

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a simple fisherman, a bloodied pirate or a restless trader. He knows his way around a
vessel, can read the weather and navigate.

Boons
Eye for the Weather: You can read the clouds and the signs indicating when the weather is
about to turn, or if there is a storm brewing. At any point in time, you can ask the GM what
the weather will be like for the next day. The answer may be more or less accurate. The GM
may also warn you an hour or two before a major weather shift.
Quick Recovery: Living in the wilds gives you better endurance than many. When recovering
after a combat, you regain an additional LB point, on top of the half you recover normally.

Flaws
Missing Eye or Ear: You take a penalty die whenever the GM feels it is appropriate to the
situation.

When fighting at sea, the Seafarer may benefit from a career bonus.

Trader (Merchant)
Not so long ago, trade was a high road to riches. Large scale shipping and long caravans
allowed the wealthy to sit back and watch the steady trickle of gold filling their coffers. But
now trade is suddenly something much more dangerous, precarious and uncertain.
Desperate Merchants brave the bandit infested Imperial Roads, and the pirate ridden shores
of the northern seas to scrape out a living. For the lords and tribes of the Mirkwood, a
Merchant is a rare and welcome sight, a promise of fine wares and rare spices.

Boons
Silver Tongue: You are very persuasive and can make any lie sound plausible. Roll a bonus
die whenever trying to lie, con, fast-talk, or otherwise deceive someone.
All roads lead to the Eternal City: ​as long as he knows where the nearest town, hall or
imperial road is, the Merchant knows his way to all imperial roads, cities and forts, as well as
the imperial border. Think of it as a mental map of the entire imperial road network. This
includes places in provinces that have already fallen to invaders and are now ruled by
barbarian lords.

Flaws
Greed: You cannot resist any chance to find treasure. If treasure is available, your
judgement goes out of the window. You take a penalty die whenever tempted by the offer of
gold.

A Merchant may receive a bonus when protecting against an ambush.

Poet (Skald)
For a dark and savage age, poetry is surprisingly treasured. At the halls of the Germanic
woods, the Skalds, Bards and Scops recite the great tales of deeds of gods and heroes. The
faithful of the Empire use poetry to praise holiness. And flattery of the ruler is an advanced
art at any court of hall.

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Poets of Imperial origin will almost invariably know how to read and write Latin.

Boons
Silver Tongue: You are very persuasive and can make any lie sound plausible. Roll a bonus
die whenever trying to lie, con, fast-talk, or otherwise deceive someone.
Inspire: ​Inspires your friends and supporters through rousing poetry and retellings of the
stories of past heroes, saints and kings. Inspire gives a bonus die for one round after the call
to all your companions’ Attack Rolls (if they can hear you). This can be done once a day for
free, or again for a Hero Point.

Flaws
Braggart: You have a very high opinion of yourself and feel the need to share it with the
world. You often take credit for things that you never did, and make those accomplishments
you did achieve seem so much grander with each retelling, often disregarding the role
anyone else played in the story. Needless to say, you often play fast and loose with the truth
with these boasts, which could lead to you being called a liar.

A poet may gain a career bonus in combat for one round by goading and insulting their
opponent.

Healer (Physician)
The knowledge of how to set bones and stem bleeding is not uncommon - whether among
wise men and women practicing traditional healing or in the towns and villages of the
empire. But the true art of medicine, as first taught by the ancient greek sage Hippocrates, is
a rare discipline - and only practiced by Physicians.

Boons
Healing Touch: ​Gain a bonus die whenever rolling to help someone recover from injury,
poison, etc.
Hippocratic Medicine: You have studied formal medicine, and know of the humours and their
relation to the elements. You are able to diagnose patients according to this methodology
and are able to draw on the formal lore of Medicine.

Flaws
Combat Paralysis: When swords are drawn, you tend to freeze up and act with uncertainty.
Roll a d3. This is the number of rounds that you freeze, during which you can only take
defensive actions.

Physicians are not generally skilled combatants and so rarely receive any advantage from
this career.

Priest (Soothsayer)
In a time of war and turmoil, people turn to perceived wise men and purveyors of divine
protection. The Holy Church and other scriptural religions employ trained clerics that master
the scriptures and ceremonies that underpin their faith. Pagan religions often combine

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

priesthood with lordship, and rulers often pledge themselves to a specific god or goddess as
their patron.

Soothsayers and augurs claim to be able to read signs about future events from specific
sources such as the flight of birds or the entrails of lambs. Soothsaying is common among
pagan priests.

Priesthood conveys additional boons that can be chosen based on religious faith. See the
Religious Faith chapter.

Boons
Learned: ​You have studied, and you can read and write. Choose one specialty from
Astronomy, Flora & Fauna, Geography, Law or Legends. When recalling a fact from your
area of specialty, you use an extra die.
Inspire: ​Inspires your friends and supporters by telling tales of the gods and the deeds of
saints and heroes. Inspire gives a bonus die for one round after the call to all your
companions’ Attack Rolls (if they can hear you). This can be done once a day for free, or
again for a Hero Point.

Flaws
Distrust of Sorcery:​ When dealing with wizards and alchemists, you take a penalty die.

Being a priest does not convey any particular bonus in combat.

Bandit (Bacaudae)
In uncertain times, desperate people take to the woods to fend for themselves at the
expense of their neighbours. Bandits are often brutal - they give and expect no quarter.
Within the confines of the Empire, multiple uprisings have given rise to entire bands of
brigands ravaging the countryside called Bacaudae. In the woods of the Mirkwood, the line
between a bandit and a hunter may be fine.

An infamous bandit runs the risk of being apprehended and executed when approaching a
new hall or settlement. To overcome this, he must lie, gives gifts of treasure or somehow
establish his Favour at 1

Boons
Quick Recovery: Living in the wilds gives you better endurance than many. When recovering
after a combat, you regain an additional LB point, on top of the half you recover normally.
Woodland Tracker: You are skilled in hunting creatures that live in the woods. When
tracking, trapping, or hunting creatures in this environment, you may use an extra die.

Flaws
Infamous: ​You are well known for some wicked deed in your past. Irrespective of whether
the allegations are true or not, or whether you had a good reason to do what you did, this
bad reputation precedes you wherever you go. You get a penalty die in social situations

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when making first impressions, and continue to receive the penalty until you earn a person’s
trust.

A bandit can use his career bonus in combat.

Slave (Thrall)
Slavery is widespread, and many of the menial tasks around farms and halls are done by
thralls and slaves. In some households, slaves are treated with great cruelty and neglect. In
others they are seen as members of the extended family. It is assumed that any PC with
ranks in Slave has been freed at some point - unless he takes the flaw Enslaved.

Boons
Hard-To-Kill:​ You are particularly solidly built. Add +2 LB to your total.
Hardcore: You have been through hell and back, and it takes a lot to break you. Your
character can withstand most forms of torture without breaking. You may also receive a
bonus die when going through hardship such as thirst or hunger.

Flaws
Enslaved: You are currently a slave, and as such do not even count as a person. You can be
killed for only a small fine and must stay at the back while free people speak. You have very
few rights.

In combat, a slave may receive a bonus when fighting for his freedom or when trying to kill
an oppressor.

Origins in Barbarians of the Dark Ages


‘The Venedi have adopted many Sarmatian habits; for their plundering forays take them over
all the wooded and mountainous
highlands that lie between the
Peucini and the Fenni.
Nevertheless, they are on the
whole to be classed as Germans;
for they have settled homes, carry
shields, and are fond of traveling -
and traveling fast - on foot, differing
in all these respects from the
Sarmatians, who live in wagons or
on horseback.’ ​- Tacitus, Germania

The Mirkwood
In the Mirkwood, fierce peoples
have lived at the threshold of the
great Empire for generations,
learning its ways, settling and

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trading. As majestic Attila and his proud Huns create their great empire in the east, the
Germanic tribes find themselves in turmoil. It is a time for heroes to eke out new kingdoms,
to gain glory and bounty in the service of the great leaders of the day. Germanic tribes often
speak different dialects of the Germanic language, all mutually intelligible. Some instead
speak Slavic or lingering Celtic languages.
Burgundian, Goth, Herule, Gepid, Sclavone, Boii, Langobard, Hasding

Boons
Hard-To-Kill:​ You are particularly solidly built. Add +2 LB to your total.
Quick Recovery: Living in the wilds gives you better endurance than many. When recovering
after a combat, you regain an additional LB point, on top of the half you recover normally.
Woodland Tracker: You are skilled in hunting creatures that live in the woods. When
tracking, trapping, or hunting creatures in this environment, you may use an extra die.
War Cry: Scares the hell out of your character’s opponents that can hear the war cry. They
take a Flaw (that is roll an extra die, take the two least favourable results) on all their rolls for
the first round following the War cry, and gives Boons to all your character’s friends (that is
they roll an extra die and take the two highest) for that round as well.
Scion: ​You belong to the extended family of a Lord or King. Increase your Favour with that
Lord by +1. May be taken many times to represent closer kinship.

Flaws
Landlubber: Your character is unused to travelling by sea. Roll an extra die for all activities
undertaken whilst at sea.
Taciturn: Your character is ridiculously tightlipped. It's a rare day on which he uses a
sentence of more than three words, and it's virtually unheard-of for him to initiate
conversation. His extreme reluctance to speak unfortunately means he never volunteers
information without being asked. Roll an extra die in social situations.
Greed: You cannot resist any chance to make money. If money is to be made, your
judgement goes out of the window. Roll an extra die whenever tempted by the offer of cash.
Drunkard: You cannot help but get drunk whenever feasting in your lords hall or whenever
you are offered wine or mead. Roll a die when you are required to do something important
for the rest of your companions. If a ‘1’ comes up, you are drunk and unable to do anything
until sobered up.
Blood Feud: Your family has mortal enemies who will stop at nothing to exact their
vengeance for perceived or real wrongs.

Northern Seas
The shores and delta of the river Rhine, the Suevian sea, the Saxon shore and the islands of
Britannia and Hibernia and distant Scandza are connected by the great, cold suevian seas.
Largely dominated by Germanic and Celtic tribes who lead a hard life in these hostiles
climes, this area is now the stomping ground for raiders and pirates.
Saxon, Frank, Jute, Frisian, Dane, Swede, Geat, Scot, Pict,

Boons
Born sailor: You are a seaman through and through. When dealing with ships or carrying out
physical activities on board ship (other than fighting), you may roll an extra die.

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Drinking Mate: ​You are the life and soul of the feast. Use an extra die to gain information,
make contacts or acquire favours whilst at the lord's hall.
Trademark Weapon (Francisca): ​You are trained in the traditional Frankic throwing Axe. If
you are using a balanced frankic Francisca, you may roll one extra die.
Companion to Saexnot: ​You are trained in the typical saxon longknife. If you use a saex
fighting next to an ally, you may roll one extra die.
Blood Bonds: Your family is a large and powerful one. Use an extra die to gain resources or
favours from kin and allies.

Flaws
Drunkard: You cannot help but get drunk whenever feasting in your lord's hall or whenever
you are offered wine or mead. Roll a die when you are required to do something important
for the rest of your companions. If a ‘1’ comes up, you are drunk and unable to do anything
until sobered up.
Blood Feud: Your family has mortal enemies who will stop at nothing to exact their
vengeance for perceived or real wrongs.
Braggart: You have a very high opinion of yourself and feel the need to share it with the
world. You often take credit for things that you never did, and make those accomplishments
you did achieve seem so much grander with each retelling, often disregarding the role
anyone else played in the story. Needless to say, you often play fast and loose with the truth
with these boasts, which could lead to you being called a liar.
Hot-Headed: ​your anger often gets the better of you, and you are likely to fly off the handle
at
the slightest insult or imagined insult. You get a penalty die to any rolls when trying to
suppress your anger and act rationally, such as not making a scene at a royal ball when
insulted, or trying to ignore an enemy’s taunt. Your anger can also get you into duels, or
worse.
Greed: You cannot resist any chance to make money. If money is to be made, your
judgement goes out of the window. Roll an extra die whenever tempted by the offer of cash.

Hyperborean Woods
The great marshes and woodlands of the north and the east - home to nomadic tribes,
hunter gatherers and foragers. The Hyperborean Woods stretch from the eternal frost of the
far north through seemingly endless pine woods to the marshes and rivers that cut through
the great steppes of the east.
Sclavone, Sitone,

Boons
Hard-To-Kill:​ You are particularly solidly built. Add +2 LB to your total.
Quick Recovery: Living in the wilds gives you better endurance than many. When recovering
after a combat, you regain an additional LB point, on top of the half you recover normally.
Woodland Tracker: You are skilled in hunting creatures that live in the woods. When
tracking, trapping, or hunting creatures in this environment, you may use an extra die.
Snow Tracker: You are skilled in huntfing creatures that live in snowy landscapes and across
glaciers. When tracking, trapping, or hunting creatures in this environment, you may use an
extra die.

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Keen Scent: You have a better than normal sense of smell. Whenever you make a mind
check to perceive something using your sense of smell, you may roll one extra die.

Flaws
Landlubber: ​Your character is unused to travelling by sea. Roll an extra die for all activities
undertaken whilst at sea.
Taciturn: Your character is ridiculously tight lipped. It's a rare day on which he uses a
sentence of more than three words, and it's virtually unheard-of for him to initiate
conversation. His extreme reluctance to speak unfortunately means he never volunteers
information without being asked. Roll an extra die in social situations.
Feels the Heat: You are unable to cope in very hot conditions. Roll an extra die for any tasks
undertaken in a hot desert environment.
Gullible: You believe the most outrageous lies. Roll a penalty die when being persuaded
something is a good idea when it isn’t.
Missing Eye or Ear: You take a penalty die whenever the GM feels it is appropriate to the
situation.

Imperial Provinces
From the Hispanic west to the Greek east, a myriad of cultures are united within a once
great Empire - they are all Romani. Some are still citizens of the collapsing Empire living in
its core provinces. Many more suffer under violent new overlords or face anarchy in the lost
provinces. Most Romani of the west speak Latin, or a local language. The mysterious
Empire of the East is also peopled by Romani, but they speak Greek instead of Latin.
Italian, African, Greek, Syrian, Hispanic, Gallic, Britannic, Dacian, Illyrian, Aegyptian,
Mauretanian

Boons
Senator: ​You come from a rich and influential family You own lands around one of the great
cities of the Empire and a house in that city. Roll an extra die on any attempt to obtain any
goods, services or items you need whilst in your home Province. You may be granted
audience with fellow imperials and Scriptural priests.
Learned: ​You have studied, and you can read and write. Choose one specialty from
Astronomy, Flora & Fauna, Geography, Law or Legends. When recalling a fact from your
area of specialty, you use an extra die.
All roads lead to the Eternal City: ​as long as you know where the nearest town, hall or
imperial road is, you know your way to all imperial roads, cities and forts, as well as the
imperial border. Think of it as a mental map of the entire imperial road network. This includes
places in provinces that have already fallen to invaders and are now ruled by barbarian
Lords.

Favoured Weapon - Spatha: ​If you use a true imperial longsword, the Spatha, forged in the
factories of the Empire, you gain one extra die.
Siege Defender: You have been brought up in a battered provincial town or city struggling to
stave off raids and sieges. What was once a theatre turned into a fort, what was once
luxurious baths was converted into a grain depot. You gain a bonus to your combat roll when
defending a building against outside attackers. Name the town you are from.

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Flaws
City dweller: You are not at ease when in the wilderness. Roll an extra die in situations to do
with outdoor survival.
Arrogant: ​The Empire may be crumbling, but you still see yourself as far superior to the
unwashed barbarians beyond the border. Roll an extra die when dealing with people who
are not of the Empire, where your arrogance might annoy or offend them.
Greed: You cannot resist any chance to make money. If money is to be made, your
judgement goes out of the window. Roll an extra die whenever tempted by the offer of cash.
Combat Paralysis: When swords are drawn, you tend to freeze up and act with uncertainty.
Roll a d3. This is the number of rounds that you freeze, during which you can only take
defensive actions.
Feels the Cold: ​You are especially susceptible to the cold. You take a penalty die for any
tasks undertaken in a cold environment.

Scythian Plains
A quiltwork of open steppe where the horse is king.​The great eastern and Pannonian plains
have been the home of horse nomads since times immemorial. ​Home to Goths, Alans,
Vandals and Huns.​. Slavic and germanic tribes also takes to the great steppes of the east
and the high steps of Pannonia.
Goth, Hun, Alan, Sarmatian, Sclavone. Avar

Boons
Beast Friend: ​you have a natural affinity with animals. Whenever dealing with animals, roll a
bonus die.
Keen Eyesight: you have improved vision. Whenever you make a mind check to perceive
something using your eyesight, you may roll one extra die.
Plains Tracker: ​you are skilled in hunting creatures that live in on steppes or plains. When
tracking, trapping, or hunting creatures in this environment, you may use an extra die.
Born in the saddle: to you, the saddle is as comfortable as a soft pillow. When fighting or
performing actions on horseback, you may use an extra die.
Mighty Shot: ​with your selected type of ranged weapon (bow, sling, javelin etc.) you can
cause your full strength to the damage on a hit.

Flaws
Landlubber: ​your character is unused to travelling by sea. Roll an extra die for all activities
whilst at sea.
Taciturn: your character is ridiculously tightlipped. It's a rare day on which he uses a
sentence of more than three words, and it's virtually unheard-of for him to initiate
conversation. His extreme reluctance to speak unfortunately means he never volunteers
information without being asked. Roll an extra die in social situations.
Hot-Headed: ​your anger often gets the better of you, and you are likely to fly off the handle
at
the slightest insult or imagined insult. You get a penalty die to any rolls when trying to
suppress your anger and act rationally, such as not making a scene at a royal ball when
insulted, or trying to ignore an enemy’s taunt. Your anger can also get you into duels, or
worse.

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Missing Limb:​ you take a penalty die whenever the GM feels the situation is appropriate.
Greed: ​you cannot resist any chance to make money. If money is to be made, your
judgement goes out of the window. You take a penalty die whenever tempted by the offer of
cash.

Faith in the Dark Ages


“In an island of the Ocean stands a sacred grove, and in the grove a consecrated cart,
draped with cloth, which none but the priest may touch. The priest perceives the presence of
the goddess in this holy of holies and attends her, in deepest reverence, as her cart is drawn
by heifers.”​ - Tacitus, Germania

Pagan
The heathens of the deep north and east worship gods of the earth and skies, of destiny and
growth. The gods and their cults vary from tribe to tribe. They may be Wotan the all-knowing,
Lug the lord of lightning or the great lord Ingwaz. Whatever their form, they are unforgiving
deities that require sacrifice and devotion in return for their fickle favour. Their idols are
worshipped in gilded halls of great rulers, or in remote glades and sacred groves.

May worship:
- Ingwaz - divine lord of plenty
- Wotan - god of sorcery and war
- Nerthus - the mother goddess
- Lug - god of skill and sure striking
- Perkunos - god of thunder

Boons
Prophetic Dreams: ​The PC is prone to
prophetic dreams. The PC does not have any
control over when and if these dreams come
(although a Sorcerer with Induce Prophetic
Trance can force them) or how precise and
useful the information imparted is. At most,
the PC can have one prophetic dream per
week.
Luck of the Gods: Works like the Hero Points
option with the same name in the core rules.
Use once for free per scenario.
Read the Signs (Priests only): The PC can
gain prophetic insight by reading the signs.
This usually takes a sacrifice of a lamb or
flock of birds (released into the wild), and half
a day of preparation and ceremony. This
means that the Priest can decide when to
foresee events. After reading the signs, the

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Priest must wait at least one day and one night before trying again.

Flaw
Blood-stained: ​You have taken part in human sacrifice. Any follower of a scriptural religion
will treat you with revulsion (one die penalty to social interactions) when they learn this, and
you feel uncomfortable in churches and other places sanctified to scriptural religion (one
penalty to all non combat action)

Scriptural
Whether follower of the the Holy Church of the Empire, the teachings of Moses, Arian,
Zoroaster or Mani, you believe in holy revelation set out in scripture. As society crumbles
around them, the priests and bishops of the Christian faith rally the faithful and provide
solace to the masses in their great stone basilicas. In the east, the ancient creed of Abraham
is still followed, as are the mystic, fiery, religions of the distant Empire of the Persians. The
common worshippers sees life as a struggle between the forces of good and of evil, it is a
combat that require the dedication of every faithful worshipper in their everyday life, always
choosing the virtuous course of action and letting truth triumph over falsehood.

May worship:
- The Heavenly Father
- The Sacrificial Lamb
- The Prophet Zarathustra
- The Virgin Mother
Boon
Guardian Angel: ​Use a Hero Point to Defy Death. Use once for free per scenario.
Ward​: Negates any curse. Spend Hero Points equivalent of curse magnitude.
Bless ​(priest or cleric only): The Priest blesses another person who belongs to the same
religion (Catholic Christian, Arian Christian, Zoroastrian, Manichean), and who gains one
free ‘Luck of the Gods’ reroll on the same day. The Priest can only bless one person per day
in this way.

Flaw
Distrust of Sorcery: ​When dealing with wizards and alchemists, you take a penalty die.

Faithless
Whether you are disillusioned and sceptical as regards the existence of gods at all, or just
consider the anthropomorphic beings worshipped by Christians and heathens as crude
representations of universal reason and truth matters little to people around you. You have
lost your way, live in sin and bring bad luck. In this fervent era, most faithless people keep
their beliefs to themselves.

The faithless worship no one. Some revere the ancient sages - Plato, Aristotle or Solon.

Boons

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Learned: ​You have studied, and you can read and write. Choose one specialty from
Astronomy, Flora & Fauna, Geography, Law or Legends. When recalling a fact from your
area of specialty, you use an extra die.
Detect Deception: ​You are good at spotting when you are being lied to. Any time someone
tries to lie to or con you, you often see right through them. You receive a bonus die to divine
fact from fable. You won’t automatically know the truth, but you know that what you’re being
told isn’t it.

Flaw
Arrogant: ​Hellenic culture may be slipping from memory, but you still see yourself as far
superior to the unwashed barbarians beyond the border. Roll an extra die when dealing with
people who follow Scriptural or Pagan religions, where your arrogance might annoy or offend
them.

Mysteries of the Mirkwood


“Wake up, Gróa,wake up, good woman, I rouse you at the doors of the dead, hoping you
remember that you bid your son come to the burial mound.”...”Sing for me magic spells,
which are beneficial, mother, help your son. I fear that I will perish on my journey, young as I
am in years.”​ - The Spell of Gróa, Unknown

Careers that enable Magic


Sorcerer, Blacksmith, Carpenter, Scholar, Shape-shifter

Mythical Crafting
Prerequisite: Blacksmith or Carpenter 3 and Scholar 2
In the Mirkwood, even simple household items are treasured. Every item is carefully
fashioned by hand. Broken items are repaired, and re-used over generations. But some
items stand out even more - the favourite sword of a hero, a marvellous piece of jewellery, a
masterwork cape. The people of the age are quick to recognise excellent workmanship, and
refer to their favourite and most treasured items by name. A named item has the potential of
making history and making it into legend, just like Siegfried's sword Gram. Characters who
know runes or letters will often inscribe the name on the item. See the section on Equipment
for more rules on Named Items.

To create a Named Item, the crafter will need not only the prerequisite Careers, but also time
(up to the GM to decide, but it can be weeks and months), access to a workshop or smith
(i.e. at least Honour 2 at the Hall) and the relevant ingredients needed to create the item
(ivory, noric steel, gold, gems). Each ingredient counts as a Treasure. It is up to the GM to
decide what ingredients are needed.

Sorcery
Sorcery in Barbarians of the Dark Ages follow the rules set out in the core rules (page 144 in
the Barbarians of Lemuria Mythic Edition). The list of cantrips is limited, and they tend to be
understated and not obviously magical.

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Cantrips
Minor Curse​ (–1 to the target’s next Task Roll)
Paralyzing Gaze ​(paralyzes target for a round)
Pain ​(causes 1 lifeblood damage to the target)
Luck​ (+1 to the target’s next Task Roll)
Second Sight​ (can see if an object or a natural feature contains a spirit)

Magnitude 1

Evil Eye
The sorcerer can cause the target to suffer a curse that affects his ability to perform any
normal actions. It gives the target a flaw on all actions whilst affected by the curse (that is, he
adds a penalty die for all Task Rolls).
- This spell always requires Line of Sight
- The target’s mind is always used to modify the difficulty

Compel
The sorcerer can bend the target of his spell to his will. The victim will be compelled to do
the sorcerer ’s bidding, provided the sorcerer ’s instructions are within the bounds of what
the target might do if not under control (that is, he is unlikely to attack his friends).
- The target’s mind is always used to modify the difficulty
- Intimate materials

Find
The magician can find a given item or person within one day’s travel, provided he has an
item that has been in contact or belonged to the person or item. This could be a lock of hair
or the belt used to carry a sword. If
the item is further away than one
day’s travel, then the sorcerer will
know in which general direction the
object or person is.
- This spell usually requires
Casting Time
- Intimate materials

Summon Beast
The magician can summon a creature
that can be found in the local
environment. The beast will be one of
up to very large size and, once it
appears, will normally do the
summoner’s bidding until it has
completed the task required of it.
-This spell usually requires Casting
Time

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

-This spell usually requires an item(a hame, a claw, a tooth) connected to the animal

Prophetic Trance
The sorcerer can put himself or a willing victim in a prophetic trance. If the person in trance
has the boon ‘prophetic dreams’, then they will automatically have one such dream during
this trance, provided the victim has not yet had such a dream in the last seven days.
- This spell always requires Casting Time
- The spell’s normal initial requirement are noxious fumes - produced by burning
poisonous herbs or from subterranean gases.

Fog
The sorcerer summons up a light fog that can cover his movements and obscure vision. Any
stealth activities undertaken in a light fog receives a bonus. The light fog covers the
sorcerer's field of vision and then dissipates.
- This spell usually requires Casting Time
- A large body of water (river, lake, the sea) must be within sight of the caster.

Necromancy
The ability to speak to the dead. They may tell the sorcerer what they saw before they died.
They are forbidden to tell the sorcerer about life in the underworld, but nevertheless cannot
help themselves letting slip culture appropriate premonitions about “darkness”, “cold”, “fire”
and “punishment”.
- This spell usually has the Casting Time requirement
- This spell requires intimate materials - potentially the corpse of the deceased.

Harm
The sorcerer may harm a victim within line of sight. The victim takes 1d6 lifeblood damage.
The sorcerer also takes damage, equal to half of what the victim suffered. Armour does not
protect. The damage can take form of sudden, crippling pain, bleeding from hands and feet
or eyes and nose.
- Line of sight, or the victim has been found using the Find spell.
- This spell usually requires the use of an Amulet

Magnitude 2

Beguile
This spell is used by the magician to put the victim completely and utterly in the power of the
caster. The victim will obey the caster’s every command without question and is helpless to
do anything else.
- The target’s mind is always used to modify the difficulty
- An Amulet targeting the victim is often required.

Curse
A curse that blights the target - giving him a flaw on all actions and reducing his lifeblood by
one. The target finds it difficult to sleep, eat or relax until the curse ends. The curse either

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continues until certain criteria are met (such as atoning for a past misdeed or agreeing to
marry someone) or as long as the Sorcerer wishes. The sorcerer cannot regain the APs
spent on the curse as long as it is ongoing.
- This spell usually requires the use of an Amulet
- This spell usually requires the use of intimate materials
- This spell usually has the Casting Time requirement

Great Fog
This spell brings forth a great fog which, while the sorcerer concentrates on it, will billow and
expand quickly to become large enough to envelop an entire valley, settlement or woodland.
It can be made to drift in a direction determined by the summoner. It will worm its way into
caves, homes and dwellings as long as there are gaps it can seep through.
- The fog reduces visibility to about 20' and provides a bonus to stealth.
- This spell requires a large body of water in the vicinity - a lake, river or the sea.

Command Nature Spirits


The Sorcerer can contact and command the gods and spirits of the land. Rivers, oddly
shaped stones, holy trees - all have spirit and will. The sorcerer can make them turn against
his enemies, ebb and flow or shape themselves within their ability. He can also, when
casting, instead command the spirit to leave their habitat to accompany the Sorcerer until
sunset or dawn. The Spirit then takes the form and abilities of a Nature Spirit.
- This spell usually requires line of sight
- Ritual Sacrifice: An animal (of at least the size of a lamb) must be sacrificed prior to
casting
- Modified by the Mind of the Land Spirit or Guardian Spirit if commanded to leave their
habitat.

Command the Spirits of the Dead


The Sorcerer can contact and command the spirits of the restless dead - Barrow Wights and
Ghosts. The spell can only be cast at night and remains in effect until dawn.
- This spell can only be cast at night. If the moon is new, the sorcerer takes a penalty
die. If the moon is full, he takes a bonus die.
- Ritual Sacrifice: An animal (of at least the size of a lamb) must be sacrificed prior to
casting
- Modifided by the Mind of the Barrow Wight or Ghost

Summon Mighty Beast


The magician can summon a creature that can be found in the local environment. Once cast,
the beast will travel toward the magician and usually arrives in 1D3 rounds. The beast will be
one of up to colossal size and, once it appears, will normally do the summoner’s bidding until
it has completed the task required of it. It will then return the way it came.
- This spell usually has the Casting Time requirement
- This spell often has the Rare Ingredient requirement

Magnitude 3

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Great Curse
A Great Curse that affects an entire tribe, city or area. It works the same way as a regular
Curse, but affects everyone targeted. For every twenty people affected, the Sorcerer must
pay an additional permanent Arcane Point.
- This spell usually requires intimate materials
- This spell usually requires an Amulet

Vicious Plague
This spell brings a plague to a named hall that kills half its inhabitants in a week and affects
everyone at the hall, making them weak and violently ill during that period. It can also be
used to target a town, city or big settlement, killing one quarter and making half ill.
- This spell’s first requirement would normally be a Ritual Sacrifice

Enslave
The target becomes the sorcerer's loyal, fanatical slave - serving his every whim to the best
of his ability, willing to die and kill.
- This spell usually requires intimate materials
- This spell usually requires an Amulet

Amulet
Charm or rune stick
Prerequisite: Scholar 1, Sorcerer 2
Amulets are special items needed for a range of sorcerous spells. To work, they must either
be worn by or be hidden in the proximity of the person who is the target of the spell. Creating
an amulet takes one hour per magnitude, and requires the relevant materials.

Amulets are inscribed with magic formulas and spell-runes. The person crafting the amulet
must therefore be literate in the relevant alphabet - runes for rune sticks, latin or greek letters
for amulets and charms.

Using rune sticks and amulets at a distance


Rune sticks and amulets can be used to extend the reach of a spell if the sorcerer has
intimate materials related to the target for the spell. The prepared rune stick or amulet should
be burnt in fire or buried together with the intimate material (regardless of the method, the
components cannot be used again). The sorcerer also needs to know in which direction the
target is located - potentially using a Find spell to establish this.

Shape-shifter
A shape-shifter can change his human form into that of an animal. He retains his memory,
his identity and his power of speech, but all physical abilities are replaced by those of the
animal (see ‘Animals’ in the chapter on creatures). This may provide combat abilities, but
may just as well give the shapeshifter the ability to swim across oceans or hide in the rafters
of an enemy hall.

For each animal the shape-shifter can change into, he must keep one magically prepared
skin - a ​hame​. A PC can maintain, and starts with, as many hames as he has career ranks in

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Shape-shifter. To gain new hames, the PC will not only need to increase his rank in
shape-shifter, but also find new hames through adventuring. A PC with shape-shifter rank 0
may belong to a clan of shape-shifters, or have an affinity to a specific type of animal, but
has not yet developed the ability to shift.

Shifting from human to animal takes one to four rounds - this is linked to the phases of the
moon. If the moon is new, it takes four round, if it is full it only takes one. If it is waxing or
waning, it takes two rounds. The GM could roll one d6 to find out which is the case 1) new,
2-5) waxing or waning and 6) full.

Gazetteer of the realms of the Dark Ages


‘Widsith spoke, unlocked his word-hoard, he who had travelled most of all men through
tribes and nations across the earth. Often he had gained great treasure in hall.’​ - Widsith

Germanic Woods
The Mirkwood
The great, dark woodlands of Germania, dense with fir, beech and ash and riddled with
ravines and impassable bogs. This barbarous wilderness is full of savage beasts, bewitched
glades and ancient dangers. In the Mirkwood, you might:
- Hunt down and slay a great beast terrorising the farmers.
- A neighbouring tribe try to coopt your hall under their overlordship.
- A neighbouring lord has a blood claim on your lord, and is seeking allies to attack
him.

The Hercynian Forest


A dense, enchanted forest of oak and broadleaf trees. Its dark undergrowth is sometimes lit
by the brilliant feathers of a magical bird, the Eercine. Also the home of unicorns. It is
bounded by the majestic river Danube and the heights of the Alps to the south. In the
Hercynian Forest, you might:
- Track down and capture the elusive Eercine bird and bring back as a pet for your
lord.
- Find the doorway to the kingdom of the dwarves under the Alps.
- Chase a fugitive deep into the enchanted forest.

The Rhineland
A former frontier with rolling hills, deep swamps and wild-grown woods reclaiming
abandoned forts. The great rivers winds through it like a wound in the landscape.
Typical adventure seed:
- Two rival Halls on each side of the Rhine are involved in a blood feud that must be
mediated to unblock the river.
- Rifle through a ruined watchtower on the old Imperial Border for a precious relic.
- Sneak through the siegeworks of an embattled Imperial town to provide food and
hope to the besieged.

The Northern Seas

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Britannic Isles
Once dominated by the Empire, these misty isles are now an anarchic nest of war and
intrigue. From the rugged mountains of the north to the flatlands of the south, from the green
fields of Hibernia in the west to the neglected city of Londinium in the east, they are full of
secrets, spirits and noises. On the Britannic isles, you might:
- Find and fight a mythic champion in an enchanted glade.
- Travel to the distant isle of Orcadia to stop a rite of black magic targeting your Lord.
- Convince a mighty Hibernian Lord to give you one of his fabled prize hounds.

Northern Shores
The long flat shores and riverbeds of the northern seas that separate the Germanic mainland
from Scandza and Britannia. In the east lies the brackish Suevian Sea, in the west the
Saxon Shores, and between them the shorelines and delta of the mighty Rhine.
- Fight pirate raiders along the Saxon shore.
- Save your lord's daughter from vengeful giants
- Stake a claim to fishing waters currently used by a neighbouring hall.

Scandza
The distant, frostbound land that lies beyond the Suevian Sea and the Saxon Shores. Great
islands, rocky shores and icy waters dominate this region. The dark woods of the Mirkwood
extend across the water to cover these lands. In Scandza you might:
- Head out on the stormy northern seas to hunt down a mighty Sea Wyrm
- Seek audience at the court of a bloodthirsty pagan lord to save a relative from being
sacrificed to the goddess
Nerthus
- Travel north to the islands of
the icy seas to seek the hand
of a mighty warrior queen on
behalf of your lord.

The Hyperborean Wilderness


Eastern Marshes
Great marshlands that lie between the
Scythian Steppes, the Mirkwood and
the Hyperborean woods, watered by a
tributary of the great Danapris river.
- Travel to the heart of the
marshes to strike an alliance
with fugitives from the Huns
ready to rebell.
- Chase a fabled great dragon
that makes its nest in a hollow
at the heart of the marshes.

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- Establish a beachhead at the far side of the Danapris river in the teeth of a rival Hall.

The Ironwood
The great, empty woods and marshland to the north and East, few know what wonders and
terrors they hide - they are said to be the home of witches and wolves. In the Ironwood you
might:
- Track down an infamous witch or warlock to break a curse.
- Steal a magic cauldron from a troll-
- Hunt down a great killer bear.

The Hyperborean Wasteland


It is said that the northernmost part of the Hyperborean wilds is covered under constant
snow, and that the woods continue all the way to the Issedonian Mountains, where
Gryphons live. In the Hyperborean wasteland, you might:
- Feud over reindeer herds.
- Try to survive a winter blizzard.
- Procure a haul of exotic furs for your Hall - by trade or cunning.

Scythian Plains
The Pannonian Steppes
This flashpoint of war and slaughter is a churning stewing pot of armies and refugees, forts
and hordes and a crucial access point for any invading steppe army. On the pannonian
steppes, you might:
- Gain admittance at the court of the Huns.
- Scout the fortifications of the Empire.
- Search the huddled masses of fugitives for a runaway thrall.

The Great Steppe


Stretching out to the east across Asia, these endless plains have spawned nomadic
incursions and tradesmen since the time of Darius I. The legends of the mythic beasts,
treasures and peoples that lie beyond the eastern horizon are legion. On the Great Steppe,
you might:
- Lead a great hunt for a ferocious Gryphon.
- Seek allies and trading partners among remote tribes.
- Search for named weapons among ancient barrows.

The Maeotian Swamps


A system of lakes and swamp at the mouth of the river Tanais in the far east. It lies between
two seas and forms itself a sea at its heart. Once a rich region, it’s once great cities have
been overrun by Huns and Goths and swallowed by the swamps. In the Maeotian Swamps,
you might:
- Hide in exile from a mighty enemy.
- Scour the ruins of an abandoned city, full of Imperial treasure.
- Chase a sea serpents to its swampy lair.

The Shattered Empire

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Gallia
A vast, varied land of many cities and tribes left open to conquest by the retreating empire.
From the marshlands of Belgica to the foothills to this land holds many secrets.
- Take sides between two senatorial families battling each other in an imperial town
split into beleaguered factions
- Protect local peasants from a Bacaudae bandit chief ravaging the countryside.
- Fight a local Imperial Paladin guarding a bridge on the Imperial roads left in his
charge.

Italia
The rich and degenerate heartland of the Empire. Many places seem stuck in a glorious
past. The once imperial capital, the Eternal City is but an empty shell. In Italia, you might:
- Seek entrance to one of the great Imperial Cities, seeking to convince the citizens to
let you enter in order to find out its secrets.
- Protect a small hamlet from ravaging marauders and mercenaries.
- Seek out a holy shrine and return its relics to your hall.

The Eastern Empire


Centred on the enormous Imperial capital, the City of Constantine or Great City, and
encompassing many rich and exotic cultures of the east such as Illyrians, Greeks, Syrians,
Anatolians and Aegyptians. As the western empire buckles and falls, the Eastern Empire
ensures constancy and imperial splendour. In the Eastern Empire, you might:
- Cross the military border to find loot and pillage.
- Infiltrate and torch a border fort as retaliation for earlier attacks.
- Seek out a bishop to plead for a priest to join your hall.

Spania
Region of rich farmland, doughty soldiers, skilled poets, invasion, subjugation and anarchy.
Lost to the Empire and carved up, this land straddles the mouth to the Middle Sea including
the deserts of the province of Mauritania. In Spania you might:
- Rove the waters of the Pillars of Hercules, between the continents, to seize merchant
ships laden with wealth.
- Seek the rendition of a wrongdoer under the protection of a Suevian lord.
- Travel through the mountainpasses of the Pyrenees without being detected by the
vigilant Vasconians.

Africa
A rich province, bordering the endless sands of the desert to the south and the salty Middle
Sea to the north. This veritable garden of the empire was once the well-ordered grain store
that fed the capital. It has suffered from the invasion of the germanic Vandals. In Africa you
might:
- Search the deserts of its sandy interior to find a revered hermit.
- Bring gifts to a Moorish chieftain in return for protection for a caravan.
- Seek safe harbour in one of its great cities.

The Distant South and East

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Empire of the Mages


The rich lands of the east encompass cities and peoples as old as time itself, from the
Zigguraths of the land of two rivers to the highlands and flatlands from where the King of
Kings rules his realm with the advice of his Mage-priests. Fabolous cities like Ctesiphon and
Nineveh are renowned for their riches. In the Empire of the MAges, you might:
- Seek fabulous riches, undreamt of in the west.
- Listen at the feet of philosophers and mages to understand the deepest mysteries of
Zoroastrianism.
- Search for lost cities and abandoned temples.

The Sea of Sand


South of Imperial Africa and away from its shores stretch endless expanses of sand
traversed only by the intrepid Moors. They speak of rich oasis-cities and trading powers like
Zazamanc, Azagouc, Axum and Phasania.
- Search for wealthy kingdoms and oasis cities.
- Chase fabulous beasts.
- Protect a caravan ladened with great riches.

Linguistics
Scripts:
Runes - ​a script closely linked to Germanic sorcery. It is common in the Mirkwood and
around the Northern Seas. Often carved on wood or stone. Used for the Germanic language.
Latin Letters - the script of the Empire, used by learned men within and beyond its borders
as well as by the Holy Church. Often written on parchment. Used for the Latin and Germanic
language.
Greek Letters ​- another script of the Empire, used in a similar way as the Latin Letters in its
eastern half. Used for the Greek language.

Languages and typical names


Germanic ​- spoken by the barbarian tribes of the Mirkwood, the Northern Seas and on the
Scythian plains. The language of the warrior elites of the new barbarian kingdoms and
chiefdoms being set up within the Imperial Provinces.
Female: Brynhilde, Hildegund, Auda, Ebba, Gundelinda, Wigburga
Male: Adalgund, Aegilulf, Thorismund, Hlewagast, Emeric, Sigeric

Latin ​- spoken throughout the Empire, in particular in its western part, and by learned men
and clerics beyond its borders.
Female: Aurea, Candida, Marcella, Titia, Nona, Publia
Male: Lucius, Gaius, Marcus, Aegidius, Amandus, Cassius, Decimus, Sextus

Greek ​- spoken in the eastern half of the Empire and in the great, splendid capital of the
East - the City of Constantine.
Female: Sophia, Dorothea, Agatha, Apollonia, Berenike, Eulalia
Male: Bessarion, Antiochos, Philon, Eugenios, Georgios, Methodios

Hunnish ​- spoken by the Huns, and by some of their allies on the Scythian steppes.
Hunnish mingles with the many languages of the steppes - including the persian style
languages of the Alans and the Sarmatians.

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Female: Erekan, Azar, Huatosa, Ababa, Borena, Tamura


Male: Apsikal, Ultzin, Octar, Dengizich, Vitzindur, Sangiban, Synges

Persian - spoken by nomadic tribes on the Scythian steppes and by people from a distant
Empire to the east.
Female: Amaria, Banafshe, Gordiya, Anzoy, Shirin, Mihran
Male: Hormoz, Babak, Bahram, Perozes, Vistam, Borandukht

Slavic ​- spoken by hunter-gatherers and crofters spread across the Hyperborean north and
the eastern reached of the Mirkwood.
Female: Militsa, Miroslava, Lyudumila, Bozhena, Desislava, Slavitsa
Male: Dragomir, Milogost, Svatopolk, Yaromir, Vratislav, Samo

Celtic - spoken by rare pockets of barbarian tribes who have retained their traditions after
long centuries of Imperial rule. May be found throughout the imperial provinces and in the
Mirkwood, but most now live on the Britannic Isles in the northern seas.
Female: Aine, Bebinn, Morcant, Luigsech, Nimue, Brigh
Male: Aengus, Aedhan, Brice, Cynbel, Drust, Judoc

Vasconian - spoken by the tribes living in the foothills and valleys of the mountains
separating Gallia from Spania.
Female: Abene, Nescato, Arantza, Naia, Goizeder, Garbi
Male: Aintza, Ander, Cison, Zuzen, Itzal, Harkaitz

Creatures and foes


‘Now crept the worm down to his place of watering, and the earth shook all about
him, and he snorted forth venom on all the way before him as he went’ - Völsunga
Saga, Unknown

Animals

Auroch
Creature Size: Large
Normally Found: Forest, Plains
The Auroch, or ur-Ox, is the great, dark-coated cattle of the Mirkwood. It is larger and fiercer
than normal cattle, and an enraged Auroch bull something to fear indeed. For many tribes,
half-tamed Auroch’s are the only form of cattle.

Attributes Combat Abilities


Strength 7 Attack +0
Agility –1 Damage d6
Mind –2 Defence 0
Lifeblood 20 Protection d6–3 (1)

Brown Bear
Creature Size: Large
Normally Found: Mountains, Forest

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Common throughout woods and forests in the north, the Brown Bear is dangerous when
cornered with its young, or when taken with a sudden rage as can happen to some males.
Many Hyperborean tribes worship the Brown Bear, and their priests and sorcerers may learn
to shift their shape to that of the Brown Bear.

Attributes Combat Abilities


Strength 6 Attack +1
Agility 0 Damage d6H
Mind –1 Defence 0
Lifeblood 20 Protection d6–3 (1)

Boar
Creature Size: Medium
Normally Found: Everywhere
The proud and vicious boar is a model for many warriors and can be dangerous if angered.
Its gnarled tusk have an uncanny knack for finding the most intimate parts of human victims.
Some pagans worship the boar - under the name of Moccus or Ing.

Attributes Combat Abilities


Strength 2 Attack +2
Agility 0 Damage d6
Mind –1 Defence 1
Lifeblood 15 Protection 0

Wolf
Creature Size: Medium
Normally Found: Everywhere
These predators can be frightening on their own, and are the subject of many tales used to
frighten children. However, wolves also hunt in packs, where they become especially deadly
to their prey.

Attributes Combat Abilities


Strength 1 Attack +3
Agility 2 Damage d6
Mind –1 Defence 1
Lifeblood 8 Protection 0

Fox
Creature Size: Small
Normally Found: Everywhere
The cunning fox is a stealthy little hunter with sharp senses - in particular smell, which can
provide it with precise information.

Attributes Combat Abilities


Strength -1 Attack 0
Agility 3 Damage 0
Mind –1 Defence 1
Lifeblood 4 Protection 0

Sparrow
Creature Size: Tiny

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Normally Found: Everywhere


A swift and elegant bird that can swoop past enemies in a flash.

Attributes Combat Abilities


Strength -1 Attack 0
Agility 3 Damage 0
Mind –1 Defence 1
Lifeblood 1 Protection 0

Bird of Prey
Creature Size: Small
Normally Found: Everywhere
Eagles, hawks, owls or ravens - large birds feed off live prey or carcasses.

Attributes Combat Abilities


Strength -1 Attack 0
Agility 3 Damage 0
Mind –1 Defence 1
Lifeblood 3 Protection 0

Salmon/Trout
Creature Size: Small
Normally Found: Rivers and the sea
This shimmering fish can navigate both fresh and salt water, and make impressive leaps up
rivers and rapids. Quick and easy to miss.

Attributes Combat Abilities


Strength: -2 Attack: 0
Agility: 3 damage 0
Mind: -3 Defense: 0
Lifeblood: 5 Protection: 0

Seal
Creature Size: Medium
Normally Found: Coasts and the sea
These marine mammals are a prime source of food for many coastal settlements, and are
excellent swimmers that can cover long distances through cold waters. They are clumsy and
unwieldy on land.

Attributes Combat Abilities


Strength 0 Attack 0
Agility 2 Damage d6-3
Mind –1 Defence 1
Lifeblood 15 Protection d6–3 (1)

Horse
Creature Size: Large
Normally Found: Steppes and woodlands in the wild, domesticated
Valued and cherished companions of man.

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Attributes Combat Abilities


Strength: 5 Attack: +1
Agility: 0 damage 1d6-1
Mind: -1 Defense: 0
Lifeblood: 15 Protection: 0

Spirits
Ghost
The unhappy spirit of a murder victim, or someone who has met some other form of untimely
and treacherous death. Ghosts are immaterial, mere images and phantasms. But they have
the ability to Curse those unfortunate to stray too close to them. They are often accompanied
by a chill wind, and can speak portent and warnings. They cannot avenge themselves
directly, and must act through humans agents to get justice.

Attributes Combat Abilities


Strength 0 Attack N/A, Curse
Agility 0 Damage d6
Mind 0 Defence Invulnerable unless magic
Lifeblood 15 Protection 0

Barrow Wight
A Mound-dweller, Draug or Barrow Wight is an ancient lord or hero who still holds court in
the barrow, mound or kurgan in which he was buried. Normally happy to spend his afterlife
drinking and feasting, there are various events that can put the Barrow Wight on a war
footing. This is seldom good news for the living. Meddling Sorcerers, grave robbers, farmers
disturbing the burial site or irreverent descendants are all things that can bring the old Wight
out of his barrow. A Barrow Wight is often equipped with whatever treasures were buried
with him - a Scythian warlord may have proud stallions and war bow, a Germanic priest of
Wotan may have a chariot and spear. Any great warrior will be buried with his favoured,
Named, sword.

Attributes Combat Abilities


Strength 0 Attack N/A, Curse
Agility 0 Damage d6
Mind 0 Defence Invulnerable unless magic
Lifeblood 15 Protection 0

Nature Spirit
A spirit of place, that lives in the rivers, mountains, rocks or woods of the Mirkwood. The
Imperials in times long gone called them gods and Nymphs, but now think that they are
malicious deamons. To the Germanics, they are known as Land Wights or Elves. They can
be invoked by magic or by worship, or by those unfortunate enough to tamper with their
habitat. The line between a Nature Spirit, a Wild Man and a Dwarf can sometimes be hard to
draw - and they may live in similar places.

Attributes Combat Abilities


Strength 0 Attack N/A, Curse
Agility 0 Damage d6
Mind 0 Defence Invulnerable unless magic

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Lifeblood 15 Protection 0

Guardian Spirit
The people of the Dark Ages believe in a multitude of protective spirits. From the Genii of the
Imperial Household, the Guardian Angel of the Christians and the Zoroastrians to the
Germanic Fylgjas, who will protect an entire family.

Attributes Combat Abilities


Strength 0 Attack N/A, Curse
Agility 0 Damage d6
Mind 0 Defence Invulnerable unless magic
Lifeblood 15 Protection 0

Folks
Dwarf
Magical beings who live under the earth and in hidden places accessible through caves,
oddly shaped rocks and riverbeds. The Alps is an important home for Dwarves, where they
keep secret gardens and smithies. Apart from their arcane secrets, the Dwarves are known
for their excellent smithing skills. In fact, some think they are behind the legendary Norican
Steel of old.

Attributes Combat Abilities


Strength 2 Attack +1
Agility -1 Damage d6
Mind 0 Defence 0
Lifeblood 10 Protection d3

Troll
Creature Size: Large
Normally Found: Remote areas,
wilderness, caves and mountains
Strong, sorcerous and dangerous beings
who live in mountains, mounds and far
away forests. Some mimic the societies of
man, twisting or perverting the habits and
laws of normal folk. Other trolls are solitary
brutes who live only to kill and feed on
sentient beings. Others again are cunning
sages who retain lore from ages past.
Trolls harbour a particular resentment of
those who follow the scriptural faiths.

Attributes Combat Abilities


Strength 5 Attack +1
Agility 1 Damage d6H
Mind 0 Defence 2
Lifeblood 20 Protection d3

Dog-head
Rumored to have strong kingdoms
somewhere in Hyperborea, Scandza,

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Africa or past the Scythian Plains, these ferocious beings have the bodies of men but the
heads of wolves or dogs. They are rumored to be cruel and vicious and communicate
through barking.

Attributes Combat Abilities


Strength 3 Attack +2
Agility 1 Damage d6
Mind 0 Defence 2
Lifeblood 10 Protection 0

Wild Man
In the depths of the forests beyond the Empire, solitary savage beings known as Wild Men
live in apparent unity with the woods around them. Rumored to be entirely covered with hair
or green leaves and preferring the use of a club as a weapon, these are more than just
savage humans. They have the ability to appear and disappear through the undergrowth at
will, and make their home among the roots of the forest. Often, the only warning you get
before an attack by a wild man is his face peering through the branches of a nearby tree, the
body apparently missing. Wild Men often know, and may even be forced to teach, sorcery.

Attributes Combat Abilities


Strength 4 Attack +1
Agility 2 Damage d6
Mind 0 Defence 1
Lifeblood 12 Protection d6

Monsters
Dragon
Creature Size: Massive
Normally Found: Distant caves and hollows
Great, coiling wyrms that may have wings or feet, but certainly have fangs and venom.
Revered by some pagans, most see dragons as instruments of evil. Like Gryphons, they
may occasionally guard treasure or secrets. Dragons are rarely very intelligent, but may
have the power of speech. Some Dragons are magical beings - the result of enchantment or
a great curse. The blood and heart of a dragon often contain magical properties - depending
on the nature of the Dragon.

Attributes Combat Abilities


Strength 6 Attack +3
Agility 1 Damage d6H
Mind 2 Defence 1
Lifeblood 35 Protection d6

Giant
Creature Size: Massive
Normally Found: The edge of the world, hills
Massive, ancient and powerful - Giants are rightly feared and thankfully rare. They may
sleep for centuries, being mistaken for hills or rocks, or they may live in massive halls
beyond the edge of the world, feasting and tilling the soil like humans. Ancient Imperials
taught that Giants live in hell, and can break free to attack the world of men. Throughout the
Mirkwood, standing stones are testament that Giant’s once erected their homestead among
men. In Hyperborea and Scandza, giant boulders show the marks of ancient battles between

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Giants. Giants often have a particular affinity with the land and with the elements - giving rise
to beings like Frost Giants and Fire Giants.

Attributes Combat Abilities


Strength 12 Attack +2
Agility 0 Damage d6
Mind 0 Defence 1
Lifeblood 25 Protection d6-2

Sea Serpent
Creature Size: Huge
Normally Found: The high seas, deep rivers
Dragons of the seas, making the raging seas even more dangerous, Sea Serpents are
mighty wyrms in the habit of attacking ships and coastlines. With a massive maw of
dagger-like teeth, skin like armour and a long snaking neck, these beasts are the terror of
seafarers. Pagans believe a massive Sea Serpent circles the world, biting his own tail to
form a ring around the oceans.

Attributes Combat Abilities


Strength 12 Attack +2
Agility 0 Damage d6x3
Mind -1 Defence 0
Lifeblood 60 Protection d6-2 (2)

Gryphon
Creature Size: Large
Normally Found: Remote mountains
Half lion, half giant eagle, the Gryphons are fierce and proud beasts that make their home in
remote mountains far beyond the Scythian plains. The occasional Gryphon may have been
driven out of its homeland and made its new home in familiar mountain ranges further west.
The Gryphons are well known for their greed and love of gold, and most will have a treasure
trove that they guard with their life.

Attributes Combat Abilities


Strength 6 Attack +2
Agility 0 Damage d6H
Mind 0 Defence 1
Lifeblood 15 Protection d6-2

Ercinee
Creature Size: Small
Normally Found: Hercynian Forest
This magical bird can be found in hidden glades of the Hercynian Forest. Their feathers flow
with a surreal light - which can help light the way for wayward travellers.

Attributes Combat Abilities


Strength -1 Attack 0
Agility 3 Damage 0
Mind –1 Defence 1
Lifeblood 5 Protection 0

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Standard Non Player Characters


Frontier Legionary
A Frontier Legionary or Limitanei is a lightly armoured Miles of the Empire, manning the
garrisons and outposts. Often poorly equipped against the overpowering enemies he may
face.
Attributes Combat Abilities
Strength 2 Initiative 0
Agility 0 Melee 1
Mind –1 Ranged 1
Appeal 0 Defence 0
Careers
Warrior 1 Forager 1
Protection Light armour d6-3
Weapons Spear d6 +2/+1
Saex d6 +2
Lifeblood 6

Imperial Legionary
An Imperial or Ducal Legionary belongs to the Comitatenses, the core armies of the Empire.
They are well equipped elite troops that are brought in for the toughest fights the Empire
faces.

Attributes Combat Abilities


Strength 2 Initiative 1
Agility 1 Melee 2
Mind 0 Ranged 1
Appeal 0 Defence 0

Careers
Warrior 2 Horseman 1
Protection Medium armour d6-2, Shield
Weapons 2 Spears d6 +2/+1
Spatha d6H +2
Lifeblood 8

Cataphract
Elite horsemen clad from top to toe in mail and metal.

Attributes Combat Abilities


Strength 2 Initiative 1
Agility 1 Melee 2
Mind 0 Ranged 2
Appeal 1 Defence 0

Careers
Warrior 2 Horseman 2
Protection Heavy armour d6-1, Cavalry Helmet, Shield
Weapons Great Spear d6H +2
Spatha d6H +2

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Dart d6L
Lifeblood 9

Imperial Paladin
Elite legionaries tied to the palace of the Emperor - the Schola Palatinae.

Attributes Combat Abilities


Strength 2 Initiative 2
Agility 1 Melee 3
Mind 1 Ranged 2
Appeal 1 Defence 0

Careers
Warrior 3 Horseman 3
Protection Medium armour d6-2, Cavalry Helmet, Shield
Weapons Great Spears d6H +2
Spatha d6H +2
Lifeblood 9

Germanic Warrior
Tribal warriors belonging to the raiding forces of the great germanic tribes of the Mirkwood.

Attributes Combat Abilities


Strength 1 Initiative 2
Agility 1 Melee 2
Mind 1 Ranged 1
Appeal 1 Defence 1

Careers
Warrior 1 Scavenger 1
Protection Light armour d6-3, Shield
Weapons Spear d6 +2
Saex d6L +2
Lifeblood 6

Sea Reaver
The shores of northern Germania and Britannia, as well as the great rivers of the Mirkwood,
are infested with boat-borne raiders. Some sail small hide coracles, others row sleek
longboats.

Attributes Combat Abilities


Strength 1 Initiative 2
Agility 1 Melee 2
Mind 1 Ranged 2
Appeal 1 Defence 1

Careers
Seafarer 2 Warrior 1
Protection Shield
Weapons Saex d6 +2

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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Spear d6
Lifeblood 9

Horseman
From the Horse Archers of the Scythian Plain to the light cavalry of the Empire, a light
horseman relies on his mount, on speed and on hit and run tactics. They are lightly
armoured and rely on ranged weapons such as bows, javelins or darts.

Attributes Combat Abilities


Strength 1 Initiative 2
Agility 2 Melee 0
Mind 1 Ranged 2
Appeal 1 Defence 0

Careers
Horseman 2 Scavenger 1
Protection Shield
Weapons Saex d6 +2
Dart d6L/Bow d6/Spear d6
Lifeblood 6

Named Non Player Characters and Creatures


Mikil the Black
A prize Auroch bull, of an almost unnatural size and toughness with a glossy black coat, that
has gone berserk. Trampling crops, fields and those unfortunate enough to get in his way,
Mikil is on a rampage and must be stopped. But he is also the local Lord's prize bull - can he
be captured or tamed, or will he have to be put down? And if he can be tamed and brought
back to breed - will he pass down the taint of madness?
Boon: ​Unstoppable - a bonus die when he charges someone.
Attributes Combat Abilities
Strength 8 Attack +1
Agility –1 Damage d6
Mind –2 Defence 0
Lifeblood 25 Protection d6–3 (1)

Count Bonitus
The last Roman Counts pulled out decades ago... except one. He and a frontier legion
stayed behind, and his belt of office and title was passed down to his sons. Now a band of
raiders wearing imitation Roman armour, demanding 'tribute' for use of the old Roman roads,
even taking the strong to their ruined 'Circus', to race for their lives for the amusement of the
spoiled, bored 'Count'.
Attributes Combat Abilities
Strength 1 Initiative 2
Agility 2 Melee 3
Mind 1 Ranged 1
Appeal 1 Defence 1

Careers
Warrior 1 Bandit 2
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Barbarians of the Dark Ages Roleplaying in the Mirkwood

Protection Light armour d6-3, Shield


Weapons Spear d6 +2
Spatha d6H +2
Lifeblood 7

The Hrimungs
A cult channeling the powers of Nifelheim to open a gateway to Jotunheim among the peaks
of the Alps. Their crazed leader is Hoary Hofgast - who legend tells has travelled through the
glaciers of Nifelheim and has the frost-white beard to prove it. The Hrimungs dress in
primitive skins and live in alpine caves, where they sometimes do mystical battle with
dwarves and spirits. But they are literate, articulate and often disguise themselves as
ordinary men to bring the dread touch of frost to the surrounding lands.
Attributes Combat Abilities
Strength 1 Initiative 2
Agility 1 Melee 2
Mind 1 Ranged 1
Appeal 1 Defence 1

Careers
Sorcerer 2 Scavenger 1
Protection None
Weapons Dagger d6L

Lifeblood 6

Nithgist, King of the River Raiders


In ancient times, the Empire bridged the great river from shore to shore. When the frontier
was overrun, their crafty engineers collapsed both ends of the bridge rather than letting it fall
into barbarian hands. Twelve crumbling arches now stand alone in the middle of the river.
This is where the fratricidal Saxon exile Nithgist came eight years ago with his fleet of rovers
and raiders. They have built a settlement, even a crude hall, on top of the crumbling bridge.
Between the arches lies a rag tag fleet of north sea longboats and captured river galleys
which they use to harass and plunder up and down the river. Nithgist is desperate to find a
holy artifact that he can devote to the gods to expunge his heinous trespasses and lift the
curse he believes he suffers.
Attributes Combat Abilities
Strength 2 Initiative 2
Agility 1 Melee 4
Mind 2 Ranged 2
Appeal 1 Defence 1

Careers
Seafarer 2 Warrior 2
Protection Medium armour d6-2, Shield
Weapons The Sword Hildar (Battle oar) - d6H +2 a bonus die when fighting onboard or
over water. 2 Spears d6 +2/+1
Lifeblood 10

56

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