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==Overview==
 
==Overview==
This is  a setting for an alternate timeline where the Vinland colony was a sucess.  The present year AD 1140. It was created as a setting for a GURPS Third Edition campaign. This is a fantasy setting and magic does exist. In this world, the fledgling colony of Norse at Vinland has been far more successful than in OTL. Norsemen have expanded the initial settlement to include much of the Maritime Provinces of Canada, the St Lawrence river valley, portions of the Eastern seaboard , and are beginning to settle on the shores of the Great Lakes. Saxon exiles and Irish missionaries have also come to the new lands. Trade has given several native nations access to iron age technology and new ways of agriculture. As yet, the strong kings of Christendom and the Pope of Rome have shown little interest in the new countries to the west, beyond exiling some troublemakers and heretics there. The Crusades have kept the eyes of kings and bishops fixed on the rich Holy Land. This may change, though. Men whisper of a new crusade to the west to subdue the schismatics and pagans who have flocked to Vinland, as well as converting the red devil- men said to inhabit the far lands to the one true faith.  
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This is  a setting for an alternate timeline where the Vinland colony was a sucess.  The present year AD 1140. It is currently being used as a setting for a GURPS Third Edition campaign. This is a fantasy setting and magic does exist. In this world, the fledgling colony of Norse at Vinland has been far more successful than in OTL. Norsemen have expanded the initial settlement to include much of the Maritime Provinces of Canada, the St Lawrence river valley, portions of the Eastern seaboard , and are beginning to settle on the shores of the Great Lakes. Saxon exiles and Irish missionaries have also come to the new lands. Trade has given several native nations access to iron age technology and new ways of agriculture. As yet, the strong kings of Christendom and the Pope of Rome have shown little interest in the new countries to the west, beyond exiling some troublemakers and heretics there. The Crusades have kept the eyes of kings and bishops fixed on the rich Holy Land. This may change, though. Men whisper of a new crusade to the west to subdue the schismatics and pagans who have flocked to Vinland, as well as converting the red devil- men said to inhabit the far lands to the one true faith.  
  
  
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==Places==
 
==Places==
[[Image:Vinland.jpg | map | A Map of the known Territories]]
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===Vinland[ Newfoundland]===  
 
===Vinland[ Newfoundland]===  
A mostly Christian settlement, with a mixed population of Norse and Skraelings[Beothuk people] Most of the people live by a combination of subsistence farming, a little animal husbandry, and fishing. Cod are the mainstay of the diet. A nice chowder of salty cod and butter from goats' milk is popular with the locals. A sort of wine made from gooseberries is made in good quantities, some of which is exported. A church dedicated to [http://wiki.rpg.net/index.php/Vinland:St_Ivar| Saint Ivar][still awaiting official canonization by distant Rome, but venerated nonetheless] acts as seat for the Bishop of Vinland, the representative of the Roman Church.
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A mostly Christian settlement, with a mixed population of Norse and Skraelings[Beothuk people] Most of the people live by a combination of subsistence farming, a little animal husbandry, and fishing. Cod are the mainstay of the diet. A nice chowder of salty cod and butter from goats' milk is popularl with the locals. A sort of wine made from gooseberries is made in good qantities, some of which is exported. A church dedicated to [http://wiki.rpg.net/index.php/Vinland:St_Ivar| Saint Ivar][still awaiting offical canonization by distant Rome, but venerated nonetheless] acts as seat for the Bishop of Vinland, the representative of the Roman Church.
  
 
===Markland[Labrador]===
 
===Markland[Labrador]===
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Irish monastics succeeded in at least partially converting most of the natives.Pastoralism is the way of life for most of the island's people. Cows are held to be ''medicine animals'' by the natives. The early monks discovered a way to use cowpox to give partial immunity to smallpox, a fortuitous discovery that lead to the salvation of many native lives and conversion of many souls. The technique is freely disseminated, and is spreading to other settlements.The Vinland bishops have sometimes derided the islanders as ''cow cultists''.
 
Irish monastics succeeded in at least partially converting most of the natives.Pastoralism is the way of life for most of the island's people. Cows are held to be ''medicine animals'' by the natives. The early monks discovered a way to use cowpox to give partial immunity to smallpox, a fortuitous discovery that lead to the salvation of many native lives and conversion of many souls. The technique is freely disseminated, and is spreading to other settlements.The Vinland bishops have sometimes derided the islanders as ''cow cultists''.
  
===Sigurðshaugr===
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===Sigurðrhaugi===
[http://wiki.rpg.net/index.php/Vinland:Sigurðshaugr Sigurðshaugr] is a riverside town, about 30 miles south of Mount Trinity, supported by multiple farmsteads in the immediate area. There is a small watermill[pretty new] . The blacksmith handles everything from farrier's work to repairing spears and replacing axe heads. Looking at a couple of hundred people at best.
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[http://wiki.rpg.net/index.php/Vinland:Sigurdrhaugi Sigurðrhaugi] is a riverside town, about 30 miles south of Mount Trinity, supported by multiple farmsteads in the immediate area. There is a small watermill[pretty new] . The blacksmith handles everything from farrier's work to repairing spears and replacing axe heads. Looking at a couple of hundred people at best.
  
 
===Ymir's scalp===  
 
===Ymir's scalp===  
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===The Northwest Passage===
 
===The Northwest Passage===
 
Rivermen and sailors alike seek a passage through the interior that will take them to the far seas of the west, beyond which lie the riches of Cathay and Hind. These lands are mythical places to the average northman, something that only adds to their lustre for the seeker after glory and wealth.
 
Rivermen and sailors alike seek a passage through the interior that will take them to the far seas of the west, beyond which lie the riches of Cathay and Hind. These lands are mythical places to the average northman, something that only adds to their lustre for the seeker after glory and wealth.
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==Warrior Societies==
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==Warrior Socities==
  
 
===Norse===
 
===Norse===
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===Creatures===
 
===Creatures===
 
Rumors persist of giants roaming the interior. Few reputable persons claim to have seen them up close, but still the stories spread. In some accounts the giants are huge , hairy beast-men; in others they are enourmous creatures, like black barked trees, gnarled and hideous to look upon. The Ice Men speak of a renegade tribe who serve a powerful frost giant, one of the sons of Ymir.
 
Rumors persist of giants roaming the interior. Few reputable persons claim to have seen them up close, but still the stories spread. In some accounts the giants are huge , hairy beast-men; in others they are enourmous creatures, like black barked trees, gnarled and hideous to look upon. The Ice Men speak of a renegade tribe who serve a powerful frost giant, one of the sons of Ymir.
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==Economy==
 
==Economy==
 
Hacksilver is as common as actual coins. Tobacco is gaining popularity as a trade good
 
Hacksilver is as common as actual coins. Tobacco is gaining popularity as a trade good

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