Germans

“German” can be used two ways. In its widest sense it is a catch-all term for all the peoples who originated east of the Rhine river. That includes the many tribes that have left their homelands, including the Ostrogoths, Visigoths and Franks, detailed herein; and others, such as the Vandals, Suevi and Gepids. Alternately, as used herein, German means the people who live in the ancient lands the Romans called Germania, or at least east of the Rhine and north of the Danube.

All the German peoples are similar to each other in language, culture, gods and practices. They are loyal first to their kin folk, who are loyal to clans or small tribes. They are free to choose who to obey, and go to whomever has strength and luck. They easily change allegiance to follow the best leaders. The “top levels” are ubertribes. For instance, the Alamanni include the tribes called Semnones, Hermanduri, Marcomanni, Juthungi, Bucinobanti, Lentienses, Quadi, and some others. Thus membership in the “greater tribes” given herein (Visigoths, Lombards, etc.) is extremely fluid. As a result of these shifting loyalties the most ancient tribes that led the invasion of the Roman Empire are largely gone and forgotten. In their places successful confederations have taken over wide swaths of land.

Germans appear occasionally in the literature, and the Teutonic tradition of knighthood is strong. Wolfram von Eschenbach was a ministrale.

### Noble Vocabulary

Lord: Herr

Lady: Herrin

Knight: Ritter

King: König

## Personal Information

### Homeland

Eight German tribes are described here. The Burgundians, Alamanni and Frisians border the French, and are the most important and most detailed. The others are behind that buffer.

The Frisians live along the coast of the Frisian (North) Sea. They are a fierce, sea-going people noted for their loyalty to their ancient religion. Their land, of marshes, islands and thick forests, is impregnable to foreign armies.

The Alamanni live between Strasbourg and Augsburg and Zurich. They are independent.

The Burgundians are ruled by the Nibelungen dynasty. The capital city is Worms (pronounced Vorms). They control the lands around Geneva, and south of that, around Lyons.

The other lands include Saxons, on the coast north of Frisia to Denmark, and far inland. South and west of them are the Thuringians, and then the Bavarians. The Lombards occupy the lands east of the northern Danube. The Gepids are the last people, currently ruled by the Huns.

d20 Roll Homeland

01-05 Frisia

06-10 Alamannia\*

11-15 Burgundia\*

16 Saxony

17 Thuringia

18 Bavaria

19-20 Lombardia

\*Destined to be shortly conquered by the French

#### The Gepids & Vandals

The Gepids are different from other Germans. They are nomads, like the Huns, and at the start of the time period are subject to them. If you wish to play one, use Hun skills, but German stats, Traits and religions.

The Vandals are different too. They live in North Africa and have been converted to the Saracen religion. Thus you can use German stats, but Saracen skills, religion, bonus, etc.

#### Two Types of Saxons?

The Saxons of history and continental legend are significantly different here from their cousins who have migrated to Britain and been so vastly influenced by the culture there. The differences are such that they are given different character generation information. Gamemasters may wish to change one or the other so that the Saxons all match.

### Culture

#### Self Image

“We are a superior people by virtue of our heritage, for we have been raised by the gods of the land and the sky to rule the

world.”

#### Names

##### Male

Adlabert, Adalhard, Adalwulf, Altman, Beringar, Dieter, Eberhard, Friedrich, Fulco, Baufrid, Gervas, Gerwulf, Günter, Hartwig, Helmut, Hindebrand, Hludwig, Hrolf, Leonhard, Lothar, Ludwig, Manfred, Markus, Nokolas, Otto, Reginold, Rein, Siegbert, Siegfried, Siegmund, Tancred, Traugott, Ulrich, Urs, Warin, Wendel.

##### Female

Adala, Adelinda, Amelinda, Athala, Belinda, Bertilda, Brunhild, Hedwig, Hilda, Hidelgard, Kirsa, Mathildis, Rohesia, Walburga.

#### Religion

Most Germans are still Pagans. The Frisians and Saxons are renowned for their religious fanaticism. When Germans become Christian they are invariably Arian Christians at this time.

##### Germanic Pagan

The chief god is Wotan, god of kings and of war. Each tribe also has a tribal god of nearly equal importance. (This is precisely the same religion that is practiced by the Saxons in Britain.)

“The gods and goddesses of this land are our ancestors. We would never abandon them, for they have never abandoned us.”

##### Arian Christian

Around 400, concurrent with a great influx of foreign influences, the Alamanni and many individuals among the German peoples adopt Arian Christianity.

### Your Lord

d20 Roll Lord

01-19 Warlord

20 The Royal Household

#### Contemporary Rulers

##### Others

The other nations, removed from history and legend, have left no record of their kings, chieftains or heroes. Gamemasters are encouraged to make up whomever they wish.

### Father’s Class

d20 Roll Father

01-17 Cavalryman

18-19 War lord

20 Noble, see Noble Table, below.

#### Nobles

d20 Roll Father

01-17 Freiherr (baron)

18-19 Graf (count)

20 Herzog (duke)

#### The Titles

Note that Knight Lords may use “von” (i.e.- of) in their names.

##### Cavalryman

The cavalrymen here are full time warriors, outfitted with the best arms and armor that can be gotten. They are the sworn companions of a war lord. They often fight on horseback, but are effective on foot as well.

##### Freiherr

The “free lord” is a baronial landholder who retains administrative, judicial and other rights generally held by a feudal lord. Their rights are obtained because they are freeholders (allodial) and owe loyalty, but not service, to their lords.

##### Ministrales

These are serf knights. They are unfree, bound to their lords, but nonetheless a hereditary class of knights and advisors to their lords.

##### Ritter

The “rider” is an armed and outfitted knight. He has undergone the knighting ceremony, and serves at the pleasure of his lord.

##### Warlord

Warlords are tribal heroes who have a band of loyal followers.

### Equipment

#### Cavalry

Chain mail and open helm (10 points), Shield (6 points), Sword, 5 spears, dagger, Charger, two rouncys, sumpter

## Traits and Passions

### German (Pagan)

Chaste 10/10 Lustful

Energetic 11/9 Lazy

Forgiving 10/10 Vengeful

Generous 13/7 Selfish

Honest 12/8 Deceitful

Just 8/12 Arbitrary

Merciful 9/11 Cruel

Modest 7/13 Proud\*

Pious 7/13 Worldly

Prudent 5/15 Reckless

Temperate 7/13 Indulgent

Trusting 10/10 Suspicious

Valorous\* 15/5 Cowardly

### German (Arian Christian)

Chaste 13/7 Lustful

Energetic 11/9 Lazy

Forgiving 10/10 Vengeful

Generous 10/10 Sel sh

Honest 15/5 Deceitful

Just 11/9 Arbitrary

Merciful 12/8 Cruel

Modest 10/10 Proud\*

Pious 10/10 Worldly

Prudent 8/12 Reckless

Temperate 13/7 Indulgent

Trusting 10/10 Suspicious

\* Instead of these Traits, Rechtschaffenheit may be used.

### Religious Bonuses

If all the underlined Traits are 16 or higher, then the appropriate bonus applies:

### Special Passion: Rechtschaffenheit

Rechtschaffenheit is a Special Passion with a starting value of 4d6+1. This Special Passion may be used, at the player’s discretion, instead of either Valorous or Proud. Significantly, if a Valorous or Proud Trait would be negatively modified, Rechtschaffenheit is not. For instance, a Griffin imposes a -5 modifier on Valorous Traits, but not to Rechtschaffenheit.

### Starting Passions

Loyalty (Lord) 2d6+6

Love (Family) 2d6+5

Hospitality 2d6+5

Honor 2d6+5

Rechtschaffenheit: 4d6+1

## Attributes & Statistics

### Men

Roll 3d6+4 for SIZ, and 3d6+1 for each other attribute.

### Women

Roll 2d6+2 for SIZ and STR; 3d6+1 for DEX and CON; and 3d6+5 for APP.

## Skills & Combat Skills

### Starting Skills

Skill Male Female

Awareness (5) (4)

Boating (5) (2)

Chirurgery (2) (8)

Compose (2) (2)

Courtesy (2) (2)

Dancing (2) (2)

Faerie Lore (6) (6)

Falconry (1) (2)

Fashion ― (5)

First Aid (8) (8)

Flirting (2) (2)

Folklore (5) (5)

Gaming (2) (5)

Heraldry (0) (0)

Hunting (5) (4)

Industry ― (8)

Intrigue (1) (2)

Orate (5) (2)

Play (horn) (2) (2)

Read (runes) (1) (2)

Recognize (4) (4)

Religion (varies) (4) (6)

Romance (0) (0)

Singing (2) (2)

Stewardship (2) (8)

Swimming (5) (2)

Tourney (0) (0)

Combat Skills

Battle (2) (0)

Siege (0) (0)

Horsemanship (2) (2)

Sword (7) (1)

Lance (0) (0)

Spear (9) (2)

Dagger (4) (6)

Axe (9) (1)

Don’t forget to add Individual Skill Choices!

## Luck & Glory

### German Luck

d20 Roll Result

01 ‡ Magical Wolf Cloak: When activated, it grants the wearer +3 Armor and +5 APP.

02 ‡ Magical Leaping Boots: Allow the wearer to leap ten feet (minus one foot per point of armor greater than 5) at a time, on a successful DEX roll, after activation. They are destroyed with a Fumble.

03 Ancestral Helm: Grants +2 to armor when worn by anyone of the player character’s family. Requires successful Love (Family) roll to work.

04 Family bandage: with a successful Love (Family) roll, this grants 3 points of healing to whomever it is used on. After washing, it may be used again.

05 Lucky Axe: Family heirloom, gives +2 to Axe skill of the wielder. Requires successful Love (Family) roll to work.

06 Charmed Horn: Grants +3 to Play (Horn).

07 Lucky Dice: Gives +2 Gaming bonus to any dice game that the holder plays, if they are held on his person. If these dice are used in the game, then they give a +6 to his Gaming.

08 ‡Thunor Charm: This silver hammer grants +1 to damage in combat, after activated. The wearer must be Germanic Pagan. Worth £1.

09 ‡ Wotan Charm: When worn and activated, this miniature iron spearhead grants +3 to damage when used with the Spear skill. It also grants a -5 Merciful Penalty at all times. The wearer must be Germanic Pagan. Worth £1.

10 ‡ Tiwaz Charm: When worn and activated, this war rune grants +2 to any one Combat Skill. The wearer must be Germanic Pagan. Owner also has +5 to Reckless, +5 to Selfish. Worth £1.

11 ‡ Phol’s Charm: Grants +2 to First Aid.

12 Horse Biter, a dog: Barks constantly and frightens horses, causing the enemy to have -5 weapon skill and Horsemanship. Roll d20 each Winter; on 01-03, dog dies; on 04-05 it had a pup like itself. (Stats, King Arthur Pendragon, pg. 184)

13 War pony and a courser

14 Charger and a sumpter

15 Charger and a rouncy

16 Justice Ring: A copper ring that grants +5 Justice to whomever the wearer lays his hand upon.

17 Belt of the Salmon: A red leather belt which, when worn, grants +10 Swimming skill.

18 Wondrous sword belt: Grants automatic success at DEX rolls to stay on your feet.

19 Dagger of Retribution: With a successful Vengeful Roll, grants +10 to Dagger Skill

20 ‡ Phol’s Healing Rock: When the owner succeeds at a Merciful roll, he may touch someone with this rock which grants 6 points of healing. Used up: 01-05

## Knighting

### Warrior Tradition

The ceremony to induct a man into the warrior lifestyle is formal, and includes the swearing of loyalty, the vow of the lord, a blow struck by the lord, then the formal arming of the new warrior. This does not qualify for the 1000 Glory of being knighted.

## Previous Experience

Get 50 Glory for witnessing each non-battle event. For each battle, get 1d6 x 50 Glory.