Introduction
This game is based on a set of rules published in MWAN #99 (Midwest Wargamers Assc. Newsletter.)
The action takes place somewhere in the north - Iceland, Norway, Sweden, Newfoundland,
Greenland, Denmark, the Faroe Islands, or any number of other viking like places. You are a
hero, one of a small number of reasonably wealthy and well known land holders. You have a
homestead with a house, barn, family, farm workers, and some farm animals, and you want
more... There are quite a few independent farmers in the area whom you can plunder. There is
treasure, and wild animals to hunt, as well as shipwrecks and the homesteads of other heros...
Watch out for these other heros though. They want the same thing you do - more pigs and more
glory.
Each campaign game spans one week of time.
Setting up the campaign
The Families
To begin the campaign determine the number of families who will be involved. This should be
one family for every regular player, plus an additional couple of families for visitors to use.
The Raiding Band
You start the campaign with a raiding band composed of yourself, two hauskarl relatives, and
three karls. Additional people can be added to this band later by spending sp (silver pennies) and
RP (reputation points), or through random events.
Alliances
At the beginning of the campaign roll 2d6 for every pair of families.
- If the roll is 10, 11 or 12 the two families are allied.
- If the roll is 2, 3, or 4 the two families are enemies. Check again:
- Both families roll 1d6. Low die roll is the accused.
- Roll 2d6 to find out who in accuser's band was injured:
- Roll of 2 to 5 - karl
- Roll of 6 or 7 - hauskarl (4d6 for RP)
- Roll of 8 to 10 - family member
- Roll of 11 or 12 - Hero (3d6 times 20 for RP)
- Determine type of injury inflicted
- Roll of 2 to 7 - wound
- Roll of 8 to 10 - grave wound
- Roll of 11 or 12 - killed
- Families remain enemies until blood money compensation is paid.
- Any other roll means the two groups are neutral toward each other.
Homestead
Each hero familiy has
- 1d6 family members
- 3d6 livestock
- 2d6 people who work on the homestead.
(Roll on random tables below for what all of these are)
Weapons that you have stored at the farm at the beginning of the campaign
- 1d6 shields
- 1d6 weapons
- 1d6 helmets
- 1 or 2 mail armor
- 1 or 2 leather armor
- 1 or 2 bows
You also have stored at your homestead the contents of one randomly drawn treasure card.
The campaign
Possible Campaign Actions
Whenever a campaign game is desired, roll 1d10 and consult the below list to see what type
of action will go on. Whenever random figures are called for consult the random tables
below.
- Raid on a regular farm
- 1 or 2 buildings, one enclosure
- 2d6 livestock
- 1d6 people If over 3, all adults are armed and will fight
- on 1-2 on 1d6 there is a treasure card
- Raid on a large farm
- 3 or 4 buildings, 2 or three enclosures
- 3d6 livestock
- 2d6 people plus 1d6 armed men who will fight
- on a 1-4 on 1d6 there is a treasure card. On a 6 2 treasure cards
- Search for treasure - 2d6 treasure cards randomly distributed in wild terrain
- Raid on the homestead of one of the heros
All participating players roll 1d6. Low die score is the one raided. All heros who are
neutral or hostile to that hero will attack. Heros that are allied with the one raided will appear
when they roll 1d6 that totals less than the turn number.
- Outdoor stuff (1d6)
- 1 - 2 Hunt. Groups will hunt for boar and deer and rabbits... and each other. Roll 1d6.
On 1 - 2 there is one treasure card; on 3 - 4 two treasure cards; on 5 - 6 three treasure cards.
- 3 - 4 Shipwreck. Stretch of beach is strewn with floatsum. 1d6 treasure cards. On a roll
of 1-3 on 1d6 there will be a band of castaways. Roll people as for a large farm.
- 5 - 6 Whale! A whale has washed up on the beach. Its value is 150 sp!! You need to
control it. Roll 1d6 each turn and on a 1 or 2 a pack of wolvs will appear to try to take the whale
from you.
- Raid on a regular farm
- Raid on a regular farm
- Raid on a large farm
- Search for treasure
- Make something up, or roll again
Players may decide not to participate in an encounter, but if they do they lose 20 RP.
Promotion and recruitment of non heros:
- Recruitment
- Hauskarls will join your band if you spend 200 sp and 50 RP. They start with a random
amount of RP.
- Karls will join you band if you spend 50 sp and 5 RP.
- Only one karl or hauskarl can be added to the band each week.
Keep the numbers of recruits reasonable or wealthier players could field armies!
- New farm workers can only be added through trades with other players or by capturing
people on raids.
- New family members can be added through marriage to or adoption of other player's family
members.
- Promotion (and demotion!)
- All figures with at least 100 RP are treated as a hero. Hauskarls can become hero, and
heros, if they fall below 100 RP, lose their hero status!
- Karls can be promoted to hauskarl by gathering 50 RP. Once elevated they receive a
random number of RP.
Alliances and Changing Alliances
Alliances dictate to some extent how you will act toward other heros and their bands in a
campaign game.
- Allied - You will not willingly attack the family or hero. You will come to their assistance
whenever they are attacked. You will help defend their homestead if attacked.
- Neutral - You can do pretty much as you please.
- Enemies - You cannot make deals with your enemies. If they attack someone else who is
not your enemy you will assist that family. If in range of an enemy you will attack.
- Outlaw - You can have no allies. Other heros may attack you or you family, or raid your
homestead and any injury or loss that occurs is not subject to any compensation. All actions
against you when in this status are ignored once the status is removed.
Alliances can be changed in the following ways:
- You become enemies with other heros if they initiate combat against you, the members of
your band, or they attack your homestead and steal your property.
- You become neutral to other heros if they pay the required blood money for the injury they
caused you.
- You can become allied with another hero if the two heros involved in the alliance reduce
their combined RP by 200. You cannot become allies with an enemy.
- At times things will occur that are legitimate reasons to strike out at members of another
family. If these occur and you injure or kill someone in a fight (or are injured or killed yourself in
the fight) no blood money compensation is required
Legitimate reasons for a fight are:
- Someone verbally insults you.
- Arguments over claimed ownership of someone elses property.
These "legitimate" reasons are vague. If you attack someone with what you think is a legitimate
reason and they don't think so, you have made an enemy.
- Adjudication of disputes
If two families argue about their alliance status (or anything else) the argument can be taken to
"court" by either of the heros involved. All non involved players, after hearing the arguments of
the players involved, should vote on the resolution. If a hero does not accept the verdict they
become outlaw.
- Removal of outlaw status requires an adjudictaion. Once what the "court" decides is
completed, the outlaw status is removed.
Blood money compensation:
- Karls and homestead workers
- Killed - 100 sp
- Wounded - 25 sp
- Huskarls
- Killed - 200 sp plus sp equal to their RP
- Grave Wound - 100 sp plus sp equal to their RP
- Wound - 50 sp plus sp equal to their RP
- Relatives
- Killed - 250 sp
- Wounded - 100 sp
- Heros
- Killed* - 500 sp plus sp equal to two times their RP
- Grave Wound - 250 sp plus sp equal to their RP
- Wound - 100 sp plus sp equal to their RP
- Scratch - SP equal to their RP
*Only applies if someone in the band can take over the family. If not, family breaks up and is lost
to the campaign. Player needs to bring in a new family.
Death and Injury
- Heros and Huskarls who receive a grave wound will take 1d6 games to recover back at
the homestead.
- Karls who receive a grave wound are considered killed and are lost.
- Figures who receive a wound are completely recovered by the next game.
- Figures that are killed are killed and the body can be plundered.
Bookkeeping
- During each game record RP gathered by everyone in your band.
- At the end of the game record all sp and other things you have brought home, such as sp,
weapons, new farm workers, and livestock.
- At the beginning of each game some bookkeeping is required.
- You may make deals with any player who is not your enemy to buy or sell anything.
- You may purchase livestock on the open market at the following prices:
SP cost of livestock |
Ox | 125 sp | |
Cow | 100 sp |
Sheep | 20 sp | |
Goat | 30 sp |
Chickens | 10 sp | |
Pig | 50 sp |
Ducks | 10 sp | |
Horse | 150 sp |
Geese | 10 sp | |
| |
- You may sell your farm workers into slavery at the prices noted in the random tables.
- Your people need to eat.
- Each item of livestock will feed a certain number of people. Reduce your holdings in
livestock based on the following table:
Food values of animals |
Animal | Will feed | |
Animal | Will feed |
Ox | 20 |
| Cow | 20 |
Sheep | 5 | |
Goat | 5 |
Chickens | 1 | |
Pig | 10 |
Ducks | 1 | |
Horse | 20 |
Geese | 1 | |
| |
- Any excess food is wasted (for example, if you have 8 people to feed and eat a cow, the 2
extra are lost).
- If there is not enough livestock available, remove any one figure from any of the groups for
each livestock short.
- After you have eaten, farm workers produce more livestock. For every three worker or
more add one livestock, with the following restrictions:
- You must have at least one of the type you produce in your holdings
- You can never more than double your holdings of any animal. For example, if you start with
three pigs you can produce no more than three pigs that turn.
- You can only add cows, oxen, and horses in turns evenly divisable by five (5).
- Any remaining livestock may be sold for the following prices:
SP Value of Livestock |
Ox | 10 sp | |
Cow | 8 sp |
Sheep | 3 sp | |
Goat | 4 sp |
Chickens | 2 sp | |
Pig | 7 sp |
Ducks | 2 sp | |
Horse | 10 sp |
Geese | 2 sp | |
| |
Campaign Objective
The campaign objective is to become a legend. To become a legend you must accumulate 1000
RP. The first player who does this will move to the court of the king with his family and have a
saga written about him. The other will sulk off into obscurity and never be heard from again.
Random Tables
Random livestock (2d6) |
Roll | Critter | |
Roll | Critter |
2 | Ox | | 8 |
Sheep |
3 | Cow | | 9 |
Goat |
4 | Chickens | | 10 |
Ducks |
5 | Geese | | 11 |
Cow |
6 | Sheep | | 12 |
Horse |
7 | Pig |
Random people (2d6) |
Roll | Person | Value | | Roll | Person | Value |
2 | Beautiful woman | 20 sp | |
8 | Child | 5 sp |
3 | Young Woman | 15 sp | |
9 | Adult female | 10 sp |
4 | Adult male | 15 sp | |
10 | Adult male | 15 sp |
5 | Adult female | 10 sp | |
11 | Old person | 5 sp |
6 | Child | 5 sp | |
12 | Huskarl | 25 sp |
7 | Child | 5 sp |
Arms of armed people (1d6) |
Roll | Armed with |
1 | Helmet, sword, shield, leather |
2 | Shield, spear |
3 | Bow, helmet |
4 | Helmet, shield, axe |
5 | Shield, sword |
6 | Two handed axe |
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