1. THE TRADING POST OF SKARA
SKARA is not much more than a homestead surrounded by high stone walls. Within the stone walls the stench of the pigsties and racks of curing furs mingles with the ordinary smell of Vynheim ‘civilization’ – horses, wood smoke, and humanity. There are two main buildings in the settlement – the TRADING POST and the INN, along with stables and a makeshift forge. When trading is good, there will be tents pitched outside the walls with traders – human, dwarf, and even wild elf, bringing all kind of business to Skara. Times are not so good.
1a. VIGMAR’S TRADING POST
VIGMAR BEAR-HUSBAND is a big, impossibly hairy man. He
barely speaks, except to brusquely state a price. He is widely un-liked by the
woodsmen, who resent his price-gouging. The joke goes that Vigmar sneaks out
into the forest at night for midnight trysts with his bear-wife, the only
female who would have him as a husband. The whispered rumour says that he is a
were-bear, and that at least some of the missing woodsmen met their end at his
paws.
Vigmar’s trading post has the monopoly on the fur
trade in Skara, a monopoly that was built by a pioneering spirit and a physically
ruthless way with rivals. Adventurers will note that he stocks a range of
general equipment and simple weapons – handaxes, spears, short bows, and the
like – at ‘village’ prices (AFF 106-8). The only armour he stocks are small
shields and coats of heavy fur. The latter protect as a leather cuirass, but
cost 70GP. He buys furs, and also takes a first option on any trinkets of treasures
discovered by the woodsmen – or the Adventurers – in the forest.
VIGMAR BEAR-HUSBAND
Adventurers Bargaining with Vigmar suffer a -2
(Difficult) modifier to their Skill Test.
SKILL 8 STAMINA ⑫⑪⑩⑨⑧⑦⑥⑤④③②①
Weapon
|
1
|
2
|
3
|
4
|
5
|
6
|
7+
|
Handaxe
|
2
|
2
|
2
|
3
|
3
|
3
|
4
|
Fists
|
1
|
1
|
1
|
1
|
1
|
2
|
3
|
Vigmar gains +1
to damage rolls due to his prodigious strength.
Armour
|
1
|
2
|
3
|
4
|
5
|
6
|
7+
|
Heavy
Furs
|
0
|
0
|
0
|
0
|
1
|
1
|
2
|
1b. ARNULF’S INN
ARNULF SMALL-BEER is tall thin man of jaundiced
complexion. He is a thoughtful, quiet man, and seems to quietly resent his rough
customers. From the watered wines and ales that he sells, he certainly doesn’t
enjoy displays of drunkenness. The rumour goes that he is a defrocked priest of
Hamaskis, but this doesn’t seem likely as the inn contains not a single book,
as far as anyone knows. That being the case, Arnulf displays his education to his
unwitting customers by constant, often sarcastic, literary references. If he
isn’t dealing with a customer, he will most likely be found sitting with eyes
closed, his hands crossed, as if in meditation.
Arnulf’s inn sells cheap, watered down beers and wines
and bacon stews at ‘village’ prices (AFF 107). There are four rooms, each with three
beds (5gp/room/night), as well as a common room (1gp/person/night).
ARNULF SMALL-BEER
SKILL 5 STAMINA ⑥⑤④③②①
Weapon
|
1
|
2
|
3
|
4
|
5
|
6
|
7+
|
Dagger
|
1
|
1
|
2
|
2
|
2
|
2
|
3
|
Fists
|
1
|
1
|
1
|
1
|
1
|
2
|
3
|
1c. GWALIN THE TINKER
GWALIN is an itinerant sword-straightener,
horse-shoer, armour-mender and all round petty craftsman. A DWARF, he is of immense
girth, and the broken veins in his bulbous red nose tell of the liquid origins
of his mass. He is outwardly jolly, but is extremely lonely, and can be a
tearful drunk. Some say that he was a renowned smith in the forges of Fangthane
itself, but those days must be long in the past. He travels the trading posts
of the Vynheim wilderness, building up bar tabs that his tinkering can barely
cover. He carries all his possessions on his back, which makes for an odd sight
in the wild – a near ball-shaped Dwarf carrying a pack nearly twice his own
size, tools (and weapons) hanging from straps and buckles. When in Skara,
Gwalin sets up ‘home’ in the stables.
GWALIN
SKILL 7 STAMINA ⑩⑨⑧⑦⑥⑤④③②①
Weapon
|
1
|
2
|
3
|
4
|
5
|
6
|
7+
|
Battleaxe
|
3
|
3
|
3
|
3
|
4
|
4
|
5
|
Crossbow
|
2
|
2
|
3
|
3
|
4
|
4
|
5
|
Fists
|
1
|
1
|
1
|
1
|
1
|
2
|
3
|
Armour
|
1
|
2
|
3
|
4
|
5
|
6
|
7+
|
Chainmail
Cuirass
|
0
|
0
|
0
|
1
|
2
|
2
|
3
|
1d. BRIDGET FEATHER-HAIR
BRIDGET FEATHER-HAIR is a hunter. Of strikingly
angular features, she wears bright feathers in her hair, the colours she
chooses changing with her mood. She is a notable archer, and is also a fletcher
whose arrows are in great demand. There is widespread belief that her craft
possesses magical qualities. The rumour has it that she spends time with the
WILD ELVES, and that under her clothes her body is covered in their strange
tattoos. She claims that she will only make arrows for hunters tracking beasts
for which they know the ‘true name’, which she claims to learn through
herb-induced trances. In reality, though, she can be persuaded to make a small
number (1-3) of arrows with special, if minor quasi-magical qualities. Example
minor qualities: +1 SKILL, or roll two d6 for damage choosing the best. Other,
particular qualities could be imbued, given time, motivation, and the right
material – specific wood, rare feathers, or particular stone of metal
arrowheads.
BRIDGET
SKILL 7 STAMINA ⑧⑦⑥⑤④③②①
Weapon
|
1
|
2
|
3
|
4
|
5
|
6
|
7+
|
Longbow
|
2
|
3
|
3
|
3
|
3
|
4
|
5
|
Spear
|
2
|
2
|
3
|
3
|
3
|
4
|
5
|
Fists
|
1
|
1
|
1
|
1
|
1
|
2
|
3
|
Bridget is an expert archer, receiving +2 to SKILL and
+1 to damage rolls when using her bow.
1c. WOODSMEN
At any one time there are 2d6 WOODSMEN in Skara. These
are hard, wiry, men and women, all gnarled muscles and flint-eyed stares. Even
more so now that the GIANT SPIDERS have made the forest that much more
dangerous. While not the most communicative, these hardy people can be persuaded
to tell what they know of the people of Skara, and the wilderness.
WOODSMEN
SKILL 6 STAMINA ⑥⑤④③②①
Weapon
|
1
|
2
|
3
|
4
|
5
|
6
|
7+
|
Shortbow
|
1
|
2
|
2
|
3
|
3
|
3
|
4
|
Spear
|
2
|
2
|
3
|
3
|
3
|
4
|
5
|
Fists
|
1
|
1
|
1
|
1
|
1
|
2
|
3
|
What the (2d6) Woodsmen Have to Say
2 - It’s a curse, aint it? You find old bits and pieces
out there in the woods, overgrown like. But there were people here a long time
ago, and they’re not happy we’re here, tramping over their graves like.
3 - What eats spiders? Frogs? Toads? We need to find a
giant frog or two and let them loose up here. Silly Siggi should get one his
wise men or wizards to sort it out, but I bet they can’t. Turn men into toads,
yes, but what we need is something, I dunno, big as a horse? Maybe Vigmar
could volunteer!
4 - Here’s how I see it. If there’s a storm coming, you sacrifice to Sukh. If the winter is bad, we offer something up to Farigiss. That’s rational thinking. So I don’t see why we shouldn’t try, you know, appeasing Arhallogen. I know the Wild Elves
worship some of the Beast Lords, s’not done them no harm. Oh, forget it. I didn’t say nothing.
4 - Here’s how I see it. If there’s a storm coming, you sacrifice to Sukh. If the winter is bad, we offer something up to Farigiss. That’s rational thinking. So I don’t see why we shouldn’t try, you know, appeasing Arhallogen.
5 - There’s some good hunting to be had up top, if you climb the stairs. Some big, nasty bears, and wild boars not much smaller. Spear a few of those and you’ll be in hog heaven – well, at least you’ll have a few weeks of pork stew and weak beer. Just mind you don’t skewer a pretty she-bear. Only Vigmar’s allowed to stick his spear in her! Hugh-huh!
6 - The Jarl needs to send his fighting men up here.
But no, Silly Siggi is too busy pretending that he isn’t even a Vynheimer at
all. Wishes he was over the sea, somewhere, in some city where the buildings
are taller than any tree. Dreamer! His uncle ought be ashamed.
7 - I saw one of them giant spiders a couple of weeks
back. Looked me right in the face, aye, about as far away as from that fella
over there to here. Its eyes were clever!
8 - King Harald’s Crown is a weird place. I don’t like
spending more time than I have to even near there. It’s so quiet – you don’t
realise how noisy the forest is until you climb that dead hill.
9 – There’ll be a nest. A great, crawling nightmare of
a nest. And we need to find it and burn it, before we’ve got our backs to
Bjorngrim’s Sea, with all this land lost to evil and chaos.
10 - Ingmar, Tomas, Hakon… I bet they’re strung up in
some tree, right now, wrapped up in webs and begging for someone to come.
11 - I was drunk, I’ll admit it. But some of them
trees move. No, really, they do. They walks!
12 - I reckon that story your Mam tells you is true.
You know, the one about the man who went off into the Freezeblood Mountains and
fell in love with one of the daughters of Arhallogen. Must have been a leg man!
Huh-huh! It’s all his kids that are swarming through the forests, stands to
reason, yeah?
cool
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