Swords

 



Swords are shit. Watch any sword fight in any movie. Listen to the sound of swords clashing. Every time that happens both swords are chopped on their sharp blade. You might have a pro swordsman who turns their sword in time to strike the opponents sword with the flat of their blade. Never see that on tv. 


Why would these dudes fighting that way? That’s not fighting that’s daft prolonging the action for the sake of airtime. Real sword fights are nothing like that. Real sword fights are over very fast. Painfully. Swordsmen don’t mess around. 


You have two effective moves with a sword. Stab and slash. 


Bashing someone’s sword out of the way with your own sword, called blocking, when they stab. Usually this is done with a buckler or a shield, not with your sword. How can you strike them after you block their sword with your own? Use a buckler and you expose them for you to stab or slash them while their sword is blocked. Fast and effective. 


But this is why swords are rubbish. Imagine you fight a prolonged sword fight where you chip and blunt each others swords by using them as shields. The fight goes on and on, because nobody can make a strike. All the while the swords are taking a battering. 


After that battle the swords will require a whetstone to sharpen their edge. This thins the blade. If the dents are bad hey can’t be fixed with a whetstone. 


Take it to a blacksmith he will hear the metal to soften it and hammer it out before grinding it sharp. Repairing swords does reduce the metal in them. Using swords at all wears them out. 


Good quality iron is required. Iron alloys with agents to prevent them chipping so easily emerged only later when blacksmiths got into alchemy, metallurgy. A lot of trial and error which takes time and costs money. 


Iron rusts, another hazard of sword maintenance. Armour too. It has to be dried and oiled. It’s possible to oil moisture into it, under the oil which rusts it too, so it has to be dried with heat from fire. 


If this seems excessive the question about whether you love your sword has to be asked. Polishing your armour to keep it well. You need oil-rag and whetstone (or drystone). 


And you’ll need a friendly blacksmith. 


Or you will be using secondhand rusty battered goblin swords discovered in dungeons… 



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PC Family Tribe


Player Character Family & Tribe


A simple and flexible system for generating character backgrounds in a medieval fantasy world inspired by Iron Age Celts, Vikings, and Irish culture. The system uses a flow-chart of interconnected tables that can be navigated with D6 rolls.



Step 1: Roll for Family Origin (D6)


1. Noble Lineage: Your family is of noble or chieftain blood.

2. Warrior Clan: Your family is known for their martial prowess.

3. Mystic Lineage: Your family has ties to druids, seers, or magical traditions.

4. Craftsmen or Artisans: Your family produces fine tools, weapons, or art.

5. Outcasts or Wanderers: Your family is shunned, nomadic, or dishonored.

6. Common Folk: Farmers, herders, or traders with no notable status.



Step 2: Family Circumstances (D6)


1. Prosperous: Your family is wealthy or influential.

2. Hard Times: Your family has struggled recently.

3. Tragic Loss: You are the last or one of the few survivors of your family.

4. Feud: Your family has an active feud with another group or clan.

5. Respected: Your family is well-regarded in your community.

6. Exiled: Your family was forced to leave their homeland.

 


Step 3: Sibling or Family Member Relationships (D6)


1. Sibling Rivalry: A sibling or close relative is jealous of or hostile to you.

2. Beloved Mentor: An older sibling or family member taught you valuable skills.

3. Lost Sibling: A sibling is missing, presumed dead, or estranged.

4. Protective Bond: A sibling or relative is fiercely loyal to you.

5. Inherited Rivalry: Your relationship is strained by a feud or inherited grudge.

6. No Siblings: You are an only child, but roll on the Mentors table.



Step 4: Tribal Connections (D6)


1. Close-Knit Tribe: Your tribe is strong and cohesive, providing support.

2. Rival Tribe: Your tribe is in conflict with another group.

3. Respected Tribe: Your tribe is known for its wisdom or prowess.

4. Wandering Tribe: Your tribe is semi-nomadic or unsettled.

5. Disgraced Tribe: Your tribe has fallen out of favor or been defeated.

6. Isolated Tribe: Your tribe is mysterious and secretive.


 


Step 5: Mentors (D6)


1. Druid or Seer: A mystic taught you the ways of the gods or nature.

2. Veteran Warrior: A battle-scarred fighter passed on their skills.

3. Parent or Guardian: A family member trained you.

4. Local Elder: A wise elder of your tribe guided you.

5. No Mentor: You learned through trial and error.

6. Fallen Mentor: Your teacher died, disappeared, or betrayed you.


 


Step 6: Allies (D6)


1. Blood-Bonded Ally: A sworn companion from a bonding ritual.

2. Childhood Friend: A lifelong companion from your youth.

3. Tribal Ally: Someone from your tribe owes you loyalty.

4. Unlikely Ally: An ally from an enemy tribe or culture.

5. Mystical Ally: A spirit, fae, or druidic figure aids you.

6. Mercenary Ally: A hired companion fights alongside you for now.


 


Step 7: Nemesis (D6)


1. Betrayed by Family: A family member turned against you.

2. Rival Warrior: A rival from your tribe or another group seeks your downfall.

3. Outsider Enemy: A foreigner or invader threatens you.

4. Cursed Foe: A mystical being has marked you as an enemy.

5. Feuding Clan: A member of a feuding clan actively opposes you.

6. No Nemesis (Yet): You’ve avoided major enemies so far.




Family Members


A detailed system for generating the specified family members and useful background information using flow-chart tables with D6 rolls. Each table is designed to give a cohesive and dynamic family history that enhances a character’s backstory.



Step 1: Children


Roll a D6 to determine the number of children (if relevant):

1-3: No children

4-5: 1 child

6: 2+ children (roll D6: 1-3 = 2 children; 4-5 = 3 children; 6 = 4 children)


Roll for each child’s status (D6):

1-2: Alive and lives with the character

3: Alive but lives elsewhere (reason below)

4: Died young (roll on the Death Table)

5: Lost contact/missing (reason below)

6: Adopted or fostered (lives elsewhere)


If they live elsewhere, roll for location (D6):

1-2: Same village/region

3-4: Nearby town or settlement

5: Different region, possibly distant

6: Traveling or nomadic


For their age (relative to the character):

Roll D6: 1-3 = Younger child; 4-6 = Older child.



Step 2: Siblings


Roll a D6 to determine the number of siblings:

1: No siblings

2-3: 1 sibling

4-5: 2-3 siblings

6: 4+ siblings (roll D6 for exact number: 1-2 = 4, 3-4 = 5, 5-6 = 6+)


Roll for each sibling’s status (D6):

1-3: Alive and lives nearby

4: Alive but estranged (reason below)

5: Deceased (roll on the Death Table)

6: Missing or unknown


Roll for sibling relationship to the character (D6):

1-2: Close and supportive

3: Rivalry or competitive

4: Neutral or distant

5: Hostile

6: Protective or dependent


For their age (relative to the character):

Roll D6: 1-2 = Older; 3-4 = Same age (twin or close in age); 5-6 = Younger.



Step 3: Parents


Roll for the status of each parent (D6):

1-2: Alive and lives nearby

3: Alive but distant (geographically or emotionally)

4-5: Deceased (roll on the Death Table)

6: Missing or unknown


Roll for their skills or profession (D6):

1: Farmer, herder, or fisher

2: Artisan or craftsman (specific craft below)

3: Warrior or guard

4: Merchant or trader

5: Druid, seer, or healer

6: Wanderer, exile, or outlaw


If deceased, roll for age at death (D6):

1: Died young (before 30)

2-3: Middle-aged (30-50)

4-5: Elderly (50+)

6: Mystical or unnatural death



Step 4: Aunts and Uncles


Roll for the number of aunts/uncles (D6):

1: None

2-3: 1-2 (roll D6 for exact number)

4-5: 3-4 (roll D6 for exact number)

6: 5+


Roll for each one’s status (D6):

1-3: Alive and part of your life

4: Estranged or distant

5: Deceased (roll on the Death Table)

6: Exiled, missing, or unknown


Roll for their skills or profession (D6):

1-2: Similar to your parents

3: Warrior or raider

4: Druid or mystic

5: Trader or merchant

6: Adventurer or wanderer



Step 5: Grandparents


Roll for the status of each grandparent (D6):

1: Alive (elderly, roll D6: 1-3 = frail; 4-6 = spry)

2-4: Deceased (roll on the Death Table)

5: Legendary ancestor (famous or infamous deeds)

6: Unknown or forgotten


Roll for their wealth (D6):

1-2: Poor

3-4: Average

5: Wealthy or influential

6: Lost wealth (former prestige)


Roll for their legacy (D6):

1: No significant legacy

2: Local legend or hero

3: Known for a particular skill or craft

4: Famed warrior or mystic

5: Cursed or dishonored

6: Unknown, mysterious figure



Step 6: Great-Grandparents


Roll for their significance (D6):

1-2: Average ancestors, little known

3-4: Known for a specific achievement or failure

5: Revered ancestor (legendary status)

6: Connection to a mystical event or being


Roll for their fate (D6):

1-3: Died of natural causes

4: Perished in battle

5: Victims of a tragedy (famine, disease, etc.)

6: Mysterious disappearance or death



Step 7: Death Table (D6)


1: Natural causes (old age or illness)

2: Battle or conflict

3: Tragic accident

4: Disease or famine

5: Execution or murder

6: Mystical or supernatural cause



Step 8: Wealth and Status Table (D6)


1: Impoverished

2-3: Modest living

4: Comfortable or self-sufficient

5: Wealthy or influential

6: Ruler or leader



Step 9: Region Table (D6)


1-2: Same village or settlement as the character

3-4: Neighboring village or region

5: Distant region within the same culture

6: Foreign or enemy culture


These interconnected tables allow for the generation of detailed family relationships, histories, and relevant details that enhance roleplaying.