This holiday season, I’m going to review a different module, game or supplement every day. I haven’t sought any of them out, they’ve been sent to me, so it’s all surprises, all the way. I haven’t planned or allocated time for this, so while I’m endeavouring to bring the same attention to these reviews, it might provide a challenge, but at least, I’ll be bringing attention to some cool stuff!
Yowzers. Wulfwald is a 5 volume (totalling about 300 pages) game and setting by Lee Reynoldson, Paolo Greco, and Alison Killilea, with art by Francesco Accordi, Katie Wakelin and Russ Nicholson. The first words on the official Lost Pages site say “We went back to 1974, kidnapped Gary, and gave his game a proper setting.” to give an idea of the goals of this project, in which you play outcast adventurers now united under the order of a thegn, in order to exert his influence upon a world inspired by Saxon myth.

The first volume covers character creation, advancement, and equipment. Basically, we have the three classes, with four variations, one for each kindred, making twelve classes in total. They each have three levels, a critical and fumble special effect, and starting equipment, with wizards having Gealdor for their magic. I love the elegance of these simple but unique classes, however I’m scarcely 37 pages in and the Old English terminology is a bit too much for me. Surely the Réðealing Wicce could have just been called a witch, especially given they put elf, dwarf and man in brackets in case the language isn’t clear? Anyway I love these classes, despite the frustrating naming conventions that will no doubt be ignored at the table. Equipment is broken down into the different kinfolk, which I think is neat and flavourful, and better than most equipment lists. While technically coinage did exist in the inspirational time period, the gamification feels clean in a way that’s unsatisfying to me — Wolves Upon the Coast did unreliable coinage in an interesting way, and I’d have liked to see that here, to reflect the time period a little better.
The second volume concerns itself with magic, and details a bunch of unique magic systems. The runic magic here involves permanently inscribing a rune to give that person or object a permanent bonus; you can reclaim them, but only by destroying the thing that it’s inscribed on. Spell singing is nature magic, and can change shape, cause glamour, or manipulate the forest. Necromancy corrupts the user to summon the dead, either to aid them in battle, to fill their enemies with dread, or to assume the form of the dead. Witchcraft is a bargaining magic, where you sell parts of yourself for greater flexibility. These are all simple, flavourful as all get out, and just stellar magic systems even in their sinplicity. Great stuff. Magical items aren’t mundane here, they’re affixed to a a proper legend — two to three pages of it. Religions, however are mundane: No one has powers granted by their gods, but all believe in them.
The third volume concerns running a campaign. It opens with nine kingdoms, their description of about a page, plus reaction encounters and some unique tables to cover specifics to those kingdoms (“What is the Shining One seeking?” or “Mission of the Westlund Seaxe spy”). I don’t love the long-hand descriptions — they’re long enough and don’t use highlighting for important information, so I find them hard to process — but the content is very good, usually setting up a very specific politic and inciting incident to drive your Wolfpack to action. This is basically the perfect balance between content and improvisation for me. There’s a big section on society, which for me is pretty dry and uninteresting, as the kind of people buying this book all know basically the gist of how this society worked. I love the Who hates whom at why? Section, though, which sets up the core conflicts within your kingdom quite clearly, although I feel some visualisations would be useful there. It does focus more on the PCs and who would hate them, rather than generally, which I don’t like, but it does provide principles useful for refereeing this world. The last section takes you through how to set up your campaign. It expects you to do a fair bit of legwork, although it walks you right through it which I appreciate it. I deeply wish they’d fully illustrated an example for at least 1 of the kingdoms, just so I wouldn’t have to develop my own, because I just don’t have the time. I appreciate the support, though, provided here. There’s just tons of advice here, and advice never goes astray. In an appendix here, also appear the rules for reaction rolls and combat order, as well as ability checks. An optional appendix! In the third volume! Oh, my heart sings at the priorities of this author! Great stuff! And the second appendix contains a starter adventure. I do not like this adventure at all: It’s written like something out of Dungeon Magazine in 1985, just a wall of text with no highlighting and too generous with its word count. A good starter adventure is invaluable, but good this is not. The third and fourth appendices contain mass combat and hireling rules, with a name generator which is appreciated.
The fourth volume is a bestiary. My favourite thing about it is that many of these monsters are unique NPCs — giants and dragons and the like don’t come as a type. The types here aren’t your typical elfgame fare, either: Orcs here and frankenstein creatures of foul necromancy, for example. You can run a campaign with these monsters, it’s a stellar bestiary that puts its effort into the most interesting places. In terms of usability, there are two good appendices, one which provides a list of all stat blocks across this and the next volume, and one that summarises the combat statistics of them all for convenience. Useful stuff for running a game.
The last volume is about people. Here you have the all of the kinfolk, a little about their cultures and a few types of them and their stat blocks for combat. There are also examples of important NPCs, focusing mainly on nobility, which says a lot about who you’re expected to be interacting with. It also doubles as a better explanation of society than came before, although you have to wade through a lot of specific societal roles to find out how Reeves interact with Ceorls or what not. It suffers again from the wall of text problem here, so I struggle to get through it.
The preponderance of Old English terminology in Wulfwald is a sticking point for me, 5 books in. The problem is the reliance on the language as a substitute for actual world-building. You can see this in phrases like “…currency is based on the Seolfor Pund, the pound of silver. Usually in the form of an ingot, worth in modern terms about $7,000. Pounds are used for large expenses such as…” and the effect is that “I’m using pund to be exotic, see, I mean pound!”. I have to admit, the language got easier by the time I was maybe 3 volumes in (I stress, in the context that I studied Old English at a university level albeit some twenty years ago, so it’s not foreign to me at all), but that could also be because the world building drew me in. Because, eventually, it did.
In terms of layout, it’s elegant, well spaced, and uses judicious decoration to good effect. There is little highlighting of any kind, which means on busy pages it’s tricky to identify important information; I wish there was more, as it makes for a monotonous page at times in addition to the navigation issues. Breaking the game into books is a clever information design move, and any issues that may have emerged from that have been foreseen and addressed. The art isn’t everywhere, but what’s there is very good, and fits well with the elegant layout. And I never get sick of the knot work used as decision throughout.
Elephant in the room: Wolves Upon the Coast, the other big 6th century viking game, is right there. It’s a very different game, but hits many of the same notes. It’s a much gamier game — this might as well be FKR — and it comes with tons of exploratory content. This is more of a faction-focused game, although there’s room for more. If you want a narrative, actors stance, political game, with regular players every week tracking ongoing conference, go here. If you went something you can play pick up, or open table, with little need for follow through week-by-week, or you just hate prep, pick Wolves Upon the Coast.
I did not expect to like Wulfwald as much as I did. It was a compelling read, smartly organised, and minimises rules in favour of supporting the world clearly and in some degree of complexity. I think it leans a little too hard on Old English terminology early in — nobody is going to say brádsweord when they can say broadsword, be real — but it comes good in later volumes. I think it could be better in terms of providing an example of campaign set up and some examples of play, but when my complaints are so minor, they aren’t a strong argument against anything. Honestly, unless you’re already heavily invested in the other big game that fits that bill, I don’t see any good reason not to pick Wulfwald up if you’re interested in a 6th century England themed game.
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