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Wednesday, 4 October 5015

Jobs http://www.historylearningsite.co.uk/medieval_village_officials.htm


Interesting

Ships

Swab or Swabbie : Sweeper of decks

Rigger:  Into the sails to adjust the rigging


Boatswain: Checked to see if ship was in good order. In charge of provisions. In charge of the anchor.


Quartermaster:  Elected by crew, was acting captain of the ship except during battle. Responsible for keeping the crew safe and controlling the crew. Able to give out minor punishments.


Sailor Mater: Keep alive if captured by pirates to be recruited. Navigator, map maker and in charge of the course of the ship. Very difficult as maps of time horrible.




Beadle: Local Law enforcement
Woodward: Woodsmen
Affeeror: Fine collector
 Ale Connor: Ale license inspector
Pinder: Animal herder
Shipwright:
Rat catchers:  


Steward A steward was a lord's chief representative of a village. When a lord was not present in that village, the steward was in effective control of the village - though answerable to the lord if something went wrong.
Reeve The reeve was responsible for the overall general management of the village. A reeve was under the control of the steward. It was a reeve's responsibility to make sure that serfs in a village completed their labour service on the lord's land.
Messor A messor was the village official responsible for the work done in the fields.
Hayward The hayward was responsible for work done in the hay fields.
Woodward A woodward was responsible for woodland that the lord might have in the village.
Affeeror An Affeeror was responsible for ensuring that those fined by a Manor Court, actually paid their fines.
Ale Connor The Ale Connor was responsible for controlling the sale of ale in a village. He would ensure that only those villagers granted a licence by the Manor Court sold ale.
Pinder The Pinder was responsible for rounding up stray animals and putting them in a pinfold.
Tithing Leader Each tithing group within a village had a tithing leader and he would be responsible for what that tithing group did- ensuring that it met its work requirements etc.
Beadle The Beadle was responsible for maintaining law and order in a village.
http://www.medievalists.net/2014/06/06/jobs-middle-ages/



http://www.medievalists.net/2014/06/06/jobs-middle-ages/

Medieval Occupations


Friday, 7 November 2025

The Iron League

JUL OCT Nov
Previous capture 1 Next capture
2014 2015 2016
37 captures
6 Jul 04 - 11 Oct 15
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Disclaimer: This page is not an official TSR or Trigee page. It is derived from material written by Gary Gygax for those companies and the use of such trademarks as D&D, AD&D, The World of Greyhawk, Greyhawk Adventures, Gord the Rogue et al. do not constitute challenges to the trademarks which may be owned by either of the above companies.

The Bandit Kingdoms

The Horned Society wages war with them in beginning of Artifact of Evil. After the siege of Molag, they allied with Iuz. The southeast kingdoms are the last rumored location of the Cup and Talisman of Al'Akbar (1st ed. DMG p. 157). See Dragon 56 p. 21 for a break down of the kingdoms and a detailing of their battles with the Horned Society and their forays into other lands. Dragon 63 presented a map defining the territorial borders as of spring 579.

GROSSKOPF

a bandit kingdom north east of Stoink that was recently (in Saga of Old City) taken by the Duchy of Tehn (Placing these events in 578 or 579 (Dragon #56 p. 21)). Area 17 on the map.

FELLANDS

A bandit kingdom north east of Stoink that was recently (in Saga of Old City) taken by the Duchy of Tehn. Area 16 on the map.

ROOKROOST

Area 15 on the map.
NPC's of Rookroost:
Plar Teoal Fent
the leader of the bandit kingdom of Rookroost

STOINK

once an Aerdian outpost - founded in 24 CY; turned to banditry in 376 CY, pop. 12,000; Ruled by Lord Mayor, Boss Dhaelhy; Population is 50-70,000 in the city state of Stoink. Stoink has nine wards, motley buildings and a motley population. It has many shops, taverns, houses of ill repute, and slave pens. The town watch wear leather armor and carry shields. The town gates close at dusk and open at dawn (I3-64). Area 10 on the map.
The Wards
Claybrick Ward
Norward
houses the Thieves guild, separates Claybrick Ward from Great Ward
Great Ward
administration district
Buildings, Places of interest:
The Three Gables
an inn in West Stoink
The Double Dagger
a run down inn and tavern, a popular gathering place
The Thieves Guild
This guild's sign is in common! It lies on Safe Avenue in Norward between the Slave Market and Stonegate. The receptionist is Stoat. Entry fees are 1 electrum piece, 1 silver piece per month. Rules - places protected by Boss Dhaely, Mayoral guards, the town Watch, town officials, etc., are off limits to thieves; thieves receive guild protection if caught on a job that was reported to the guild in advance.
Stoink's Palace
The palace has both inner and outer walls, tall turrets and towers. The inner bailey has 20' walls inside, 30' walls outside (it is built on a terraced hill). The Great Tower, whose roof is 90 feet high, is on the southwest end of the palace. The uppermost story of the the great tower holds well-to-do prisoners, such as Evaleigh. It is guarded by Sergeant "Black" Melson. Boss Dhaelhy lives of the third floor; The roof of the great hall is 60' high. There is a turret in the northeast where four men stand guard at night, in a room near the roof; they are led by Corporal Meader. There is a trap door in the turret floor. Commander Oakert is in charge of the night watch. There is a 60' deep dungeon, the first level is the cellar; in the cellar there is a stair column from the bottom to top that leads to a secret exit on the bottom level to the east.
Under the middle tower of the fortress compound (B wall and a burned door) near it is a concealed 2' high hole/ exit. 10' in is a vertical shaft, the passage continues east. 10' up the shaft is a ladder of iron rungs set into the wall. A projection opposite the rungs, closes the bottom of the shaft off. 40' up the shaft is a chamber of a 20' diameter. The shaft comes up 3' from the wall. The ceiling is domed and the apex is 13.5' above the floor.
A pile of filthy rags lies a short distance from the shaft and an ancient lantern is on the opposite side of the shaft. The air is stale and stagnant. A large worm creature of about 10 hp lies within the rags. A secret door opposite the shaft pivots open to reveal a narrow corridor, which ends when it meets a 10' wide perpendicular corridor. To the left lies a pillared arched room with 5 exits and a stairway up. Going right leads to a narrow stairway with a heap of clothing. At the top of that stair is a manure pile. a wooden ladder is at the far end, the trap door at the top leads to a shed in Ratswarf on Tannery Street by Umber Stream.
Streets:
Serpent Lane
crosses Suggil Way - the entertainment zone in Stoink
Suggil Way
crosses Serpent Lane
Safe Street
links the fortress with the Slave bazaar in the north
Joy Street
also goes to the market
Shackle Street
also goes to the slave market
Crook Street
intersects with Safe Street near the guild
Hall Street
in the south area, near and parallel to the palace
Gates:
Stonegate
is the East entry to Norward
Towergate
the entrance to Stoink on Holdroon's side
Ratswharf
suburb - pop. 1000+; has rope walks, tanneries, timber and span trade, low dives
Streets:
Tannery Street
A round about exit from Stoink's castle by subterranean passages leads to a shed on this street near the Umber River.
Ratspool
A widening of the Artonsmay River where it is joined the Umber River; several wharfs and docks form Ratswarf are located here.
Holdroon
suburb - pop. 1000+; mostly brigands and mercenary companies, has some low dives
The Horn and Haunch
tavern, best in the entire area, owned by Tubb, has a pretty waitress named Amy
NPC's of Stoink:
Commander Oakert
He is in charge of the night watch of Castle Stoink (he hates it). He had been in charge of espionage until the Hierarchs' plan was exposed.
Sergeant "Black" Melson
He guards the top floor of the Great Tower.
Corporal Meader
He is the guard on night duty of the northeast turret of Castle Stoink
Goldie
Evaleigh's maid. She was left in Stoink after her mistress's escape.
Flechet
Recruiter in the Bandit Kingdoms to attack Redspan (sent by the Horned Society)
Swutch
Recruiter in the Bandit Kingdoms to attack Redspan
Tau
Recruiter in the Bandit Kingdoms to attack Redspan
Stoat
receptionist of the Thieves Guild in Stoink
Uve Paulic
assistant Guildmaster of the Stoink Thieves Guild
Tubb
owns the Horn and Haunch, a tavern in Holdroon.
Amy
a pretty waitress at the Horn and Haunch

WORMHALL

a bandit kingdom in the West that was recently (in Saga of Old City c. 578) invaded by the Horned Society (centered around X3-66). Area 2 on the map.

WARFIELDS

a bandit kingdom in the West that was recently (in Saga of Old City) invaded by the Horned Society (centered around X3-64). Area 1 on the map.
Key to Bandit Kingdom map from Dragon 63 for remaining kingdoms:
3. Freehold
4. Kor
5. Tangles
6. Rift
7. Reyhu
8. Redhand
9. Artonsamay
11. Dimre
12. Johrase
13. Midlands
14. Greenkeep

NPC's of the Bandit Kingdoms

Barl
He is a rider in Mossback and Weasel's company
Mossback
He is a rider from outside Stoink downstream of the Artonsmay, in the Phostwood, in a company of eight
Weasel
He is a rider from outside Stoink, they buried a coffer with a lot of coins in an old campfire.
Renfil Leed
A bandit leader of eighty or so men from c. 565 who led a long foray into Urnst, the Pale, Nyrond and the Shield Lands. Along the way he picked up the Chrysoberyl ring and his party was killed by goblinkind in the Shield Lands.
Dogteeth
Renfil's lieutenant.

The Great Kingdom (including the Bone March and the Adri Forest)

Adri Forest

Angleford
This place is a town/shallows on the Harp River in the Adri
Flash Crossing
This place is a town/shallows on the Harp River in the Adri
Oddgrave Hill
This rises within the Adri forest, a three plus days' hike northeast from Stalker's village
Woodford
This place is a crossing of the Harp River in Adri
NPC's of the Adri Forest:
Stalker
He is a ranger of the Adri Forest who knows Gellor.
Ned Horn
He is a native of the Adri Forest and an associate of Stalker. He also knows Gellor
Wren
She is a 6'6" woman of Stalker's tribe in the Adri. She has hazel eyes, long braids of brown hair and is very comely and charismatic. She is attracted to Chert. She leads troops carrying bardiche.

THE GREAT KINGDOM OF AERDY

NPC's of Aerdy:
Grand Marshal Dreek
Lomor's superior
General Lomor, Margrave of Uskedge
He is the leader of the Great Kingdom's forces against the Adri and bears the coat of arms of Uskedge on a golden banner.
Comet
He is Lomor's best warlock

BONE MARCH

See Dragon 57 p. 15.
Castle Blemu
This edifice lies in the Blemu hills which is a vassal state to Nyrond (I2-59).
Fugel's farm
is just that (J2-61)
NPC's of the Bone March:
Dunstan, Count Blemu, Lord Knurl
father of Evaleigh, uses the broadsword, vassal of Archibold III. One wonders if either this Dunstan or Archibold's father were the same Dunstan from Gygax's unfinished Gnome Cache novella which appeared in Dragon issues 1-7.
Sir Mellard
Count Blemu's jailor
Medegia, See of
See Dragon 63, pp. 16-17.
North Province
See Dragon 63 pp. 15-16

RATIK

by the time Gord was released from his prison in Blemu, Ratik had seized Johnsport and besieged Spinecastle. See Dragon 57 pp. 14-15.
NPC's of Ratik
Alain IV
He is the son of Baron Lexnol Ratik. He married Lady Evaleigh for political reasons in 578/9.
Lady Evaleigh
She is the beautiful blonde daughter of Dunstan, Count Blemu, Lord Knurl; she is 5' 1" tall; she possesses a flat milky crystal carved as a bird with sheltering wings folded down that is suspended from a silver chain, this device protects her from being sought by magical means.
Rel Astra
See Dragon 65 p. 11.
Sea Barons
See Dragon 63 p. 15
South Province (Ahlissa)
See Dragon 57 p. 15. Eneever Zig hails from here.
Spindrift Isles
See L1 The Secret of Bone Hill, L2 The Assassin's Knot, and Dragon 65 pp. 11-12.

The Iron League

Idee
See Dragon 57 p. 16.
Irongate
See Dragon 57 p. 16.
Onnwal
See Dragon 57 p. 16
Sunndi, County of
See Dragon 57 pp. 15-16.

The Scarlet Brotherhood

Founded by descendents of the lost Suel Empire, this organization's Monks wear red and gold, and call their leader the Oldest. They also worship Nerull.
They sacked Densac Gulf, the Olman Islands, Hepmonaland and the Pomarj. They thought that the next Theopart was in the Wormjaws, they discovered it was in the Suss. They had brought the Chaotic Evil one to Strandkeep earlier.
The Siege of Strandkeep Castle
occurred 6 months after the end of Saga of Old City.
The Besiegers
standard siege equip, 1000 troops, dwarven miners, Gord
Spellcasters
cone of cold, magic missile, fireball, darkness, continual light, weather control, conjure water elemental, conjure earth elemental, lots of illusions.
The Scarlet Brotherhood moved through the Suss and Welkwood harried by elves and woodsmen. The Suels rallied more goblins, hobgoblins, and other humanoids. Their advance guard had 1000 men, and their main force was 4000 men. They sacked Celene, killing Parsival. They then retreated and were pursued. They attack northward with the Great Kingdom at the beginning of Come Endless Darkness. They hold the Initiator and relinquish it to the Dukes of Hell.
NPC's of the Scarlet Brotherhood
The Oldest
the leader of the Scarlet Brotherhood

Rhizia (Cruski, Fruztii, Schnai, and Stonefist)

Cruski
See Dragon 57 p. 14.
Fruztii
See Dragon 57 p. 14.
Schnai
See Dragon 57 p. 14

The Hold of Stonefist

after the siege of Molag, Stonefist allied with Iuz. See also Dragon 57 pp. 13-14.

Back to Gord's Greyhawk Main Page?
Consider the original material found herein and the organization and phrasiology applied to the old material to be Copyright 1998 by Chris Siren and may be reused as far as I'm concerned, so long as I'm credited with researching it. Of course, you'll have to comply with TSR & Trigee's guidelines as well, but if it's just for personal use you're in the clear.

Sunday, 15 December 2024

Viking Names

Viking Names found in Landnámabók

by Aryanhwy merch Catmael (Sara L. Uckelman)

© 1998-2003 Sara L. Friedemann; all rights reserved
© renewed 2005-2006, 2009, 2012 Sara L. Uckelman; last updated 20Jan12

The following is a list of masculine and feminine names taken from The Old Norse Name, by Geirr Bassi Haraldsson (a.k.a. Dr. G. Fleck), and augmented by Einar Arnórsson's Landnámabók Íslands. Fleck collected his data from three main sources, Landnámabók, the Íslendingasǫgur, and Snorri's Heimskringla. Some of these sagas are more trustworthy than others as historical sources; the names below have all been extracted from Lándnamabók.
The surviving versions of Landnámabók date from the second half of the 13th century or a little later, though it has been suggested that it was composed in an early form by Ari Þorgilsson (1068-1148). The initial settlement of Iceland largely took place between 870 and 930, but Landnámabók definitely mentions descendants significantly later than the actual settlement period, at least into the 11th century. [1] Names in blue are names of people who were part of the originally settlers of Iceland in the 9th century. This information was taken from Arnórsson. I have include some names which are found in Arnórsson which are not found in Fleck's pamphlet.
With two exceptions, I have used Fleck's spellings, which are normalized Old Norse spellings and do not reflect the spellings actually used in the manuscripts. The first exception is that where Fleck uses j, I have used i, because the use of j for the consonantal i wasn't introduced until the 18th century (Cleasby-Vigfusson xv). Modern scholars often use j to represent this use of i as a consonant when writing Old Norse, but medieval manuscripts used i. The second exception is when Fleck's spellings differ from Arnórsson's, I have used Arnórsson's, because he is more consistent in his normalizations.
The numbers are also taken from Dr. Fleck's work, but the names are re-sorted here in order of popularity.
I have started adding pronunciations for names found more than five times, as well as a pronunciation guide. These pronunciations have been supplied by the Academy of S. Gabriel in various past reports.

Masculine Names

NameNumberPronunciation
Þorsteinn83
Þórðr72
Þorkell58\THOAR-kehl\
Þorbiǫrn55
Þórir55
Þorgeirr51
Helgi50
Þórarinn45
Ketill44
Biǫrn42\BYORN\
Þorgrímr41\THOAR-greem(r)\
Grímr32\GREEMr\
Þórólfr30\THOAR-oalv(r)\
Þorgils29
Einarr28\AY-nar\
Eyvindr28
Þorvaldr28
Ormr27
Þormóðr25
Oddr24
Þorleifr24
Úlfr21\OOLVr\
Brandr20
Hrólfr20\ROELV(r)\
Óláfr20\OWE-lahv(r)\
Ásgeirr19
Bárðr19
Eyiólfr18
Halldórr17
Hallr17
Hrafn17
Sigurðr17
Atli16
Ásbiǫrn16
Ingialdr16
Eysteinn15
Skeggi15
Snorri15\SNOR-ree\
Arnórr14
Hróaldr14
Steinn14
Steinólfr14
Ǫnundr14
Ásmundr13
Biarni13
Bǫðvarr13
Illugi13
Jǫrundr13\YOR-oond(r)\
Már13
Þóroddr13
Eiríkr12
Hildir12
Þorfinnr12
Þrándr12
Ǫrn12
Auðun11
Egill11
Guðmundr11
Gunnarr11
Heriólfr11
Sigmundr11
Þorlákr11
Héðinn10
Ófeigr10
Vémundr10\VAY-mundr\
Þorbrandr10
Ǫzurr10\AWZ-ur\
Án9
Jón9
Kolbeinn9
Kollr9
Sǫlvi9
Þorleikr9
Þorvarðr9
Þróndr9
Ǫlvir9
Ǫrnólfr9
Ari8\AH-ree\
Eilífr8
Finnr8\FINN(r)\
Geirmundr8
Gizurr8
Hallsteinn8
Haraldr8
Kiallakr8
Kolli8
Loftr8
Sturla8
Þórhallr8
Flosi7
Gísli7
Guðlaugr7
Gunnsteinn7
Hallvarðr7
Hólmsteinn7
Hrappr7
Hóskuldr7
Óleifr7
Refr7
Surtr7
Sveinbiǫrn7
Torfi7
Þorbergr7
Arngrímr6
Álfr6
Bergþórr6
Bersi6
Glúmr6
Hallbiǫrn6
Hámundr6
Hǫgni6
Kári6
Óttarr6
Sighvatr6
Steingrímr6
Þorberger6

Masculine names found 5 or fewer times

The following names were found 4 or 5 times: Arngeirr, Ármóðr, Ásbrandr, Áskell, Áslákr, Bergr, Brúni, Bryniólfr, Bǫdmóðr, Bǫrkr, Finnbogi, Galti, Geirr, Gellir, Gestr, Gnúpr, Grímólfr, Gríss, Guðleifr, Gunniǫrn, Gunnlaugr, Gunnólfr, Hallkell, Hákon, Hávarðr, Hermundr, Hialti, Hiǫrleifr, Hiǫrr, Hrafnkell, Hrani, Hreiðarr, Hróarr, Ingólfr, Ívarr, Karl, Kálfr, Kárr, Kiartan, Klængr, Koðrán, Kolgrímr, Kolr, Konáll, Mǫrór, Oddi, Otkell, Rauðr, Rúnólfr, Sigfúss, Skíði, Skúli, Skúmr, Steinarr, Steinmóðr, Steinrǫðr, Styrmir, Sumarliði, Svartr, Svertingr, Sæmundr, Teitr, Úlfar, Úlfheðinn, Valþiólfr, Vestarr, Vigfúss, Þórhaddr, Þorgestr, Þórormr, Þorviðr
The following names were found 3 times: Aðils, Arnbiǫrn, Arnmóðr, Ásmólfr, Bolli, Bǫlverkr, Dufþakr, Finni, Finnvarðr, Flóki, Gautr, Geiri, Geirrǫðr, Gils, Grani, Hafliði, Hafr, Hallgrímr, Halli, Haukr, Hálfdan, Hárekr, Hlǫðver, Hróðgeirr, Hrómundr, Hrærekr, Hórðr, Ísleifr, Ísrauðr, Jósteinn, Jǫkull, Karli, Kleppiárn, Kollsveinn, Máni, Niáll, Oddleifr, Pétr, Snæbiǫrn, Steinbiǫrn, Steinþórr, Svarthǫfði, Sveinungr, Sólmundr, Tanni, Tiórvi, Tyrfingr, Vermundr, Vestmaðr, Vébrandr, Végestr, Véþormr, Vífill, Þiðrandi, Þióðólfr, Þióðrekr, Þrǫstr, Ævarr, Ǫrlygr, Ǫlmóðr
The following names were found 2 times: Alrekr, Arinbiǫrn, Arnaldr, Arnoddr, Arnríðr, Auðólfr, Álfgeirr, Áli, Áni, Árni, Ási, Bárekr, Beinir, Biartmarr, Biólan, Biǫrnólfr, Bótólfr, Brǫndólfr, Dagr, Dálkr, Eiðr, Eindriði, Endriði, Erlendr, Erlingr, Erpr, Friðleifr, Fróði, Gamli, Geirleifr, Geirólfr, Geirsteinn, Geirþiólfr, Gísl, Glædir, Gormr, Greniaðr, Grettir, Grímkell, Griótgarðr, Guðrøðr, Gyrðr, Hafþórr, Haki, Hallgeirr, Hamall, Hásteinn, Hávarr, Hergils, Herrøðr, Hersteinn, Hlenni, Hreinn, Hrifla, Hrolleifr, Hrosskell, Hrói, Hrútr, Ingimundr, Ísólfr, Kaðall, Kali, Ketilbiǫrn, Kniúkr, Knǫttr, Kolbiǫrn, Kolskeggr, Kvistr, Kýlan, Lambi, Leiðólfr, Ormarr, Ósvaldr, Páll, Sámr, Skapti, Skarpheðinn, Skefill, Skiǫldúlfr, Skopti, Skorri, Skæringr, Snǫrtr, Sóti, Starkaðr, Starri, Stórólfr, Styrbiǫrn, Tindr, Úlfliótr, Valbrandr, Váli, Verliði, Véleifr, Vésteinn, Viðarr, Víkingr, Þorfiðr, Þorgautr, Þórálfr, Ǫgmundr, Ǫndóttr
The following names were found once [3]: Aðalsteinn, Afavldr, Alfarinn, Arnis, Arnkell, Arnlaugr, Arnliótr, Arnsteinn, Arnþórr, Áskr, Auðr, Ádám, Ásgautr, Ásrøðr, Ásvaldr, Ávaldi, Ávaldr, Ávanger, Barði, Bauger, Bálki, Bekan, Briningr, Biarnheðinn, Biálfi, Biólfr, Blæinger, Bogi, Bragi, Brandi, Brattr, Breiðr, Broddr, Brúsi, Darri, Drafli, Dufnall, Dufniall, Dugfúss, Dýri, Eldgrímr, Eldiárn, Elfráðr, Elliðagrímr, Eyfrǫðr, Eyiarr, Eylaugr, Eymundr, Eyþiófr, Fálki, Finngeirr, Fleinn, Forni, Freysteinn, Freyviðr, Friðmundr, Fǫstólfr, Garðarr, Gaukr, Gautrekr, Gálmr, Geitir, Giafvaldr, Gripr, Guðþormr, Gufi, Gunnvaldr, Guttormr, Hafgrímr, Hafliótr, Hallaðr, Hallfreðr, Hallgils, Hallormr, Harðnefr, Harri, Háleygr, Há1fr, Háls, Heggr, Herfinnr, Hergrímr, Herlaugr, Hiallkárr, Hiálmólfr, Hiǫrtr, Hnaki, Holti, Hólmkell, Hraði, Hrafsi, Hrollaugr, Hrossbiǫrn, Hróðmarr, Hróðólfr, Hundi, Hundólfr, Húnbogi, Húnrøðr, Hvati, Hyrningr, Hæringr, Hængr, Hǫggvandill, Ingvarr, Játmundr, Játvarðr, Jófreiðr, Jólgeirr, Jósurr, Kalman, Kiaran, Kiǫtvi, Klaufi, Klyppr, Knǫrr, Kormákr, Kóri, Krumr, Kúgaldi, Melpatrikr, Móðólfr, Mǫttull, Naddoddr, Nagli, Narfi, Nefsteinn, Nereiðr, Nikolás, Nikulás, Oddbiǫrn, Oddgeirr, Oddmar, Óblauðr, Óli, Órækia, Óspakr, Ósvífr, Ótryggr, Patrekr, Ragi, Ragnarr, Rauðúlfr, Raumr, Ráðormr, Reistr, Reyrketill, Roðrekr, Rǫgnvaldr, Rǫnguðr, Saxi, Sigarr, Sigfastr, Sigtryggr, Sigvaldi, Skagi, Skamkell, Skati, Skálpr, Skialdbiǫrn, Skiálgr, Skorageirr, Skólmr, Smiðkell, Smiðr, Sokki, Stafngrímr, Steinfiðr, Steini, Styrkárr, Styrr, Súlki, Svanr, Svarðkell, Svartkell, Svávarr, Sveinn, Sæbiǫrn, Sæmingr, Sǫkkólfr, Sǫlgi, Sǫlvarr, Sǫxólfr, Torráðr, Tryggvi, Úlfkell, Vaði, Vestliði, Vébiǫrn, Véføðr, Vékell, Véþorn, Vilbradr, Vilgeirr, Vígbióðr, Víglundr, Vígsterkr, Þangbrandr, Þengill, Þióðarr, Þióstarr, Þióstólfr, Þorgnýr, Þorliótr, Þórhalli, Þrasi, Þráinn, Ǫgurr, Ǫngull

Feminine Names

NameNumberPronunciation
Þuríðr58
Þorgerðr42
Þórdís40
Helga36
Þórunn34\THOAR-un\
Guðrún24\GOODH-roon\
Þóra23\THOA-r@\
Valgerðr20
Yngvildr20
Vigdís19
Þorbiǫrg19
Jórunn17
Steinunn15
Þorkatla15
Halldóra14
Gróa13
Halla13
Álǫf 10
Ástríðr10\AH-streedh(r)\
Hallbera 10
Þorlaug 10
Hallveig 9
Herdís9\HAIR-dees\
Rannveig 9
Æsa9\AA-sah\
Ingibiǫrg 8
Sigríðr8\SIGH-reedh(r)\
Þórhildr 8
Arnóra7\AHR-noh-r@\
Gunnhildr7
Þórarna7
Ásdís6
Guðríðr6
Hallgerðr6
Hlíf6
Kolfinna6\KOAL-fin-nah\
Salgerðr6
Þórný6

Feminine names found 5 or fewer times

The following names were between 3 and 5 times: Arnbiǫrg, Arndís, Arngerðr, Arnkatla, Arnleif, Auðr, Álfgerðr, Ásgerðr, Ásný, Ásvǫr, Bergþóra, Biǫrg, Dalla, Finna, Friðgerðr, Geirhildr, Geirlaug, Geirríðr, Gerðr, Guðlaug, Guðný, Hallfríðr, Hallkatla, Hróðný, Ingunn, Ísgerðr, Járngerðr, Jófríðr, Jóra, Jóreiðr, Oddný, Otkatla, Ragnheiðr, Ragnhildr, Riúpa, Signý, Valdís, Vilborg, Þióðhildr, Þórey, Þorlót
The following names were found 2 or fewer times [2]: Aldís, Arneiðr, Arnfríðr, Arngunnr, Arnþruðr, Álfdís, Álfeiðr, Ása, Ásbiórg, Áshildr, Ásleif, Ásta, Bera, Bergdís, Bergliót, Birna, Biargey, Biollok, Bót, Bótey, Bryngerðr, Dagrún, Dís, Dýrfinna, Eðna, Eirný, Eydís, Eyia, Fastný, Fiórleif, Fregerðr, Geirbiórg, Geirný, Giaflaug, Grélǫð, Gríma, Guðbiǫrg, Guðleif, Gunnvǫr, Hafþóra, Hallbiǫrg, Halldís, Hallvǫr, Heiðr, Heimlaug, Herríðr, Herþrúðr, Hervǫr, Hildigunnr, Hiálmgerðr, Hiálp, Hrefna, Hrafnhildr, Húngerðr, Iðunn, Ingigerðr, Ingríðr, Ingileif, Ingvǫldr, Jódís, Kaðlín, Katla, Ketilríðr, Kiǫlvǫr, Kolgríma, Melkorka, Miǫll, Móeiðr, Myrgiol, Mýrún, Mæva, Niðbiǫrg, Oddbiǫrg, Oddfríðr, Oddlaug, Oddleif, Ormhildr, Ósk, Rafǫrta, Reginleif, Salbiǫrg, Snælaug, Sólveig, Steinvǫr, Svana, Svanlaug, Sæhildr, Sæuðr, Sǫlvǫr, Tófa, Úlfeiðr, Úlfhildr, Úlfrún, Védís, Vélaug, Véný, Vilgerðr, Ýrr, Þióðgerðr, Þorfinna, Þorgríma, Þórelfr, Þorleif, Þórodda, Þórvé, Þórvǫr, Þraslaug, Ægileif, Ǫndót

References & Notes

Arnórsson, Einar, ed. Landnámabók Íslands (Reykjavík: Helgafell, 1948).
Cleasby, Richard and Guðbrandr Vigfusson. "The Alphabet", In: An Icelandic-English Dictionary. 2nd ed. Oxford: Clarendon. 1957. p. xv.
Fleck, G. (aka Geirr Bassi Haraldsson), The Old Norse Name, Studia Marklandica (series) (Olney, Maryland: Yggsalr Press, 1977).
[1] Sverrir Jakobsson. "What is the source value of Landnámabók? And when is it thought to have been used?". Vísindavefurinn 2.12.2005. (cited 20.6.2006).
http://visindavefur.hi.is/svar.asp?id=5451
[2] Originally the name <Elína> was listed here. I have removed the name because it is not the name of a Norse person. The reference is to "Elína dóttir Burislafs konungs úr Gǫrðum austan" 'Helena daughter of Burislav, king of Scandinavian Russia'. There is no evidence <Helena> was adopted into use by the Scandinavians until after the Viking era.
[3] Originally the names <Meldún> and <Mýrkiartan> were listed here. I have removed these names because they are not the names of Norsemen; according to Talan Gwynek, "Old Norse Forms of Early Irish Names" (http://www.ellipsis.cx/~liana/names/drafts/irish-norse.html), <Meldún> is from Scotland, and <Mýrkiartan> is from Ireland. There is no evidence that either of these names were adopted into use by the Norse.

Monday, 7 October 2024

 You Tube Site

Jade Using AI

https://www.youtube.com/channel/UCSIvk78tK2TiviLQn4fSHaw

Jade is the host and creator of the “Up and Atom” YouTube channel, which focuses on educational content related to physics and chemistry. Jade has a background in science and has a Ph.D. in experimental nuclear physics. She is also a science communicator who is passionate about sharing scientific knowledge with others.

Jade has been recognized for her contributions to science communication and has received several awards and honors for her work, including the Young Tall Poppy Science Award and the JG Crawford Medal. She has also been invited to speak at various conferences and events to discuss her work and promote science education.

In addition to her work on the “Up and Atom” YouTube channel, Jade has also been involved in other science communication projects, such as hosting a science radio show and writing articles for scientific publications. Overall, Jade is known for her expertise in physics and chemistry and her ability to explain complex scientific concepts in an accessible and engaging way.

MORE ON JADE FROM BING CHAT

Up and Atom is a YouTube channel created by Jade Tan-Holmes who makes videos about physics, math and computer science. She also has a Patreon where you can support her work and get access to exclusive content. Up and Atom is not her site, but her channel name. Her site is https://upandatomshow.com/ where you can find more information about her videos and shameless self promo

Thursday, 3 October 2024

 Rule 16-03-10: Expansion of Rule 14-11-1

At the start, a player may roll for one "free" character. However, if this character is rejected, they must then create a "real" character. If the real character is also rejected, the player may roll another free character after every rejection of a full and real character. The function of these "zero SPE" characters is to generate "Special Points" without consuming any, while providing a juxtaposition (contrast) between these preliminary characters and fully realized ones.

Should a "zero SPE" character perform well, the player has the option to create a linked character—a protégé or nephew—by spending 1 SPE. This linked character receives half of the mentor's experience points (XP) off-stage and can optionally gain other benefits. If the player successfully matches the XP value at the time when the 1 SPE was spent, the protégé earns a bonus, doubling the XP gained from that value.

Example:
An ordinary character accumulates 500 XP and treasures. The player decides to invest 1 SPE to take on a protégé (initially undefined). From this point forward, half of the main character's XP goes to the protégé. Starting with 0 XP, the protégé gains XP as the mentor progresses. If the mentor earns 100 XP in an adventure, only 50 XP is retained, while the other 50 XP is transferred to the protégé.
When the mentor earns a total of 1000 XP, 500 XP would have gone to the protégé, reaching the initial target of 500 XP. This triggers a bonus, doubling the target XP and awarding the protégé 1000 additional XP, bringing the total to 1500 XP—potentially exceeding the current mentor's XP.

Any levels earned by the protégé through XP are automatically trained, enabling them to start at full level. If the protégé shares the same class as the mentor, they gain an additional 50% XP bonus on top of their earned XP. For instance, if the protégé is a thief with 1500 XP (enough for level 2), they receive an extra 750 XP on top of that, reaching 2250 XP.

The protégé can enter play either after the mentor's death or upon achieving the bonus XP (and possibly when the mentor retires). The protégé need not share the same class as the mentor, but if they do, they gain a 50% XP bonus after levels are calculated (though they cannot start play with extra levels from this bonus). The relationship between the mentor and protégé is primarily one of support, not necessarily of class alignment.

If circumstances dictate that the new character should be unrelated to the mentor, the benefits can be transferred to a "stranger" who had a different mentor, though with a 10% penalty on the bonus experience.

Alternate Option:



The original character can foresee their own potential and spend 1 SPE to re-roll their ability scores using another system. If these re-rolled scores are better, they can be noted as "potential scores." With every level earned, the player gains 1 point towards one ablity score of his choice, and may spend 1 (or 2) SPE to shift all ability scores by 2 (or 2) points upwards toward these potential scores. Those abilities below or or equal to there current value are uneffected. 

  If the charcter spends 2 spe to rise all the general stats they may then spend an additonal 1 sp to raise any potential stat up to 3 points. 

    The rise will not occur unless some ingame explaiation allows it. If for example if the player works at all three of those ablities in play (reading for intelligence, socializing for Charisma and diet and exerisse for contition then this would be fine.) The explaation could also be a wound treated by a cure spell or what not healed a long term injury weaking the charter. or some mentor influce, or even potential divine experience or revulation. The rise in stats will thus have some real world role playing consquenes - for exmaple being in debt to a mentor for teaching them to read or what not. 



Example

1st roll set: S 13 I 5 W 15 D 17 Con 7 Cha 10

2nd roll set S: 6 I 15 W 13 D 6 Con 18 Cha 16

Since Strength, wisdom and dexterity are less or equal to the potential they stay the same

But Intelligence, Constitions and Charisma can go up by one each level, the players choice. 

THe first time he goes up a level he picks constition so it goes up to 8. He then choses to spend 2 SPE. 

This will cause intelligence, constition and Charisma al to go up 3 (maximum of their potential) 

so intelligence become 8, constioion be 11 and charistma will be 13.

The next level he does the same thing so consition at first goes to 12 but then gains plus 3 so its now 15 intelligce goes to 11,  and charisma to 16. Charisma can no longer rise  as its reached its maxium potential. The charcter wants his full 18 for constition so he decides then to spend 1 more sp to raise it to by 3 points to 18!

His intelligece is the last remaining one at 11 and he elects not spend any more points to raise it on the next level so it goes to 12, and he does the same waiting for it tor raise to 15 by gaining 4 more levels. 

Optionally he could spend 2 points to raise it 15 in one go on the next level but intelligence is not important to this rouge.




 

Rule 16-03-10: Expansion of Rule 14-11-1

Summary: This rule governs the creation of free characters, their progression, and the interaction between ordinary characters, protégé mechanics, and the spending of Special Points (SPE).

  1. Free Character at Start:

    • Players may roll one free character initially.
    • If this free character is rejected, a "full & real" character must be made.
    • Upon rejecting the real character, players may roll another free character, repeating this process for every subsequent "full & real" character that is rejected.
  2. Purpose of Zero SPE Characters:

    • These free characters (or "zero SPE characters") are meant to generate Special Points without spending any.
    • They serve as a contrast to regular characters by offering a simpler, resource-free option.
  3. Protégé Mechanics:

    • If a character performs well, the player may choose to create a protégé or nephew, linked to the original character, by spending 1 SPE.
    • The protégé starts with half the original character's earned XP off-stage, potentially accruing other benefits as well.
    • If the XP of the protégé matches the amount of XP earned when the 1 SPE was spent, the protégé receives a bonus—doubling the XP of that target value.

    Example:

    • An ordinary character earns 500 XP and acquires treasure. The player opts to spend 1 SPE to take on a protégé.
    • The protégé starts with 0 XP, while the main character continues to adventure, earning 100 XP in total. However, the main character retains only half of that (50 XP), with the other 50 XP going to the protégé.
    • When the main character accrues 1,000 XP in total (half going to the protégé), the protégé reaches 500 XP.
    • This 500 XP triggers the bonus: the protégé gains double the target amount, earning an additional 1,000 XP for a total of 1,500 XP—surpassing the main character’s current XP.
  4. Level Progression and Bonuses:

    • Any levels gained through XP are automatically trained, allowing the protégé to begin with fully realized levels.
    • After determining the protégé's level through XP, if the protégé shares the same class as the mentor, they gain a 50% bonus to their XP total. This bonus is applied after level determination.
    • In the above example, a thief protégé who reaches 1,500 XP would receive an additional 750 XP, resulting in 2,250 XP total, which could accelerate their progression.
  5. Introduction of Protégé into Play:

    • The protégé can enter play either upon the mentor’s death or once the bonus XP is achieved (and the mentor retires).
    • The protégé does not need to be of the same class as the mentor. If they are, they will receive the 50% XP bonus as outlined above; however, this bonus cannot grant them additional levels at the outset.
  6. Alternative Character Transfers:

    • If narrative circumstances suggest that the new character should have no direct connection to the previous one, the benefits (such as XP) can be transferred to a “stranger” character with a different mentor.
    • However, a 10% penalty applies to the bonus XP in this case.
  7. Re-Rolling Ability Scores:

    • Should the player wish to improve their original character's potential, they may spend 1 SPE to re-roll the character's ability scores using an alternate system.
    • If the new scores are superior, they are marked as potential scores.
    • Each level gained allows the player to spend 1 or 2 SPE to shift all ability scores by 1 or 2 points toward these potential scores.

This refined rule codifies the relationship between free characters, their potential successors, and the strategic use of SPE for long-term development and narrative depth.