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-The Characters-
The Jarl: A power hungry Local leader who will stop at nothing to become the next "King of Norway."
The Huscarl: The Jarls right hand man, look to him to defend you in time of need.
The Shaman: Keeper of the runes. One could gain much power from her wisdom.
The Gypsy: Her crystal ball may not always tell you what you want to hear.
The Thief : Keep an eye out for this one or you'll lose a few kronar.
Or hire a Viking Mercenary to take care of your own dirty deeds.
These and other unmentionables are the characters you could encounter during an evening at the Nordic Inn.
Sigel

This Rune of Power represents the Sun
-The Setting-
The Nordic Inn at Drakkarsheim is the central
gathering place for everyone from the village, as well as the outlying areas.
It is also an important stop for traders to and from this seaport, and a good
place for travelers just passing through to rest up. The Innkeeper, Steinarr
the Crazy Viking, pours a pretty good pint of ale and his meals are not
to be passed up. Actually, they can't be passed up because there is no other
place for miles where one might get a meal. Steinarr is a great source
of information. Every story, joke or piece of gossip entering Drakkarsheim seems
to end up here. Sometimes his serving wench is here as well, when she's not
cuddled up somewhere with a male companion.
Aside from a few faces you might recognize, most customers tonight aren't familiar
to you. In fact, some of them look downright unfriendly. No matter. You are
here to take care of your own personal business, whatever that might be, and
a few ugly mugs aren't going to distract you. Mingle with people, learn their
identities and find out how they may help you fulfill your objectives, but remember,
trust NO ONE!
Eolh

This is the Rune for Protection
-The Overview-
The Object of the game is to have fun!!!!!! The more you portray your character
the more fun everyone will have. You need Kronar to play this game. I recommend
starting with 10-15 unless you plan to have a few drinks. You have objects worth
something to others in the room and they have things you need. You may never
spend a Kronar if you trade, barter and steal. If the evening falls your way
and you play the game slyly, you could win a bag of 15 Kronar or a Nordic Inn
Stein. If you play your cards right you could just wheel and deal to fill your
sack with Kronar the possibilities are nearly endless.
Peorth

This is the Rune of the Unknown
-The Game-
The Thing (a justice system explained in
section C) will be responsible for helping to resolve conflicts and the innkeeper
should be consulted regarding game questions or problems. He is impartial (unless
bribed well) and is the final decision maker on all situations. Any instance
when a player wants to do something to another player that they don't want to
have detected, they should come to the Innkeeper. An example: the character
comes to the Innkeeper because they want to poison someone. The Innkeeper will
then observe him as the character attempts to sneak over and add poison to the
victim's drink. Once the victim takes a drink, the character should then hand
the victim the associated poison's card and the innkeeper will resolve any misunderstandings.
Failure to inform the innkeeper shall place the judgment of your dispute up
to the Thing.
Rad

This is Rune of Travel
-Game Rules-
1.) Life points can not be sold, traded or exchanged.
2.) Only public rooms can be used to play the game (Asgard, the Hoard and
Valhalla)
3.) One can only be killed after losing a challenge with no life-points.
4.) When your script says to "Kill" someone it means you must deliver
the death blow to complete that quest. If it says "Death" of someone
you only need that person to die.
Hagall

This is Rune of Destruction and Rebirth
A.) Resolving Conflict
A conflict can be described as someone attempting to do something to someone
else that they wouldn't normally want to happen to them. For instance, if I
went up to a Viking and said, "I'd like to buy you a beer." There'd probably
be no objection, but if I were to give him the beer and as he was drinking say,
"By the way, I spit in it.", We'd have a conflict. Everyone starts the game
with varying amounts of life-points depending upon your character. Life-points
are lost by the old Norse "Runestone, Cloak and Ax" method, which is referred
to in modern times as "Rock, Paper, Scissors".
Procedure for resolving conflict:
- One challenges another to a fight.
- Both must lay out a life-point card. (if the character getting challenged can't, then next loss is the death blow and you're dead)
- Runestone, Cloak, Ax is performed.
- The winner keeps his Life-point the loser gives one to the Innkeeper.
- If the challenger loses, they give 1 Kronar to the winner.
(Important Note)
Once a person is down to 0 life-points and loses one more time, they are out
of the game and the person who killed them collects all their possessions except
their Kronar. Certain characters may have potions or capabilities that they
can use instead of giving up a life-point. One must possess a life-point to
Challenge.
Tir

The Rune of Battle
B.) Potions, Information and other Objects
Most players will be carrying special items which will help them fulfill their
QUEST or help them survive the evening. These items and abilities can
be represented by cards describing them or by physical items on their person.
The value of the object/information is negotiable at the time the service is
rendered. There are also many here that will lie, cheat, steal and murder to
get what they want. Listen to everyone; trust no one. Follow the directions
associated with any of the objects/information you may gather. The right information
could carry you far... the possibilities are nearly endless.
Usually these abilities and items are used in this way: The possessor of the
item or ability will approach the intended victim and hand them the card. The
victim will read the card and then do as it says. If the pair are alone somewhere
when this transpires and they are unsure of the resolution, they should consult
the innkeeper and/or bring the conflict to the Thing.
Ing

Rune of Completion/Closure/Orgasm
C.) The Thing (pronounced Thang)
The Vikings had the first lawyers in Europe and had a periodic gathering where
justice was administered. Any disputes that are not resolved by conventional
dueling shall be taken to the Thing. The Enforcer shall prosecute
any defendant and represents Drakkarsheim when the Thing is in
session. The Jarls right hand man the Huscarl shall be the defending attorney
(when present). The Innkeeper will preside as Judge only to keep order. All
decisions shall be that of the jury. When a hearing is to be held, an announcement
will be made 5 minutes prior to the start of the jury selection so you have
time for any unfinished business.
Below is example of a character dossier that you will receive once you are
part of the mystery.
-Your Character-
Your Name: Hermod the Blacksmith (Divulging
your full name may not be advantageous).
You are the town Blacksmith hired by the Jarl several years ago to make sure
we have arms in time of need. Your finger is on the pulse here in Drakkarsheim
as your shop is where everyone comes to talk. As the local citizens stop by
your shop you buy and sell information for a price.
You hate the shaman because she wants to bring an end to Ragnorok an if she
does who will buy your swords and axes tis the age of ragnok that gives a blacksmith
a good living. The shaman is well liked in the town and it would not be wise
to kill her in the open so if you could get someone else top do your dirty work
maybe you could get rid of her once and for all. Death of the Shaman
would insure you stay in business for a long time to come.
When you were hired you were given a scroll to hold and give only to one who
says "hark I hear Englishmen". And that you are to respond with
"Oh tis sweet blood spilt" to this person you shall give the scroll.
Little did they know when you were hired that if you could make any money on
the side you would as long as no one finds out. If you can get this person or
any other for that matter to buy the scroll you will.
The sword you posses was given to you by your father. You know he used it in
many battles and it has always protected him. He called it widowmaker but you
can call it anything you want if the Kronar is right and you want to sell it.
If you had the Sword of Asgard one could have his own Kingdom
and your already sick of working for this tyrant. If you had your way you would
get the Sword of Asgard and Kill the Jarl so you
could become Jarl yourself.
The Jarl has also informed you that the Spear of Loki was stolen
last night and has learned that someone has come to procure the spear. You are
to listen for the phrase "the snow is getting pretty deep out there".
If you can find this man maybe you can get the eye for the Jarl or better yet
sell it for many Kronar.
While in Drakkarsheim you are also focused on female companionship as you want
to find a wench and settle down. You have a policy though, you don't buy what
you can't test drive. You of all people can't get caught, as you know prostitution
is illegal in Drakkarsheim. The only single women seem to have to relay on prostitution
as their means of support so a mans got to do what a mans got to do. If you
can't use your legal influence you can buy them.
Isa

Rune of Ice, both Treacherous and Protective
-The Quest-
- Lust of thy Loin Cards(3)
- The Spear of Loki
- Sword of Asgard
- Death of the Shaman
- As Blacksmith you have Lifepoint Cards(4)
(Important Note) Be the first to complete your Quest and receive
(15) Kronar or a Nordic Inn Stein
Potions, Information and other objects
Since you are the ears of the town you possess (6) Random Information
cards that are needed by people here in the INN tonight. You can sell
them as random chance information or you select one that may be of interest
to the buyer (you may want to price your information accordingly). I would not
offer information without hard Kronar in hand.
Possessions/Envelope
Widowmaker the Sword
Scroll of unknown origin
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