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Showing posts with label Norse myth. Show all posts
Showing posts with label Norse myth. Show all posts

Thursday, 19 December 2019

"Winter Bites" (a solstitial scenario set in 10th century Iceland)


"Where is the horse gone, where the young rider? Where now the giver of gifts? Where are the seats at the feasting gone? Where are the merry sounds in the hall? Alas, the bright goblet! Alas, the knight and his hauberk! Alas, the glory of the king! How that hour has departed, dark under the shadow of night, as had it never been."
We used Sagas of the Icelanders for this adventure, and such game mechanics as it needs are given in those terms, but other options are GURPS Vikings and VikingsRegardless of the system, you will certainly find the Icelandic Saga Map useful.

If you're running the adventure as the lead-in to a campaign then the characters are young (15-19 years) and begin with two relationships instead of the usual four. 


Overview
Thorkill Whalerider lives at Kolbeinsvik up in the Strands in north-west Iceland. In his youth he was a renowned trader and raider, now he owns much of the land from Arness to Kaldbak and is the big man in the district. The characters are sent by their family in the far south to trade goods with Thorkill, but a complication requires them to spend the winter with him.

Daylight
At this time of year the sun rises at 10:00 and sets at 14:00, with three hours of twilight either side. So it’s full dark from 5pm till 7am.

Arrival
The characters are bringing spices and furs, which their father is trading with his old shipmate Thorkill for wood (mostly driftwood that fetches up along the coast). Thorkill has agreed to send them back with men and mules to carry the wood, which takes more space than the goods they’ve brought.

It's sunset and the characters have been travelling all day in freezing fog. They're cold, they're tired. Coming down off the Thorskafjord Moor, they see a big man who seems to have a bloody burden on each shoulder. He lumbers up and tells them he’s Ulkar No-Name, “so now you can tell everyone you met nobody on the road.” He doesn’t smile. “I’m bringing these two sheep for the feast.” Wouldn’t it have been easier to herd them back and slaughter them at the house? “I didn’t think of it.”

But there’s a snag
Thorkill hasn’t yet got the wood together to send back, and so he says the characters must stay for the frost festival Þorrablót”) when a sacrifice is made in honour of Frost and Snow, the sons of Jokul the Giant in mythology.

The characters can sit about the house as guests, or they can join in chores if they choose to. If they volunteer to do that, it’s an opportunity to meet Audun Haldorson the foreman who says that the wall needs mending on his farm. It’s not actually for Thorkill, but it would help indirectly as it would free up Audun’s time.

If so they might meet Audun’s headstrong son Bakki, who is their age and will surely propose a swimming contest (in the sea, freezing) or a wrestling or drinking match, or a dice game (use wyrd). Bakki usually tries to get them to do this instead of work, and is likely to be derisive if they refuse, so there’s opportunity for Honour to be questioned.

About half the wood has so far been made ready, including a pine tree trunk that would make a magnificent mast for a ship. Thorkill’s brothers pause each day to look at it and say what a hardship it would be to part with that, maybe the characters can make do with some driftwood roots instead, etc, etc. It’s just a wind-up.

The household

  • Thorkill (38)
  • Asdis (wife, 26)
  • Ongul (brother, 35)
  • Skeggi (brother, 34)
  • Ulkar (illegitimate brother, very strong, 39)
  • Senuna (a beautiful Irish thrall, 19)

Rumours include:

“Ulkar is Thorkill’s half-brother, but he’ll never acknowledge him. He gets seated at meals like a labourer and never gets included in family decisions.”

“When will Thorkill have your goods packed to send back? In his own good time, like everything else.”

“Thorkill went raiding in his youth to prove himself as bold as his father, but Kar Drangson was as fierce a man as any of us will meet in this life, and with his sword given him by the Danish king he was a match for any three warriors of these days.”

“The bandit called Thorn has worried his way into Thorkill’s side since last winter. He preys on those crossing the moors and he’s been tracked as far as Ymir’s Tooth Mountain, but nobody knows where he has his lair.”

“You’ve been invited to the frost festival?” Sucks his teeth. “You know it involves a sacrifice, don’t you?” (This is just locals winding up some young outsiders.)

Characters could use Look into someone’s heart to figure out if a rumour is true or just the locals getting a rise out of them.

Audun the foreman
Thorkill’s foreman is Audun Haldorson (35) a free man with his own farm at Kaldbakvik. Thorkill has bought up every other farm in the district that his family didn’t already own because of the haunting of Kar the Old, who died twelve years ago and whose ghost is said to walk the shores.

The bandit
Thorn and his four men are outlaws who hide out in the mountain and watch for traders they can rob. Their lair is in a tunnel that runs right through the mountain.

Towards sunset it’s as though the day peels back, so that already you can see stars while there is still a glimmer of pale blue, orange and red along the horizon. At such a time character might, looking up at the mountain, see the blood-red light of the dying day somehow mirrored in a pinprick gleam in the middle of the black cliff.

Unless you know the way up, it is a hard climb to the caves where the bandits live. For the last twenty feet it’s likely their lookout will have spotted you, too, so there’ll be a barrage of rocks raining down on you before you reach them. [When you tempt fate for the climb; ideally Berserker or Fight with many against many for the fight at the top.]

The barrow
At night you can see a pale green light billowing around the headland. This comes from Kar the Old’s barrow. (When would they see that? Probably when going outside to empty their bladders.)

Audun: “That’s why people are in a hurry to get home before sunset at this time of year. No one wants to meet Kar walking on the shore. When Kar was buried, Thorkill was in Norway. He took it hard, not for love but because Kar had much of his wealth buried beside him in the barrow. But Kar’s ghost has enriched Thorkill anyway, by terrorizing people into selling him their farms.”

If they enter the barrow: it takes most of the day to dig down to the rafters. Then if they enter (a drop of twelve feet) their torch goes out because of the foul air. They won't be able to get a torch or candle to stay alight, and that's -1 ongoing for darkness.

The interior chamber is narrow, only room for one at a time. They feel around until they find horse bones, then their feet slither on silver coins and they blunder into the back of a carved chair. It’s heavy, though. It doesn’t give when they push it. Wait – there’s somebody sitting in it…

In fact: Ulkar is prone to narcolepsy and wanders off in a daze by night, either wandering the shore or entering the barrow by means of a tunnel that emerges a hundred yards along the beach. So they will have quite a fight with him – that’s Accept a physical challenge at -1 ongoing for darkness; in the cramped conditions it’s not possible for another character to assist by spending bonds. It will go better for them later if they don’t kill Ulkar.

The treasure includes the short sword Kar used to wield, which is the finest weapon any of them have ever seen. Its blade looks blue in daylight and in torchlight almost seems to reflect the blood it’s thirsty to spill. Thorkill will not part with this: “You must do something worthy of fame before I give you the sword, for I myself could never get it from my father as long as he lived.”

The festival
At the feast they are given strong drink, then the youngest is bound with silk ribbons and carried out to the bonfire. [A character could Consider an uneasy situation if concerned.] He is shown to the flames and the men say, “Now this one will sacrifice to you, sons of the ice.” He’s then carried to a hut to lie with Senuna, the thrall; the only sacrifice, his virginity.


If somebody wants to essay a poem or song, so much the better. Our Icelanders campaign is historical, so there's no magic, but you'll want a numinous moment to evoke the solstice spirit, so how about giving the characters a spectacular view of the northern lights "like the hem of Odin's cloak brushing middle-earth".


*  *  *

The opening quotation is from J.R.R. Tolkien's translation of "The Wanderer". The pictures are by the acclaimed illustrator John Vernon Lord, whose grandson happens to be one of our players. John coincidentally grew up in the same Derbyshire town as my dad. Much of the story has been swiped from Grettir's Saga, and I urge you to read that before running it. May the High One grant you peat for your fire, mead for your cup, and boon companions to share the long evenings of storytelling and merrymaking with.

Friday, 13 July 2018

Why sharks get jumped

Maybe one reason why I enjoy role-playing campaigns is because I came early to episodic stories. Long before discovering my great love, comic books, I was glued to Doctor Who and big books of Norse myths. The weekly UK comic TV Century 21 (which I collected from the second issue; it was always just “TV21” to me) presented all those Gerry Anderson shows as taking place in one universe, which fuelled the idea that stories don’t have to have an end.

But that’s for kids. The Norse myths mirror the dramas of childhood, where massive fallings-out and reconciliations can happen in the space of a summer’s afternoon and we don’t mind that each morning is a chance to reset the games and interests of the day before.

As we get older, we demand that stories go somewhere. Things must change. And that’s where they can go wrong, because if you’re going to have change you must also have an ending. When a story is forcibly kept going beyond its natural life, the shark is going to be waiting and one day you must jump it. And then we end up wondering what we even saw in that setting and those characters in the first place.

Breaking Bad and The Shield were designed right from the start so that their narrative trajectory would have an end. Likewise the Harry Potter novels. The Sopranos was originally expected to run for a single season, hence the frenzy of plotting in the twelfth and thirteenth episode when commercial success demanded a jolt of boosterspice. I’d rather have had one perfect season myself. A good show should build in its own Hayflick limit.

What goes wrong with an indefinite run? There’s the escalation of dramatic twists. Take Cracker, Jimmy McGovern’s seminal ‘90s TV drama that started so well. After a time, story logic demanded that the danger Fitz and his colleagues tackled would have to strike close to home. But once we’d seen the team sprint to Fitz’s front door once, the next shock twist had to be bigger. One police officer raped another, and then jumped off a roof. Fitz’s family began to be threatened on a regular basis, until finally his son was targeted by a serial killer who strapped him to an electrified bedstead. He was saved from electrocution in the nick of time. If the show had continued, the only place left to go would have been strapping a bomb to the baby’s pram.

Drama isn’t an Escher staircase. You can’t keep upping the threat. But once you succumb to the understandable urge to grab audiences with a big shock, where else can you go? The Doctor has to save the universe every season, and it has to be from a bigger and badder threat, and the personal secrets revealed (or cooked up) have to be ever more profound, ever more earth-shattering. It’s like taking a hit of heroin. You think it’s the answer to everything, but the doses get bigger and eventually you’re going to OD.

But just as toxic as escalating threat is the self-referential archness that creeps into the writing on a long-running series. It’s narrowcasting, as each instalment calls back to events that only the diehard fans remember – and those fans are the ones who wriggle and giggle at every knowing quote, while the rest of us just wonder why the characters are behaving like they’re in a pantomime.

When I began my comic Mirabilis, it was with the intention of telling the story of a single miraculous year. “Everything will change,” was the logline, because it would. Before the green comet appeared, it was the real historical 1901 – no vampires, no steampunk. Then there’s a year of wonders. One year. When the green comet departs, we’re back to the real world.

The first idea was to tell it all in fifty-two episodes, only they couldn’t have been fifty-two of the 5-page instalments that ran in The DFC. Fifty-two full-length comic books, maybe. Then I could tell the story. But it would still reach an end.

“Unless it’s a huge success,” said the publisher, David Fickling. “Then you’ll have to come up with more story.”

“After the comet goes we’re back to a non-fantastic universe, so there’s nothing more to tell.”

“You can just invent a new reason for there to be fantasy, can’t you?” asked Mr Fickling, flinging up his hands.

“Uh-uh.” I can be pretty stubborn in defence of what I see as creative honesty. “The whole point is that on either side of the year of the comet this is the ordinary world. The story is told. It’s over.”

Of course, having an end in sight doesn’t guarantee the writer won’t jump the shark before they get there, but it does at least let them plan out the gear-shifts of surprises and reversals so that they don’t have to start competing with their own ideas to keep the thing moving. And they can be fairly confident that they’ll never get so bored with the characters that they start having them talk with, as it were, repeated winks to the reader.

Have you been disappointed when a favourite TV show, comic book, or series of novels jumped the shark? How would you have fixed the problem? Don't say, "Get a bigger boat."

Friday, 26 September 2014

Blood Sword redux: Doomwalk (part 3)

The final part of the Doomwalk designer's notes today, and as far as literary influences are concerned, the most obvious nods throughout the Blood Sword series are, of course, to Jack Vance. Those faltyns, for example: close cousins to the sandestins that were forever vexing Rhialto and the other sorcerers of Old Earth. I’m sure Shimrod in the Lyonesse books would know to be wary of a deal like this:
The faltyn flits through the streets, eventually leading you out of the north gate of the city along a rough track into the hills. There you see a jewelled door set in the side of a massive boulder. ‘What you seek lies beyond that door,’ says the faltyn. ‘As agreed, you will experience neither difficulty nor danger in obtaining it.’ With these words, it vanishes.
Why ‘faltyn’, incidentally? Doctor Strange fans, don't all shout at once. And how about this moment from Doomwalk for a typically Vancean way to get from A to B:
As soon as you have closed the cage door, the creature reaches down to seize an iron ring attached to the top and then launches itself into the sky. Despite its bulk and the burden of carrying you, it rises swiftly on its huge black wings. You are flung to and fro in the cage, but you manage to fight back your nausea until it has gained enough altitude to glide on the air currents.
(The picture here is from Pelgrane Press's superb Dying Earth RPG. Don't even read on until you've bought a copy.)

Now, I ought to warn you there are a few songs in this book. Not too many; don’t get alarmed, I didn’t go full Tolkien or anything. But you get a burst of the 14th century poem “Dou way, Robyn”, the Trickster gets to con some wights into thinking summer’s come to the underworld by singing a few lines paraphrased from Henry Howard, Earl of Surrey, and a character greets his lover’s cruel rejection with a lament penned by Sir Thomas Wyatt. Blimey, you not only get heads rolling and demons ripping out guts, you get bloomin’ culture as well, eh?

The bridge that Modgud guards (or Móðguðr, if you must), which you need to cross to get from the nasty region of Sheol to the really nasty, is from Norse myth. You knew that. But the reason I included a covered bridge in the first place is because Roy Thomas and Gene Colan sent Karen Page across just such a bridge when I was at an impressionable age, and Gene the Dean was my first love in comics, so I had to build in a reference to his work somewhere.

But, raking over all these old influences and homages, I’m completely stumped by where these two oddities sprang from:
Forewarned that something inhabits the hill, you make use of the cover afforded by some thorn bushes to approach the summit unnoticed. Two odd creatures wait there beside an enormous treasure chest. One is a giant bat with crimson antlers sprouting from its head. The other is a dog the size of a warhorse, with white fur and a long beard flowing from its chin.
The Horned Bat and the Bearded Dog seem to be genuine originals and, my earlier reference to Afghan Black aside, I have no idea what chimerical vacuum spawned them. I know that I specifically didn’t want an illustration of them because I was trying for something like the encounters you get in dreams: elusive, ill-defined. Funny and creepy and odd at the same time. Are they characters animated by Disney or by Švankmajer? Would the movie be directed by Burton or by Spielberg? I know which version I see in my mind's eye, but reading is democratic. Having bought the book, how you choose to visualize it is up to you.

Just in case you're thinking this all sounds like serious stuff, let me assure you that there's a good lacing of humour through all the Blood Sword books, even when you're slogging through hell or counting down the minutes till Doomsday. Case in point: the talking boat figurehead whose conversation is limited to weather forecasts and continual re-estimates of arrival time. That example is unusual, in fact, because mostly I don't go for humour that pokes fun at fantasy tropes - too easy a target. Instead I take my cue from Vance, who always remembers that however desperate the situation - and often precisely because it's desperate - human beings will find something to laugh about. So next time you get on the wrong side of a bargain with a faltyn, try to see the funny side.

In the next "Making of Blood Sword" I'll be looking at the writing of the fifth and final book in the series, The Walls of Spyte - otherwise known as "The One Where They Blow Up the Universe". But that's still a month or so away. Next week we'll have Jamie's latest series and after that some really big Way of the Tiger news. Don't miss.