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Lorsh

Varlot
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Cahir ap Sigifriþus, High Chieftain of the Eranna Confederation
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  • INDEX
    Mechanics

    Boldish Warriors (incomplete)

    Character Sheets

 
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You are Cahir ap Sigifriþus, High Chieftain of the Confederation of Eranna. The tribes Ceodre, Ethandum, Hreopedun, and Brethil all fall within your dominion, as do their constituent clans. In matters concerning war, taxation, and Confederation-wide decrees, it is expected that you receive the assent of the other tribal chiefs, while you may cast your vote in the name of the Brethils.


Among your own tribe, your power is more absolute. The rest of the Brethil clan chiefs ('headmen') require consultation in theory... but your Clan Harmundætten is generally strong enough to impose its will on the whole of the tribe.

You are likewise feared by the other tribes, to an extent. Your great sword reaches far, and your personal clan companions are among the best-equipped men along the Eranna, clad in hauberks of iron. The younger, less experienced fighters of your bodyguard do not possess metal armor (aside from their helmets), but they pull strong bows.

Aside from the previous blood feud that occurred between two of Eranna's clans, the swords have been otherwise quiet. Still, it is not rare for clanless savages to be on the prowl, or for the murderous hillfolk and forest people to raid and forage along the river. Usually, these barbarians don't go near your proper settlements, but they have always posed a threat to farmers living on the fringes of the clans' territory, where they may fall victim to robbery and murder. In the past, confederate hamlets have also been known to be attacked.

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Caer Duibhne stands as a tall, timber fortress. Log ramparts and a low ditch enclose several longhouses, your beast pens, and the great hall up on the hill - along with its attached tower. Thralls tend to the animals and gardens within and just without the walls, and your companion warriors and bowman man the palisades. Thralls toil away at their work in the yard, carrying water and firewood, drying clothes and tending to gardens.


 
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Caer Duibhne, Meduseld | Midday | Cahir ap Sigifriþus & Retinue | Status: Stationary
Act I: Preparation


As the great Chief surveys today's gathering at the Meduseld or great hall, he cannot help but feel a tinge of pride. Like all the Chiefs of the Brethil before him, he depended on good, honourable men who had pledged not just their sword-arms but their very destinies to him and his family. He saw the wives of his men dote on little Tyrdda and the other children as though they were their own. He saw Amalareiks recount to a rapt audience the dangers and glories that befell his raiding party during an attack on a Boldish settlement not many moons ago. He saw the young and love-struck stealing precious glances between all the festivities, hoping that the night would end much later and with much more excitement. All this and more made him resolute in the belief that these people gathered here today were not merely his charge, but that in their glories lay his glory. If he wished to stitch his name into the tapestry that was the history of the Galds, theirs would be the hand that held the thread.

Taking a final swig from the horn tankard before him, the honeyed brew caressing the back of his throat, he signals to the herald, who then brings all activity to a halt. His audience, filled with smiling faces, looks to their leader, attempting to predict what would come. Clearing his throat, he begins, "It has been my supreme honour to host all of you gathered here today. I thank you for the service you have endowed our clan with, this past year." Amalareiks interjects with a laugh, "Oh come now brother, I'm sure you won't say that when you find out that these louts have emptied your larder!" a hearty growl echoes from all gathered. Cahir lets out a slight chuckle before continuing, "I know that some of you were disappointed by my decision to not organise a raid the year I had been chosen to lead the Brethil." he looks towards some of the younger companions gathered, "I had wished to take the time to get my bearings, I thought to emulate the cunning fox instead of the boar." Some of the men seemed to have understood what was happening and were almost unable to hide their excitement. "But sometimes, we must be the boar. The Boldish lands are ripe for the taking, and I intend to take advantage!" he continues to the sounds of thunderous cheers. They would not be alone in his however, "Brother," he says, looking to the broad-shouldered mountain of a man, "You shall accompany Morrighan to Moel Pirn, I am sure my wife misses home, and it will be good for Tyrdda to visit her grandfather again.", little Tyrdda lets out a happy yelp, revelling at the attention from everyone. "I will remain here, there are preparations to be made. I would have the druids bless our endeavour before setting sail." he says, with his voice betraying a certain solemn regret. A smile fills the Chieftain's visage, "I have drawn on for too long, please enjoy today. There will be much work to be done on the morrow." with this, Cahir takes his leave from the raised podium where a large stone slab rests, here the most important personages share their meals. The rest of the table rises in respect.


Command(s) Summary & Additional Goals.
  • Gisela ap Lewellen, Amalareiks ap Sigifriþus & Tyrdda ap Cahir (Daughter), travel to Moel Pirn to meet their kinsman by marriage Chieftain Harmund ap Merfyn, of the Ceodre. Amalareiks' aim is to press the Ceodre into organising a large raiding party, to sail along the Eranna and into the Boldish lands, alongside the Brethils.
  • Cahir organises a coterie of men to deal with the hill folk threat, hoping to quell any ideas of attacking Brethil settlements when a large force is away raiding. If possible, Cahir will also attempt to press some of these men into service, with promises of reward, in the form of wealth and women.
  • The requisite money needed for purchasing provisions, repairing longboats, having the men train and be in right fighting order, and purchasing and mending equipment, is released from the treasury. Whatever this amount averages to - a part is taken as an extra tax from the various subclans.
  • Ygondætten druids are sought to bless the coming raid, and a general call for religious personages and oracles is made at the request of the Chieftain.
 
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Preparations are made for your kinfolk to depart to the neighbouring tribe.


Your seneschal, Tyfed ap Pryffad, tells you that a draft could placed on the common population of freemen; the churls, who tend to be farmers and fishers rather than professional raiders. Some of these regular Clansmen are still part of the raiding warbands, or at least their ships' crews, but they tend to have less motivation and poorer equipment compared to Warriors, and especially the ironclad Companions. They have only their tunics for the protection of their body, only sometimes wear helms, and often have smaller shields, if not a complete lack of them. For their arms, they often carry spears, darts, axes, long knives or short swords. A few of them can be found serving as Slingers, or lighter Bowmen (compared to your more veteran hearth Archers).

Provisions can easily be raised from the surrounding hamlets.

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It may be possible offer the hillfolk a 'gift' in exchange for being left in peace for the raiding season. Otherwise, a preemptive attack may keep them in check - though they would be less keen on joining your expedition if you went forth to burn their hillocks and slay their fighting men.

Thirteen longships from your brother's fleet are in working order with sufficient crews. Several are damaged, though mostly they are simply absent with errant captains.

A call is sent out to the druids and magically-inclined men of the tribes.

 

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Caer Duibhne, Meduseld | Morn | Cahir ap Sigifriþus & Retinue | Status: Stationary
Act I: Preparation



Command Perspective:
  • While no new longships are constructed, Cahir's private fleet, alongside that of his brother's, is raised and manned with Hearthmen companions and archers. These forces are instructed to gather at Ystradpyll, which shall act as the staging ground this raiding season. Idle merchant ships, cargo vessels or riverboats are also pressed into service, with an albeit paltry sum paid in compensation. The tempers of the clansmen losing access to their property are hopefully calmed by promises of further future compensation on the advent of a successful raid. Upon reaching Ystradpyll, these ships shall undergo any necessary repairs, be provisioned from resources raised by the surrounding hamlets, and organised into smaller bands or units with individual leaders and sub-commanders so as to allow for a well-defined command structure for a large, ever-expanding fleet. Meffad ap Callodd, Cahir's principal champion, is employed for this task.
  • The Headmen of the sub-clans, Hothoætten, Siorysætten & Culhwchætten, are informed of the upcoming raid, reminded of their obligations, and commanded to gather their men and longships at Ystradpyll to fight alongside their Chieftain.
  • The Clan's Gothi Engharad ap Maddek, along with a coterie of men assigned for his protection, depart towards the known hillfolk settlements, bearing gifts in the form of mead, hides, salted meats and fish. The principal aim of the expedition is to secure a lasting stay from the violence and convince as many of their number to join in the Chieftain's campaign against the Boldish.
  • The Seneschal, Tyfed ap Pryffad, is similarly engaged in organising a draft of the freemen of the clan. Care is taken to exclude those households in which a male is a sole breadwinner, i.e. without any brothers or extended male family members that may pick up the slack. The drafted numbers should also not adversely affect a future harvest, leaving the minimum number of bodies required to sow the seeds and till the soil.
 
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The contents of your wharf have been kept track of.

Tyfed ap Pryffad tells you that it would be quite exceptional to include common ships in your fleet. He tells you that the sailors themselves would be more useful to crew your nobles' vessels, since a large number of men are going to be needed. Meffad, on the other hand, does not oppose your move; supporting a larger raid.

In either case, in order to properly mobilise a fleet of this size, a significant portion of the tribal levy will be needed to serve as oarsmen on the ships. Your hearthmen will be in the minority among these forces.

Additionally, the coast of Boldica is not as ripe for plunder as it was in the old days. A large force of ships is more likely to be noticed, and to cause alarums to be raised along the coastal communities. Still, it may be possible to strike a nearby target before any local foemen have a chance to react. However, one should take into consideration that the northernmost targets tend to be the poorest - repeated raids from Galdic sea raiders, hillfolk, and other marauders have left these areas with scanty riches... especially considering what they already owe in taxes to the Boldic Lords.

Your Gothi is sent out to the hills bearing gifts for their inhabitants, along with several of your hearthmen serving as escort. This party returns the next day. They were attacked without warning at the woods near Lef Wodd. Darts were thrown and stones were slung, wounding the Gothi. Then, a large band of wild hill warriors suddenly broke out of the brush and closed in with your men. In the ensuing melee, your men fought back bravely. Nine of the savages were slain, but not before they swarmed and killed four of your men, including a companion, and wounding three more lesser hearth warriors.

 

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Caer Duibhne, Meduseld | Morn | Cahir ap Sigifriþus & Retinue | Status: Stationary
Act I: Preparation

Command Perspective
  • Madness is often described as doing the same thing multiple times and expecting different results. The chieftain was not ready to accept that peace with these savages was unachievable. A much larger force, including some of the men from the tribal levy, is rerouted from gathering at Ystradpyll and organised into an escort. They shall carry the very same gifts meant for the hill folk, except this time they shall also bring with them the bodies of the slain hill folk near Leff Wodd. This, it is hoped, will be seen as an added overture of friendliness. In this instance, they shall try to announce their presence and peaceful intentions beforehand. To traverse these woods, it is assumed that signs carved into the barks and little talismans left on distinctive landmarks are used by the savages and Galdic villagers alike. These markers, along with freemen from the nearby villages who've had experience trading with these recluse marauders, are pressed into serving this escort and making their intentions clear. Gothi Maddek is again tasked with leading this endeavour, but if his wounds are too grave to make the journey, a subordinate druid or religious personage is made to pick up the baton after him.
  • Taking Tyfed ap Pryffad's advice into consideration, the pressed freedmen are employed as oarsmen in the fleet gathering at Ystradpyll. The common ships that have been raised thus far from some of the coastal villages are also included in this tally, but a larger levy of ships is avoided.
  • Plans for the intended route of the raid are put forth to the more experienced men of Cahir's retinue, hoping to gather additional insight and tweak their preparations accordingly.
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Your second attempted rendevous with the hillfolk is reported to be more successful. All of the gifts were accepted after your diplomatic mission encountered an elder, mounted atop a pony. It is revealed that those who attacked you earlier were members of a different clan of hillfolk - or possibly even forest people - and that they are not affiliated with the new group that has now received you. However, one of your senior-ranking companions remarks that if they were forest people, the assailants from earlier would have likely been wielding bows. "Not that I trust the forest folk much either, lord."

The newly-encountered clan exchanged gifts with your men. Pottery, carvings, beadwork, honey, fruit, and smoked goat. The elder, who is named Morgo, claims that his clan, along with all the others making up the tribe, live independently from one another. Apparently, this occurred after an ancient schism of sorts. He is interested in the prospect of raiding the 'steel-men' to the south, and says that he will cease his raiding of your territories for two summers, as well as contribute warriors to your cause. However, for a long-term alliance, he asks for assistance against the other clans in his area. As for other ways of gaining his long-term loyalty, Morgo also expresses interest in gaining several lands near Leff Wodd, which would put about a dozen small farmsteads under his control.

Summak ap Engharad, the son of your Gothi, says that this clan of hillfolk seemed nothing special - neither weak, nor particularly strong. Morgo is quite old, at least fifty, but his mind still seems sufficiently sharp. Aside from a few segmented helms, none of the hillmen wore armor, including Morgo's close warriors. Rather than mail or hardened leather, the men instead wear bones strapped across their chests.

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A trader of Caer Duibhe offers you ten pieces of gold to commute his military service and to retain his small longship, which has already been accessed by your companions. Otherwise, three additional small longships have been raised, along with sixty-five sailors. Refusing the man's offer would make four.

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A few of your captains suggest sacking the town of Notric, located in the Kingdom of Dyrnwald. It would be quite the prize. However, it is known that there is a knight-clan in the area, as well as a noble's stone fortress.

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Two smaller targets are mentioned as well; Leath Maith, and Terriweth, both in the Kingdom of Fyrdos. Castles may be nearby, but these villages would be quicker to sack.

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One of your younger ship captains suggests raiding along the coast of the eastern ruins of the Empire. Doubtless, there are uncharted communities along there - but he mainly expresses interest in what treasures may lie in the ruined city of Argwreath. Nobody says anything, not wanting to look yellowbellied - but you know that some men consider those lands to be an ill omen.

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