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Seers advise the Jarls in matters pertaining to the will of their ancestors and the Gods. It falls to these privileged men to interpret the movements of the Winds of Magic, the whispers of Daemons, and the spirits of fallen warriors to guide the Jarl to choose the proper course for the tribe. Vitki fulfil a role similar to the Seers, but are steeped in the arcane traditions of the Ruinous Powers. Many advisors in service to the Norsemen tribes are former cultists, forced to flee their native lands after being uncovered by the Witch Hunters. These individuals are highly regarded, and are valued members of their adopted communities. With a word, a Vitki can order any peasant's death, and thralls die by the scores to fuel the dark magic needed to perform their profane rituals.

Admittedly, most Norseman spellcasters are Sorcerers, Witches, and Warlocks. All of these mystics draw their power from the Dark Gods, channelling Dhar to suit their needs. Still, in some parts of Norsca, an older tradition remains: one placing emphasis on divination, healing, and prophecy. Whilst most include them in the pantheon of corrupt Daemonologists, Vitki are not blatant servants of the Ruinous Powers, and instead work their magic to aid their people.

Seers are self-appointed authorities on all matters involving the spiritual world. They can be found in marketplaces of any town, proclaiming their latest revelation to anyone who will listen. Since Seers

operate outside the bounds of sanctioned religious laws, and purport to understand the will of the Gods, they are easy targets for persecutions by Witch Hunters, who don't draw a line of distinction between the authentic seers and the charlatans. In Norsca, however, Seers are valued members of a Jarl's

entourage, reading the signs and portents in the entrails of their sacrifice or translating the flickers of fire to divine some glimpse of future events.

It is taboo amongst the tribes of Norsca to strike down one of the God-touched holymen, an act certain to bring the vengeance of those same Gods upon any who dared such blasphemy. A man might kill a Jarl or even a King, but he did not dare raise his hand against one who served the Gods.

The Norse truly fear the wrath of the gods, and holymen are therefore usually left alone. They may even walk among battle sites striking men down, but nobody dare touch them. Most feared are those holymen that worship the Dark Gods.

M WS BS S T W I A Ld Vitki 4 5 3 4 4 3 5 2 8 Seer 4 4 3 4 3 2 4 1 7

Special Rules

Counter-Charge, Berserkergang

Seer: At the start of your turn, the Seer or Vitki may attempt to prophesize the future. Nominate any friendly unit within 12”, roll a D6 and consult the table below. Each effect lasts for the duration of the turn.

D6 Foresight Table

1 No effect. The Seer’s foresight fails. 2-3 The unit may re-roll all 1’s to hit. 4-5 The unit may re-roll all 1’s to wound.

6 The unit may re-roll all 1’s to hit and to wound.

“The only men the gods speak to are the seers! And they pay a dire price for such a gift. Their minds go strange, the strength passes from their bodies and their seed withers unspent inside them. Perhaps the gods understand that the Norse are a strong people. They do not need to watch after us like a shepherd watching his herd. I pity the Kurgan that the gods must watch them with such vigilance. Perhaps one day your people will be as strong as the Norse.”

- Einarr “Steelfist” Sigdansson, Baernsonling Champion

SKALDS

The general knowledge of the Skalds in Norsca is that they are keepers of lore, the chroniclers of the histories of the Norse. Part entertainer, part warrior, these individuals are held in high esteem for their wisdom and knowledge. This is true, but there are several different types of Skalds depending on to whom they are sworn to.

While the Norse may seem like a barbaric and

uncivilized people without higherunderstanding, they are not without owntraditions.

Only the greatest events or stories are engraved in stone, the rest of the knowledge is passed down by storytellers known as Skalds. As storytellers, the Skalds are responsible for learning them word by word and later passing them on to the next generation. There are a few Skalds who are chosen

as mere children who are really interested in stories and able to absorb even smallest details told to them. When such ability is recognized the child

attached local Skald’s retinue where anything worth to know is passed down, a progress which may take decades.

Becoming a Skald still requires more than

memory. Unlike written text, spoken words may vary from time to time and the only thing that matters for true storyteller is keeping context as it was intended; rest is mere decorations that makes tale more interesting. It is told that Bjorn Onetale was one of The general knowledge of the Skalds in Norsca is that they are keepers of lore, the chroniclers of the histories of the Norse. Part entertainer, part warrior, these individuals are held in high esteem for their wisdom

are several different types of Skalds depending on to whom they

barbaric and

understanding, they engraved in stone, the rest of the knowledge is passed down by

As storytellers, the Skalds are responsible for learning them word by word and later passing them on to the next generation.

chosen to fill their role really interested in stories and able to absorb even smallest details told to them.

the child is generally s retinue where anything worth to

progress which may take ald still requires more than a good

words may vary only thing that matters for a ller is keeping context as it was intended; rest is mere decorations that makes tale more

Onetale was one of the

greatest masters of storytelling

memory. While Bjorn was able to remember only Tale of Beowulf and no others, he was able to tale every night for four winters.

All Kings keep Skalds in their retinues, as do most Jarls. When the call for war is sounded, the Skald bears the banner and marches to battle with his comrades. When they sing their songs and tell their tales, Norse Warriors who listen to them become enthralled and inspired of whatever motif the story is about, they fight on even harder in according to it.

M WS BS S T W I A Ld Skald 4 5 3 4

Special Rules

Counter-Charge, Berserkergan

Skald: A Skald counts as a Musician in all aspects the start of the Norse turn, the Skald may choose one of the following songs or tales to tell

can only be affected by each ability once per battle, and one per turn. Each effect lasts until the start of the next Norse turn.

The Ballad of Three Heroes: The unit gains +1 Attack. The Tale of Beowulf: The unit is is Stubborn and Immune to Psychology.

Bragi’s Melody: The unit gains a 5+ Ward save. The War Chant of Olric: The unit may re rolls to Hit.

When Fenris swallows the sun, When Odin's Shield darkens and dies, When Thor's bane sweeps the deaden skies, This is the time when the Wolves of Ragnarok run When Ice Tempest covers the land When Hel's breath freezes blood When war rages in alI the worlds This is the time when Ragnarok stalks When Hunlaf bellows his mighty cry When Beowulf strides from blasted waste When Keorl casts bloody spear This is the time of the hero When Grimnir adorns golden harness When Askur howls anger again When Eric swings embattled axe This is the time for Ragnorok to die Ragnarok and the time of heroes

As predicted by Dagur Ironspear

greatest masters of storytelling due to his cursed poor hile Bjorn was able to remember only the and no others, he was able to tell that

four winters.

All Kings keep Skalds in their retinues, as do most Jarls. When the call for war is sounded, the Skald bears the banner and marches to battle with his comrades. When they sing their songs and tell their tales, the Norse Warriors who listen to them become enthralled and inspired of whatever motif the story is about, they fight on even harder in according to it.

M WS BS S T W I A Ld 4 5 3 4 4 2 5 2 8

Charge, Berserkergang

A Skald counts as a Musician in all aspects. At the start of the Norse turn, the Skald may choose one of the following songs or tales to tell to his unit. A unit can only be affected by each ability once per battle, and one per turn. Each effect lasts until the start of the next

The Ballad of Three Heroes: The unit gains +1 Attack. The Tale of Beowulf: The unit is is Stubborn and

Bragi’s Melody: The unit gains a 5+ Ward save. : The unit may re-roll failed

When Fenris swallows the sun, When Odin's Shield darkens and dies, When Thor's bane sweeps the deaden skies, This is the time when the Wolves of Ragnarok run When Ice Tempest covers the land When Hel's breath freezes blood When war rages in alI the worlds

time when Ragnarok stalks When Hunlaf bellows his mighty cry When Beowulf strides from blasted waste When Keorl casts bloody spear This is the time of the hero

golden harness When Askur howls anger again When Eric swings embattled axe This is the time for Ragnorok to die Ragnarok and the time of heroes

BONDSMEN

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