The Northlands Saga (Inactive)

Game Master Something Wicked

Hearing I ask from the holy races,
From Heimdall's sons, both high and low;
Thou wilt, Valfather, that well I relate
Old tales I remember of men long ago.

[Loot] | [Roll20] | [Hero Points]

Seal Coast Map | Northlands Map | Player's Guide

Rations: 57


UNOFFICIAL PLAYER’S GUIDE

The Northlands Map

Player Dice:

[dice=Eldgrímr Perception]1d20+8[/dice]
[dice=Ótryggr Perception]1d20+8[/dice]
[dice=Ramundr Perception]1d20+7[/dice]
[dice=Ragnar Perception]1d20+4[/dice]
[dice=Signe Perception, favored terrain]1d20+13+2[/dice]
[dice=Þyrnir Perception]1d20+8[/dice]

[dice=Eldgrímr Initiative]1d20+10[/dice]
[dice=Ótryggr Initiative]1d20+1[/dice]
[dice=Ramundr Initiative]1d20+2[/dice]
[dice=Ragnar Initiative]1d20+3[/dice]
[dice=Signe Initiative, favored terrain]1d20+3+2[/dice]
[dice=Þyrnir Initiative]1d20+3[/dice]

Notable NPCs:

Jarl Olaf Henrikson: Jarl of the most populace and cosmopolitan settlement in the Northlands and, as such, commands a great deal of respect and power. He is not even the ruler of Hordaland wherein his city of Halfstead lies, but even the køenig of Hordaland (the closest Northlands equivalent to a king) respects and listens to the words that Jarl Olaf speaks in the mead hall or at the Thing.

Inga Olafsdottir: Jarl Olaf’s eldest daughter, a young woman of sixteen winters. She is of marriageable age and has been known to practice using her wiles on the men of the household. Her behavior is sometimes haughty and insolent, as she is prone to ordering others about. She seems unmindful of the fact that her father’s household is not hers and that she has no status save that of birth, for while birth is regarded, it is not overly regarded in the Northlands.

Fastvi Olafsdottir: The Jarl’s middle daughter is just starting to bloom into womanhood, but has not yet laid aside her wild, childish ways. Barely thirteen, she is friendly where her older sister is imperious, reckless where the elder is cautious, and open where her sister is coy.

Runa Olafsdottir: Little Runa is a different story altogether. She is nine years old, spoiled and precocious. Her birthing was a difficult one, and the midwives of the holdfast were afraid that both child and mother would be lost. It is rumoured that on that night the jarl sent his best huscarls across the Moors and into the Barrow Lands to seek out a seiðkona (wytchsister) to serve as midwife. Although both mother and daughter survived, the child has never been quite right. She seems to see and hear things that are not there, and has on more than one occasion spoken of things she could not know of or of things that occurred well before they happened. Still, the jarl and wife have always doted on her, at least until recently. With the birth of the jarl’s first son last year, that mewling babe has garnered the most attention and Runa has been acting up.

Hallbjorn Bolverkson: Most trusted huscarl to the jarl.

One-Eyed Sven: a semi-retired huscarl. Killed in an avalanche near the palace of Althunak.

Aase: Huscarl

Kraki Hallason: Huscarl.

Sigfastr Wyrmhammer: Trader

Hauk Arinbjornson: Mercenary from Vastavikland. Selflessly died destroying the corpse king of the palace of Althunak.

Graf: Godi and blacksmith

Grimr Wisetooth: skald

Odi: Cunning woman

Solveig Ingasdottir: Skald, scribe's apprentice, washer woman

Thorballa Ozursdottir: Stablemaster

Young Ljot: Huscarl. Body unrecovered from the palace of Althunak. Presumed dead.

Kennings / Word-Dwimmer:

Through The Northlands Saga, you will notice the frequent use of kennings, word pictures expressed by the skalds and oral traditions of the Northlands cultures to paint a vibrant picture of what is being described. As the Northlands are a harsh and violent land, many of these kennings describe battle and bloodshed. Because of their reliance upon the sea for their livelihood and survival, a great many of them also describe the seas and the struggles of surviving upon them. Many kennings are self-explanatory, though others are often more opaque. It is considered a great skill among Northlanders to come up with new kennings that are simple to understand yet brilliantly illustrative and original. Certain renowned skalds are known for their expert kenning-play. Here are some of the more common:

Alfar dwimmer: magic
Baldr’s bane: mistletoe
battle-dew: blood
blood-ember: axe
blood-worm: sword
blood tracks: veins
breaker of rings: Køenig or jarl
Corpse-ripper: the dragon Nídhöggr, chews upon the corpses of murderers, adulterers, and oath-breakers
Donar's spear: lightning
easer of raven’s hunger: generous leader
feeder of ravens: warrior
Freyja’s tears: amber
Hanged God: Wotan
horn froth: ale
Frigg’s thread: gold
icicle of blood: Sword or spear
Loptr’s favor: fire
Loptr’s mead: lies/deception
mind’s worth: courage/honor
moon distaff’s thread: silver
Rán’s hammer: waves
raven harvest: corpse
raven's wine: blood
ring-giver: Køenig or jarl
sea-steed: ship
sea mountain: wave
shame of swords: shield
shield storm: battle
shield thorn: sword
Sif’s hair: gold
sky-candle: the sun
slaughter-dew: blood
Slayer of Giants: Donar
spear-din: battle
swan of blood: raven
sword-sleep: death
wave-cutter: ship
wave-swine: ship
wave thread: sea serpent
wind steed: ship
Wotan’s children: raven
Wotan's wine: poetry / tales
wound wasp: arrow
weather of weapons: war
whale road: sea
wintertide: avalanche
wolf-hearted: coward, oath-breaker, one without mind’s worth
wound-hoe: sword
wound-sea: blood
Ymir's blood: sea
Ymir's flesh: earth / land
Ymir's skull: sky

Rules on Death and Dying:

With so many ways to die in the Northlands, it would seem that death would be simple and uncomplicated. But not so. In the Northlands, the only bad death is the unlauded death.

Death Speech
Heroes in the sagas do not merely die; they die with courage, gusto, and eloquence. If a PC or important NPC dies, they may as a free action regain consciousness to do one of the following things. First, they may take one standard action in order to complete a task interrupted by their demise or make an attack, after which they slip the mortal coil and go to meet their ultimate fate. Second, they may make a death speech, a long and usually poetic summation of their lives. If the dead man is a PC, the GM should award a bonus to that player’s next character based on the quality of the speech, usually an XP award or a story-appropriate magic item. Alternately, instead of the death speech or final action, the dying hero may choose one of the following: he may lay a curse upon his foes, as the spell bestow curse, or lay a geas on a willing ally, as the spell lesser geas at a caster level equal to the dying character’s level.

Wyrd
To the Northlanders, fate (called wyrd) is an all-consuming force. The Norns measure and cut the thread of a man’s life, and destiny often plays games with heroes. The gods know each day who will die and spend that night feasting with them in their halls, and it is a cause for celebration. Once per campaign, you may decide that your character has reached the point where (s)he is fated to die. It is recommended that you consult with me before proceeding, but if I agree that this is a good time for a heroic end, you declare your character a victim of fate. First, you must give a death speech in character (this does not permit the laying of a curse, as in death speech above). After this, you gain a +20 fate bonus to attack rolls and skills used in the scene and automatically inflict double damage with every hit or spell (treat like a critical hit for purposes of determining stacking). However, you also suffer –10 penalty to AC, saving throws, and may not be the beneficiary of magical healing. When the battle is over, if your character still stands, (s)he may utter one short sentence before dying. Nothing can prevent the character from dying at this point; the Norns have measured and cut his thread and his life is over at the fated time. Just to clarify, not even resurrection or the actions of the gods can save your character, for even the gods must obey fate.

NS0: SPEARS IN THE ICE
. . Part One: Spring Rites
. . . . I: A Fine Spring Day

. . . . II: The Trail of the Witch
. . . . III: Fight at the Stones
. . Part Two: Wyrd of the Winter King
. . . . IV: Adrift Upon the Seas of Fate

. . . . V: The Ice Palace
. . . . VI: The Blood Throne
NLS4: OATH OF THE PREDATOR
. . VII: Thorvald's Gift

. . VIII: Deep Trouble in the Deep Woods
. . IX: The Black Oak Grove
. . X: Contrition
NS1: VENGEANCE OF THE LONG SERPENT
. . XI: The Voyage North
. . XII: Laquirv
. . XIII: The First Hunt
. . XIV: Gualivik
. . XV: Heroes' Rock
. . XVI: The Long Serpent's Camp
. . XVII: Alcanavt
. . XVIII: Intulvik
. . XIX: Hranavik
. . XX: Norvagak
. . XXI: Nanavak
. . XXII: The Second Hunt