Showing posts with label Vikings. Show all posts
Showing posts with label Vikings. Show all posts

Tuesday, October 12, 2021

Gisli's Saga and Boot Hill

I read Gisli's Saga the other day and something about it reminded me of Chocolate Hammer's Boot Hill campaign.  It got me thinking about how one could set up a powderkeg for a saga quite similar to that, but perhaps smaller in number of characters.

Thorkel and Gisli are brothers from Norway who settle in Hawkdale in Iceland, and marry into Hawkdale families.  Gisli marries Auda, the sister of a man named Vestein, while Thorkel marries Asgerda.  It comes out that Asgerda fancied Vestein, leading to suspicions of infidelity and eventually the deaths of about a dozen men.

Asgerda's interest in (already-married) Vestein is a pre-existing fault line in the micro-setting that the player-character-like outsiders Thorkel and Gisli stumble (and then marry) into.  It doesn't seem like it would be too much of a stretch to build a tiny setting of 5-10 extended families with a bunch of such fault lines:

  • a long-simmering dispute over grazing-land or property lines
  • a contentious dividing of property among a man's heirs
  • a father who mislikes his daughter's favored suitor
  • a bastard child whose step-mother hates it
  • a badly-treated thrall
  • a wheel of cheese stolen in a hard winter
  • a good sword borrowed and never returned
  • a badly-given gift
  • a lad whose father was slain, who wants eventual revenge on his killer but can't get it yet
  • an insult in one's cups at the Althing some years back; cooler heads prevented bloodshed then but still it rankles
  • weregeld accepted for a relative slain but some family members still think the slayer should've been made an outlaw instead
  • a suspected cheater at sports or horse-fighting
  • a man envious of another's wealth, desirous of the priesthood / chieftainship
  • a rich man who is miserly to guests and alters deals, gets away with it because he has several strong brothers
  • a skilled duelist who runs roughshod and takes what he pleases, challenges those who object (returns from sea-roving mid-campaign to shake things up, presumably)
  • a suspected sorcerer feared by those outside his family
  • three town gossips poking their noses in everything and spreading news of dubious veracity
  • a skolding wife who urges her husband to unwise deeds
  • a husband who mistreated his wife, causing her to return to her family's house; a dispute over the dowry
  • a hot-headed young man, yet unproven in battle and eager for it (probably about ten of these, really)
  • a cool-headed young man, goaded by his father as unmanly for preferring words to violence
  • a wise man's foreboding prediction
  • an ominous dream

And then let some player characters loose into it to get into trouble over the course of a few years of game-time.

I don't know what system you'd use for such a game - Pendragon, Mythras, and Wolves of God all spring to mind, but they're not quite Boot Hill.  But it's an interesting thought.

... I suppose it would be amusing to hack up Boot Hill's ranged combat system to instead do high-detail, few-combatant, armorless melees of axes, bill-hooks, spears, swords, and shields...  "Grim cut off Skiolld's foot at the ankle-joint, but Helgi thrust him through with his spear, and he got his death there and then" seems like the sort of thing a derivative of Boot Hill's combat system would do well.

Wednesday, January 17, 2018

ACKS: Beot

I haven't actually read the current / near-finished (?) ACKS Heroic Companion draft yet, but one thing we really enjoyed from a previous draft many moons ago was the Warrior Code rule.  Warrior Code provided a bonus to XP earned for obeying certain virtuous restrictions, modeled after the old pagan virtues (things like bravery, hospitality, and loyalty...  not so much mercy).  This was a great rule (though the honesty condition did have the awkward effect of making some henchman the Party Liar, so that everyone else could avoid the stain on their honor and the loss of their precious XP).  In a similar vein, of "turning old-school pagan-appropriate behavior into XP bonuses", I think a rule for beot could be a lot of fun.  Make a boast of a suitable Mighty Deed you will personally accomplish this adventure; if you succeed, +10% XP for the adventure!  If you fail, -10% XP for the adventure.  Maybe just -5%, to encourage people to actually use the option.  Bonus points for multiple party members with the same boast who have to compete for it.

Thursday, December 14, 2017

Viking Midnight Redux - After Ragnarok

I was reflecting on one of the better campaigns I've run in the past couple of years, the Bjornaborg "Midnight but with vikings" game.  I think if I were to do it again, I'd go further from the Midnight source.  I've been reading the Eddas lately, and there're some interesting bits in the Voluspa and Vafthruthnismol about what happens after Ragnarok - Thor's sons and Odin's brothers survive and rebuild the realm of the gods, and the dragon Nidhogg rises against them, but the poem is cut short before that matter is concluded.

But it got me thinking - there's room after Ragnarok.  Taking Norse mythology as a loose base and playing Ragnarok as even less of a victory for the Aesir, you end up in more typical OSR post-apocalypse territory.  The giants set themselves up as petty kings over men, the dark elves of Niflheim gather slaves, the scaled spawn of Jormungandr and Nidhogg exact tribute, and the dead of Hel feast on the living.  Where men gather, they are preyed upon.  The old gods are dead, but in the hills their children hide among mortals, gathering worshipers and strength, prophecies and artifacts in preparation for a second day of reckoning.  And unlike in Midnight proper, here such a thing is plausible, and perhaps foretold.

Upsides over Midnight: hope, no wizard-hunters, no orcs.
Downsides against Midnight: what do you fight at low levels if not orcs?, subtler pitch than "Tolkien but Sauron won".

Saturday, July 11, 2015

ACKS Class: Bearsarker

As I mentioned previously, it's theorized that berserkers in Norse society were holy warriors dedicated to animal cults.  Here's the first of three classes in that tradition, with a healthy dose of inspiration from Egil's Saga.  This is the least-divine and most fightery of the three.

I apologize in advance for any puns; I hope you find them bearable.

Bearsarkers
Prime Requisites: Str, Con
Requirements: None
Hit Dice: 1d6
Maximum Level: 14

Bearsarkers are the fearsome warrior-servants of the Great Bear, renowned across the land for their ferocity and stylish bear's-head hats.  They occupy a dual role in Skanadian society, viewed as both the epitome of masculine virtue and threats to the structural integrity of local drinking establishments and political order.  As a result they spend much of their time outside society; the arrival of a bearsarker in town is a noteworthy event which typically heralds violence.  Some powerful monarchs have been known to maintain a bodyguard of bearsarkers, though this is a messy and expensive proposition.

Bearsarkers are terrifying combatants, though trained in a limited range of weapons and armor.  At first level they hit AC0 on 10+ on a d20, and they advance in attack and saving throws by one point per level.  They also increase their melee damage by +1 at first level, and by an additional point at 3rd level and every three levels thereafter, and may cleave once per round per level of experience.

Bearsarkers have an intuitive grasp of hand-to-hand combat, and may use all melee weapons.  They may fight with a weapon and shield, or with a weapon in two hands.  As they are from societies where metal is precious and plate is unheard of, however, they are not trained in the use of armor heavier than chainmail.

Bearsarkers are servants of the Great Bear, and are often aided by their fellow servants.  They gain a +2 to reaction rolls with bears, soldier-bears, bearmen, owlbears, werebears, and other ursine creatures, and may converse fluently with all such creatures and hire them as henchmen.  If using Domains at War, they may serve as Creature Handler specialists, though only for bears.  If a bearsarker is reincarnated and rolls an Animal result, they may choose to return as a bear; if restored of life and limb and rolling a "body part of another creature" result, that body part is likely from a bear.  Bearsarkers take only half the usual penalty to reaction rolls for having bear arms and other bodyparts.

Bearsarkers spend much time roaming the wilds alone seeking communion with the Great Bear and guarding its shrines in uncivilized places, and so possess keen wilderness senses, granting them +1 to surprise rolls while in the wilderness.

Bearsarkers are notoriously hard to kill, and may roll twice on the mortal wounds table and choose the result.  They also reduce any required bed rest from their injuries by a number of days equal to their class level.

Bearsarker initiation rituals typically involve wrestling a bear, and almost always end with the initiate's head in the bear's mouth.  Only by the mercy of the Great Bear are the chosen spared, and the experience typically leaves them without fear of death, for they know the Bear watches over them.  Bearsarkers are immune to all fear, mundane and magical.  Bearsarker henchmen and (extremely rare) units comprised solely of bearsarkers gain +4 to morale in combat (though not to loyalty and similar rolls, as such men are headstrong and difficult to control).

At fifth level, the bearsarker masters his shape-strength.  Once per day, he may spend a round howling, beating his breast, or biting his shield in order to become enormously strong for 1 turn (10 minutes).  While in shape-strength, he attacks as an 8HD monster (3+ THAC0) or his own class and level (whichever is better) and inflicts double damage with his attacks.  He can also throw boulders, small trees, and other heavy objects at foes up to 200' away for 3d6 points of damage and gains a +16 bonus to force open doors and break objects.  Shape-strength does not stack with any other effects that alter a character's strength.  After a bout of shape-strength, the bearsarker is fatigued, taking a -1 penalty to attack and damage rolls until he has rested for 1 turn.  This stacks with fatigue from skipping rest-turns during exploration.

Also at fifth level, the bearsarker becomes a bearrifying presence on the battlefield.  Opponents who face him in melee, and units facing troops led by him in melee, take a -1 penalty to morale rolls.  This penalty does not stack if multiple bearsarkers are present.

At ninth level, the bearsarker may call upon the Great Bear to make him an unstoppable juggernaut, whom iron bites not.  Once per day, he may spend a round howling, beating his breast, or biting his shield in order to become impervious to normal weapons for 1 turn (10 minutes).  He may use this round to activate his shape-strength simultaneously if he so desires.  While so impervious, the bearsarker is immune to injury from non-magical, unsilvered weapons.  Creatures immune to nonmagical and unsilvered weapons may still injure him, as may creatures of 5 or more hit dice.  He is also not impervious to fire from siege weapons.  However, he may weather any number of hits from normal weapons wielded by weak creatures without injury.

Also at 9th level, the bearsarker may contruct a den-fortress in a remote location in the borderlands or wilderness, as an Explorer's Border Fort.  When he does so, up to 2d4+2 grizzly bears and 1d6 bearsarkers of 1st-3rd level will arrive to attend him.  Settlers also begin appearing as normal, though there might should be a population growth modifier for "abundant population of hungry bears."



Experience Title Level HD Damage Bonus
0 Cub-Initiate 1 1d6 +1
2600 Bear Wrestler 2 2d6 +1
5200 Bear Armiger 3 3d6 +2
10400 Bear Cavalier 4 4d6 +2
20800 Grizzly Veteran 5 5d6 +2
41600 Kodiak Champion 6 6d6 +3
85000 Polar Protector 7 7d6 +3
170000 He-Who-Mauls 8 8d6 +3
290000 Bearsarker 9 9d6 +4
410000 Bearsarker, 10th level 10 9d6+2 +4
530000 Bearsarker, 11th level 11 9d6+4 +4
650000 Bearsarker, 12th level 12 9d6+6 +5
770000 Bearsarker, 13th level 13 9d6+8 +5
990000 Ursine Overlord 14 9d6+10 +5



Level Petrif & Paralysis Poison & Death Blast & Breath Staves & Wands Spells To-Hit
1 15+ 14+ 16+ 16+ 17+ 10+
2 14+ 13+ 15+ 15+ 16+ 9+
3 13+ 12+ 14+ 14+ 15+ 8+
4 12+ 11+ 13+ 13+ 14+ 7+
5 11+ 10+ 12+ 12+ 13+ 6+
6 10+ 9+ 11+ 11+ 12+ 5+
7 9+ 8+ 10+ 10+ 11+ 4+
8 8+ 7+ 9+ 9+ 10+ 3+
9 7+ 6+ 8+ 8+ 9+ 2+
10 6+ 5+ 7+ 7+ 8+ 1+
11 5+ 4+ 6+ 6+ 7+ 0+
12 4+ 3+ 5+ 5+ 6+ -1+
13 3+ 2+ 4+ 4+ 5+ -2+
14 2+ 1+ 3+ 3+ 4+ -3+


Bearsarker Class Proficiencies: Alertness, Ambushing, Animal Husbandry, Berserkergang, Blind Fighting, Caving, Climbing, Combat Reflexes, Combat Trickery (Wrestling), Command, Divine Blessing, Divine Health, Dungeon Bashing, Endurance, Fighting Style, Healing, Illusion Resistance, Intimidation, Laying on Hands, Naturalism, Navigation, Passing Without Trace, Prophecy, Riding, Running, Skirmishing, Survival, Trapping.

Bearsarkers gain class proficiencies at 1st, 2nd, 4th, 6th, 8th, 10th, 12th, and 14th level, due to their Fighting 3 / Monster save progression.

Mead-Drinker Template: This pre-generated template represents a drunkard bear cultist living on the outskirts of civilized society with his trusty polearm.  The template is ready for adventure.  In the unlikely event that your bearsarker's intelligence is 13 or higher despite all the alcohol and head trauma, you may pick one or more general proficiencies before play (Endurance and Gambling are also recommended)
Proficiencies: Fighting Style (Polearm), Intimidation
Equipment: Sparth-axe (polearm), sax (short sword), boot knife, rusty chain mail shirt, spangenhelm, battered wooden shield, wool tunic, leather belt, bearskin cloak, iron brooch, a dead man's boots, muddy backpack, bedroll, tent, tinder box, six torches, 50' of rope, a week's worth of smoked fish (iron rations), half a wineskin of mead, slight hangover, no coinage.

Design notes:
Fighting 3 / HD 1
Four tradeoffs: reduced weapon selection, reduced armor selection, dropped two-weapon fighting style, dropped ranged damage bonus.

Servant of the Bear God is about half a power; much less useful than Beast Friendship in preventing wilderness encounters unless bears are incredibly common in your game.  Likewise, sort of limited-use for acquiring henchmen.  At the end of the day the level range where bears are available and effective combatants is narrow; they make lousy mounts and warbeasts, and leveling up monstrous henchmen is a black hole that you can throw almost any amount of XP into for little gain.  This a thematic and fun ability, but probably doesn't bring much utility.
Keen Wilderness Senses is half a power, by the book.
Hard to Kill is just Savage Resilience by another name, one power.
Without Fear of Death is a power by the book.

One remaining power from tradeoffs is turned into a power at 5th and a power at 9th.

Shape-Strength is a modified Giant Strength as a spell-like ability.  Duration reduced to 1 turn, target self-only should bring the level down to about 3rd, for the one-use per day with 1-round casting time.  Shape-Strength is perhaps a bit over the top, but it provides a good "dragon-fight" source of damage.  It also addresses the issue with Berserkergang and Fighting Fury, which is that they're like ok mechanically but unimpressive and not really Norse Saga-grade berserkering.
Kveldulf had in his hand a battle-axe; but when he got on board, he bade his men go along the outer way by the gunwale and cut the tent from its forks, while he himself rushed aft to the stern-castle. And it is said that he then had a fit of shape-strength, as had also several of his comrades. They slew all that came in their way, the same did Skallagrim where he boarded the ship; nor did father and son stay hands till the ship was cleared. When Kveldulf came aft to the stern-castle, he brandished high his battle-axe, and smote Hallvard right through helm and head, so that the axe sank in even to the shaft; then he snatched it back towards him so forcibly that he whirled Hallvard aloft, and slung him overboard...  It is said of shape-strong men, or men with a fit of Berserk fury on them, that while the fit lasted they were so strong that nought could withstand them; but when it passed off, then they were weaker than their wont. Even so it was with Kveldulf. When the shape-strong fit went from him, then he felt exhaustion from the onset he had made, and became so utterly weak that he lay in bed.
And hey, a source for the rock-throwing!
Skallagrim then became so strong and he caught up Thord and dashed him down so violently that he was all bruised and at once got his bane. Then he seized Egil. Now there was a handmaid of Skallagrim's named Thorgerdr Brak, who had nursed Egil when a child; she was a big woman, strong as a man, and of magic cunning. Said Brak:
'Dost thou turn they shape-strength, Skallagrim, against thy son?'
Whereat Skallagrim let Egil loose, but clutched at her. She broke away and took to her heels with Skallagrim after her. So went they to the utmost point of Digra-ness. Then she leapt out from the rock into the water. Skallagrim hurled after her a great stone, which struck her between the shoulders, and neither ever came up again. The water there is now called Brakar-sound.
Bearrifying Presence is a replacement for the "+1 follower morale" that fighting classes usually get at 5th.  Bearsarkers aren't great leaders, but they're scary.  Arguably -1 enemy morale is applicable in more combats than +1 follower morale, since there are plenty of fights that don't involve followers, hence the "engaged in melee" caveat.

Whom Iron Bites Not is a modified Immunity to Normal Weapons effect as a spell-like ability.  Again, self-only and 1-turn duration bring the effect to about 3rd level, for one use per day with a 1-round casting time.  This is somewhat weaker than King Harald's Berserks in Egil's Saga, but close enough.  
King Harold proclaimed a general levy, and gathered a fleet, summoning his forces far and wide through the land. He went out from Throndheim, and bent his course southwards, for he had heard that a large host was gathered throughout Agdir, Rogaland, and Hordaland, assembled from far, both from the inland parts above, and from the east out of Vik, and many great men were there met who purposed to defend their land from the king. Harold held on his way from the north, with a large force, having his guards on board. In the forecastle of the king's ship were Thorolf Kveldulfsson, Bard the White, Kari of Berdla's sons, Aulvir Hnuf and Eyvind Lambi, and in the prow were twelve Berserks of the king.
The fleets met south in Rogaland in Hafr's Firth. There was fought the greatest battle that king Harold had had, with much slaughter in either host. The king set his own ship in the van, and there the battle was most stubborn, but the end was that king Harold won the victory. Thorir Longchin, king of Agdir, fell there, but Kjotvi the wealthy fled with all his men that could stand, save some that surrendered after the battle. When the roll of Harold's army was called, many were they that had fallen, and many were sore wounded. Thorolf was badly wounded, Bard even worse; nor was there a man unwounded in the king's ship before the mast, except those whom iron bit not, to wit the Berserks.
I see this being useful primarily in mass combat, where I expect it should let a bearsarker wade through massed troops while laughing maniacally, especially when combined with a d10 weapon, shape-strength, and the penalty to enemy morale.  Being a bona fide badass, even for only 10 minutes of game-time, is occasionally fun for PCs.  This is also a fun ability for NPCs to deploy, because the bearsarker lord who is personally collapsing the left flank is something the PCs are going to have to deal with themselves (while balancing that threat against the necessities of leading their troops effectively).

Is this class even sort of balanced?  ehhhh.  The crazy abilities are within reach of a fighter with a wizard henchman, and fewer times per day than that combo.  Does it look fun to play?  Probably.

Monday, June 15, 2015

Viking Nonsense

Have had those crazy Scandinavians on the brain again.  Currently about halfway through Burnt Njal's Saga; most of my observations from Egil's Saga apply, though this is more similar to the very late parts of Egil's Saga; much trouble between households and politics at the althing and such.  Sort of interesting as a study in the functioning of an effectively-anarchist society with prechristian morality, but not super-gameable.

I also picked up and skimmed Mythic Iceland recently.  There were a lot of things I probably won't use (because I'm not running BFRP and doubt I could get buy-in for Runequest), but they had one rule that was pretty interesting.  Characters have Luck points, which basically work like action points and aren't recharged.  When your PC runs out of luck points, he starts to take additional penalties (beyond just being out of luck points); his neighbors say that he is "luckless", that his time is almost up, and that he has fulfilled his fate, and start avoiding him, because associating with a luckless man can bring no good.  So that's a big of an interesting variation on the standard action point system; I guess Dungeon Crawl Classics is sort of similar in that luck is a stat and if you run out you get no bonuses to luck rolls, but I'm not sure it goes quite as far with the penalties.

Also Mythic Iceland's Big Table of Icelandic Names and section on various places in Iceland are pretty good.  Oh, and the King of the Polar Bears.

Finally, there was an interesting post on /r/askhistorians about berserkers, and an historian specialising in Norse history made some remarks on how it's likely that berserkers were probably religious warriors associated with animal cults.  Thus, if I were to run a norse game, some manner of divinely-powered berserker class might make a good replacement for paladins...

Friday, January 9, 2015

The Saga of Egil Skallagrimson

I came upon this work through an odd path - first Faun brought me its name, then the Saga Project got me listening at work, and then when her reading ended a third of the way through (and just as things were getting interesting), I finished reading it here.  It's an story, from which I believe we could steal much.

It starts off really slow, with a distinct lack of mighty deeds of arms.  Having an icelandic? woman with a lovely voice narrate this bit was very helpful in getting through it (her pronunciation of the names was also very useful later, when I switched to the text version).  A long time is spent setting up the geneology of the hero, which is important because the main conflicts of the narrative are between families rather than individuals.  This background turns acts reminiscent of the best D&D murderhobo tradition into worthy deeds of vengeance for wrongs suffered by Egil's kin.  Context is everything.  The background also nicely establishes that Egil's family's enemies are cowardly and cunning rather than honorable (Hildaleda's sons use slander rather than force of arms, while Gunnhilda uses magic), though the grievance of Hildaleda's sons against Thorulf (Egil's uncle) is also clearly established.  They're not evil for evil's sake, which is nice.

There was one battle early in the story that had a good line: "None forward of the mast were uninjured, except for the king's twelve berserks, whom iron bit not."  Combat is as a rule quick and deadly, often with loss of life and limb for the losing party.  It is also interesting that typically the side that has the moral high ground gains a substantial advantage; that would be a cool mechanic for a game.  The troop strengths mentioned are also noteworthy: we see groups of 12, 30, 90, and 300 men.  This is about a threefold increase at each step, which falls between Sun Tzu's thresholds for attacking in a pincer (with a 2:1 numerical advantage) and attacking outright (with a 5:1 advantage).  In any case, 3:1 is a decisive advantage and likely to determine the battle.  Having a retinue size based roughly on one's social status and holdings would be a lot easier than managing mercenaries, too - any respectable landholder can raise 12 men from surrounding farms without promise of plunder, or 30 for raiding.  A typical nobleman (or a weak or ill-respected earl) keeps a retinue of 30 men, and can raise closer to 90 for raiding or war.  An earl or respected baron with many properties (like Thorulf) can keep a retinue of 90 men and raise closer to 300 for raiding or feasting, but might be considered a threat to the king if he does so, who can raise 300 men on short notice and many more if necessary.  So that's straightforward to track in play, and then your mass combat system is that a force outnumbered three to one is defeated unless they have some notable advantage (a terrain feature at their backs or a narrow defile so that they cannot be engaged by all their foes, or surprise or an attack from the side or rear of a formation, or a hero with a righteous cause and a case of shape-strength).

The story's dealings with wealth are likewise abstracted.  Some treasures are said to be "great wealth", like a cargo ship full of grain and honey or a beautifully-worked axe.  Some are said to be merely wealth, like a fur cloak.  If one wanted to run a viking game (entirely hypothetically, of course), it would seem reasonable to track treasure in these categories, and then also to classify treasure as perishable (as in the grain and honey case) or not.  Then a sizeable farm produces one unit of perishable wealth for its holder per summer as a baseline, which is enough to feed a family for a year with some leftover for guests and whatnot.  A notable baron might have a handful of such farms, as well as fishing or whaling rights to a few places, and so earn an income from his domains measured in single-digit integer amounts of perishable wealth, which he might use to maintain a large retinue or throw grand feasts (thereby gaining renown/status) or exchange for non-perishable wealth like ships or armor (which is interesting in that it never shows up!  I do not recall it being ever noted that Egil bore more than a helm and shield for defense; in one pitched battle on dry land it is explicitly noted that he went without mail) or objects of art.  Managing one's enterprises carefully (ie, remaining at home through the summer) might cause them to produce somewhat more than the baseline, but certainly less than double, while raiding might produce substantially more wealth and renown in a summer than farming (particularly, one can loot nonperishable wealth in addition to perishable wealth), but also bears the risk of you being captured or maimed or killed or soforth.  Meanwhile, commanding a merchant ship and trading lets you convert between perishable and nonperishable wealth at more favorable exchange ratios than can be obtained by employing craftsmen directly, or for goods not locally producible.

At the end of the day the structure of the narrative ends up looking rather like a Pendragon campaign - the characters go on an adventure or two during the summer and then spend the winter at the homes of their allies, telling tales, feasting, writing poems, and perhaps pursuing a marriage suit.  Many of Pendragon's cultural values are shared in Egil's Saga as well; duty to family rates very highly, and one had best observe hospitality or risk having one's beard cut off and an eye put out.  Men are praised and rewarded for their strength and honesty and vigor and generosity and so forth.  But Egil's Saga is much more pragmatic than romantic about religion and madness.  While bouts of rage are not uncommon, they don't last the same way a Pendragon knight's passion might consume him whole and reduce him to permanent insanity.  Instead, they typically end when the aim of the rage is accomplished, or if the rage were misguided, when an innocent has been killed (how would that be for a mechanic!).  Likewise, while piety and devotion to kings play a large part in Pendragon, Egil's family habitually defies kings (to their own peril) and while they may participate in sacrifices to the pagan gods, they're also not averse to taking the "first sign of the cross" in order to be able to trade with English christians (in accordance with English law at the time).  Most mentions of gods come up in the poetry rather than in actions taken by characters; prayer is almost unheard of.  Perhaps it was so common as to go unmentioned implicitly; I don't know.  So as much as Pendragon's traits / passions system is very cool, it feels like a poor fit for modelling Egil's Saga; the vikings are too calm and collected (there's a sentence rarely uttered...).

They are in some cases very stubborn, though, about what they believe is rightly theirs, to the point of multigenerational bloodshed.  "Enough to live on" is not really a concept recognized by Egil and kin in these matters - if an old man died and your wife was to inherit half of his lands, then your family shall have them regardless of your current wealth or how many people you have to kill to get them.  They are rightly yours, and to fail to defend your rights is cowardly and unmanly I guess.  It sets one up as a target for ne'er-do-wells who might further infringe on one's rights, and causes one to lose face among one's peers.  On the flip side, they're also not a stingy people, and readily give gifts of land and furs and poems and such to those who do them good.  Sort of a romanticized violent libertarianism I guess, when men would die to defend their rights against kings, though you might have to ignore the raiding and the enthrallment.

Other interesting things about the narrative structure: for covering a couple hundred years, it's very short!  Sometimes things happen like "and then he went sea-roving for a summer, and failed to find any good booty, and then he stayed with Arinbjorn for the winter," and most of a year passes in a single sentence.  Characters pop in and drop out with little notice, but often some backstory ("He was the son of so and so who was the son of so-and-so, and so was Egil's kin"), and then stick around for a chapter or two and then are never mentioned again.  The poems rather grew on me, and it would be a funny game mechanic to get bonuses for composing probably-terrible poems in the viking style.  Two named weapons appeared!  Neither really lived up to my hopes for them, unfortunately. The viking travellogue bits were neat.  Their journeys take them throughout Norway (sometimes in confusing details for one unfamiliar with the region), into Finland, Kvenland, and Bjarmaland (now part of Russia) in the east, to Denmark, Holland, and Flanders in the south, and to England, York (or Jorvik as once it was called), and of course Iceland in the west (again in confusing detail, though it is kind of cool to be able to look at Google Earth and go "OK, so that would've been right about thereish?").

Anyway.  Woo vikings!  Maybe I'll read another saga this weekend.

Sunday, March 2, 2014

The Fimbulwinter Saga - Vikings of Midnight

The Last Age is ending.  The last of the dwarven holds has fallen, and the surviving dwarves enslaved.  The nights grow long, and the days short.  The dead walk, white wolves howl across the North, and the ravens grow so numerous that they resort to cannibalism and predation of halflings.  The orcish hosts march on the last bastion of light, the elven woods.

The Witch Queen goes forth to meet them.  Alone.  Should've been a warning sign, really.

Of course, she cheats.  They meet in the fields of Eris Aman, the orcs thick as ants to the horizon and the Queen atop a white horse on a hill.  "You shall not pass," the Queen cries, and sings a song that tears the land asunder as she shatters her staff over her saddle and Jahzir closes to strike her down personally.  The strength of the North is drowned at Eris Aman, beneath a crushing wall of water, as an immense furrow is dug from the foothills of the Highhorns to the Sea of Pelluria.  A second such cataclysm affects the Aruun, separating it from Sarcosa by a roiling and turbulent channel.  Earthquakes are felt across the continent, and even Theros Obsidia trembles.

What such magic might have cost her, no man can say.  She has not been seen since, and the elves mourn her passing.  But her last act has greatly impeded the war effort, both by drowning orcs beyond count and by placing a miles-wide channel full of unknown obstacles and treacherous currents between the shattered Isles of Avalon (as they come to be known) and the lands of the Shadow.

The orcs are not known for their seamanship, and develop a superstitious dread of the channel in any case.  The legates turn to the Dorns to map the channel and mount raids against the elves in exchange for freedom of armament and travel while the orcish armies are reinforced and trained for an amphibious invasion.  Rumor has it that the Pirate Princes were offered amnesty in exchange for their services, but whether they took this bargain is unknown.  Regardless, sellswords and brigands from across the North flock to the new coastline, there to build longships in the manner of their forefathers and raise the Raven Banners for plunder.  Clans long since dispersed are united, and althings held once more.  Oaths are sworn, boasts made, swords forged, and blood feuds begun in the wooden towns attending the longship havens.  It is an time of energy, if not unity, among the long-downtrodden Dorns.

Some among the Legates are concerned by this, and reasonably so.  Who knows what treachery a clever captain might manage on elven shores?  And should a chieftain emerge so well-respected as to unite the clans under one ruler, a great deal of trouble could be had.  Such Legates keep these concerns to themselves, of course, instead preferring to show faith in Izrador's ultimate victory, but dispatch collaborators, spies, and minions to join the raiders and keep an eye on the Dorns nevertheless...

Enter the PCs, as dornsvikings, their bondsmen, dwarven and halflings slaves, heretic legates, mercenaries, secretive warlocks, and assassins and scions from the courts of the Traitor Princes, all set on having their glorious deeds recorded in the final Fimbulwinter Saga, that when the world ends, the last man dies, and the Veil is broken, their names might be read from the standing stones and earn their restless spirits entry into Valhalla...

Rivals: Other viking captains, orcish warband leaders, elven pirate captains, Dornish mercenary companies
Patrons: Legates, Dornish chieftains, elven officers?
Unholy Terrors: the Night Kings (some of whom may have been killed in the Flood and subsequently replaced), demons of the Aruun released during the Second Sundering, hungry aquatic Fell
PC classes:
  • Available at start:  Barbarian, Fighter, Explorer, Assassin, Thief, Venturer (with some -magic +fighting tweaks; Vikingier merchant), Skald (Bard)
  • Available at start, but consider the consequences: 
    • Evil, may impede double-crossing: Cleric of Izrador, Priest of Izrador, Anti-Paladin, Warlock in service of Ardherin, Black Iron Dwarf Fury, Vaultguard, Craftpriest of Izrador, or Machinist
    • Magic users, short life expectancy, especially in party with Evil member: Runespeaker (Mage), Seithr (Warlock)
    • Nonhuman, limited liberty: Enslaved Dwarven Fury or Vaultguard, Enslaved Halfling Cook/Thief
  • Available exclusively via recruiting on Avalon: High Elven Spellsword, High Elven Nightblade, Wood Elven Ranger, Wood Elven Whisper Adept, Wood Elven Savage
  • Not sure yet: Witch, Valkyrie (both fit thematically, but the divine magic is a problem), Orc (fits setting, but outclasses human fighters, evil, pack animal, and doesn't like boats), Ruinguard (fits thematically, but might require some reworking of the race)
Musical Genre: Power Metal