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Characters |
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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. |
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The Setting |
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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! |
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The Overview |
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The Object of
" Deceptions At Drakkarsheim" 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. |
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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 will playing "Deceptions At
Drakkarsheim". 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. |
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Life points can not
be sold, traded or
exchanged.
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Only public rooms
can be used to play
the game (Asgard,
the Hoard and
Valhalla)
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One can only be
killed after losing
a challenge with no
life-points.
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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.
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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". |
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Procedure for resolving conflict: |
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One challenges
another to a fight.
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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)
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Runestone, Cloak, Ax
is performed.
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The winner keeps his
Life-point the loser
gives one to the
Innkeeper.
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If the challenger
loses, they give 1
Kronar to the
winner.
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*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. |
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Potions, Information, and Other
Objects |
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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. |
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The
Thing (pronounced "the thang") |
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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. |
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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. |
- Lust of thy Loin
Cards(3)
- The Spear of
Loki
- Sword of Asgard
- Death of the
Shaman
- As Blacksmith
you have Lifepoint
Cards(4)
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Impotrant
Note: Be the first to
complete your Quest and receive (15)
Kronar or a Nordic Inn Stein |
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Potions, Information, and Other
Objects |
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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. |
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Potions, Information, and Other
Objects |
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Widowmaker
the Sword
Scroll of unknown origin |
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