A troll, by the name of Grendel, and a dragon called Fafnir, have arisen from the darkness. Together, they have besieged the Kingdom.
King Hrothgar, a noble warrior and much beloved by his people, musters his bravest soldiers and tries to bring the two evils down.
After both attempts fail, and Nordkeld is scorched by Fafnir, Hrothgor is forced to retreat to his castle of Steinnkirk. Dispairing as his kingdom is torn down before his eyes, he sends word far and wide calling for heroes to come and save him from the two demons.
Meanwhile, with the bravest of the Danes slain by Fafnir and Grendel, other lesser evils are coming out of the woodwork, and making good their situation. Villages are being terrorised by bandits, monsters and vengeful spirits.
Looking for gold, glory or both, heroes from across the known world are arriving to put the evils to sleep once and for all.
Your character is a great warrior, renowned locally for their heroic feats. He/she has arrived in Denmark to add another tale to their gleaming tapestry of blood and glory.
Map and Lore
King Hrothgar's Kingdom
Danish Towns
Heorot
A large meadhall built by King Hrothgar as a tribute to his people, and testament to his power. It is circled by a small village, and acts as the King's informal palace.
Lately, Grendel has attacked the meadhall whenever the Danes have used it for merry making. Each attack has left dozens dead, and King Hrothgar has now closed the hall until further notice.
Bellthorpe is a Danish trade hub, used by the King's men to launch raids against other Norsemen, and to trade resources with nations further afield.
Her taverns, markets and blacksmiths are plenty, and the town is considered to be the Kingdom's unofficial capital.
Nordkeld was a bastion of the King's men, used primarily as a staging post against the Jutes. Recently however, Fafnir the Dragon attacked the settlement, and despite its heavy defences, laid waste to it entirely. Hundreds died in the fires, and now all that remains are tumbled stones and charred corpses.
However, peoples have started to return to the fortress-town, and have begun re-establishing a small community there.
Steinnkirk is now the King's official residence, as Nordkeld lies in ruins, and Heorot is too dangerous for him to remain. It is a castle, built by foreign labour, and represents the Danish army's last line of defence. It is guarded by hundreds of well equipped warriors, but none of them are under any illusion about their chances against Fafnir, should he come.
The Danish Kingdom is populated by scores of rural villages, some of them almost independent of the King's authority. They vary in shapes and sizes, and in what they offer. Players are free to invent these as they go.
Sudkeld is quickly becoming a bustling trade post in the Danish Kingdom. With taverns, blacksmiths and horse breeders, it is a valuable waypost for the travelling adventurer. In recent days, the Earl of Sudkeld has ordered for a palisade to be built around the town - though everyone knows this is a futile gesture. A small contingent of the King's men are camped in the town, and it is they who maintain the law and order.
Important NPCsEncounters with these NPCs can be dictated by the players involved. However, GM approval must be sought if you wish to slay them
King Hrothgar, Son of Halfdan, is the mighty ruler of the Danes.
His legacy is in conquest, military triumph, plentiful bounties and beautiful women.
When he took the throne in 380 A.D, the Danish Kingdom was confined to Heorot, but after two decades of war against the Jutes to the west, and the Geats to the east, his banner is now carried as far as Lunen. His soldiers call his name, and the peoples sing his tales; he is beloved, and his power is absolute.
However, with Fafnir's arrival, and Grendel's attacks on Heorot, King Hrothgar's crown is in question. Each day ebbs his power, and though he is a fearless warrior, he is not a young man any more. He alone cannot put down the evils plaguing his people, and so with great reluctance and shame, he calls for others to do what he cannot.
He is a generous, honest King. Encounters with him should proceed as such. Though should a Hero, for whatever reason, seek to murder him - they must be warned, for his is still a formidable opponent.
Wealthow is the young and beautiful wife of King Hrothgar, and Queen of the Danes.
Aside from being immensely pretty, she is a wise woman, and holds great political sway at court through subtle means. Some even assume that though Hrothgar leads the army, it is Wealthow that leads the Kingdom.
She is beloved by the peoples, and her image can be found in most Danish settlements. She often visits the beleaguered areas of the Kingdom, albeit under heavy guard, to pay her respects to the dead, and to assist the homeless.
She is kind, caring, but something more sinister lurks beneath her pristine surface. Political ambition perhaps? Any Hero willing for her counsel, would do well to be wary.
Unferth Kinslayer is Hrothgar's right hand man, and a renowned Thegn of great strength. He is the sole survivor of the expedition sent to hunt down Fafnir, and tells tall tales of his supposed heroism.
Though no doubt a great warrior, he lacks a moral constitution, and is known as a liar and a deviant. In fact, his most notorious feat is the killing of his brothers - although this occurred when he happened upon them engaging in a sexual encounter with their mother. Even so, slaying one's own brother is generally frowned upon, and it is thought that it is Unferth's close ties to the king that have kept him from social retribution.
As Hrothgar's power fades, Unferth has been skilfully soaking up the undecided loyalty. It is feared, though not openly, that he will attempt to take the throne from Hrothgar.
Queen Aegea rules the small Amazonian Queendom of Themiskyra. She is a ruthless warrior, pursuing whatever brutality she must to ensure the continued survival of her sword-sisters.
She is a legendary warrior, famed for slaying a tribe of giants that threatened her Queendom a decade ago. Anyone wishing to slay her, would best be prepared, for even if they did manage to fight through her deadly Amazonian warriors, she herself can outfight even the greatest male contenders.
A male will be attacked by her, as per Amazonian custom, but a female will be treated as a sister-in-arms.
Neutral TownsThese settlements owe no allegiance to King Hrothgar, and though not plagued by the same horrors that are destroying Denmark, they still have their problems.
A lone tower dominates a coastal stretch of the Swedish coast. It was built a thousand years ago by the remnants of the Amazons, who fled north from Pontus following their defeat. For centuries they have lived in relative obscurity, continuing their warring ways in the tight confines of the rugged landscape.
Their number is small, perhaps only a few hundred. It is said that once a year, they procreate with the Geats and the Wulfings. Otherwise however, they are hostile to the Male gender.
Skilled warriors, and learned scholars, the Amazons of Themiskyra have much to offer to female heroes. Especially if they're seeking mercenaries.
Velentus is an old Roman fort, immaculately maintained by the locals, but manned by no soldiers. A few miles east of it, sits a hamlet.
It dominates the western side of Bornholm and can be seen for some miles from the sea. Attempts have been made, allegedly, in the past to overtake the fort by the Danes, Geats and Anglo Saxons. All have failed, and no survivors have ever returned to tell the tale of what happened.
The inhabitants of the areas around Velentus are always sullen, going about their day with grim resignation. If asked why, they will shrug off the question, and more often than not, the person asking aforementioned question goes missing.
It is a mysterious place, that's a given.
DemonsThese demons require the GM's approval before being slain.
Standing twenty feet tall, and possessing the strength of ten men, Grendel has waged a one-demon war against the heart of the Danish Kingdom. Unable to tolerate the noise of merry making, made from the Great Hall of Heorot, he has launched dozens of attacks against the settlement, and has killed scores of brave Danish warriors.
King Hrothgar led an expedition of five hundred men to hunt down Grendel in the hills surrounding Heorot. The troll was cunning however, and every night the King's men settled for camp, he would strike. No matter how many sentries Hrothgar posted, it was never enough, and each attack killed more of his men. Eventually the army lost heart and retreated, having lost over two hundred warriors in the five days.
Since then, Grendel has kept a low profile, only attacking random travellers and farmers. Heorot has been closed until further notice, owing to his presence. Even so, the mere presence of Grendel, and the potential threat he poses, has driven many people from Heorot, and the area is quickly becoming desolate.
Fafnir has been awoken, though none know why. He appeared suddenly, in the night, and laid waste to three villages in a brief campaign of slaughter.
Hrothgar dispatched five hundred brave thanes to destroy Fafnir, but as they approached the dragon's den, it ambushed them. A slaughter ensued, and five hundred bows, coupled with five hundred axes, stood little chance against an airborne fire breathing serpent.
The survivors of the expedition fled to Nordkeld, but they were followed. Despite the fort's impressive defences, Fafnir effortlessly destroyed it, killing hundreds of people.
Fafnir now patrols the Danish Kingdom randomly, vanishing during the day, only to re-emerge at night to continue his quest of destruction.
Minor DemonsThese demons may be killed at will by the players, without seeking GM approval.
Svenn Lognusson was a warrior of great renown in the Danish Kingdom, indeed, he was King Hrothgar's finest warrior.
He launched an ill fated expedition to hunt down a pack of suspected Sirons off the east coasts of the Kingdom, but was never heard from again.
In recent weeks however, residents of Bellthorpe have reported seeing a mysterious fog on the bay north of the settlement. A few travellers who were caught up in the fog, were never seen again, and there are rumours that dead men haunt its midst.
With the fog slowly spreading southwards, and leaving a trail of grizzly murders in its wake, the Earl of Bellthorpe has issued a reward of three hundred gold pieces to any man who can destroy the evil once and for all.
Unbeknownst to all, is that the fog is indeed haunted by dead men - Svenn's expedition. Twenty warriors, whose bodies are rank with seaweed, and whose eyes are rotted and white. They are vengeful, killing all who come into the fog. Only by killing Svenn, and putting his restless soul to sleep, can the fog be dispersed.
The villages of Lolland are being terrorised by an enraged werebear, and with the King's army preoccupied with Fafnir and Grendel, there is no one left to bring the beast down.
Some of the locals have banded together, and have tried to slay the beast. However, each attempt has ended in the death of these would-be heroes.
Livestock are being slaughtered at an increasing pace, and with the beast still at large, it is unlikely this will stop. Perhaps a hero, strong of courage, could kill the monster and lift its stain from the area.
The isle of Bornholm is a mysterious place. Its people walk around in a constant sullen daze, the sun never seems to shine its fullest, and the air is always cold.
Visitors can often vanish without warning, and when asked about these happenings, the locals are reluctant to talk. Naturally, this has given rise to rumours over the years.
It is said that the Roman General Tertius Vagennius Scato made a pact with demonkind a little under two hundred years ago, imbuing him with superhuman strength and long life, but cursing him to drink the blood of the living. He put western Germania to the torch for two years, as his legions went from one crushing victory to another. On the cusp of his final triumph however, it is told that a Scythian witch placed upon him a hex.
This hex forced him to flee the sun, lest it scorch his flesh. And so he fled, abandoning his men, until he stumbled upon the barren island of Bornholm.
If these stories are true, then it is possible the General is still there, holding an invisible authority over its inhabitants. Perhaps someone should investigate?
Unknown to the characters:
- The General is a Vampire, and has dwelt on Bornholm since making a pact with Grendel's mother two centuries ago.
- His flesh burns in sunlight.
- He is unnaturally fast.
- He can jump to extreme heights (20ft)
- He is extremely strong.
- Can only be killed if he is burned, decapitated or stabbed in the heart.
- Wounds will heal in minutes.
Hostile HumansBandits, invaders and outlaws. Players may slay these at will, without the GM's approval.
Once a prominent noble with a bright future, Ugwulf lost his wealth to a Jute invasion on the borderlands. Left destitute, he turned his hand to less than savoury trades.
He leads a small band of roughians, who have taken advantage of the Kingdom's chaos. They plunder and pillage villagers and caravans south of Steinnkirk, and with the King's men reluctant to leave the safety of the castle's battlements, they will continue their crusade of brutality unchallenged.
A wealthy farmer, whose daughter was savaged by Ugwulf's band, has offered 50 gold pieces to anyone that can find the outlaw, and bring him to justice - dead or alive.
Ugwolf's last known whereabouts was twenty miles south of Steinnkirk. It is said that ten warriors are in his employ, but there may be others.
A band of Jute warriors have launched an unsanctioned raid against the weakened borders of the Danish Kingdom. Led by Lord Ormar Gaukrson, these eighty freemen have been terrorising the locals, pillaging much needed grain supplies and putting innocents to the sword. They've even started shipping some of the womenfolk back to Jutland.
Although the King of the Jutes has officially apologised for Ormar's actions, he seems powerless to recall the warrior. Therefore he has secretly given King Hrothgar permission to issue the man's death warrant.
Ormar is camped on the western shores of Funen. With his men launching daily raids, it might be possible for a hero to slip into his camp, either in disguise or in a head-on charge, and slay him before they can return in force.
Haeringr is a brigand, through and through. He has murdered, raped and stolen his entire life - but always he has evaded the King's justice. With the list of his victims growing longer by the day, and with the law constantly five steps behind his movements, Haeringr has become somewhat of a boogeyman.
He was last seen in Bellthorpe, and it is believed he is still there. Perhaps a hero with a special set of skills in finding those who do not wish to be found, could put an end to his reign of terror?
They should be wary though. He has proven himself an able fighter, and possesses brute strength and zero mercy.
A Question Of Magic...
Heroes are not magical. There are no wizards, no fireballs or ice spells. Humans are exactly that; humans.
Demons however, are the opposite. They are the stuff of fiction. Magic is in their nature. Keep an eye on the demon's bio that you are chasing, as it will detail any magical powers they may possess.
Weapons and armour are a different story. Some ancestral blades have remained with a bloodline for centuries, and have a very colourful story to their name. They may have powers, although these will be limited to rather minor ones.
Examples of Magical Weapons:
Gelding, a large bronze double bladed axe, said to have been used by Alexander the Great. Its edge never dulls, and is able to pierce even the toughest hide.
Venom, a short sword of early Roman design. It is unremarkable, save for a slight green tint to the blade. This green tint is not the result of wear, but rather, a permanent poison. Indeed, it was said that Julius Ceaser dipped the blade in the blood of sea serpent, after he slew it crossing the narrow channel from the continent to the Great Island Kingdom. Any victim pierced by it, suffers extreme nausea, dizziness and even death.
Guard, a broadsword that illuminates a pale blue when Demons are nearby. It is said that the light can be blinding to some types of Dragons, but whether Fafnir is one of those is yet to be seen.
Freedom, a bow made from a strange non-perishable wood. It can launch an arrow much further than an ordinary bow its size, and some speculate that there is a spirit trapped within the weapon, which helps guide the user's missiles to their intended target.
Examples of Magical Armour:
Odin's Guard, a plumed full helm made from a yellowed metal. It is extremely resistant to physical attacks, and it was once said that a smith threw it in his furnace to melt down the precious materials, only to find that the heat of the fires did nothing to it - not even to the plume.
Trojan Vest, a simple leather chest armour said to have been used by Hector of Troy in his battle against Achilles. It is extremely flexible, yet almost impossible to pierce.
Hœnir's Feet, a pair of unremarkable plated boots. However, when worn by the user, their footsteps make no sound regardless of the surface they walk upon.
Rules
Heroes can be killed, and engagements with even minor demons should not be dismissed lightly.
If I sense a hero is overpowered, or becomes so, Fafnir will pay them a visit.
It's okay to win battles, it really is. After all your character is a mighty hero! But if I see him walk into a giant's camp, slay sixty of them and walk off without breaking a sweat... well, Fafnir and shiz will go down.
Seek permission before controlling someone else's character.
As the cat says, I prefer quality over quantity. Quality can be measured by the following:
- Grammar skills
- Story progression.
- Interesting to read.
- Fluid involvement with other characters.
That said, I'd rather not have any one-line wonders. Whilst I do not doubt it possible to advance a plot with a single line, it shows a certain amount of laziness and lack of imagination. Preliminary minimum post length is therefore two paragraphs.
If your grammar sucks, it is not deal breaking, so long as:
- I can understand your posts.
- They do not make me cringe internally.
- They make up for it in story progression and flare.
What hero doesn't like draping themselves in the naked bodies of the opposite sex? Unfortunately, I think the Guild frowns upon sexual graphic details. Therefore, any such encounters should be fade to black... or confined to your smutty PM box.
There will be blood. I mean, a Dragon torched a town and burned hundreds of people to death. If you can't handle those kinds of scenes, go play The Sims.
Swearing is allowed, but it must relative to the time. F**k, c**t, t**t, s**t, d**k and all the other **'s didn't exist in 400 A.D. Consider being creative. Calling someone, for example, a Codpiece Head would suffice.
Be polite to other players, at all times.
Problematic players will be ignored, and removed via Mod involvement if necessary.
When disagreements arise, understand your opponent's viewpoint and attempt to find a mature compromise.
Any rants, raves, glow-stick parties and Fascist rallies will be dealt with severely.
Character Sheet
Name:Gender:Age:Nation of Origin: Hrothgar has dispatched word to the furthest reaches of the known world. Heroes from all over are travelling to Denmark to take up the challenge.
Unarmoured Appearance:Weapons: Some minor magical properties are allowed. An example would be lighting up in the darkness, or when demons are nearby.
Armour: Some minor magical properties are allowed. An example would be a shield that can withstand the heat of Fafnir's fire.
Renowned Skills: i.e marksman, master swordsman, acrobat.
Heroic History: Why is your character considered a hero? Are they dragon slayers? Giant killers? Did they save a drowning dog? Give a brief summary of your character's exploits up to the present.
Retinue: Each hero is allowed three NPC characters that accompany them. Each NPC should be issued a name, a physical description, weapon and armour description. Their history is not necessary.
Location At Start of RP: Choose a settlement.
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I'm really impressed by this. I'm surprised it isn't teeming with interest already. One thing that I'm uncertain of (although, I may just have missed it in my excitement) is this: how does magic work in this setting? You mentioned it and that characters can have minor magical properties in their armor and weapons, but I don't have a clear idea of how to approach it in this setting, since it seems to draw from history and folklore and fiction all at once.
I'm really impressed by this. I'm surprised it isn't teeming with interest already. One thing that I'm uncertain of (although, I may just have missed it in my excitement) is this: how does magic work in this setting? You mentioned it and that characters can have minor magical properties in their armor, but I don't have a clear idea of how to approach it in this setting, since it seems to draw from history and folklore and fiction all at once.
First of all, thank you so much for your kind words! I've put a great deal of effort into this, and it isn't finished yet. I'm really happy that someone has showed some appreciation.
Second of all, I've not covered magic yet because I'm still deciding. I want the Heroes to not possess magical abilities, staying in tune with the Saga of Beowulf. Beowulf himself didn't possess any powers as such, he was just an extreme bad ass warrior. However, the demons do possess some form of it, being the supernatural beings that they are. It comes down to heroic humans, facing off against magical monsters from the dark depths of the world.
To me it sounds more romantic, that a fighter wields a blade made a thousand years ago by Odin himself, which gives him powers - rather than being born as some kind of freak with the ability to launch fireballs out of their arse.
However, like I say, I'm still mulling over this. At the moment, non-magical heroes is in my favour, but this could change.
As for demons... they have powers, which will be prescribed to them in their little bios that I create. Grendel is just a massive troll that is really strong, Fafnir is just a fire breathing dragon. Not magical as such, aside from them being mythical beings. However, someone "raised" Svenn Lognusson from the dead for example, so there's room here for demons with necromancer powers.
In short, humans no, demons yes.
Very cool. I'm tossing around ideas for this. Thinking of making a character from Bohemia. Or maybe Kievan Rus.
Not to be a historical bitch, in an RP that has largely thrown history to the lawnmower of fiction, but the Kievan Rus wasn't founded until 800-900 A.D. The best you'd get in terms of Russians, are Slavs.
I'm not polished up enough on early Germanic culture to tell you what tribes lived in Germany at the time. I'm sure a quick wiki search would reveal all, though.
Well, you have interested me with this. I will be watching and do hope that this can go to an OOC with enough interest.
Here's to hoping. I'll keep adding things everyday, until the RP has grown enough to blot out the sun. I'm enjoying making the world at present, so I'm not overly concerned by the lack of interest... still, some more would be heartening.