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Welcome To Vikingr

PostPosted: Tue Sep 01, 2015 11:12 pm
by mark
viking_quote_dull blade.png

VIKINGR is a pseudo-historic 'Play by Post' role playing game using the RuneQuest 6th Edition core rules and the "Ships And Shield Walls" supplement. The campaign setting will be drawing on many details found in the "Vikings of Legend" source-book for Legends RPG, but will not be using those rules wholesale. The campaign takes place in North Western Europe and Scandinavia during the latter half of the Ninth Century. The player characters will be Danish freemen (karls) seeking their fortune on or around the British Isles, where the people follow the one god of The New Way. The land has long been harried and raided by your people, and now a great Danish army are rumoured to be trying to conquer that rich and fertile land, and bring back The Old Ways. Fortune and glory must be there too, and if not then feasting and fighting awaits you in Valhalla...

The Life of King Alfred wrote:The same year also a great army of the pagans came with three hundred and fifty ships to the mouth of the river Thames, and sacked Dorobernia (Canterbury), which is the city of the Cantuarians, and also the city of London, which lies on the north bank of the river Thames, on the confines of Essex and Middlesex; but yet that city belongs in truth to Essex; and they put to flight Berthwulf, king of Mercia, with all the army, which he had led out to oppose them.

Re: Welcome To Vikingr

PostPosted: Wed Sep 02, 2015 11:36 pm
by mark

VIKINGR will be a gritty, richly detailed, often tactical, and realistically harsh game that won't suit players with big egos or overly heroic expectations. This is not the role playing game version of the History Channel's send-up "Vikings" or the movie "The 13th Warrior" with Antonio Banderas, and the campaign does not draw inspiration from them. Inspiration comes from History itself, and literary works such as the Saxon Series (aka The Last Kingdom) books by Bernard Cornwell. The author (GM) will allow certain, limited, fantasy elements to exist to ensure the player characters 'buy into' the religions and mythos of the era, but this is mostly not a fantasy game per se, and should not be considered swords and sorcery, magic (pervasive & mysterious) being unavailable to player characters at the commencement of the campaign.

Volsunga Saga wrote:‘Sigurd goes forth before the banners, and has the good sword Gram in his hand, and smites down both men and horses, and goes through the thickest of the throng with both arms red with blood to the shoulder; and folk shrank aback before him wheresoever he went, nor would either helm or byrny hold before him, and no man deemed he had ever seen his like.

So a long while the battle lasted, and many a man was slain, and furious was the onset; till at last it befell, even as seldom comes to hand, when a land army falls on, that, do what they might, naught was brought about; but so many men fell of the sons of Hunding that the tale of them may not be told; and now when as Sigurd was among the foremost, came the sons of Hunding against him, and Sigurd smote therewith at Lyngi the king, and clave him down, both helm and head, and mail- clad body, and thereafter he smote Hjorward his brother atwain, and then slew all the other sons of Hunding who were yet alive, and the more part of their folk withal.’

Re: Welcome To Vikingr

PostPosted: Mon Sep 07, 2015 11:21 am
by mark

VIKINGR will allow the characters to follow their own path. It may be one of the warrior, the trader, the pirate, the aspiring jarl, the spy or maybe just a handful of humble tradesmen. Destiny is everything. Only the Three Norns know when you will die, until it is your time live well, build your reputation and gather your fortune.

Play style will be an adaptive mix of story and sandbox, whatever works and is enjoyed will be what the campaign focuses on. Remember that life in the 9th Century was harsh, medicine is in its infancy, and magical healing is exceedingly rare (perhaps non-existent), so fights should be picked very carefully. If you want to play a warrior and have him refuse to back down from fights with unfavourable odds, chances are you'll end up rolling-up a new character before very long. You have been warned. That said, there is plenty of space for daring-do, raiding, pillaging, plundering, taking slaves and slaughtering monks. Just remember, if you choose that path you may find you make new enemies, perhaps among the Frisians and the Franks, or even among the jarls of your own people who might be involved in political manoeuvring to subjugate the British Isles. Actions have consequences, unless you can get away unseen and remain undiscovered...

Re: Welcome To Vikingr

PostPosted: Mon Sep 07, 2015 12:02 pm
by mark

VIKINGR players will be expected to post regularly or risk losing their place in the game. Details of what you must agree to can be found here. If you are offered a place in the campaign, then by accepting you are making a commitment to the GM and your fellow players for our mutual fun.

Please don't ask to join just to try the campaign and see how it goes, we don't want you here! We only want patient and mature players who are looking forward to a long, steady campaign that may take several years to complete. You should be aware that 'Play by Post' can have its slow moments. In a typical month of forum play only as much action as a single session at the traditional 'tabletop' might be achieved, but there will be far more richness in character development and roleplay, so if that is your thing then there may be a spot in the Vikingr Sögur for you...

Havamal, st.77, Gestaþáttr wrote:Deyr fé,
deyja frændr,
deyr sjálfr et sama;
ek veit einn,
at aldri deyr:
dómr um dauðan hvern.

Cattle die,
kinsmen die
you yourself die;
I know one thing
which never dies:
the judgement of a dead man's life.

Re: Welcome To Vikingr

PostPosted: Mon Sep 07, 2015 12:51 pm
by mark
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