Danes

Denmark is the northernmost region, a place of islands and peninsulas. Vast forests, frozen in winter, are populated by fierce animals and monsters.

Danes remain barbarian for much of the game. They are ship-sailing Viking types. In the literature Danes appear several times, and at the end of the Grailquest Danes show up.

## Personal Information

### Homeland

Denmark has three parts. Jutland is the western part, a large peninsula that was seized from the Jutes a generation ago. (The Jutes then moved to Kent). Zealand is the largest of many islands, and is in the center. Skane is the eastern part, and occupies the coasts of the land there.

Table 34: Danish Homeland

d20 Roll Homeland

01-06 Jutland (Viborg)

07-12 Skane (Lund)

13-20 Zealand (Roskilde)

The most famous place in Denmark is the great gilded hall named Heorot where the mighty King of the Danes sits. It is on the island of Zealand. No cities are initially found in this barbaric and tribal land.

#### Other Names for the Danish

In Ireland and the Out Isles, the people of Denmark are often called Lochlannach. The Soissones, who are sometimes named in literature, are also these sea-going Danes.

#### Other Nearby Scandinavians

Several other tribes live nearby. The Geats live in Götaland, the land north of Skane and south of Sweden. The Norwegians, of Norway, occupy the long western coast of Scandinavia, with mountainous fjords that go right to the sea. The Swedes have their own kingdom of Sweden, a wealthy land on the Baltic Sea, north of Götaland.

### Culture

The northern peoples are relatively unsophisticated in comparison with most other cultures, which are urbanized and linked by trade.

#### Self Image

“We are a great and noble people, protected by our strong swords arms and experience in war. We don’t rely on the gods to protect us. The sea is our home, and we are the best sailors in the world.”

#### Names

##### Male

Ake, Anwend, Asbjorn, Aslak, Asgot, Asser, Asvald, Asved, Bjarni, Bjorn, Brand, Brandr, Cnut, Einar, Ejulf, Erik, Eirik, Eyjolf, Finnbogi, Floki, Frobjorn, Frodi, Gamli, Gardi, Geirstein, Grim, Gudmund, Gunnbjorn, Gunnvor, Hafgrim, Hakon, Halfdan, Hallad, Harald, Helgi, Herjolf, Hove, Hrafn, Hrolf, Hrollaug, Illugi, Ingjald, Ingolf, Isleif, Ivar, Jarlabanke, Ketil, Kjallakr, Kjeld, Knud, Kolbjorn, Leif, Manne, Njal, Njall, Odd, Oddketil, Olaf, Olav, Orm, Pallig, Ragnar, Rognvald, Rolf, Runolf, Sakse, Samr, Sigurd, Snorri, Solvi, Styr, Svein, Svend, Thorbjorn, Thorbrand, Thord, Thorfinn, Thorgeir, Thorgils, Thorgisl, Thorhall, Thorir, Thorkel, Thorlak, Thormod, Thorstein, Thorvald, Thorvard, Toke, Toste, Tyrkir, Ulf, Valthjof, Vifil, Wulfstan.

##### Female

Arnora, Ase, Astrid, Aud, Estrid, Fastvi, Freydis, Grimhild, Groa, Gudrid, Gudrun, Gunborga, Gunhild, Halldis, Hallfrid, Hallveig, Ingrid, Jorunn, Kolfinna, Kolgrima, Odindisa, Ragnhild, Rjupa, Sigrid, Thjodhild, Thora, Thorbjorg, Thorgerd, Thorgunna, Thorunn, Thurid, Thyre, Tola, Tove, Viborg, Yngvild.

#### Religion

The people of Denmark are Norse Pagans. The Norse religion is essentially the same as the Germanic Pagan, though with some differences in the names of the gods.

Odin is king of the gods, god of warriors and poets. He is worshipped by most of the warriors.

Tyr is another god of war.

Thor, the Thunderer, is the god of peasants.

Frigg is the goddess wife of Odin.

Freya is the goddess of passion and fertility.

“The gods of our forefathers made us strong and gave us our luck in battle. We offer them sacrifices to remain strong.”

#### Your Lord

Random Determination:

Table 35: Danish Liege Lord

d20 Roll Lord

01-15 Warlord

16-19 Chief Bodyguard for the king

20 The Ruler

#### Father’s Class

Whether before or after knighthood reaches Denmark (around 535), the Father’s Class for warriors and knights is Aristocrat.

#### Equipment

Before knighthood reaches Denmark the warriors are seagoing barbarians, similar to Vikings. Most warriors remain in that profession.

##### Warrior

Chain mail and open helm (10 points), Shield (6 points), Sword, 5 spears, dagger. War pony, sumpter.

## Traits & Passions

### Starting Passions

Loyalty (Lord) 2d6+5

Love (Family) 2d6+5

Hospitality 2d6+5

Honor 2d6+5

Hate Germans 4d6

## 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) (2)

Boating Use Seamanship

Chirurgery ― (8)

Compose (2) (2)

Courtesy (3) (2)

Dancing (1) (2)

Faerie Lore (2) (5)

Falconry (2) (2)

Fashion ― (5)

First Aid (8) (8)

Flirting (2) (2)

Folklore (5) (5)

Gaming (2) (2)

Heraldry (0) (0)

Hunting (8) (2)

Industry ― (8)

Intrigue (2) (3)

Orate (2) (2)

Play (harp) (2) (2)

Read (runes) (2) (2)

Recognize (2) (3)

Religion (Norse Pagan) (2) (4)

Romance (0) (0)

Singing (2) (2)

Stewardship (2) (5)

Swimming (8) (2)

Tourney (2) (0)

Specialty Skill

Seamanship (10) (2)

Combat Skills

Battle (5) (2)

Siege (2) (0)

Horsemanship (1) (1)

Sword (8) (1)

Lance (1) (0)

Spear (8) (0)

Dagger (5) (8)

Don’t forget to add Individual Skill Choices!

### Special Skill: Seamanship

Seamanship allows the captain of a ship or the leader of a fleet to determine the best way to withstand a storm or maneuver in battle. It is also used in place of Boating rolls. Boating cannot be used for ships, because ships require the combined skills of a crew for the much larger vessel, not one small craft in the hands of a single person.

## Luck & Glory

### Danish Luck

d20 Roll Result

01 Money: £15 in gold nuggets.

02 Money: £3d6+5 in amber nuggets.

03 Money: £5d6 in silver lumps.

04 Sailor Tattoos: A pig tattooed on the right leg and a cock on the left prevent you from ever drowning, and also grant to any +5 Swimming roll.

05 Fantastic Running Boots: Requires a successful Prudent roll, and if successful grants +4 to Movement.

06 ‡ Magical Ermine Cloak: when the cloak is activated it grants 3 points of armor and +5 APP.

07 ‡ Magical Stag Boots: Grant +4 to Move when worn.

08 Spearhead of Odin: Grants +2 to Spear skill of any worshipper of Norse Paganism.

09 Thor’s Belt: Grants +3 to Energetic Trait of any worshipper of Norse Paganism.

10 Balder’s Charm: Grants +2 to Healing of any worshipper of Norse Paganism.

11 Cauldron Power: Whoever has this birthmark must always drink when it is offered, but will never get drunk. When drinking, no Temperate roll is ever necessary.

12 Poet’s Gift: With a successful Loyalty (Lord) roll, gain +5 to any Orate skill done in praise of any ruler.

13 Marvelous Shield: Grants 8 pts of armor (instead of 6), and –3 Horsemanship.

14-15 Trained Wolf: Use stats from King Arthur Pendragon pg. 184. It will fight for its owner.

16 Fantastic Polar Bear Fur Cloak: Worth £5, never deteriorates, grants +5 APP.

17 ‡ The coin named Makesgold: When rubbed by the owner, and chanted over for an hour, it makes a small gold coin worth £1, but requires a successful Religion roll. A failed Religion roll causes an Aging roll.

18 Freija’s Touch: A marvelous Healing Potion, grants 1d3+3 Healing. Used up: 01-04

19 Freija’s Embrace: A magic Healing Potion, grants +2d6+3 Healing. Used up: 01-10

20 ‡ “Come Back” Potion: Magical healing Liquid. Grants full Hit Points; but makes 3 rolls on the Stat Loss Table.

### Glory

Starting Glory is a total of Base Starting Glory and personally accumulated Glory.

### Knighting

You became a warrior, pledged to the God of War, when you stood beneath the steaming bull’s blood and swore your soul to his service. 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.

#### 470–478

Jarl Saevil named regent for Halfdane Beowsson.