Start With…..
Those songs I know, which nor sons of men
nor queen in a king's court knows.
1. FA
The first is Help which will bring thee help
in all woes and in sorrow and strife.
fehu fehu fehu
f f f f f f f f f
fu fa fi fe fo
of ef if af uf
f f f f f f f f f
Cost 2/4 Sanity
Effect: Multiple uses
Effect1: Used to penetrate amour. Bypass Damage reduction of opponents. Must be in immediate danger to cast. Keeper’s discretion.
Duration: 10 minutes.
Effect2: Used to send word from afar to allies. Must be in immediate danger to cast. Keeper’s discretion.
Duration: 1 message.
Effect 3: Automatic Successful Idea check. Must be in immediate danger to cast. Keeper’s discretion.
Duration: Instantaneous.
2. UR
A second I know, which the son of men
must sing, who would heal the sick.
uruz uruz uruz
u u u u u u u u u
u u u u u u r r r r r r
u u u u u u u u u
Cost: 1/2 Sanity
Effect: Instantly heals 10 damage, cures disease.
Duration: Instantaneous
3. Thorn
A third I know: if sore need should come
of a spell to stay my foes;
when I sing that song, which shall blunt their swords,
nor their weapons nor staves can wound.
thurisaz thurisaz thurisaz
th th th th th th th th th
thur thar thur ther thor
thu tha thu the tho
th th th th th th th th th
Cost 2/4 Sanity
Effect : Cast on a single opponent -3 damage. If cast on a group of opponents, all opponents get -1 damage. (100 ft radius.)
Dutration: 1 hour
4. OS
A fourth I know: if men make fast
in chains the joints of my limbs,
when I sing that song which shall set me free,
spring the fetters from hands and feet.
ansuz ansuz ansuz
aw aw aw aw aw aw aw aw aw
aw aw aw aw aw aw s s s s s s
aw aw aw aw aw aw
aw aw aw aw aw aw aw aw aw
Cost: 2/4 Sanity
Effect: Breaks chains, opens locks, unties ropes, sets prisoners free from bonds.
Duration: Instantaneous
5. RIT
A fifth I know: when I see, by foes shot,
speeding a shaft through the host,
flies it never so strongly I still can stay it,
if I get but a glimpse of its flight.
raidho raidho raidho
r r r r r r r r r
ru ra ri re ro
rudh radh ridh redh rodh
(rut rat rit ret rot)
or er ir ar ur
r r r r r r r r r
Cost : 1/2 sanity
Effect : Can automatically parry 1 missile weapon/ round in place of a regular parry attack.
Duration : 3 rounds.
6. KA
A sixth I know: when some thane would harm me
in runes on a moist tree's root,
on his head alone shall light the ills
of the curse that he called upon mine.
kenaz kenaz kenaz
ku ka ki ke ko
kun kan kin ken kon
ok ek ik ak uk
kaunnnnnnnnn
Cost : 3/5 Sanity
Effect : Reflects a magical curse upon its caster. Must be 1 round after the original spell has been cast. Can also be used as a remove curse spell.
Duration: Instantaneous
7. HAGAL
hagalaz hagalaz hagalaz
h h h h h h h h h
hu ha hi he ho
hug hag hig heg hog
(hul hal hil hel hol)
oh eh ih ah uh
h h h h h h h h h
A seventh I know: if I see a hall
high o'er the bench-mates blazing,
flame it ne'er so fiercely I still can save it, --
I know how to sing that song.
Cost: 2/4 Sanity
Effect: Extinguish Fire 100 ft radius
Duration: Instantaneous
8. NOD
An eighth I know: which all can sing
for their weal if they learn it well;
where hate shall wax 'mid the warrior sons,
I can calm it soon with that song.
naudhiz naudhiz naudhiz
n n n n n n n n n
nu na nu ne no
nudh nadh hudh nedh niodh
(nut nat nit net not)
un an in en on
n n n n n n n n n
Cost: 3(flat) Sanity. A failed Sanity check results in no spell effect and 3 lost sanity.
Effect: All combatants in a 100 ft radius are calmed and the desire to fight is taken diminished.
Duration: All those who fail a Sanity check are confused for 3 rounds and then calmed for 5 more rounds. All those that pass their saving throw are calmed and may act regularly but may not make any offensive actions for 5 rounds.
9. IS
A ninth I know: when need befalls me
to save my vessel afloat,
I hush the wind on the stormy wave,
and soothe all the sea to rest.
isa isa isa
i i i i i i i i i
i i i i i i s s s s s s
(s s s s s s i i i i i i)
i i i i i i i i i
Cost : 2/4 Sanity
Effect: Calm storm
Dutration : Instantaneous
10. AR
A tenth I know: when at night the witches
ride and sport in the air,
such spells I weave that they wander home
out of skins and wits bewildered.
jera jera jera
j j j e e e r r r a a a
j j j j j j j j j
ju ja ji je jo
(jur jar jir jer jor)
j j j e e e r r r a a a
Cost : 3/5 Sanity
Effect: Cast on a single target. Target is confused and can make no actions except to defend themselves. All skill checks are at -25%
Duration : Spell effect is active until properly treated with a remove curse rune or a treat injury (-15) is rolled.
11. SIG
An eleventh I know: if haply I lead
my old comrades out to war,
I sing 'neath the shields, and they fare forth mightily
safe into battle,
safe out of battle,
and safe return from the strife.
sowilo sowilo sowilo
s s s s s s s s s
s s s o o o l l l
su sa si se so
(sul sal sil sel sol)
us as is es os
si se su sa su
s s s s s s s s s
Cost : 1/2 sanity
Effect: Offers a second parry if a shield is used.
Duration: 1 hour.
12. TYR
A twelfth I know: if I see in a tree
a corpse from a halter hanging,
such spells I write, and paint in runes,
that the being descends and speaks.
tiwaz tiwaz tiwaz
t i i i i i r r r r r
tu ta ti te ter tor
tur tar tir ter tor
ot et it at ut
(Tyr Tyr)
T i i i i i r r r r r
Cost: 4/6 Sanity. Failure results in insanity.
Effect: Speak with dead.
Duration : 2 minutes
13. BAR
A thirteenth I know: if the new-born son
of a warrior I sprinkle with water,
that youth will not fail when he fares to war,
never slain shall he bow before sword
berkano berkano berkano
bu ba bi be bo
b e e e e e r r r r r
(burk bark birk berk bork)
ob eb ib ab ub
b e e e e e r r r r r
Cost: 1/2 Sanity
Effect: Raises Max HP by 5
Duration: 1 hour
14. LAF
A fourteenth I know: if I needs must number
the Powers to the people of men,
I know all the nature of gods and of elves
which none can know untaught.
laguz laguz laguz
l l l l l l l l l
lu la li ke lo
(lug lag lig leg log)
ul al il el ol
lo le li la lu
l l l a a a g g g u u u
l l l l l l l l l
Cost : 3/5 Sanity. Failure results in insanity.
Effect : See the future. The caster can of this rune can tell whether or not a course of action will be successful (roll 1d100 twice for a skill.) or ask the gods 1 question. Answers may be cryptic.
Duration: Special
15. MAN
A fifteenth I know, which Folk-stirrer sang,
the dwarf, at the gates of Dawn;
he sang strength to the gods, and skill to the elves,
and wisdom to Odin who utters.
elhaz elhaz elhaz
z z z z z z z z z
[a deep whirring, whistling sound]
uz az iz ez uz
oz ez iz az uz
z z z z z z z z z
(m m m m m m m m m)
Cost : 2/4 sanity
Effect: Adds 10 points to STR, INT or DEX. Results in 100 increase in skill points to a maximum of 85% in any skill
Duration: 3 rounds
16. YR
A sixteenth I know: when all sweetness and love
I would win from some artful wench,
her heart I turn, and the whole mind change
of that fair-armed lady I love.
Cost 1d6 Sanity/ 5 Sanity. Failure results in insanity.
Effect: Love spell. Target is madly in love with caster until spell is broken.
Duration: Permanent until removed with a successful treat injury (-25%) or a remove curse spell.
YR has no song. Bards cannot use this rune….
17. EH
A seventeenth I know: so that e'en the shy maiden
is slow to shun my love.
ehwo ehwo ehwo
e e e e h w o o o
ehwu ehwa ehwi ehwe ehwo
ehwo ehwe ehwi ehwa ehwu
e e e e h w o o o
Cost : 1/5 Sanity. Failure results in insanity.
Effect : Charm opposite Sex.
Duration : 1 hour.
18. GERBOR
An eighteenth I know: which I ne'er shall tell
to maiden or wife of man
save alone to my sister, or haply to her
who folds me fast in her arms;
most safe are secrets known to but one-
the songs are sung to an end.
gebo gebo gebo
gu ga gi ge go
gub gab gib geb gob
og eg ig au ur
g a a a f f f f
RUNES AND BARD MAGIC
The Vikings have just begun settling the new world and have set their sights on Helluland. “The Land of Flat Stone” Can the ancient Eskimo inhabitants stop the Viking invasion or will the Vikings fulfill their prophecy and cover the flat rocks of Helluland in blood and steel.
Choose your side. Protect your people and intermingle with ancient Inuit creatures as Baffin Island is torn asunder by Viking steel and myth.
Choose your side. Join the invading Viking army and clear the way for Iceland’s settlers as Helluland’s native Inuit people and their gods are put to the sword and the axe.
[This game accepts new players]
Choose your side. Protect your people and intermingle with ancient Inuit creatures as Baffin Island is torn asunder by Viking steel and myth.
Choose your side. Join the invading Viking army and clear the way for Iceland’s settlers as Helluland’s native Inuit people and their gods are put to the sword and the axe.
[This game accepts new players]
Moderator: DSIGFUSS
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