Tordenkårdesmed School

The ancient Vestenmannavnjar order of the tordenkårdesmed are a dying breed, wielding outdated weapons in the name of forgotten gods. Exclusively Skjæren in membership, the todenkårdesmed have suffered the same fate as all of its nation, as Vendel heretics corrupt its sacred art for the false idol of profit.

The Tordenkårdesmed school teaches its students to create and master their own weapon of destruction, rather than rely on standard techniques. The rudimentary guiding principals of carefully time aggressive attacks allows for a skeleton for the students to base their own personal interperatation on, making the style as a whole unpredictable. A Tordenkårdesmed always knows his weapon as well as he may his voice or his feet, and can slay as easily he may speak or walk.

The focus on individuality and the unwillingness to adapt to a changing world has caused the Tordenkårdesmed school to have subtle weaknesses in defense and posture. While this has not traditionally been problematic for the warriors, the advancing world of swordplay may find and take advantage of these discrepancies.

Country of Origin: Vestenmannavnjar

Guild Sanctioned: No. Instead, students gain a free rank in any one of their Swordsman Knacks.

Basic Curriculum: Merchant, Heavy Weapon

Swordsman Knacks: Beat (Heavy Weapon), Lunge (Heavy Weapon), Weapon Familiarity, Exploit Weakness (Todenkårdesmed)

Apprentice: All Tordenkårdesmed create a tordenkårde, or thunder blade, upon initiation to the order. A thunder blade must be named (this will not inhibit Inscribing runes on it), and is to serve the Tordenkårdesmed as his only weapon in life and in death, to be an extension of himself. Maintainence is a necessary responsibility of a Tordenkårdesmed, who must make a Blacksmith roll at TN 10 to remove scratches, dings, imbalances and other imperfections before battle (this requires a forge, grindstone, anvil, hammer, and a whole scene). For every two raises called on this roll, an unkept die may be added to the next Attack, Damage, or Active Defense roll made with the weapon; the player should keep track of these dice, since they are removed once they are used.

Journeyman: Many of the Vestenmannavnjar gods have recognized the valor of the Tordenkårdesmed, and protect them in battle from the dangers of Lærdom. Journeymen suffer no damage from failed attempts at Invoking the following runes on their thunder blade: Ensomhet, Fjell, Herje, Krieg, Sinne, Storsæd, Styrke, or Villskap.

Master: A Master Tordenkårdesmed may Inscribe a number of runes upon his thunder blade equal to half his Blacksmith knack (round down); each rune must be inscribed in a precious metal (gold, silver, platinum, etc.). Also, if he has a level 5 Blacksmith knack, he may raise it to level 6 for 25 XP.


Weapon Familiarity: You know the inner workings of your personal weapon inside and out, and have been taught how to utilize those benifits. Add half your rank in this knack (rounding up) to all Active Defense rolls made with this weapon, and your total Initiative roll when making an action with this weapon. Add half your rank in this knack (rounding down) to all Attack and Damage rolls with this weapon. These bonuses only apply to one weapon, not a class of weapons. If that weapon is broken or lost, this knack no longer applies until the weapon is fixed or returned; alternately, the swordsman may start again with a new weapon, which reduces this knack to zero.

Last updated: April 1, 2004
All content of this site are Copyright © 2000-2004 Jon Stoner-Holk. All rights reserved.
7th Sea and all related marks are © and ™ 1999-2004 by Alderac Entertainment Group. All rights reserved.