Saturday, July 15, 2023

The Jarlsworn

Some artwork © 2015 Dean Spencer,
used with permission. All rights reserved.


The Jarlsworn is a relatively simple Brotherhood based on the social structures around Viking Era Scandinavia. It doesn't require a lot of design explanation, but I will make some comments.

I've taken a very traditional tack on the skill selection, including many social and artistic skills. Some of the most famous people in the sagas were not warriors, but lawspeakers like Njal, and Egil himself was known for his poetry as much as his prowess. Leif the Lucky was known for his sailing and navigation. Yes, we do have Bersi the Dueller, of course, but the really big names are outside of their fighting ability.

Renown allows the game to measure the fame of a particular member of the cult. I've left the details of what gets you renown deliberately vague, but would encourage deeds of daring, gift giving, and great acts (i.e. critical successes) on Art (Poetry), Lore (Law), and Oratory checks. One could give specific experience to increase it at the end of successful adventures, and perhaps a point on the aforementioned critical successes. The point is, it should be something that allowed the Jarlsworn to make a name for themselves.

The Gifts are mostly temporal in nature - actual physical objects. But it is important to note, the Norse culture at the time was a gift giving one. You gained renown by giving gifts as much as anything, so getting a sword from a Jarl was as much about his generosity and image as it is about the Hirdman hacking down the Jarl's foes. 

I should note that this is also intended to be a "light" cult. It should mesh well with others, not overly influence the game, etc. It provides a social backdrop for someone who doesn't necessarily want to mess with magic (though they certainly can) and how they might grow in power. With a bit of alteration, it could easily fit into just about any setting - a space empire, a crime family, and so on.

Mythos and History

In the great northern forests and coastlines, many jarls (or chiefs) rule through charisma, power, and generosity. Farmsteads in their lands give gifts to the jarl, hoping to gain renown, while the jarl gives gifts as well for the same reason. Successful jarls are often the most generous, and attract warriors, skalds, and lawyers from far and wide, hoping to benefit from his generosity.

Nature

The Jarlsworns goals are simple - earn renown for himself, and by extension, his Jarl. Whether by raids and acquisition of wealth, successful duels, lawsuits brought before the Thing, or poems extolling the bravery and generosity of the Jarl, each move of the Jarlsworn demonstrates honor and worth. This, in turn, reflects on his jarl and grows the number of his lord’s house.

Dissatisfied Jarlsworn sometimes leave their Jarl, and sometimes they kill the Jarl and take his lands. This is more common as they rise in ranks, as land, gold, and glory attract hirdmen and their families.

Organization

Jarlsworn have no real structure beyond all being sworn to a Jarl. There is no formal military or social rank within their midst, other than what may be cleaned from their Renown. All are there to gain silver and glory, making a name for themselves. 

While it is generally frowned upon to kill other Jarlsworn from the same Jarl, it is not forbidden. If there is a duel, or there is cause identified and the murder is declared to the first nearby settlement, it can often be settled with compensation (silver, livestock, etc.). A duel may even be what honor demands and be considered just.

Membership

Standard. In addition, Thingmen must have a 50% in their Renown, huskarls must have a 70%, thegns must have a 90%, and jarls must have a 110%.

Restrictions

Every Jarlsworn must swear and maintain an Oath to someone of Jarl rank. This Oath is normally done in person, where the Jarl invites the prospective candidate to become one of his Hirdmen. This Oath starts at 30%+POW+INT.

Skills

Art (Poetry), Athletics, Boating, Endurance, Insight, Lore (Law), Navigate, Oratory, Seamanship, Combat Style (Spear, Broadsword, Hand Axe, Battle Axe, Shield, Shield Wall, and choose one of Glaive, Two Handed Axe, or Bow)

Gifts

When initially swearing fealty to a Jarl, a Jarlsworn becomes a Hirdman and gains a Renown score of 20%. This may then be increased via deeds and actions which show his bravery, cleverness, honor, prowess in battle, or otherwise bring honor to himself and his Jarl. This could be as simple as composing an exceptional poem praising the jarl, negotiating a treaty, defeating an opposed jarl in battle, collecting taxes from difficult to reach areas, or bringing back riches and giving them to the jarl as a gift.

Renown can often be used to gain hospitality and friends, as well as other situations where a high status may be helpful. Augmenting Influence skill checks should be the very least that this can do, but other uses should be discussed between the player and the GM.

Upon gaining enough skill and renown, a hirdman may become elevated to a Thingman (Apprentice rank). The Jarl praises them, asks them if they would like to become his thingman, and gifts them with an item of great value upon acceptance. This item, often a sword but can be many things, has two enhancements (Mythras, p67). This item is named and associated with the Thingman throughout the sagas.

Huskarls (Journeyman Rank) show their worth via their skills, their Oath, and their Renown. Once they reach this rank, their Jarl gifts them with an item, often a coat of mail (AP6, covers chest, abdomen, arms), with 2 enhancements. As with their previous item, this item is named and associated with them throughout the sagas.

Thegns (Master rank) are trusted members of the Jarls retinue, and may represent him to foreign dignitaries, and may occasionally negotiate on his behalf. They gain a ship and crew. The particulars of the ship and crew are left to the campaign, but a Viking longboat (Ships and Shield Walls, p8) with 20 men is considered typical. Thegns also have their social class raised to Gentry, if it was not already.

Once the Thegn has gained enough renown and skill, he is gifted thralls, as well as lands and the taxes he can collect from them. A portion goes to his Jarl, of course, but he also becomes a Jarl (Grand Master rank) in his own right and may gain his own Hirdmen. This raises his Social Class to Aristocracy, if it was not already.

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