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Sagas of the Icelanders - BETA 0.6

Oct 04, 2014

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This is a playtest doc of a hack for the game Apocalypse World by Vincent D. Baker. As it stands you need that game or at least be familiar with it to use this hack. It might become its own game sometime down the line. This hack includes a bunch of new playbooks, new moves and a few new rules, play a lot of setting info. All should serve you to run and play cool, dramatic games in the period of viking settlement of Iceland.
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Page 1: Sagas of the Icelanders - BETA 0.6
Page 2: Sagas of the Icelanders - BETA 0.6

Thanks to

Vincent D. Baker

Meg Baker, Johnstone Metzger, Jason Morningstar, John Harper, Ben Wray, Tony Dowler & Nathan Wilson.

Everyone over at Story Games and barf forth apocalyptica.

What is this documentThis is a playtest doc of a hack for the game Apocalypse World by Vincent D. Baker. As it stands you need that game or at least be familiar with it to use this hack. It might become its own game sometime down the line. This hack includes a bunch of new playbooks, new moves and a few new rules, plus a lot of setting info. All should serve you to run and play cool, dramatic games in the period of viking settlement of Iceland.

If you have any questions or comments, playtest reports or if you simply spotted a typo or grammatical error or anything like that, please use one of these three venues:-write to me to theprisoner6[at]gmail[dot]com-start a thread about it on the barf forth apocalyptica forum (http://apocalypse-world.com/forums/index.php?board=25.0 )-post a comment about it on my blog (http://redmoosegames.blogspot.com/2011/01/sagas-of-icelanders-playtest-doc.html)

Or post about it in your favourite forum or your blog and link me to it.

Go play!

Mediography

Filmography:• Flight of the Raven• In the Shadow of the Raven• Valhalla Rising• Beowulf & Grendel• 13th Warrior

Bibliography:• Julian D. Richards - The Vikings: A very

short introduction• R.I. Page - Chronicles of the Vikings• Yves Cohat - Vikings: Lords of the Seas• Tom Bloch-Nakkerud - The Vikings• The Poetic Edda• Jane Petersen - De Norske Vikingsverd• Rudolf Pörtner - Die Wikinger-Saga• Magnus Magnusson - Viking: Hammer of

the North• The Northern World: The history and

heritage of northern Europe, AD 400-1100

• The Norse Sagas• Lonely Planet Guide - Iceland

Web-o-graphy:• BBC History, • The Viking Answer Lady, • Hurstwic, Wikipedia, • Iceland.org

Ludography:• Apocalypse World• Rune• Runequest: Vikings• Ars Magica: Mythic Scandinavia

• GURPS: Vikings• Love in the time of Seið (playtest

version)• Ragnoarock (Agon hack)

Comics:• Northlanders

Music:• Ulver: Kveldssanger• Tenhi: Väre• Váli: Forlat

Page 3: Sagas of the Icelanders - BETA 0.6

Setting InformationNowThe year is 900 AD. Twenty-five years ago, the first settlers arrived. The oldest people around still remember how it happened.

The king in the EastIn Scandinavia, King Harald the Fairhead has waged a bloody war to conquer all of Norway. Your people have fled to Ísland to avoid his rule, or simply because the fighting destroyed their homes.

MenBefore the northlanders, there were no men living on Ísland. But they're not the only people here now: they brought with them people and slaves from other lands and pious monks from Ireland seeking solitude have travelled here, too. Some thousand souls now live on the island, about a quart of them of Celtic heritage - wifes and slaves brought from Ireland and Scotland. The people are spread across a vast, empty land.

Social structureThe people are (with the exception of a small number of slaves) free men, craftsmen, farmers and warriors, if need arises. They have settled this land to live as they will, not to subject themselves to rulers. They have no laws, only their families and their honour. Should they feel the need, they will summon a large council or court, but such occasions are rare for now (for a few decades more at least).

LandscapeA large portion of Ísland is a flat, barren, arctic desert, but it is contrasted with mountains, glaciers, volcanoes, many

lakes and waterfalls. Areas that are not bare rock, ice or lava fields are covered by grass, moss, birch grooves and various low shrubs.

There used to be a lot more trees but the northlanders are destroying all the forests through their need for pastures and wood for houses, ships and feeding fires. It's a hard land.

WildlifeÍsland's seas are full of fish and birds populate the island's coasts in large numbers, while arctic foxes prowl the land, hunting rabbits and rodents. There are no reptiles. Once in a while, polar bears will come ashore, drifting from the north on blocks of ice.

Farm animalsThe northlanders have brought sheep, cattle, goats, horses, chickens and sheepdogs with them.

HomesA whole family usually lives inside a longhouse, build from wood or more commonly turf (where wood is harder to come by). A family house is some six meters wide and some twenty meters long, although some can be twice that size. There are no windows, only doors at one or both sides and smoke holes in the roof. Wide wooden benches covered with animal skins run the whole length on both sides. These are used for sitting, working and sleeping. Benches used for sleep are fitted with straw. Along the central length of the house, wooden posts support the roof.

On the walls, shields and other tools and decorations hang, other valuable possessions are kept in chests. Other furniture is practically non-existent save for stools. In the centre of the house is usually a fireplace which provides light and warmth. Sections of the house can be separated for various purposes, such as food storage.

FoodThe northmen eat twice a day, mid-morning and at day's end. They mostly rely on dairy products, fish and meat; this diet is complemented with few painfully cultivated vegetables (carrots, parsnips, turnips) and cereals (barley, oats and rye). Grains are ground by hand, between two round stones. Edible algae and seabird eggs are collected along the shores. Fruit is appreciated but hard to come by this far north, so some wild plants are used against scurvy. Types of berries are picked, where available. Norsemen drink water, mead, ale and milk. Northmen ale is weak and cloudy, often sweetened with herbs. Horns and wooden cups are used.

Clothes and appearanceNorthlander clothes are made of linen (although flax doesn't grow here) and wool. Men usually wear tunics and loose trousers (wrapped with cloth from knee to foot), while women wear long socks and wool gowns, often with an apron-skirt over that. Both sexes use smocks as undergarments. Clothes are kept fastened with sashes, brooches and belts and some clothes feature buttons. They keep their possessions (like knives) in pouches, while women often have pockets fastened to their clothes.

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On their feet they usually wear leather ankle-high boots or slippers, higher boots when there's snow, if they can afford them. To keep warm, they use cloaks, scarves, coats, mittens and hoods. Men usually wear their hair shoulder-length and sport facial hair. A man without facial hair is often mocked. The northlanders like to keep clean and often bathe in thermal springs.

PastimesInside, people tell stories, sing and sometimes play music (flute and harp). Board games such as chess variants (hnefatafl) are well known and the skill at playing is held in high esteem. Outside, ball games, races and wrestling take place. Children play with wooden toys, including toy weapons. Children often play at make-believe.

MedicineWounds are cleaned with warm water, anointed with herbs and bound. Broken bones are straightened and bound. Those skilled in the medical arts also know a variety of herbs which help relieve various pains and ointments to be applied to wounds to help them heal. A midwife is an important position. Beyond that, health is entrusted to fate, gods, spells and charms.

WritingNorthmen use the runic alphabet, futhark, to preserve memories. Runes are usually carved into stone or wooden staves, sometimes on buildings or in objects such as swords. Runes are used for magical and memorial purposes and identification. Most people are not literate, but they know and recognise inscriptions.

ToolsThe northmen have a great amount of tools at their disposition, from hammers, axes and saws to ear-spoons (to clean ear-wax), combs and scissors. They use ploughs and adzes to work the land and augers and chisels to work wood. Wooden constructs are bound together by various joints, grooves and pegs, rarely metal. Fire is started with fire drills or flint and steel.

WeaponsThe most common weapons are the spear and the axe, followed by bows and glaives knows as the atgeir. Almost everyone owns a long knife, practically a double-edged machete, known as the seax. Axes have their uses on the farm as wood chopping instruments and are affordable even by the poorest men, similarly seaxes also see their uses outside battle. There is the francisca, the small, throwing axe and the Dane axe, a longer, two handed weapon.

A sword is a weapon of prestige and requires a greater amount of metal and an even greater amount of skill to make compared to the other weapons. Only a little over a tenth of all weapons the northmen own are swords. A sword is about 70cm long from crossarm to point and worth some sixteen milk cows.

Protection is provided by layers of leather and cloth. Professional soldiers use mail shirts and helmets and a few own and use lamellar armour. Helmets usually only have a nose-guard although some have "spectacle" guards which protect the upper face. They don't have horns. A northman's shield is round, made of wood, covered with leather and bound by iron and reaches from the shoulder to the knee.

Travel & TransportOver land, northmen walk, ride or ski. They know and use ice-skates made of bone to cross frozen lakes or do it just for sport. Wagons with wheels or sledges are used for transport. When ridden, horses travel much faster than men over short distances but over longer periods they are only a little faster.

On water, small boats are used for fishing, drakkar longships for war and knorr ships for trading and transport.

FaithWhile they have no organised religion as such, the northmen still call to their old gods - Odin, Thor, Freyr, Freyja, Heimdal, Idun, Njord, Loki...the priests perform blessings, marriages and burial rites. Sacrificial feasts where an animal is slain and eaten are performed before winter (when food is stocked), in mid-winter (when preparations for planting crops are made) and in spring (to ensure a successful summer)

A person's hour of death is determined at his birth by the Norns, he cannot change it, no matter what he does. This is called Wyrd or Fate. After death, people go to a place called Hel, except for the bravest of warriors who die in combat - they are chosen to come and drink with the gods in Valhall. Worship is personal, but sometimes conducted in front of large wooden poles, carved with the faces of the gods. The northmen are not particularly observant, and rarely devoted to one god only.

Landvættir are spirits of the land, who live in waterfalls, rocks, trees and other landmarks distinguished by their beauty or size. The prosperity of the land depends on these spirits, who provide favourable outcomes at hunting,

Page 5: Sagas of the Icelanders - BETA 0.6

fishing and farming and protect the animals and children. At home, people don't use images of dragons, because these scare the Landvættir away.

ElsewhereDuring the last fifty years, northlanders have spread their influence far and wide, trading as far as Byzantium. Their primary targets for plundering, however, include England, Ireland and France.

TradingThe Íslanders don't have much to offer to the people on the continent, so trading mostly happens between the farmsteads. Some traders do bring goods from other lands, but not for a great profit. They export fish, animal fat, wool cloth, sulphur and falcons.

PillagingAfter the crops are planted, men often go adventuring over the summer, to bring home wealth (and glory). Such a journey will take several months or sometimes a whole year. Raids are becoming rarer and rarer these day.

The FutureIn the next thirty years the Íslanders will start to organize things: public councils where laws will be made. In 930, they will establish the Althingi (all-thing), a national parliament. By the year 1000, due to various pressures, Christianity will be declared as the new official religion. The 11th and 12th centuries will see a civil war between the various clans, which will ultimately lead to Iceland falling under the rule of the Norwegian monarchy.

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Creating a CharacterPick a playbookChoose one of the playbooks found here: The Free Man, the Chieftain, the Viking, the Wanderer, the Seiðkona, the Shield Maiden, the Grandmother, the Free Woman.

Pick a nameProud female names: Astrid, Borghild, Byrnhildr, Grimhildr, Gudrun, Hervor, Mjoll, Sigrun, SvanhildrUnusual female names: Fenja, Hjordisa, Ingbjorg, Jofridr,

Ragnheid, Rannveig, Thora, Vigdis

Common male names: Atli, Bragi, Fridleif, Frodi, Helgi, Hogni, Jonakr, Nidud, Ketil, Olaf, SveinTough male names: Alfgeir, Egil, Gunnar, Hjarrand, Sigurd, Thorolf, Orm, Eric, Hrafn, Thorir

Pick your looksFace: thin face, pig face, round face, proud face, rugged face, red face, scarred face, merciless face, rough face, cruel face, tired face, dark face, ancient face, angular face, weathered face, wild face, plump face, beautiful face, pretty face, boyish face, cold face, furious face, boring face

Hair: stringy hair, messy hair, dirty hair, red hair, short hair,

white hair, braided hair, straight hair, tied-up hair, blonde hair, damp hair, greasy hair, beautiful hair

Beard: scruffy beard, bushy beard, short beard, unimpressive beard, grey beard, braided beard, trimmed beard, wild beard, long beard, burnt beard

Body: androgynous body, lithe body, muscular body, full body, stocky body, tall body, muscular body, huge body, wiry body, stout body, springy body, bony body, bent body,

slight body, fat body, jagged body, curvaceous body, squat body, wide body, strong body, old body, sturdy body, stunted body

Pick your StatsThere are five stats: Young, Versed, Fierce, Hard and Wyrd.

Distribute points between Young and Versed so that neither is higher than +3 or lower than -1 and their sum is equal to +2. Or simply pick one: -1&+3, 0&+2, +1&+1, +2&0, +3&-1

Young characters are generally younger and Versed are older. Youth means health, virility and strength while age means experience and wisdom.

Next, either put a 0 in both Fierce and Hard OR +1 in Fierce and -1 hard if you're a woman OR +1 in Hard and -1 in Fierce if you're a man.

Men are usually Hard and women are fierce, but that might not always be the case.

All characters start with 0 Wyrd.

Establish BondsOn the Bonds section of your playbook, write down all the other players' character names in the appropriate section, then go around the table and for each character say one of these (you can't pick the same option twice).-this character is my family-this character is my blood brother-this character is

Pick your movesMales get basic moves from the male list, females get basic moves from the female list. Everyone gets a few other moves. Your playbook will tell you which playbook-specific moves you can also take.

Get your stuffCharacters start with 2 barter worth of stuff. Leave it up in the air or detail and write down.

Things worth 1 barter:-grains, vegetables and dried meat, fish and fruits to last a season-enough silver to cross someone's palm-new, warm clothes of linen, wool and skins-any one non-valuable weapon or tool-gifts and bribes to get anyone's attention-enough food and mead for a very big feast-the fleeting loyalty of an armed guard-a healthy but unexceptional slave-safe passage on a ship-a season's employment on a farm-valuable information or message delivered on time-medical care and hospitality by strangers-a share of loot from a profitable raid on foreign soil-a small trinket of valuable metal

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PLAYBOOKS

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THE FREE MAN

NameLooks

Stats highlight

Young ____ ౦ Hard ____ ౦

Fierce ____ ౦ Versed ____ ౦

Wyrd ____ ౦

BondsBlood

Neighbours

Strangers

MovesYou get all the basic moves & male moves. In addition, you get these:

SlavesYou own a few slaves, maybe Caoimhe, Weylin and Shylah. They're collectively worth 3 barter. They do manual tasks for you, no questions asked. When you order your slaves to do something against their will, roll +hard. On 10+ all three, on 7-9 choose one:-they do what you want-they don’t argue with you over it-you don’t have to make an example of one of themOn a miss they try to run away or harm you where you're weak first chance they get.

FreelanderYou own some land, maybe a farm, some houses, you pay no tribute or tax, you manage your own affairs. You operate one trade by default.

When you try to scrape together a living, decide if how many trades you're operating and roll +versed. On 10+ you get profit from all the trades you did. On 7-9 you get profit from one and catastrophe from the rest (if you worked more than one). On a miss catastrophe all around.(profit/catastrophe)-sheep herding (profit: +1 barter, catastrophe: cold)-cattle herding (profit: +1 barter, catastrophe: hungry)-farming (profit: +1 barter, catastrophe: hungry)-fishing & hunting (profit: +1 barter, catastrophe: hungry)-wood (profit: +1 barter, catastrophe: impoverished)-metalworking (profit: +1 barter, catastrophe: indebted)

Hold, stuff and notesSeax, hatchet, tools, clothes, cloak.

Advancement౦ ౦ ౦ ౦ ౦>>>

__ get a new move from another playbook __/__/__ start a new trade on your farm

__ create a new character, kin to your first__ convert to Christianity

__ switch to a different playbook__/__ shift one point from Young to Versed (max +3)

__ peaceful death

Page 9: Sagas of the Icelanders - BETA 0.6

THE SEIÐKONA

NameLooks

Stats highlight

Young ____ ౦ Hard ____ ౦

Fierce ____ ౦ Versed ____ ౦

Wyrd ____ ౦

BondsBlood

People

Strangers

MovesYou get all the basic moves & female moves. In addition, you get this one:Child of fate: When you try to scrape together a living, roll +wyrd. You will be provided for.

Plus pick one from the list below:Fate-weaving:You can spin the threads of fate. Gain +1 Wyrd to a maximum of +3.

Peace-weaver:When you stand up to violence, roll +Wyrd instead of +Fierce.

Midwife: When you nurse someone who has suffered harm, roll +versed. On 10+ hold 3, on 7-9 hold 1. Spend your hold, one for one to:-save them from dying, for now-heal 1 harm-clean the wounds to prevent infection-make death painless

Bonecaster: When you roll the rune-carved bones to read the future, roll +Wyrd. On a hit, make a prophecy. On 10+ answer 3 questions, on 7-9 answer 2. The MC answers the rest.-who is this prophecy about?-what will likely happen?-under what circumstance?-does it involve death?

Remedies of the earth: When you use herbs and charms to treat someone who has fallen ill, roll +versed. On 10+ they'll get better, on 7-9 they'll get better but will come out weaker (take one debility). On a miss they're probably gone.

Hold, stuff and notesSeiðr wand, herbs, clothes, knife, prophecy bones.

Advancement౦ ౦ ౦ ౦ ౦>>>

__/__/__ get a new move from your playbook __ mark a child with the gift of sorcery

__ raise your Wyrd by 1 (max +3) __ convert to Christianity

__ switch to a different playbook__/__ shift one point from Young to Versed (max +3)

__ peaceful death

Page 10: Sagas of the Icelanders - BETA 0.6

THE VIKING

NameLooks

Stats highlight

Young ____ ౦ Hard ____ ౦

Fierce ____ ౦ Versed ____ ౦

Wyrd ____ ౦

BondsBlood

People

Strangers

MovesYou get all the basic moves & male moves. In addition, you get this one:Raider: You get a small karve ship and a few rough men to man it (2-harm gang small savage 1-armor).

When you go a-viking in the summer, to scrape together a living, roll +hard. On 10+ you get the effects of a regular move +1 barter profit. On 7-9 your band demands a bigger share, you get the usual, but no want. On a miss, your leadership on the ship is contested.

Plus choose one:

Brute: When you inflict harm, inflict +1harm.

Berserker: when you take harm, roll+harm taken. On a 10+, take +1 ongoing until you heal any harm. On a 7–9, take +1 forward. On a miss, take an additional 1-harm or take -1 ongoing until you heal any harm, your choice.

Boasting: When you speak well about someone present (including yourself), roll +versed. On 10+ they take +1 ongoing when they act on what you said, true or otherwise, on 7-9 they take +1 forward. Bonuses don't stack - you can't speak well about someone twice, you only get a first impression.

The Warrior's Cunning: When you formulate a plan, roll +Versed. On a 10+ hold 3, on a 7-9 hold 1. While following your plan, spend your hold at any point to get +1 forward to an action in line with your plan.

Unyielding: Get +1 Hard, (max +3)

Hold, stuff and notesLeather and chain worth 2 armour plusbow and seax or sword and shield or aetgir or two axes

Advancement౦ ౦ ౦ ౦ ౦>>>

__/__ get a new move from your playbook__/__ get a new move from another playbook

__ switch to a different playbook__ convert to Christianity

__/__ shift one point from Young to Versed (max +3)__ increase one of your stats by 1 (max +3)

__ peaceful death

Page 11: Sagas of the Icelanders - BETA 0.6

THE SHIELD MAIDEN

NameLooks

Stats highlight

Young ____ ౦ Hard ____ ౦

Fierce ____ ౦ Versed ____ ౦

Wyrd ____ ౦

BondsBlood

People

Strangers

MovesYou get all the basic moves & female moves. In addition, you get this one:Warrior: You can get into a fight like a man, except you roll +fierce instead of +hard.

Plus pick two:Picker of the dead: When you go into battle, roll +wyrd. On 10+ name one person who will live and one who will die. On 7-9 pick only one or the other. Name NPCs only. The MC will make your prediction true if even remotely possible. On a miss you see your own death, take -1 ongoing until the end of battle.

Against the norm: Gain +1 Wyrd, to a maximum of +3.

Valiant Stand: Before you join battle, if you decide it matters, make a valiant stand. Whenever you take harm during the battle, just note it down, don't roll anything. At the end of battle, make a harm move with all the harm you've accumulated.

What life brings: Increase any one of your stats by +1, to a maximum of +3.

Freyja's Light: If during the battle you take off your helm, or otherwise reveal some female features that were previously concealed your enemy or enemies pause and can't react for a moment.

Hold, stuff and notesHorse, shield, spear, clothes, protective gear worth 1 armour.

Advancement౦ ౦ ౦ ౦ ౦>>>

__ /__ get a new move from your playbook__/__ get a new move from another playbook

__ convert to Christianity__ switch to a different playbook

__/__ shift one point from Young to Versed (max +3) __ peaceful death

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THE GOÐI

NameLooks

Stats highlight

Young ____ ౦ Hard ____ ౦

Fierce ____ ౦ Versed ____ ౦

Wyrd ____ ౦

BondsBlood

People

Strangers

MovesYou get all the basic moves & male moves. In addition, you get either these two:

Goði: When you call the people to blót, roll +hard. On 10+ hold 3, on 7-9 hold 1. Spend your hold 1 for 1 to:-make the people bring forward food and goods worth 1 barter; you get +1 sacrifice-make specific people come(for PCs they come and/or bring it, or mark experience if they don't)

Blót sacrifice: When you make the sacrifice at the blót, roll +sacrifice. You read the signs of the gods in the guts and smoke. On a hit you get +1 bond with someone who was amongst the gathered.On a 10+ hold 3, on 7-9 hold 1. Spend your hold 1 for 1 to ask questions:-What does [a god] wish me to do?-What does Fate intend me to do?-What is [a god] planning to do?-What's in the heart of someone amongst the gathered?

If you speak any of the answers aloud, to the people, consider it a prophecy.

OR this one:Warchief: you have the loyalty of one or two armoured followers. When your gang fights for you, roll+hard. On a 10+, hold 3. On a 7–9, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your gang:-make a hard advance-stand strong against a hard advance-make an organized retreat

-show mercy to their defeated enemies-fight and die to the lastOn a miss, your gang turns on you or tries to hand you over to your enemy.

Your gang is 2-harm gang small 1-armor. Plus choose one:-your gang consists of 10 or so violent bastards. Small instead of one or two.-your gang’s well-armed. +1harm.-your gang’s well-armored. +1armor.

Hold, stuff and notesGood clothes, a furnished mead hall or temple.

Advancement౦ ౦ ౦ ౦ ౦>>>

__ get a new move from another playbook __ convert to Christianity

__ switch to a different playbook__/__/__ draw someone new into the faith

__/__ shift one point from Young to Versed (max +3)__ create a new character to play, kin to your first

__ peaceful death

Page 13: Sagas of the Icelanders - BETA 0.6

THE GRANDMOTHER

NameLooks

Stats highlight

Young ____ ౦ Hard ____ ౦

Fierce ____ ౦ Versed ____ ౦

Wyrd ____ ౦

BondsBlood

People

Strangers

MovesYou get all the basic moves & female moves. In addition, you get this one:Old:You get +1 versed, to a maximum of +3. If this would bring your versed to +4 mark an experience circle now instead.

Plus choose two:Beer-giver: When you have a guest in your house and you show your hospitality, roll +versed. On a hit you fill their heart with trust and loosen their tongue. On 10+ hold 3, on 7-9 hold 1. Spend your hold to ask questions, one for one:-what thought troubles your heart?-where would you want to be right now?-which way lies your heart's desire?

Hearth-keeper: When you and your family are going hungry instead of scraping together a living you can make them tighten their belts, count every grain and hold on to what you have. Roll +fierce. On 10+ you and your family will pull through, on 7-9 you'll all pull through but take -1 ongoing from malnutrition until you get some food.

Mother of Many: Your family is spread far and wide and you know many secrets. Increase your base bond with everyone by 1.

Hearthy: You've lived through many winters, many kids, many bad moments. Nothing keeps you down. When you suffer from sickness, disease or hunger, roll +hard. On 10+ it's like you're not even effected, on 7-9 you're going to be fine but suffer -1 ongoing. On a miss you're going to need serious treatment right now.

Made of Oak: Get +1 hard, to a maximum of +3.

Old wisdom: When someone comes to you for advice, tell them what you think the best thing to do is and they take +1 ongoing in doing so.

Old face, young heart: Gain +1 fierce to a max of +3.

Hold, stuff and notesHeavy furs, chest keys, a knife.

Advancement౦ ౦ ౦ ౦ ౦>>>

__/__ get a new move from another playbook __/__/__/__/__ get a new move from your playbook

__ create a new character, kin to your first__/__ shift one point from Young to Versed (max +3)

Page 14: Sagas of the Icelanders - BETA 0.6

THE WANDERER

NameLooks

Stats highlight

Young ____ ౦ Hard ____ ౦

Fierce ____ ౦ Versed ____ ౦

Wyrd ____ ౦

BondsBlood

People

Strangers

MovesYou get all the basic moves & male moves. In addition, you get these two:Homeless: You don't start with the usual 2 barter worth of stuff, except the defaults.

Stranger: For all purposes of Bonds, you count as a Stranger. Tell the other players not to include you in their Bonds when you start play.

Plus choose two:Odin's own: You know the runes. Increase your Wyrd by +1 to a maximum of +3.

Raven's whisper: When you try to figure someone out, roll +wyrd instead of your +bond with them.

Loki's boon: when you declare retroactively that you've already set something up, roll +versed. On a 10+, it’s just as you say. On a 7–9, you set it up, yes, but here at the crucial moment the MC can introduce some hitch or delay. On a miss, you set it up, yes, but since then things you don’t know about have seriously changed.

Gestur: When you enter someone's home, roll +wyrd. On 10+ they treat you with all the honours. On 7-9 they give you the formal generosity for a while. On a miss they give you a cup of water, a piece of bread and send you on your way.

Shadow stalker: When you do something in secret, roll +wyrd. On a hit you get to where you were going or do what you were doing without anyone noticing. On 7-9 you get a worse outcome or an ugly choice.

Hold, stuff and notesA staff, clothes, cloak, waterskin, hidden knife.

Advancement౦ ౦ ౦ ౦ ౦>>>

__ /__ get a new move from your playbook__/__/__ get a new move from another playbook

__ convert to Christianity__ switch to a different playbook

__/__ shift one point from Young to Versed (max +3)__ peaceful death

Page 15: Sagas of the Icelanders - BETA 0.6

THE FREE WOMAN

NameLooks

Stats highlight

Young ____ ౦ Hard ____ ౦

Fierce ____ ౦ Versed ____ ౦

Wyrd ____ ౦

BondsBlood

People

Strangers

MovesYou get all the basic moves & female moves. In addition, you get either this one:Young: You get +1 young, to a maximum of +3. If this would bring your young to +4 mark an experience circle now instead.ORCelt: This move can only be taken at character creation. You are not a northlander, you were kidnapped from Ireland as a young girl. Your parents were Christian, you speak Gaelic, sing different songs, teach your children different stories. Mark an experience circle whenever you uphold your heritage.

Plus choose one:Feminine charm: When you seduce a man, roll +young. On a 10+, hold 3. On a 7-9, hold 2. Spend your hold 1 for 1 to get the full effects of goading a man without rolling for it. They can spend your hold by:-bringing you gifts-acting as your eyes and ears-truthfully answering your questions

She-wolf: When you fight back (or whenever you would normally trade harm for harm), roll +fierce. On a hit they can choose to back down and nobody takes any harm or you take harm as established and on 10+ they take +2 harm more than they normally would and on 7-9 they take +1 harm more than they normally would.

Hold, stuff and notesClothes, bronze jewellery, a small chest, an object of personal value.

Advancement౦ ౦ ౦ ౦ ౦>>>

__ /__ get a new move from your playbook__ get a new move from another playbook

__ convert to Christianity__ retire a NPC to safety

__ create a new character, kin to your own__ switch to a different playbook

__/__ shift one point from Young to Versed (max +3)__ peaceful death

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MOVES&

RULES

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The BasicsUnless specified otherwise, all the core assumptions of Apocalypse World work for this game, too.

When you do something that's a move, you do it. To do it, do it. Clarify and rewind as necessary.

When you make a move roll 2d6 and add the appropriate stat.

The ChangesAll the basic, peripheral etc. moves have changed. Harm works differently. Hx is replaced by Bonds. You mark experience differently.

There is a new list of Agendas and Principles for the MC.

The Fronts are new.

Basic MovesEveryone gets this one.

When you try to read a person, roll your +bond with them. On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask their player questions, 1 for 1:-is your character telling the truth?-what’s your character really feeling?-what does your character intend to do?-what does your character wish I’d do?-how could I get your character to __?

The rest of your basic moves depend on your character's gender.

Female characters get the following four basic moves:

When you have had sex with a man and took no precaution against conception, roll +young. On a hit you get pregnant and it's a healthy baby, on 7-9, choose one:-you will suffer harm (harm 3) during childbirth-you don't get pregnant at all-it's the last child you will ever bear-the child is born with some unusual trait

When you goad a man by shaming them if they don't take action, roll +fierce. On a 10+ they do it. On 7-9 they'll do it but only if you promise them something.If you use this on a PC they mark experience if they do it. If they don't they need to defend their good name.

When you raise your voice and talk sense, roll +versed. On a hit, people will listen to you. On 10+ hold 3, on 7-9 hold 2. Spend your hold 1-for-1 to give advice on a favourable course of action (+1 forward) or warnings against a bad course of action (-1 forward) to those present.

When you stand up to violence, roll +fierce. On 10+ choose 3, on 7-9 choose two.-they back off and put their weapons away-they don't harm anyone else-they don't ask for re-compensation-you don't suffer any harm

Male characters get the following four basic moves

When you fight with your weapons and armour, roll +hard. On 10+, hold 3, on 7-9 hold 2. Spend 1-for-1 to:-break their defence (+ap to your next attack)-inflict harm (as established)-conserve your strength (you don't need to prove yourself)-block and parry (+1-armor against the next attack or individual attacks)

When you prove yourself be it by riding, skiing, running, swimming or you otherwise displaying your physical fitness, roll +young. On 10+ you perform admirably. On 7-9 you need to rest or take -1 ongoing until you do.

When you insult another man and it's not in jest, roll+versed. On a hit they are seen for what you call them. On 10+ they they act to prove otherwise, and you choose one. On 7-9 the GM chooses for them:-they challenge you to a duel of honour-they attack you there and then-they defend themselves by returning an insult

If it's a PC that's insulted they mark improvement, but they are still seen for what they were called etc. It's their choice how they respond.

When you invoke your history of manliness to defend your good name, roll +hard. On 10+ you keep your renown. On a 7-9, your words aren't enough: they will offer you a hard bargain or an ugly choice.

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Peripheral moves

You don't need to use these, but it might just so happen that you will need them.

When you defy a prophecy, roll +wyrd. On 10+ no way, fate has a tight hold on you, on 7-9 you escape its immediate conclusion, but you're still bound to it. On a miss, it seems the prophecy wasn't true at all.

When you die a pagan, roll +versed or +3 if you died in battle, whichever is higher. On 10+ you're remembered as a good member of the community, your name will be carved in stone. If unjust, your death is worth weregild worth 3 barter.On 7-9, you were someone, but not all that much. If unjust, your death is worth weregild worth 1 barter.On a miss, who even knew your name?

If you ever need to scrape together a living, use a playbook move if you have one or tell the MC how you're going about it. Roll+young if you earn it with your sweat, toiling in the fields for it+versed if you skilfully manage and trade with the work of others+fierce if you fiercely hold on to what you own, be frugal and territorial+hard if you're going to take it the hard way, raiding for it overseas+wyrd if you expect the gods and fate to provide for you

On a 10+ you're fine. On 7-9 you have enough to live on, but choose one want. On a miss you're starving.Want: disease, cold, obligation, justice

If you've turned to Christendom, you don't count as a pagan any more. Change your Wyrd to -1 and you can never raise it again. Furthermore, you're exempt from the Goði's moves, if any. Furthermore, you get this move:

whenever you preach the gospel of the White Christ to an audience, roll +versed. On 10+ hold 3, on 7-9 hold 2. Spend your hold 1 for 1 to make someone in your audience:-give up a blood oath-stop going to blót-stop calling to the old gods-stop honouring the landvættir-release their slaves from servitudeIf it's a PC, it's purely their choice.

When you've spent time and effort to get to know someone better, increase your individual Bond with them by 1.

HarmWhenever you take harm, roll +harm taken. On 12+ you will die very soon and there's no helping it. On 10+ choose 2. On 7-9 choose 1. On a miss, nothing.-it won't get better by itself-it is terrible harm, that cracks you. Lower your Hard, Young or Fierce by 1.-you learn from it, shift one point from Young to Versed (max +3)

ExperienceMark experience when you-give a gift to someone (worth 1 barter or more), purely out of generosity, no strings attached-bear or sire a child-accept a challenge-avenge a blood feud-any other time a move tells you so-roll a highlighted stat

After you mark your fifth circle, buy an advance from your playbook as usual.

Some StuffWeapons:knife 1-harm intimateseax 2-harm handsword 3-harm hand valuablespear 2-harm close/faraetgir 4-harm hand reloadbow & arrows 3-harm close/far AP reloadclub 1-harm hand

Armour:mail shirt 2-armor worn valuableboiled leather 2-armor wornlayers of cloth 1-armor wornshield 1-armor worn/ 1-harm intimate reload

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MC

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Agenda• Make medieval Iceland seem real.• Make the players' characters' lives not boring• Play to find out what happens.

Principles• Cover the world in ice.

(freeze the lakes, freeze the ground, freeze people's hearts and livestock)

• Let them destroy.(monasteries, forests, nature, lives and each other)

• Address yourself to the characters, not the players.• Name everyone, make everyone human.• Make your move but misdirect, make your move

but never speak its name.• Think off-screen, too.• Make them work for what they want, give them

what they work for.• Ask hard questions, build on the answers.• Be a fan of the PCs.• Sometimes disclaim decision making.

MC Moves• Follow up on prophecies.• Make prophecies.• Change the seasons.• Enforce the social order.• Treat them as they are called. Make shame real.• Inflict harm as established.• Offer opportunities.• Put them in a spot.• Invoke scarcity and want.• Deplete, wear, break or take their stuff.

• Announce off-screen badness.• Announce future badness.• Announce past sins.

General notesI would say MC pretty much as you MC AW. Draw maps like crazy, ask questions like crazy. Instead of barfing forth apocalyptica, read up on the setting, make it seem real and cover the world in ice.

Look through crosshairs, but not only at NPCs, but the whole environment. Remember you're not out to get the PCs.

The “power level” if there is such a thing is somewhat lower than straight AW. The PCs can still do cool, badass shit, but it's “grittier”. Improvements are very important in how play shapes out.

The original sagas often span long times and generations. Don't be afraid to move on, PCs will live, have kids and die. Change the seasons as necessary, if they're looking at you and there's nothing going on, move onwards.

Enforce the social order. This is a society without laws or explicit power structures. They rely on their honour.

Treat them as they are called. A man's word is all he has. If someone calls them a liar or a pig, that's what they are, until they prove otherwise. Insults are powerful make sure they carry weight.Make prophecies. PCs will make their own, too. When there's a prophecy, take note of it an use it. You don't have to treat them as real, but do treat superstition as real. If people believe stuff they will act on it.

Families, generations, blood bonds, honour are all important. People remember. Bring up past wrongs and sins, reincorporate them for continuity. Grandchildren will want to see justice for wrongs against their grandparents.

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FrontsThese are more loose than the AW ones and still need a bunch of work.

Use fronts as inspiration for what could happen during a session and what goes on off-screen. Pick one or two that intrigue you even before the first session, but don't plan ahead in any way. After each session, build on what happened and pick and prepare at least three fronts for the next session. Write a question or two about each, let yourself wonder. Link them together. A natural disaster can be linked to a family's want, which in turn links to an individual's agenda.

Fronts will rarely if ever get resolved, but don't worry about pushing them in the background for a while, Bring new-old fronts back in play after several season changes.

Nature (landscape, weather, vegetation...)wants: -to reclaim its territory-to reclaim its resources-to protect and hide its own-scatter and divide its enemies

moves:-cut someone off (heavy snow, stormy sea, precipice, water, ice...)-devour something (capsize a boat, sink into a moor, lose in a wood...)-move aggressively into (flood, landslide or other sudden disaster...)-set something free (a captured animal, a natural danger...)-change the land (transform, shift, cover, uncover...)-offer something to two parties at the same time

Families (blood relations living closely together)want: -to avenge a blood feud-protect their honour-acquire more food, land, influence or luxury

moves:-demand recompensation (weregild, slaves, stuff...)-send emissaries (duels, offers, blackmail...)-offer gifts and deals with strings attached (marriages, trade, conspiracy...)-pull up their guard (band together, place sentinels, watchmen, fortify an area...)-go to their enemy's enemies-make a display of power, wealth or skill-settle an area (build, tame, domesticate...)

Individuals (members of groups or families)want:-to take someone's place-to get someone under their power-to avenge a wrong-to keep their place

moves:-put others between them and a threat (guards, innocent bystanders, followers...)-use overt violence for leverage (threaten, challenge, intimidate, fight...)-set up unexpected harm (poison, traps, surprise attacks...)-steal something private or valuable (a secret, a thing, a heart...)-manipulate (goad, insult, lie, promise, misdirect...)-act through others

-directly give someone what they want, with strings attached

Groups (people united by some common interest or belief)want:-to further their common faith or cause-to make a living for themselves-riches, power and influence-to secure something for themselves

moves:-outnumber (swarm, trample, outvote, outvoice...)-strike hard and unexpectedly in a coordinated manner-claim a place (move into it, attack, blocade...)-challenge or subvert rules, morals, beliefs or stories-make an outlandish bid or offer for something-take something without asking-vandalise

Monsters (people completely outside society)want:-their peace -simple fun-to see the world burn-something that isn't theirs

moves:-disappear into the wild-take hidden paths-desecrate or destroy something-kidnap, abduct or steal off-screen or without notice-change homes-cast bad light on someone-throw a curse or prophecy-do something crazy, unusual or unexpected

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Names & ListsThese are all Norse names from the excellent Story Games Name Project.

MaleAðalbjörn Arnar Lárus Magni Rúnar Skúli Ásmundur Barði Geir Júrek Knút Gísli Berg Eymundur Falur Rúrik Skíði Valberg Skjöldur Brimi Böðvar Drengur Sören Ægir Ögri Tindur Úlfur Tór Dúi Eðvald Gunnar Hafni Fróði Galdur Njáll Snorri Ormur Óli Páll Rafnar Þorsteinn Reynar Gnúpur Vörður Þengill Grettir Halldór Guðlaugur Sturla Týr Unnar Hjálmar Ísar Kolgrímur Alfreð Úlfkell Þeyr Kormákur Þór Örvar

FemaleAðalfríður Yrsa Þura Árdís Bára Úlfrún Valdís Fríða Dóra Auðrún Freydís Drífa Júnía Kára Einhildur Pála Róshildur Úlfdís Rut Fjóla Glódís Ardís Hilda Fura Gauja Halla Gauthildur Hjálmrún Astrid Ingdis Jódís Lára Mirra Njála Gunnhildur Hafþóra Greta Oddrún Ormhildur Árlaug Lífdís Mardís Rúna Selka Hlédís Hlíf Iða Snædís Sóla Ásla Sólveig Eyþóra Finna Svala Unna Brigitta Dís Æsa Ölrún Guðfríður

InsultsBlatonn: Black tooth!, Brusi: He-goat!, Gaugbrojotr: Grave-robber!, Haensa: Chicken! (literal), Hlaðhand: Clean-hands!, Huglausi: Coward!, Kamphundr: Carrion-eater!, Kuensami: Skirt-chaser!, Oskelgetinn: Bastard!, Bacraut: Asshole!, Beiskaldi: Complainer!, Braudnefr: Bread-nose!, Griss: Piglet!, Illskælda: Plagiarist!, Istrumagi: Fat-gut!, Mainfetr: Stink-fart!, Meyla: Little girl!, Sipill: Pot-licker!, Tik: Bitch! (literal), Skreyja: Incompetent!