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Wulfwald Volume 2: Magic

A Lost Pages book Issue Extranumero

Design: Lee Reynoldson

Development: Paolo Greco

Editing & early medieval English literature expert: Alison Killilea

Cover Art: Katie Wakelin

Interior Art: Stefano Accordi

Cartography: Russ Nicholson

First Edition, First Printing - Glasgow - Spring 2022


ᚹᚢᛚᚠᚹᚪᛚᛞ

Wulfwald Magic

Magic in Wulfwald is rare, dangerous, something to be feared. Magic-


users are unwelcome in any village or mead hall. Feared by the supersti-
tious peasants, mistrusted by warriors. Only the power of the lord they
serve will protect them, but for sorcerers even that may not be enough.
Players who choose to play Casters in Wulfwald need to be cautious with
NPCs, and can expect a cold response from most.

Gealdor: Magic Power


Casters in Wulfwald have Gealdor attribute, measuring the power of their
magic. Gealdor is equal to their level plus their primary stat modifier.
Gealdor applies to all saves against magic and in some other circumstances.

Dweorgas Rune Magic


Unlike mortal men, who use runes for petty divination or to record their
unworthy deeds, a Dweorgas Wyrdwebba contemplates the true meaning
of each rune and uses this understanding to weave fate and change reality.

It is the meaning, the interpretation, and the understanding of the runes


from which they draw their power, not the mere symbols. However, this
understanding is ephemeral and often uncertain: the Wyrdwebba at times
fails to bring his understanding and power to bear on fate.

Men believe their god Woden gave them the runes as a gift, but the
Dweorgas know that men stole the knowledge of the runes from them.
Not that they mind, after all they stole the runes from the Dragons.
Rune Lore
The twenty-four runes are divided into the three Aetts, or families. A
Wyrdwebba knows all the runes, but begins with mastery of only one
Aett. Once a Wyrdwebba has used a Rune he cannot use it again until
they have used all the other Runes they mastered.

First Aett ᚠ ᚢ ᚦ ᚩ ᚱ ᚳ ᚷ ᚹ
Second Aett ᚻ ᚾ ᛁ ᛄ ᛇ ᛈ ᛉ ᛋ
Third Aett ᛏ ᛒ ᛖ ᛗ ᛚ ᛝ ᛟ ᛞ
Wyrdwebbas start with mastery of one Aett of eight runes. They may
choose from any of the three Aetts available, and when they gain level
they gain a new Aett. Their level also dictates the maximum number of
runes they may use in combination, and is also a bonus to their Rune
Casting Roll.

For example, a 1st level Wyrdwebba starts with mastery of one Aett of
eight runes. After they use a rune, for example Ur, they must use the other
seven runes in the first Aett before he can use the rune Ur again. A 3rd level
Wyrdwebba who used the Rune Ur must wait until they have used all 23
other runes before they can use the Rune Ur again.

Each rune has a sphere of influence. For example the rune Feoh literally
means Cattle, but refers to wealth in general and could be used to influence
anything connected to wealth and related matters.

Some runes can be reversed or if they cannot be reversed can be used in


opposition. For example Feoh, the cattle/wealth rune, would normally be
used to gain wealth, or influence transactions in favour of someone, but
reversed it could be used to ruinous effect against an enemy.
ᚹᚢᛚᚠᚹᚪᛚᛞ
Rune Casting Roll
To use a rune the player must make a Rune Casting Roll: roll 1d20 under
the character's Wisdom + Level, plus penalties for the difficulty of the
desired effect. Other situational bonuses and penalties may be applied at
the Referee's discretion.

If the player makes the Rune Casting Roll his magic works as described,
and in case of a failure nothing happens. Fate is, after all, fickle. Either
way, the rune still counts as used, and cannot be used again until the
Wyrdwebba has used all other runes.

It is up to the player to decide how he wants to use each rune and to what
effect. It is up to the Referee to decide if the player's desired use is possible
and if so to set the Difficulty Level. There are three levels of difficulty:

♦ Difficulty Level 1: the Wyrdwebba use his power to achieve goals


that could just as easily be explained by natural phenomena or
coincidence. For example: causing a bow string to snap, causing it to
rain on a cloudy overcast day, or making someone lose their footing
on rocky ground.
♦ Difficulty Level 2: the Wyrdwebba uses his power in an obviously
supernatural way such as causing a bow to burst into flames, sudden
rain on a cloudless sunny day, or causing the ground to open beneath
someone and swallow them.
♦ Difficulty Level 3: the Wyrdwebba use his power in a way that is not
only obviously supernatural, but powerful and reality warping as
well. For example: causing a bow to come to life and throttle its
wielder, making thunder, lightning and a torrential downpour of rain
in the king's mead hall, or causing the earth to rise up in the form a
great beast and devour a warband.

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Chapter 1: Wulwald Magic

The Three Uses of the Runes


Casting: This is the primary usage for a rune. The Wyrdwebba picks a
rune and contemplates its meaning, then uses the insight gained to alter
reality and weave fate.

The character must contemplate the rune for an hour before the actual
casting. Less than an hour's contemplation carries a penalty:

♦ One Turn: +1 penalty


♦ One Round: +2 penalty
♦ No contemplation at all: +3 penalty

As Wyrdwebba increase in level they may use one rune per level in
combination, but incur a penalty of +1 per additional rune, each rune used
requiring a separate successful Rune Casting Roll.

Warding & Binding: The caster places, carves, or inscribes the rune on
something and dictates the circumstances that will activate it in the future.
For example: the rune Thorn is inscribed on a bridge as a Wolfpack crosses
it into enemy territory, so that later, when they make their escape back
across the bridge, a wall of impassable thorns will spring up after them to
impede their pursuers.

Preparation for runic warding must be made in advance and cannot be


done quickly as it takes at least four hour. A Rune Casting Roll is made,
but only when the ward is activated.

A rune may also be bound to an item, weapon, or person for a single use.
For example: binding the death rune to a spear so that when it next hits it
kills the enemy instantly. As per Warding, the Rune Casting Roll is made
when the bound rune is activated.

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ᚹᚢᛚᚠᚹᚪᛚᛞ
Inscription: A rune may be permanently inscribed, carved, or attached to
something, someplace, or even someone for a permanent effect. This is
done with a normal Rune Casting Roll: the Wyrdwebba must spend a
day contemplating the rune and another day performing the ritual of
inscription.

However, as the rune is applied, the Caster forsakes it permanently,


whether the Rune Casting Roll is successful or not.

Runes permanently inscribed or lost through a failed Rune Casting Roll


can only be regained for the Wyrdwebba if the item is dedicated to the
gods and destroyed by means of either earth, fire, water, or air.

For example, a Wyrdwebba inscribed his finger with the rune Elk, a rune
of protection, to gain a permanent +1 to his AC, but his lord demands he
use his powers to protect him. To regain the rune our Wyrdwebba must
cut off his finger and either bury it, cremate it, place it in a sacred pool as
an offering, or tie it in the branches of a tree for excarnation.

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Chapter 1: Wulwald Magic - Runes

Saving Throws
In addition to the Rune Casting Roll, some runes might require a save if
their victim resist the rune effects. As rune effects are mostly decided on the
spot we cannot specify all the circumstances where a save would apply: as
a guideline, if a save would apply for spells with similar effects it would
also apply to rune effects.

The Dweorgas Runes and Their Meanings


Each rune has its own sphere of influence that forms the basis of the magic
that can be created with it. This relates to its literal name and the more
esoteric connections to that rune.

For example, the first rune, of the first Aett (family) is Feoh, Cattle. This
rune can obviously be used for any type of magic that relates directly to
cattle, perhaps stopping the cattle of an enemy clan from stampeding
while you steal them. But Cattle also represent wealth in all its forms and
the rune Feoh can be used in magic relating to wealth.

Each rune is read and used in the way depicted, but many can be used in
reverse (upside down). Most times using a rune in reverse or opposition is
simply a case of reversing its normal usage. For example, the rune Ur
(Strength) can be reversed to cause weakness. However, many reversed
runes, or runes in opposition, are not exactly the opposite of their normal
meaning, but have subtle or even wildly different meanings when used this
way. Some runes cannot be reversed as they are the same when reversed.
They may however be used in opposition of their normal meaning.

The keywords listed for each rune gives you a few examples of what the
rune relates to, and also what it relates to when reversed or used in
opposition. These keywords are not exhaustive, neither are they limits of
usage. They are in fact just the beginning, the most obvious spheres of
influence, or relationships, and ways to use each rune.

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ᚹᚢᛚᚠᚹᚪᛚᛞ
The First Aett
Feoh: Cattle
ᚠ Relates to: Wealth, cattle, herds, property, winning land,
possessions, luck, abundance, energy, protecting wealth.
Reversed: Greed, cowardice, stupidity, poverty, avarice,
enmity over money.

Ur: Aurochs, Strength


ᚢ Relates to: Strength, tenacity, potential, power, imposing
your will on the world
Reversed: weakness, brutality, cruel domination.

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

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

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Chapter 1: Wulwald Magic - Runes

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

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

hope.

Gyfu: Gift
Relates to: Offering, sacrifice, generosity, food, balance.
Reversed: Greed, dependence, over-sacrifice, crooked,
bribes.

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

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ᚹᚢᛚᚠᚹᚪᛚᛞ
The Second Aett
Hagl: Hail
ᚻ Relates to: Adverse weather, snow, sleet, hail, disruption,
uncontrolled forces, trial.
Reversed: Stagnation, loss of power, a calm worse than the
storm, inactivity

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

Is: Ice
ᛁ Relates to: Ice, cold, extreme cold.
Reversed: Plots, deceit, blindness, pride.

Gar: Spear
ᛄ Relates to: Victory in battle, breaking through, careful
planning, plenty (as in harvest)
Reversed: Sudden setbacks, reversals, bad timing.

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Chapter 1: Wulwald Magic - Runes

Eoh: Yew
Relates to: Death, the underworld, the dead.
Reversed: Confusion, weakness, destruction. ᛇ
Peorth: Hearth
Relates to: Hospitality, laughter, entertainment, the brea-
king or making of bonds (physical and metaphysical), also
refers to the home and female mysteries.

Reversed: Addiction, stagnation, loneliness, malaise.

Eolh: Elk
Relates to: Protection, guardian, wards against spells and
evil.
Reversed: Taboo, warning.

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

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ᚹᚢᛚᚠᚹᚪᛚᛞ
The Third Aett
Tir: Tyw, God of War
ᛏ Relates to: Warrior, courage, glory, order, law, honour,
leadership, swords.
Reversed: blocked communication or energy, mental
paralysis.

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

Eh: Horse
ᛖ Relates to: Horses, pride, adventure, increased speed, raw
power.
Reversed: Reckless, haste, restlessness, confinement,
skittishness.

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

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Chapter 1: Wulwald Magic - Runes

Laug: Water
Relates to: The sea, lakes, rivers, dreams, fantasies.
Reversed: Madness, obsession. ᛚ
Ing: Ing, Son of Woden
Relates to: Kings, peace, plenty.
Reversed: Movement without change, labour, work. ᛝ
Ethel, Homeland
Relates to: Freedom, security, prosperity, stability, law,
inherited property, spiritual heritage.
Reversed: Clannishness, lack of custom, prejudice.

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

darkness, evil.

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ᚹᚢᛚᚠᚹᚪᛚᛞ
Ælfcynn Spell Singing
The Gealdor Sangere, or spell singer, chants and sings to both gain and
use his magic. Each song takes one round (or a minute if out of combat),
the magic taking effect in the next round, except Glamour which starts to
work as soon as the victim hears it. The Spell Singer needs to be able to
sing to work his magic: to have their tongue cut out is tantamount to a
death sentence.

At their disposal Spell Singers have three forms of magic: Shapeshifting,


the power of the Glamour, and Songs of the Forest.

Shapeshifting
To learn the secrets of Shapeshifting Spell Singers use their songs to coax
an animal to come to them and teach them its secrets: once they have done
this they may take the animal’s shape. Whilst in this animal form the Spell
Singer has all the attributes of the animal he shifted to, but retains his own
intellect, memories, etc. Real animals can sense the unnatural nature of a
Shapeshifter and react in fear to them. So, although a Spell Singer in the
form of a field mouse need not fear cats, the cat’s fear of him may betray
his true nature.

Spell Singers can shapeshift Gealdor times a day, for a total of Gealdor
hours. Shapeshifting into animal form takes one round of singing. Other
than that there is no cost or other requirements. At each level Spell Singers
can select Gealdor bonus animal forms to Shapeshift to:

♦ Level 1: field mouse, hare, salmon, sparrow.


♦ Level 2: or otter, fox, raven, or another animal from level 1.
♦ Level 3: wolf, stag, seal, eagle, or another animal from level 1 or 2.

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Chapter 1: Wulwald Magic - Spellsongs

Glamour
An Elven Spell Singer uses the power of Glamour to manipulate people,
whispering a rhythmic chant that their victim finds strangely compelling.
Glamours can make the victim believe, see, or remember something that
isn’t true, not really there, or never really happened.

For example a Glamour could make someone you just met believe you
were their best friend, or make you appear to them as their best friend, or
implant a false memory of a lifelong friendship between the two of you.
More dramatically, a glamour could also make them believe they could
jump from a cliff and survive, see a dragon, remember killing the king. The
only limit to what a successful glamour can make an NPC believe, see, or
remember is that of the player’s imagination.

The victim can save to resist. If the victim saves the Spell Singer can’t
attempt to Glamour that same person for 1d3 days.

There is a limit to how many people can be held under a glamour at once,
but not a limit to how many different people the spell singer can attempt
to glamour each day. There is also a limit on how long a glamour lasts,
but a spell singer may end a glamour whenever they wish.

♦ Level 1: Glamour one person for Gealdor hours.


♦ Level 2: Glamour two people at once for one hour or one person for
Gealdor days.
♦ Level 3: Glamour Gealdor people for a day, or one person for Gealdor
weeks.

After the Glamour wears off the victim can try to save to remember what
was done to them. If they fail they have no memory of being manipulated.

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ᚹᚢᛚᚠᚹᚪᛚᛞ
Songs of the Forest
Spell Singers learn the songs of the forest in a similar manner to the way
they learn different animal forms, by singing to the forest and coaxing its
secrets from it. In game terms these powers work best in a forest or wood,
but at the Referee’s discretion some of them may work if there is any
nearby tree, or even other types of flora.

At each level the Spell Singer learns Gealdor Forest Songs. Each song can
be sung only once per day. However the forest is fickle and the Spell
Singer has no choice over the song the forest teaches him. Instead, the
Referee rolls 1d10 to find out what spell they learn. If the Referee rolls the
same spell twice then the Spell Singer may sing that Forest song twice per
day instead of once, or choose to have the Referee roll once more.

1: Song of Memories 6: The Hanging Tree


2: Whisper of the Woods 7: Wood Whip
3: Forest of Fear 8: Cloak of Leaves
4: Wall of Wood 9: Forest Guard
5: Walk the Woods 10: Trial of the Tree

Song of Memories: The Spell Singer whispers a message to the trees


which they will remember and whisper it back to whoever the Spell
Singer asked them to.

Whisper of the Woods: Through the rustle of the trees the forest tells the
Spell Singer all that has happened within the forest over the last few days.

Forest of Fear: Anyone who fails to save is scared by the forest, and must
flee toward the closest non-wooded area. The fear only abates when they
are clear of the forest.

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Chapter 1: Wulwald Magic - Spellsongs

Wall of the Wood: The forest forms an impenetrable wall of branches,


impassable unless fire, axe, or magic are used. Even then it will take
Gealdor hours to clear, and risks angering any spirits of the wood.

Walk the Woods: The trees part to make previously impassable


woodland clear.

The Hanging Tree: Vines or branches from a nearby tree snake down and
fasten around the neck of Gealdor victims and, if they fail to save, yank
them up into the tree and strangle them. If they aren’t released within 3
rounds they will die.

Wood Whip: The Spell Singer calls on the trees and their branches grow
into whips that attack his enemies doing 1d6+Gealdor damage, attacking
one enemy per level each round.

Cloak of Leaves: The forest hides the Spell Singer and Gealdor other
people, making them night invisible while in a wooded area.

Forest Guard: At the bidding of the Spell Singer the tree grabs and holds
one of his enemies until he bids the tree release the prisoner. Save to resist.

Trial of the Tree: The Spell Singer subjects his enemy to a trial of the
forest. If the victim fails to save the roots of the tree drag the victim
underground and hold him there for as many years as he missed the save
by. The forest keeps them alive until they are released. Due to the harsh
conditions however their Constitution reduces by 1 per year. If this reduces
their Constitution to zero they die shortly after release.

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ᚹᚢᛚᚠᚹᚪᛚᛞ
The Forbidden Path
of the Scinnlæca
The necromancy of the Scinnlæca, or Shining Ones, is the most reviled,
feared, and taboo sorcery in Wulfwald. Even the patronage of a powerful
lord might not be enough to ensure the safety of a Shining One. When
NPCs learn that a character is a Scinnlæca the player must roll 1d20 under
the character’s Charisma to avoid an overly negative reaction.

There are three distinct realms of power used in the necromancy of the
Scinnlæca, all three requiring a Scinnlæca to call a ghostly undead appari-
tion known as a phantom, trap it in their own body, and use the phan-
tom’s powers. This is done with a Calling the Dead Roll: the player must
roll 1d20 under his character’s Wisdom+level to summons a phantom
from the other-world and control it for a time. The Caster pays a cost in
Fatigue, and acquires the inescapable Taint of necromancy. If a Scinnlæca
fails the roll the phantom flees back to the other-world immediately, but
they still incurs Taint and Fatigue.

Taint & Corruption


A Scinnlæca accrues 1 Taint for every attempts to summon a phantom,
successful or not. If the Calling the Dead roll is under the current Taint the
Shining One gains a permanent Corruption, rolled on the table below, and
Taint resets to 0. If Taint ever reaches 20 the Scinnlæca takes two rolls on
the table before it resets to 0. All Corruptions are cumulative.

1. Spectral Sinews (-1 Str) 7. The Dead do Howl (- 1 Int)


2. Corpse Twitch (-1 Dex) 8. Ghostly Visions (-1 Int)
3. Wight’s Wound (-1 Dex) 9. Obsessed by the Grave (-1 Int)
4. Cold Black Heart (-1 Chr) 10. Death Kissed (-1 Con)
5. Grave Stench (-1 Chr) 11. Spectral Chill (-1 Con)
6. Dead Man’s Eyes (-1 Chr) 12. Death’s Embrace (-1 Con)

The path of the Scinnlæca is an unforgiving one.

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Chapter 1: Wulwald Magic - Necromancy

Deathly Fatigue
The use of deadly powers causes Fatigue to the Scinnlæca based on either
the duration of the summoning or the power of the phantom. If Fatigue
exceed the current Hit Points, the Scinnlæca collapses and loses 1 Hit
Point permanently. The Scinnlæca recovers 1 Fatigue per Turn, as long as
they do nothing more strenuous than walking.

***

The Three Powers of the Scinnlæca are the Call of Fear, the Call of
Kinship, and the Call of the Underworld. At level 3 Scinnlæcas have also
the power to create Orcneas.

The Call of Fear


To use the Call of Fear the Scinnlæca summons a hideous phantom, takes
on its ghastly form, and appears to his enemies as a half-rotted spectre that
shines with a dazzling eldritch light.

If the Call the Dead roll is successful each round everyone witnessing the
phantom must save or run screaming in fear. Those who save stand firm
but are shaken, fighting at minus Gealdor to hit and damage.

This power can be used instantly as long as the Scinnlæca has a coin
stained with the blood of a traitor in one hand, and a rowan wand in the
other. This power costs 1 Taint and 1 Fatigue, plus an additional point of
Fatigue for each round it is maintained. The Call of Fear can be main-
tained for Gealdor rounds.

The Scinnlæca can protect allies from the fear by gifting them amulets
made from the finger bones of innocent virgins.

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ᚹᚢᛚᚠᚹᚪᛚᛞ
The Call of the Underworld
This is the most potent of the three powers. The Scinnlæca calls an evil
and destructive phantom from the underworld and takes on its form to
use its powers to smite enemies. In the first round, using a knife that has
pierced the heart of an adulterer, the Scinnlæca cuts themself, dripping
blood onto their rowan wand. On the next round the Scinnlæca rolls to
Call the Dead to take the form of the phantom. If they fail nothing
happens, but still takes 1 fatigue and 1 taint.

The phantom summoned to fight has a number of HD and powers equal


to the Scinnlæca’s Gealdor, and a base AC of 14. The Scinnlæca fights
with its powers, HD, HP, and AC, rather than their own. This lasts until
the Scinnlæca banishes the phantom voluntarily, its HPs are reduced to
zero, or after a maximum of Gealdor turns.

The taint incurred by the possessions is equal to the number of powers of


the phantom, and the fatigue by its HD. Each phantom’s powers are
determined by rolling 1d8 per power:

1. Boneshard Shredder 5. Skeletal Skin


2. Eldritch Lightning 6. Grave Bound
3. Ghostly Glide 7. Shining Shade
4. Funeral Pyre 8. Death’s Touch

Boneshard Shredder - the phantom bestows the gift of deadly bone


claws granting +1 to hit and 1d6+2 damage. For each additional time this
power is rolled increase the bonus to hit by +1 and damage by +2.

Eldritch Lightning - the phantom can cast green bolts of eldritch


lightning for 1d4 damage (no to hit roll needed) at a range of up to 30 feet.
For each additional time this power is rolled you may either increase the
damage by an additional 1d4, increase the number of targets affected by 1,
or the range by another 30 feet.

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Chapter 1: Wulwald Magic - Necromancy

Ghostly Glide - this phantom can fly, allowing the Scinnlæca to glide
through the air at walking speed, and at heights up to 10 feet above the
ground, and gains +1 to hit and damage and +2 to AC. Each additional
time this power is rolled increase the maximum height by another 10 feet.

Funeral Pyre - anything the Scinnlæca touches has a 3 in 6 chance of


bursting into flames, even non-flammable things. To ignite a living being
the Scinnlæca must roll to hit. The ethereal flame burns for 1d6 damage
per round and can’t be put out, but stops when the Scinnlæca’s possession
ends. For each additional time this power is rolled increase either the
chance of ignition by +1 or the damage by 1d6.

Skeletal Skin - the phantom encases the Scinnlæca in bone giving an AC


of 18. For each additional time this power is rolled increase the AC by 1.

Grave Bound - the Scinnlæca commands a phantom that drags the victim
into the ground up to the waist and holds them firm. They may defend
themselves (-2 to hit and AC), but may not move until released or the
phantom has gone. For each additional time this power is rolled you may
hold one more enemy.

Shining Shade - the Scinnlæca becomes a shade so bright that his


enemies, and anyone not wearing an amulet made from a virgin’s finger
bone, are dazzled by the light and attack at -2 to hit. For each additional
time this power is rolled increase the penalty by another -1.

Death’s Touch - the phantom allows the Scinnlæca to drain his victim’s
life force with a touch (roll to hit+1). Each touch drains 1 point from the
victim’s Constitution or HD and heals or adds 1 HP to the Phantom’s
total. The loss of Con/HD is permanent. If it is reduced by more than 6
points in one combat the victim must save or slump into unconsciousness.
If the constitution is reduced to zero they die. For each additional time this
power is rolled increase by 1 either the number of Con/HD points drained
or HPs gained

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ᚹᚢᛚᚠᚹᚪᛚᛞ
The Call of Kinship
The Scinnlæca appears as the shade of a dead friend or family member of
their intended victim. This power requires a certain effort to set up. The
skull of a murderer must be hidden somewhere where it can ‘see’ the
victim for a day before the power is used. This is so the malign phantoms
of the underworld can observe the victim, to take the form of their dead
relatives. The summoned phantom is not actually the victim’s friend or
relative, but an evil spirit that enjoys being part of this manipulation.

The victim, upon seeing the Scinnlæca in the form of his dead relative, can
try to save. If the victim saves they are terrified and will momentarily flee
in fear, but the Scinnlæca will be unable to make another attempt for a
week. If the victim fails they accept the shade as their relative, letting the
Scinnlæca manipulate the NPC by issuing advice, ideas, even commands.
The victim can save again for each manipulation. If they save they are not
convinced and do not act on the advice, but if they fail they act as directed
For every save they fail, they gain a +1 to additional rolls, for every success
they lose a -1.

Each use of this power costs 1 taint and an initial 1 point of fatigue, plus 1
point of fatigue for each minute the Scinnlæca holds the form of the shade.

Exactly how the NPC victim reacts, and how the player has his character
manipulate them, is up to the player and Referee to decide during play. If
the victim fails to save the will do the Scinnlæca’s bidding, but players
should bear in mind there are certain things people won’t, or can’t do, even
for a dead relative!

22
Chapter 1: Wulwald Magic - Necromancy

Creating Orcneas
Beyond their three magic Calls, third level Scinnlæca gain the power to
create undead Orcneas (see p. xxx). To do this they must first gain access to
the fresh corpses of warriors and then, in the waning light of the moon,
they must perform a ritual where the Scinnlæca takes some vital part from
the warrior’s corpse (such as their eyes, heart, tongue or guts) and replaces
it with something living but vile such as maggots, writhing worms, a nest
of rats, etc.

Once this is done the slain warriors will rise as Orcneas, and serve the
Scinnlæca until either they are slain, or the Scinnlæca wills them back into
true death with a drop of blood spilled onto their rowan wand. Scinnlæca
may not will the true death on Orcneas created by an other Scinnlæca.

For each Orcneas created the Scinnlæca loses three points of Charisma.
They may create as many as he wishes until his Charisma is reduced to
three. When they are willed to true death the lost Charisma is regained.

23
ᚹᚢᛚᚠᚹᚪᛚᛞ
Wicce Cræft
Wildling witches learn their craft slowly and carefully under the tutelage
of their tribe's wise crone, but having fled their tribe the young Wicce must
take a dangerous shortcut and learn their craft from a foul-spawn familiar.

Learning the Craft & Paying the Price


A Wicce character may learn as many or as few elements of the craft as
their player wishes. They may learn them whenever the player wishes,
including at character generation. Learning new elements of craft after
generation takes a day of learning and practice.

There is always a Price to be paid for knowledge of the Craft. For each
element of a Craft a Wicce learns from their familiar they sacrifice a part of
their spirit. This is represented by a permanent loss of Attributes or HPs:
the familiar feeds from the Wicce in many weird and repugnant ways. The
price also causes the Wicce to age by a year.

Each time a Wicce learns an Element of craft, including at generation, the


Referee rolls 1d6 and permanently reduces the rolled attribute by 1, as well
as ageing the Wicce a year:

1. Strength
2. Wisdom
3. Constitution
4. Wisdom
5. Dexterity
6. Hit Points

If the indicated Attribute is already at 1 the Referee should roll again, or


choose an attribute above 1. If all the attributes are reduced to 1 the Wicce
must start sacrificing Intelligence to gain new craft. When that drops to 5
the character is no longer viable, a wretched husk of their former self.

24
Chapter 1: Wulwald Magic - Witchcraft

Familiars
Familiars take the form of a small animal. Animals associated with death,
the night, or carrion such as: crows, ravens, rats, black cats, owls, lizards,
and snakes.

Familiars are not of our world and no one knows where they hail from, or
what they want. What is known is that they come and go as they please,
appear without out warning, and emanate malice. Their animal form can
be destroyed, but they always reappear the very next nightfall. Those that
are foolish enough to destroy a Wicce's familiar tend to die soon after.
Often as the victims of grisly and horrific accidents.

Familiars communicate with their Wicce using imagery projected directly


into Wicce's mind’s eye, but only seem interested in doing so when
teaching the Wicce elements of the craft.

25
ᚹᚢᛚᚠᚹᚪᛚᛞ
The Nine Elements of the Craft
Nine Herb Charm
The Nine Herb Charm can heal any and all ills. It can heal wounds, cure
diseases, break charms, or spells placed upon the victim, and negate the
effects of poison. It can cure any illness natural or unnatural, but each
Wicce can only use its power nine times. To learn this craft the Wicce must
pay the price and age a year. They must also pay this price each of the nine
times they use this power.

Curses
By air, by stone, by water, by fire, the Wicce calls a curse down upon their
foe. There are three types of curse, and each must be learnt in order, from
weakest to strongest, and the Price paid each time. The victim of a curse is
allowed a save to resist its effects; if that fails they will have to find another
Wicce to break the curse.

Curses run their course over a period of time. The length of the curse, and
the onset, depends on the Wicce’s level and the type of curse. Wearisome
curses last one dau and are immediate. Destructive curses last Gealdor days
and take affect after 1d3 days. Malign Curses work the same way, but in
weeks. The duration and onset can be changed by Wicce’s level + Int
bonus days or weeks, depending on whether they want their victim to
suffer or for the curse to take effect quickly.

The nature and wording of the curse is entirely up to the Wicce’s player to
determine, and for the Referee to interpret and implement in game.

26
Chapter 1: Wulwald Magic - Witchcraft

The Wearisome Curse - This is the mildest form of curse and is designed
to confound, humiliate, and frustrate your enemy. For example someone
could be cursed to “always speak their mind, and never mind what they
say” as a way to get that enemy in trouble, or perhaps curse an arrogant
warrior to “bleat like a lamb” every time he tries to boast of his prowess,
or curse a vain king to lose his beard.

The Destructive Curse - This is a much more direct and dangerous curse
designed to destroy the victim’s status, power, and wealth. For example
curses that cause cattle to die, or crops to fail will have dire consequences
causing material loss for their owners and possibly famine for the
communities that rely on them.

Cursing a Lord’s luck may mean they lose battles until their warriors de-
sert or die. A poet could be cursed to become tongue tied, their reputation
and livelihood damaged. A noble could be cursed to ignore social mores
and customs, hurting their standing in the community.

The Malign Curse - The most potent and evil of the curses. These curses
cause enemies to suffer slow and wasting deaths, and cause the victim’s
entire households or communities to suffer calamity, illness, and doom, or
warriors to enter a murderous rage and slay allies and loved ones.

The Green Candle


The Familiar teaches the Wicce to heal wounds with the use of a green
candle and an incantation. The Wicce must light a green candle and chant
the charm over whoever is wounded.

♦ Level 1: heal 1d6+Gealdor HPs.


♦ Level 2: heal 2d6+Gealdor HPs.
♦ Level 3: heal 3d6+Gealdor HPs.

The number of HPs healed is also the number of hours the Wicce must
chant. The candle will burn until the incantation is done.

27
ᚹᚢᛚᚠᚹᚪᛚᛞ
Scrying
The Wicce fills her bowl with water, preferably water from a sacred source
such as a lake, and uses it to see visions. There are two types of scrying
both are separate skills and require the price be paid to learn them.

Seer Scrying - This is a type of divination and allows the Wicce to see
visions of what may be, and what may come to pass. This may only be
attempted once per week of game time, or once per adventure.

The Wicce’s player informs the Referee what they’re trying to find out.
This will usually be in relation to a particular task or problem within the
current adventure and any action they were planning to take. The Referee
then describes three possible futures: one good, one neutral, one bad. These
visions should contain enough clues to allow the players to pursue the
positive outcome, try and avoid the negative one, and take the chance to
settle for the neutral outcome when they see it.

Fetch Scrying - This allows the Wicce to spy on someone from afar. She
stares into the scrying bowl and sends her fetch, her spirit double, into the
otherworld reflected in the waters of the bowl. The fetch is then free to
travel the mirror world and see what is happening somewhere else and the
Wicce sees and hears everything her fetch does. There is no limit on
distance, but the Wicce must have been to the place or know the person
she wishes to spy on.

Amulet Crafting
The Wicce can make amulets to protect herself, her allies, or her patrons
from the harmful aspects of Wicce craft. Amulets can be made that protect
against the three types of Curse, Fetch Scrying, the seven potions, the
three poisons and three venoms, and the four types of Thorn Magic.
Amulets may also be made that protect against an Ælfcynn’s Glamour,
and a Scinnlæca’s Call of Fear, or Call of Kinship.

Instead of paying the price for each skill, the Wicce pay the price once to
learn Amulet Craft to make any of the above amulets, but also pays the
price for each individual Amulet made.

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Chapter 1: Wulwald Magic - Witchcraft

Slay the Adulterous King: a Seer Scrying Example


The Wolfpack has been ordered to slay their Queen’s husband, who is cheating
on her with a rival Queen. The players send him a false message inviting him
to what he thinks will be a romantic tryst, but will really be the scene of his
murder. The Wolfpack’s Wicce looks into her scrying bowl to get a sense of
what might happen and the Referee describes three possible outcomes.

In the worst outcome the GM describes them slaying the King, but are seen by
his Hearthweru (royal guard). The Hearthweru escapes and reports them to
their Queen, who then will turn against them. After all, she could avoid the
shame of ordering her king’s killing when she could blame it on outlaw scum.

In the neutral outcome they find the Hearthweru’s hiding place and slay him
as well as the Queen’s adulterous husband. The mission is successful.

In the final, and best, outcome they slay the King and somehow arrange for
the Hearthweru witnesses to believe it was the rival Lord who committed the
atrocity, thus earning them even more favour from their own patron.

Of course these are just three possible outcomes. Nothing is guaranteed to play
out exactly as the visions foretold. It is now down the players handling the
action, but the vision gave them new details (the hidden Hearthweru) and a
hint from the Referee for a way to make things go even smoother (frame the
other Lord). However, there should still always be chance for things to go
wrong somewhere along the way.

29
ᚹᚢᛚᚠᚹᚪᛚᛞ
Potions
The familiar teaches the Wicce to brew potions in her cauldron. Potion
craft is similar to poison and venom craft, but not quite as lethal. Each
potion is a separate skill for which the price must be paid. There is no
order in which potions must be learned, but some of the potions require
the price be paid for each level of potency.

Each application of a potion takes one full day of preparation. Potions


must be imbibed, but they can also be applied to arrows: one application
will coat three arrows. However, there is a very strong Hex on the prac-
tice, and the arrows must only be shot by a wildling, lest the Wicce be
cursed and abandoned by her Familiar.

Sleeping Draft - This potion will put anyone who drinks it into a death-
like, dreamless slumber from which only an application of the nine herb
charm can wake the victim before it runs its natural course. While they
sleep the victim is magically sustained and requires no sustenance and does
not age.

There are different strengths of sleeping draft and the Wicce must pay the
price to learn each of them. Like poisons and venoms, they must be learnt
in order of potency. The order of potency is: turns, hours, days, weeks,
months, years, decades, and centuries. The Wicce’s player may choose
from any potency she knows for each application brewed and then rolls
1d3+Gealdor to determine the actual number of days, weeks, etc. the
potion will put someone to sleep for.

Branwen’s Brew - Branwen is the Wildling goddess of love and anyone


who drinks one of these potions will fall madly, passionately, and very
often tragically in love with the next person they see.

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Chapter 1: Wulwald Magic - Witchcraft

Hag Sight - This potion causes blindness for 1d3+Gealdor turns. Anyone
affected is at -4 to any roll they might make.

The Mead of Beli-Mawr - Beli-Mawr is the Wildling god of war and his
mead sends anyone who drinks it into a fighting rage lasting 1d3+Gealdor
combat rounds. During this time they attack at +2 to hit and Damage
and ignore all wounds, allowing them to fight on even if they are reduced
to 0 hit points or lower. Whilst in the fighting rage the victim will attack
anyone and everyone indiscriminately and will not even recognise his
loved ones and friends.

The Coward’s Cup - Anyone who drinks this potion will be overcome
with debilitating fear and will run from battle, or cower in a corner, unable
to fight unable to face anyone, or anything. They will be literally scared of
everything. The effects last until either the combat is over, or if taken in a
non-combat situation for 1d3+Gealdor turns. This potion can destroy a
warrior’s reputation and status.

Wicce’s Brew - This concoction causes the victim to suffer wild and
confusing hallucinations that renders them all but incapable of performing
any action other than raving incoherently and trying to catch hold of the
strange things they are seeing. The effects last for 1d3+Gealdor turns
hours and causes a -2 modifier to all rolls.

Rhiannon’s Blessing, Rhiannon’s Curse - So called because whoever


drinks this potion forgets everything they know which is a magic asso-
ciated with the Wildling goddess Rhiannon and forgetfulness can be a
blessing or a curse. This potion can be made in three potencies, each of
which must be learned in order and the price paid. The three potencies are
1d3+Gealdor of forgetfulness that lasts; hours, days, or years.

31
ᚹᚢᛚᚠᚹᚪᛚᛞ
Poisons
Poison brewing is the simplest of the Wicce’s craft, but no less deadly.
There are three types of poison a Wicce can brew. These must be learnt in
order and a price paid for each. They must be ingested; the victim is
allowed a save.

♦ Spider's Spite - A non-lethal poison that paralyses the victim for 1d3
hours, but otherwise causes no harm.
♦ Wicce Kiss - A noxious brew that lays the victim low with a violent
flux for 1d3 days and causes 1d6+Gealdor damage. If this reduces the
victim to 0 HPs or less, they don’t die. Instead they are merely
permanently weakened and lose 1 point of Str and Con.
♦ Dragon’s Blood - A lethal poison. If the Victim fails their save they
die a slow and agonising death.

Venoms
Venoms use the same principles as poisons, but they are brewed in a con-
coction that takes effect when the toxins enter the bloodstream via a blade,
arrowhead, spear point, etc. Once applied to the weapon the venom is
stable for 1d3+Gealdor hours. Once combat begins they will be stable for
1d3+Gealdor rounds.

These venoms can only affect each victim once per application. The
envenomed weapon must score a hit on their enemy. In addition to the
weapon’s damage each venom inflict its own effect, the victim is allowed a
save to resist. Like for poisons, the three venoms must be learnt in order,
and the price paid for each.

♦ Spider's Bite - paralysis for 2d3 combat rounds.


♦ Wicce’s Wound - the envenomed weapon deals double damage.
♦ Dragon’s Fire - Kills the victim in 1d3 combat rounds.

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Chapter 1: Wulwald Magic - Witchcraft

The Poppet and the Thorn


This craft involves using a Poppet, a wax effigy, and a thorn so the Wicce
can torment and harm her enemies from a safe distance. To use this magic
the Wicce must have a personal item or keepsake of the intended victim
attached to her Poppet. The victim can save to resist the effect of the
magic, but there is no save against the pain.

There are four levels of Thorn harm, and each is a separate craft. They
must be learnt in order and the price paid for each.

Sting of Thorn - The Wicce pricks the Poppet with the thorn in light
shallow jabs. These normally make the victim scream out loud, jump, drop
things, spasm, and the like. The effect is instant and the Wicce can toy
with their victim for as long as they wish without causing any real harm.

Pinned by Thorn - The Wicce drives the Thorn into a particular body
part and leaves it there. The body part pierced is wracked with pain and
the area affected is useless. For example a Thorn in the mouth stops them
talking, in the spine will pin them to the ground, put a thorn in the
Poppet’s hand and the victim loses the use of that hand. At 1st level the
duration is 1d3+Gealdor rounds, at 2nd level turns, at 3rd hours.

Wound of Thorn - The Wicce drives the thorn into the Poppet’s stomach
and wounds the victim. The damage is 1+Gealdor per stab. The Poppet
can be stabbed each round, but a single save protects the victim against
further attacks.

Murderous Thorn - The Wicce drives the Thorn into the Poppet’s heart;
the victim must save or die.

33
ᚹᚢᛚᚠᚹᚪᛚᛞ
ᚹᚢᛚᚠᚹᚪᛚᛞ

Wulfwald Magic Items

The Magic items in this appendix have been presented in the form of fairy
tales, folklore, and myth. Exactly the sort of saga a Sceop might sing on a
dark winter’s eve in a crowded mead hall. I’ve done this to try and make
these items feel like they’re truly unique to the Wulfwald setting, part of
the setting's very history, and because it was fun.

Wulfwald referees shouldn’t feel that this is some sort of official history,
campaign canon, meta-plot, or setting detail that they must absorb,
remember, or emulate and include in their own games. After all they need
not be any truer to your version of Wulfwald than the fairy tales and
folklore of our world is true to its history. They are also just examples and
I would encourage referees to create their own magic items with stories
and histories unique to your own tables and your own campaigns.

Wudwuewyrhta
Among the Eorðwerod there are no two peoples who hate each other
more than the Geats and the Jutes. This ancient enmity began when
Etheldreda, a Jutish princess, was betrothed to the Geatish prince
Herebeald, but his father King Hrēðel did not approve of this match.
Hrēðel forbade his son to marry, but Herebeald would not be swayed and
renounced his claim to the Geatish throne for the sake of his beloved.

Enraged, by such disobedience, Hrēðel ordered his other sons Hǣþcyn


and Hygelāc to slay their brother. They invited him to hunt on the eve of
his wedding and Hǣþcyn slew him with an arrow.
Chapter 2: Wulwald Magic Items

The shameful murder was hidden behind the lie of a ‘hunting accident’ but
Etheldreda used witchcraft to learn the truth and to find Wayland Smith.
She begged Wayland to forge a sword with which she could take her
vengeance. Wayland himself knew the bitter-sweet joy of avenging loved
ones and obliged her by forging Wudwuewyrhta, the widow maker, for
the woman who would never herself become a widow.

Etheldreda took the sword Wudwuewyrhta to King Hrēðel and


presented it to him as a gift from the Jutish people in remembrance of his
son Herebeald. Hrēðel felt greatly honoured to receive a sword made by
Wayland. Urged on by Etheldreda he tested its blade with his thumb, the
blade drew blood, and though the wound was but a mere cut King Hrēðel
fell to the ground his face ashen, his body stricken with a mortal wound.
Etheldreda seized the sword from the wounded king and cut both
brothers, before she was struck down by the King's men.

By fall of night both Hrēðel and Hǣþcyn had died of their wounds,
which all agreed were mere cuts, but Hygelāc, who was unmarried,
survived even though his wound was by far the worst of the three.

When he was healed and newly crowned Hygelāc took Wudwuewyrhta


and used it to wage war on the Jutes seeking vengeance for his brothers.
He was slain by Etheldreda’s father King Wihtgar. Since then the Jutes
and the Geats have ever been at war, and that doom-lusty blade:
Wudwuewyrhta, fell into the hands of warriors of both kingdoms and did
its work well making many widows and much sorrow.

Wudwuewyrhta: This ancient sword’s blade is dull and pitted, and won’t
take a good edge. The hilt, pommel, and guard are all damaged. Because
of its sorry state it only does 1d6-1 damage. Other than that it is like any
other broadsword: except that any married man who takes a wound from
it, no matter how slight, must save or will die within the day.

Current Location/Owner: Wudwuewyrhta, like the legendary smith


who forged it, has long since become a thing of myth. Despite this there
are rumours that somewhere on the borders of Jutelund and Geatlund, the
sword is buried in the Barrow of a long forgotten king.

35
ᚹᚢᛚᚠᚹᚪᛚᛞ
Three Dweorgas Treasures
Riftrenge
A long-time ago, in the hall of the Dweorgas King Yngvi, there lived a
young artisan called Skirvir. He was apprenticed to the King’s master-
maker; a sour and ill-tempered fellow called Alþófr.

Skirvir was a pleasant soul born with a love of wonder and magic. He
wanted nothing more than to learn, and to craft beautiful artefacts to
please his king.

Alþófr was a sullen and lazy teacher, but year by year, secret by secret
Skirvir learnt his craft until one day Alþófr told him he must make
something special to present to the king.

Skirvir set about the task. He collected the webs of a thousand spiders.
Cunningly he weaved them with a thread made of silver wrought in
Dragon’s blood, and with these he made a fine cloak.

When Alþófr saw it he bemoaned Skirvir’s lack of skill, but his eyes burnt
with greed and envy. He demanded that Skirvir tell him what it did, so
Skirvir explained that when the king wore the cloak of webs no matter
how high he climbed, he would never fall or tumble from a cliff face, ridge,
or rock. More than that; if he offered the cloak to a guest, that guest
would never be able to leave the Dweorgas king’s realm until the king
asked for the cloak to be returned.

Alþófr took the cloak to present to the king. When he returned he was
wrathful. He told Skirvir the king was displeased with the work and this
reflected badly on Alþófr as a teacher. For that he beat poor Skirvir.
However, when Skirvir saw the king he was always wearing the cloak of
webs, and looked proud of his new treasure.

36
Chapter 2: Wulwald Magic Items

Riftrenge: The cloak of webs is a thing of true beauty. Delicate and


ephemeral it glitters silver and scarlet due to the filigree of spider web
dressed in silver, coloured with dragon blood.

Despite its delicate appearance it cannot be damaged or destroyed by


anything but the most powerful magic; though it offers no protection to
the person wearing it. They could be blasted to ash by dragon fire and
only the cloak would remain.

Anyone who wears the cloak can climb anywhere and anything, traverse
any narrow crossing, path or way, and never fear that they will fall. It
doesn’t help with the climb though. If offered to a guest that guest will
never be able to leave the home of the cloak’s owner until the owner asks
for it back. And the owner must ask for it. Those trapped by the cloak of
webs cannot give it back, discard it, or offer it to anyone else.

Current Location/Owner: The cloak is still in the realm of the


Dweorgas. It is currently worn by an outlaw who tried to steal the secret
of Rune magic from the Dweorgas. The current king Nýraðr takes great
joy describing all the ways he might execute him; secure in the knowledge
that although the thief is free to roam the Dweorgas realm he may never
leave as long as he wears the cloak of webs.

37
ᚹᚢᛚᚠᚹᚪᛚᛞ
Áþbricedóm
Determined to do better, Skirvir set about making another gift for the
king. Knowing that love and hate were two sides of the samecoin, Skirvir
set to think on those things the king loved and hated most. It struck him
that of all the things king Yngvi loved hunting the vile Nihtgenga was the
foremost, and there was nothing he loathed more than an oath breaker.

The goblin Nihtgenga were once friends of the Dweorgas, but they broke
an oath to the king, betrayed him, and slew many of his kin. Worse than
this, before that time no Dweorgas had ever broken an oath. Now the
poison of the Nihtgenga, and their treachery, had spread. Dweorgas were
breaking their oaths to the king.

Skirvir knew of certain lichen that illuminated some of the lower caves.
He took it and forged it into a sword made of dragon bone and iron; all
the time whispering to the sword: telling it of the treachery of the
Nihtgenga and the evil of oath breaking.

When he had finished he had created a wondrous weapon. A steel sword


tinged with ivory and patterned with lichen green filigree. Near
Nihtgenga it would glow bright green and if anyone broke an oath
within hearing it would fly from its scabbard, like a thing alive, and
behead the oath breaker.

Alþófr grunted when he saw the weapon as if in displeasure but his hands
betrayed him for he snatched it up greedily.

Unable to contain himself, Skirvir could not wait and so followed Alþófr
to the king’s hall where he hid in the shadows at the back of the hall. The
king was overjoyed with the sword, and bestowed much praise, and many
jewels upon Alþófr.

38
Chapter 2: Wulwald Magic Items

Skirvir was elated. This time the king liked his creation. He was
crestfallen when he heard Alþófr claim credit for the sword. At least he
had pleased the king and would not be beaten. He ran back to the
workshop, but when Alþófr returned he told Skirvir the king liked the
sword less than the cloak. He beat Skirvir even more savagely than before
and threatened to have him banished if his next gift did not please the
king.

Áþbricedóm: The sword known as 'the oath breakers doom' is a normal


Dweorg Dragon tooth sword, but the blade is patterned with a moss-like
green threading. The blade glows a dull green if a Nihtgenga is within a
mile. It grows brighter the nearer it gets to goblins, and the more goblins
there are.

If anyone is proven to be an oath breaker Áþbricedóm will fly through the


air with supernatural speed and decapitate them. No test to avoid, no
defense, no mercy.

Current Location/Owner: It has been a generation since the Áþbricedóm


was lost during a raid against the Nihtgenga of the western mountains.
Some believe it is now in the possession of the Goblin king; others that it is
simply lost somewhere in their territory.

39
ᚹᚢᛚᚠᚹᚪᛚᛞ
Se Sóþcwide Hearpa
Knowing exactly what he would craft next Skirvir set to work. He
travelled to the lands of men. There he traded all he owned in exchange for
wood. All, but for one gem encrusted necklace which he traded for seven
strands of hair from an Eorðwerod queen called Bebba; a queen famed for
knowing a lie when she heard one.

He worked the wood into a Lyre, stained it with varnish made from the
ground down shell of a dragon egg, made pegs of silver, cunningly coated
queen Bebba’s hairs with gold, and strung them on the Lyre. Finally he set
it to a tuning that only the most gifted of Scopas could fathom.

When Alþófr saw the harp, greed glittered in his pig like eyes, he clenched
and unclenched his hands, hands that twitched and itched in their desire to
hold and possess the Lyre. With an avaricious grin on his face he told
Skirvir it was badly made and the king would not be pleased.

Once more Skirvir followed his false-hearted master to the king’s hall and
watched from the shadows. The king was mightily pleased with the Lyre.

“You have outdone yourself this time,” said king Yngvi.

“Who built the Lyre?” Skirvir shouted from the shadows.

The king looked displeased at such rudeness. The crowd chattered among
themselves excitedly at such goings-on. Alþófr’s face was red with rage.

“I built it of course,” Alþófr said.

The strings of the Lyre vibrated and thrummed and then in a beautiful
lilting voice it sang out two sweet notes that sounded the words . . .

“He lies.”

40
Chapter 2: Wulwald Magic Items

A hush descended on the hall. The king looked at Alþófr. “Who built the
Lyre, Alþófr?” Yngvi asked.

“I did,” Alþófr said. With no hint of shame he raised his voice high and
clear. “It is my creation, sire.”

“Lies, lies, lies,” sang the Lyre.

Skirvir stepped out of the shadows and stood before his king. “I crafted
the Lyre, my lord,” he said. “The cloak, and sword too.”

Everyone in the hall looked to the Lyre. It remained silent. The king
looked at Alþófr.

“Can you not see!” Alþófr said. “It is a trick, a mark of jealousy, he has
bewitched my lyre.”

“Lies, lies, lies” sang the Lyre once more; this time with a light mocking
tone that drew sniggers from the crowd.

The king turned to Skirvir. “Explain,” he said.

“My lord I crafted them for you,” Skirvir said. “Each time Alþófr
presented them as his own crafting, took your praise, and treasure, then
returned and beat me.” He showed the king the marks of his last beating.
“Worst of all he told me you were displeased with my work.”

The crowd were outraged. The king’s gaze turned on Alþófr. A cold, hard
gaze. Behind him his guards put hand to hilt.

“He is the liar!” Alþófr shouted.

“Lies,” sang the Lyre.

“I built the Lyre,” Alþófr said.

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“Lies,” sang the Lyre.

lþófr pointed at Skirvir. “I built it and he bewitched it!”

“Lies, Lies,” sang the Lyre.

“By my oath,” shouted Alþófr in desperation. He held up his hand. “I


swear I created the Lyre with my own two hands, I swear it.”

Once more the Lyre’s strings hummed and thrummed. “Lies,” it sang.

The king’s sword Áþbricedóm, the oath breakers doom, flew from its
scabbard, twirled through the air, and beheaded Alþófr. Before his head
hit the floor Áþbricedóm was back in the scabbard.

The king looked at Skirvir and smiled. “I believe you will make a fine
master-maker,” he said.

All the jewels and riches that had been Alþófr’s were given to Skirvir;
more too. He lived out his days happy and contented crafting many
wondrous and magical treasures for his king.

Se Sóþcwide Hearpa: The Truth Telling Lyre is a superbly crafted seven


string Lyre. It is decorated with draconic designs, and strung with golden
strings. If tuned correctly (ST with INT bonus) it will sing out the word
‘lies’ every time a lie is uttered in its presence. Other than that magical gift
it is a superior instrument in all respects, and when played by a master
Scop can quiet the rowdiest of mead hall crowds.

Current Location/Owner: The Truth Telling Lyre was gifted to the


Kings of Westlund Seaxe and is in the hall of their current king now.
However, the power of its magic is long since forgotten because the last
two Westlund Scops lacked the skill to tune it correctly.

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Chapter 2: Wulwald Magic Items

Trueshot and the Coat of Leaves


Many years ago in a time when the barren treeless land the ‘ploughers’
call Eastlund Seax was still thick with forest there lived a beautiful Elfin
maiden named Wíðie for her spirit tree the Willow. Sweeter than the
dappled sunlight through the forest leaves is how the hunters spoke of her,
and fierce fought the spears of the Woodguard to win her heart, but all
these she spurned. Her heart belonged to a young Spellsinger, an untried
sapling of a youth by the name of Ábies.

Of all the peoples none are more skilled with the bow than the Ælfcynn,
and of all the tribes no one was more skilled than Wíðie’s father Ácléaf.
He did not care for Ábies or spellsingers and their magic. He set his heart
on marrying his daughter to a great hunter. Wíðie was distraught, but no
matter how much she pleaded he would not bend or sway.

Determined that they would be married Ábies challenged Wíðie’s father to


an archery competition. If he won Ácléaf must agree to their marriage. If
he lost Ábies would leave the forest forever. Ácléaf laughed at Ábies’s folly
and agreed on condition he chose their target. Ábies agreed and like all
such things they determined it would be settled when next the moon
waxed full.

Wíðie was heartbroken; Ábies had never used a bow and only had until
the next full moon to learn. Her father was gifted his first bow as soon as
he could walk and was famed throughout the forest as the greatest of the
Elfin shooters. Ábies was not heartbroken, for he was cunning, brave, and
willing to do anything, to give anything, to be with Wíðie. He travelled
deep into the forest where the Bréostsefa - the great moss-covered stone
altar used in all the Ælfcynn holy rites - was guarded by the fiercest
spearmen of each tribe.

With honeyed tongue and sweet song he beguiled them so that they
argued amongst themselves over who was the greatest spear. While they
bickered he lifted moss from the Bréostsefa, chipped away a needle sharp
shard of flint, and hid his theft with the moss. He had his arrowhead.

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As he made the his way home, he studied the birds of the wood and Ábies
saw that off all the forest birds, none sang as sweet or flew as fast, or could
turn so quick on the wing, as the crow. Singing almost as sweetly himself
Ábies charmed a crow from the branches of the trees, watching with
delight as the agile bird twisted, turned, rolled, and cavorted in the air
before, gracefully, it landed on Ábies’s wrist. While the bird was thus
charmed he plucked out five fine feathers from its wings.

The crow squawked in anger and flew away, but its flight was no longer
filled with grace and wonder, it song no longer sweet, and to this day all
crows croak and caw in anger flying everywhere plain and straight. Ábies
did not care he had his flight feathers. Finally, returning home to his spirit
tree, Ábies broke the greatest of his people’s taboos, made the greatest
sacrifice. From his own Spirit tree he cut a branch, cut his own self, his
own sprit. He had his arrow.

With strands of Wíðie’s raven black hair, and a song of their love, he
bound together wood, feather, and stone to make his arrow which he
named Sóþscot.

This arrow would never miss, no matter the target; even if it were hidden,
ran swiftly, protected by magic, or armour. Sóþscot could twist in midair,
fly around corners, through the narrowest gap, and strike any target true.

Sóþscot: Trueshot, looks to be a very poorly crafted arrow with a thin


shard of flint for an arrowhead, a crooked greenwood shaft, and for flights
it has large uncut crow feathers secured only by a few strands of black
hair. Despite its shoddy appearance it flies true and will hit any target the
archer can see or has seen before. No matter how far away, how well
protected, and even if the archer does not have a direct line of sight to his
target. This arrow will always find its mark. It does normal damage for
the bow type used.

Current Location/Owner: Legend has it that the Sóþscot was last loosed
at one of Wulfwald’s Dragons, but did not slay the beast. The dragon flew
away with the arrow still in its hide.

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Chapter 2: Wulwald Magic Items

The Cloak of Leaves


When the moon was full the tribe
gathered ready to witness Ábies’
humiliation. When they saw his rough
made arrow they laughed and all the
hunters of the tribe puffed out their chests
and boasted how they would be the one
to claim Wíðie once Ábies had shamed
himself.

Wíðie stood by her father and could not


look upon, Ábies for she knew if she did
her heart would break. Soon her father
would name a target that even the best of
their hunters would struggle to hit. Ábies
and his ugly arrow would fail, their love
would be doomed, and she would be
forced to marry one of the strutting,
boastful hunters.

Under the moon’s light they gathered in a forest clearing as Ácléaf stepped
to its centre ready to name his target.

A hush fell over the tribe, but before Ácléaf could speak the silence was
broken. From all around them came the blood-lusty war cries of men.
Before the hunters could knock arrows iron-shod oak-shafted war spears
tore into their ranks and then with axe and fire the Eastlund men came
screaming into the clearing. The moon glinted on mail and axe, flaming
brands lit bearded faces, and eyes full of hate and killing.

They fell upon the startled Ælfcynn and slew them most bloodily. Then
seized the elfin maidens, threw them over their shoulders, and ran from the
clearing.

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In mere seconds the attack had laid waste to the tribe. The young women
had been taken, Wíðie among them, and all the men save Ábies and Ácléaf
were slain. Of those two Ábies’s scalp had been cut, his skull cracked
leaving him bloody and terrible to behold, but alive.

Ácléaf was dying. He took his great bow and offered it to Ábies. “I name
my target,” he whispered. “Pierce the king of the Eastlund men with your
arrow and you may marry Wíðie with my blessing.” With that he died.

With Ácléaf’s bow, and his arrow Ábies was determined to do murder to
the king of the Eastlund men, rescue Wíðie, and return to the forest to
marry her.

First though he returned to his spirit tree. One by one he stripped the
leaves from it. With each leaf he picked a little of his spirit died as his spirit
tree also began to wither. But his need was great, for he was no warrior,
and alone against all the iron clad men of Eastlund Seax he was no match.

Singing a spell of the forest he crafted the leaves from his spirit tree into a
coat of leaves. In the deepest thickest parts of the forest the Ælfcynn
moved swift and silent, invisible to the forest-blind eyes of men, but in the
open fields and hills of men, so alien to the Ælfcynn, he would be easy to
see. The magic of his cloak of leaves let Ábies walk the world of men as
silently and as stealthily as if he were stalking through the depths of the
great wood.

Magic, as all know, is a doom as well as boon, and though Ábies could
now walk the world of men as silently and invisibly as he once walked the
woods, he would now be as loud and clumsy in the forest as any iron-clad
man. Worse he would never be able to remove the cloak. For what
remained of his life he would be as a stranger in his own forest.

Ábies did not care though. His spirit tree was dying and when it did he
could no longer bear to dwell amongst the living trees of the forest. Not
even for the sake of Wíðie. Swearing by the Mother of the Woods, he
vowed that before that happened he would rescue Wíðie and have
vengeance on the men of Eastlund.

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Chapter 2: Wulwald Magic Items

The Cloak of Leaves wrapped around his shoulders, Ábies moved silent
and invisible through the open and barren land of men. Past the ploughed
earth, and farmsteads, where the trees of his people burnt in their hearths,
he walked until he came to the great hall of the king of Eastlund Seax.

From within torchlight shone, and the sound of drunken singing stung
his ears. In the hall the men leered and jeered shamefully at the imprisoned
Elfin maids. The King himself, a grizzled scar-worn warrior more bear
than man, was taking his pick. His mead-lust upon him, his eyes glazed,
he pawed at the Elfin maids, until his gaze fell upon the beauty of Wíðie
and he reached for her..

“Hold! Touch her not,” Shouted Ábies his spellsinger’s voice ringing clear
and wrathful above the din of the mead hall.

The silence of fear spread across the hall in a heartbeat. If there is one
thing the warriors of men fear it is magic.

“Free our women or hear me sing the song of your doom.”

No one moved. Ábies kicked a burning ember from the the fire pit. It flew
across the room and hit the kings throne in a shower of sparks. In fear of
this invisible intruder the Eastlund men cut the bonds of the Ælfcynn
women and let them run free.

When Wíðie had fled from the mead hall Ábies lowered the hood of his
Cloak of Leaves. To the King and his people it seemed as if a bloodied and
fierce Ælfcynn bowman had appeared as if from nowhere. Men gasped, a
woman screamed, people whispered of omens, and made the sign against
evil.

As Ábies knocked his arrow, Sóþscot, the Eastlund warriors snatched up


their shields and stood before their king. Laughing Ábies turned away
from them and loosed his arrow. Even though Ábies had his back to him,
even though he were protected by all the shields of and men of his
warband, the arrow twisted and turned and sped through the air, over the
shields, around the men, pierced the king in his heart and slew him..

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ᚹᚢᛚᚠᚹᚪᛚᛞ
Ábies raised his hood once more and vanished from sight. The king fell,
panic erupted in the hall, Ábies escaped.

Wíðie was safe in the forest with the rest of the Ælfcynn, but Ábies knew
he could not join her. In the woods the magic of the cloak would betray
him to the Eastlund men should they come seeking vengeance. To return
would put Wíðie at risk again. Even if he could he knew his sprit tree,
leafless and withered, was dying. No Ælfcynn could bear to live in the
forest once this happened.

Broken hearted he roamed the lands of men, invisible, wrathful, and


murderous until the day he died.

The Cloak of Leaves: With the hood down The Cloak of Leaves looks
like a normal cloak made from golden and red autumn leaves. When the
hood is raised in open lands the wearer becomes invisible and silent
(enemy’s attack +1 die to hit). In forest and woodland, whether the hood
is lowered or raised, the wearer not only can be easily seen and every
footfall heard, but every living creature in the woods can sense them.

Whoever wears the cloak cannot take it off, neither can it be taken from
them…at least not while they live.

Current Owner/Location: The cloak is under the largest Pear tree in an


orchard in Eastlund Seax and still worn by Ábies. When he tired of life he
found the orchard and lay down to die. The cloak has preserved his body
as well as kept it hidden. If the cloak is somehow found then removed
from Ábies’ corpse his body will turn to dust within mere minutes.

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Chapter 3

The Gods and Religions


of Wulfwald

There are no Cleric or Priest classes in Wulfwald, and gods don’t ‘exist’,
intervene, or grant power in the same way that deities do in various other
RPGs and settings.

In other words, there are no gods in Wulfwald the RPG, but in Wulfwald
the setting, not only are the gods real, but everyone believes in them. The
gods may not exist, but the priesthood does and the power they wield is
real enough. Not even a King can flog, punish, or otherwise harm a
Thegn unless a priest first agrees that the punishment is just. It is possible
for an ambitious and ruthless priest to control and manipulate weak kings,
becoming, in effect, the ruler of the kingdom.

Warriors might consider this type of manipulation unmanly, but the


Priests are outside of the usual caste system, and while they are unable to
bear arms, or ride stallions amongst other restrictions, they are in the
perfect position for power broking, as most of their efforts are in the
service of the elite. Those of lesser means are left to appease the gods in
their own humble ways, with their own humble folk ceremonies.

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ᚹᚢᛚᚠᚹᚪᛚᛞ
The people of Wulfwald fear their gods as much as they revere them. If the
myths and stories are a guide, most mortals would not want the gods to
take notice of them, as their attitude towards their people seems cruel and
capricious. In the eyes of the gods, short-lived mortals with their woes and
misery are nothing more than a fleeting amusement.

Sacrifices are made to appease the gods and to glorify them. The things
mortals do ask the gods for, such as good crops, victory in war, and
protection from illness, are asked for with sacrifices and ceremony.

Attitudes, like the methods of worship, vary depending on the status of


the worshiper. The common people, the Þræls and Ceorls, are more likely
to be terrified of the gods and their ways, and generally superstitious of
everything. Thegns, Ealdormen, princes, and kings are less timid, but
starkly aware of their precarious position and see no need to risk that
through impiety.

The priests, dependant on belief in the gods for their own status, are ever
ready to remind the people of the power and cruelty of the gods, and the
need to appease them.

Royal worship, which is mostly of Woden, involves modest temples built


much like mead halls; but instead of the hearth and throne, an altar and
carving of the deity are the focal points. Worship is also conducted,
especially amongst the common people, at Heargas: hilltop sanctuaries
marked with a pile of stones, at a lēah: a cleared space in the woodland,
mostly associated with Thunor, and at a Wēoh, a wayside shrine placed
where roads or paths cross, or where rivers are forded and bridged.

Each culture has its own take on religion, but only the Eorðwerod’s
pantheon is covered in detail as the basic assumption is that campaigns
will be set in Wulfwald and contact with the Ælfcynn, Dweorgas, and
Réðealingas – outside of PCs – will be peripheral.

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Chapter 3: The Gods and Religion of Wulfwald

Religion of the Eorðwerod


The Oldest God
In a time long forgotten, even by the most ancient of the Scopas sagas, the
Eorðwerod worshiped only one god: Eorðdraca, the Earth Dragon, or the
Mother, as she was known. The only remnant of this ancient worship is
Draca Deag, Dragon day and Mōdru Niht, Mother’s Night, which
signifies the start of the new year.

Most people in Wulfwald don’t associate the latter with a Dragon, or


believe that the former refers to a real dragon. As for the idea of Dweorgas
worshiping a real dragon, most people outside of Westlund Seax don’t
believe in Dweorgas, let alone Dragons.

The Elder Gods


The elder gods replaced the monotheistic worship of Eorðdraca, and
although they themselves have been superseded by the new gods, many
people still swear oaths or curse by them, though few worship them.

Hengist & Horsa: Two stallion siblings, one black and one white. Legend
has it that they carried the first Eorðwerod across an ocean of stars. For
this, they were turned into mighty warriors who defended the people from
the vile creatures that plagued Wulfwald in times past. They are also said
to be the fathers of all the tribes, and all the gods of Wulfwald. The fact
that the finest of all horses became men, explains why there are only a few
hardy hill ponies in Wulfwald.

Sunne & Mona: Sunne, the Sun, is a young woman, and Mona, the
Moon, a young man. They are lovers, but kept apart by a pack of
ravenous wolves that chase each of them across the sky. If the wolves ever
catch them it is said that the world will end.

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ᚹᚢᛚᚠᚹᚪᛚᛞ
Neorðu: A Goddess of the earth represented by a wooden carving that
none but her priest could see without dying. She was transported across
the land in a covered wagon pulled by cattle, letting her priest know
where she wished to go, and once there, no one could go to war during her
festivities. At the climax of her festival, she would be bathed by thralls in a
sacred pool.

Wuldor: The Sky father who dwelt in a magical dale of yew trees from
which he made a fearsome bow.This bow could be used to cross water on
as if it were a boat, or to cross the skies, riding it as if he flew on the back
of a great eagle.

Seaxnēat: The sword god and legendary father of the Seaxe tribes. The
tribesstill remember him in curses and praises, if not in prayers.

The New Gods of Wulfwald


The names of the new gods are never far from the lips of the people of
Wulfwald, and the lips of their priests are ever near the ears of Wulfwald’s
rulers. Hills, woodland, lakes, mountains, moors, and dales all bear their
names as do many a sword, shield, and spear.

Woden: Woden One eye, also known as Grim; a god of death, war, and
wisdom, and a poet. He hung from the world tree so that he could gain
wisdom and knowledge of runes and magic. Those that die in battle feast
in Woden’s hall for all eternity and when storms rage through the night
skies his horde of dead warriors follow him as he rides through the sky
leading the wild hunt. He has two ravens and two wolves who tell him all
that happens in this world and the other world.

Fríge: Woden’s wife; a goddess of hearth and home, marriage and


childbirth, as well as mother’s wisdom, and the authority of women over
the household. She is also a keeper of women’s secrets and mysteries, and
the Wyrdwebba, the fate weaver, entwining, pulling, and cutting the
threads of men’s lives.

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Chapter 3: The Gods and Religion of Wulfwald

Thunor: The god of thunder, law, and justice; wielder of a magic stone
hammer with which he creates the thunder and lightning that fills the
night skies when his father Woden leads out the Wild hunt. He is loved
and worshiped by the common people, especially craftsmen and smiths.
He is particularly keen for mortals to keep their oaths, and is said to
smash oath breakers with his hammer.

Tiw: Tiw is a god of champions, heroes, and personal combat. Warriors


honour him with ritual sword dances and sometimes duels.

Hretha: A warrior goddess of fame, glory, and victory. Much beloved by


vainglorious warriors.

Eostre: The goddess of dawn light, and maiden of spring and fertility,
especially of crops. Her sacred symbols are the hare and the egg.

Helið: An aged goddess of health and healing.

Hell: The goddess of death; she claims the unworthy dead, cloaking them
in her wælmist, her slaughter mist, and transports them to her rainy home
from which none may claim them.

Ing: A god of rain, fertility, and defence of the people. A bearded god who
goes about naked (and well endowed) riding on a boar and wielding his
magical sword Flyhtfeoht that can fight on its own. He was once King of
the Ælfcynn.

Freo: The goddess of love, and brother of Ing. A stunning woman who
wears a falcon feather cloak and little else. She travels in a chariot pulled
by sacred cats.

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Religion of the Réðalingas
The gods of the Réðalingas vary from tribe to tribe, and many a hill or
forest glade will have its own local god. Most tribes will worship some
variation of Belenus, the Sun god, Beli-Mawr, the war god, Cernunnos,
the horned god of the forest, Brigantia, goddess of rivers, Rhiannon,
goddess of love, The Morrigan, goddess of battle and strife, and others.
Réðalingas worship is inspired by Celtic worship of Ireland and Wales.

Religion of the Dweorgas


The Dweorgas have a complex relationship with their deity, Eorðdraca,
the Earth Dragon. She is the source of all their wealth and power, and
they speak of her in reverence. The whole clan gathers weekly for a day of
elaborate ritual worship. At the same time, they keep her imprisoned,
torture her so that she creates fire to heat their forges, and farm her eggs
and unborn offspring to create their arms, armour, and magics.

Religion of the Ælfcynn


The Ælfcynn religion is mixture of shamanism and ancestor worship.
They believe that everything in the forest, which is their entire world, has
a spirit in the otherworld that they can commune with.

The trees are central to their belief system; each tree in the forest contains
the spirit of an ancestor, and every living Ælf is joined in spirit to a tree.
When an Ælfcynn child is born, their parents cultivate a sapling. This
sapling becomes the child’s spirit tree. The parents nurture the sapling with
as much care and protection as they nurture the child, and when the child
comes of age, they become responsible for their own tree.

If anything happens to an Ælfcynn’s spirit tree in their lifetime, then they


become one of the Fey, the doomed, and must leave the tribe. Some even
leave the forest. When an Ælfcynn dies, their spirit becomes one with the
tree, and their tribe can still commune with them with rites and prayer.
54
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