Friday, March 19, 2021

Revenge for the Laxbrynjungs! Part 21 - A Political Briar Patch

The ongoing playtest of Bodil’s Gap continues! In the previous installment, the party returned home from their long voyage in to the northern coast just in time for their ally Odd to call a þing. Now, the assembled folk of Ymafjord and the surrounding farms will gather at the Laxbrynjung holdings in two days' time to choose a new þejn for their clan—and everyone has an opinion.

The Cast


Ingvild Scoreslayer, Dýrsark - Ingvild is an old and bitter warrior, cunning but prone to the rage of a berserker. Having fallen in combat with the ancient ghost of a long-dead giant, Ingvild now lives only by the grace of his bargain with that giant's spectral kin, and his soul bears the giant's mark as evidence of the deal they struck.


Mundr Ivaldisson, Óttimaðr - Mundr is a promising young man endowed with the strength of giants by a mysterious incident during his travels abroad. A Laxbrynjung by birth, Mundr now finds himself betrothed to Gudrun Arvidsdottir of Songheim, illegitimate child of the city's Jarl.


Ylva Blood-Cup, Seiðkona - Ylva is a sorceress endowed with the power to see and speak with spirits, and uses her magic to curse her enemies with great misfortune. Since the voyage of revenge against Kettil Sea-Strider, Ylva has gained a taste for command, and now plans to acquire a ship and crew of her own.


Hrafn, Skald - Hrafn is a travelling merchant blessed by a drop of the Mead of Poetry. Left with neither trade goods nor coin by an accident on the road that destroyed his cart and belongings, Hrafn has joined the Laxbrynjung raiders to avenge their Þejn and enrich himself.


The Game


Arriving at the Ymafjord shore, the party are quick to separate and go their own way after being greeted by their kinsmen.


Mundr seeks out his mother, Signy Sea-Breeze, and the two go for a walk while Mundr shares the news of his betrothal—without mentioning any hint of giantish involvement. Signy is pleased for her son but a little melancholic; Mundr has grown since leaving to avenge the death of his uncle Arnolf, and more and more he reminds his mother of Ivaldi, her dead husband.


Signy also cautions Mundr, however. With the fame won by defeating Kettil Sea-Strider and avenging Arnolf added to his burgeoning familial connection to the Jarl of Songheim, Mundr has become a strong contender for the title of Þejn, should he choose to pursue it—stronger, perhaps, than Rurik, Arnolf's son and the party's ally. There is a real risk of creating further division in the clan even despite the death of Trond, if Mundr becomes a figurehead for those dissatisfied by Rurik leadership. Mundr comes away from his conversation shaken and afraid for the future of his clan.


While Mundr goes to speak to his mother, Ylva retreats to her cabin in the woods to meditate on the ways of seiðr, ranging abroad in spirit form and contemplating how to save Ingvild's soul from the clutches of the phantom giants should he fall in battle a second time. Her contemplation is interrupted, however, by someone shaking the shoulder of her physical body. Returning to her her cabin, she finds Rurik crouched over her, waiting for her to rouse.


Upon seeing that Ylva is awake once more, Rurik begins asking her for advice—she was close friends with Rurik's elder half-brother Steinar, who would have been þejn after Arnolf if he had not also been killed at the same time. Rurik knows that he must be the next þejn, and wants to know what Steinar would have done, and how he would have handled it.


Speaking with Rurik about his brother, Ylva begins to ferret out more of Rurik's mental and emotional state, and quickly realizes that Rurik doesn't truly wish to be þejn—though he's convinced himself that he does. For Rurik, becoming þejn is all about regaining what was stripped from him by Trond's handling of Arnolf's legacy—he wants to be acknowledged as the legitimate son of his father, for his mother and sister's status to be restored, and to win those things Arnolf left to him. The þejnship is the symbol of all of that, and so Rurik pursues it without quite realizing what it is he truly wants.


Recognizing that she must tread carefully, Ylva encourages Rurik to speak to Hrafn, who is both wise and clever, and to return to her later that night to speak again when she will have something to show him. Rurik agrees to her advice and departs.


Meanwhile, Hrafn has lingered aboard the party's ship to read his stolen book of law in preparation for the coming þing and the Alþing after that, but finds himself somewhat stymied by the incompleteness of the record, which contains only one third of the Gap's laws. The sound of someone boarding the ship draws him from his reading, and he turns to find Finnar approaching him. Trond' son sits down unceremoniously on the rowing bench across from Hrafn and bluntly addresses him. Finnar knows that as his father Trond's only surviving heir, the þejnship must fall to him, but he is not a clever man—if he is to be þejn as is only right and proper, he must have a good advisor, and Hrafn is known to be clever and learned. With the wealth of his father devolved to him, Finnar offers to pay Hrafn a princely sum to become one of his counselors.


Hrafn forbears from accepting payment or becoming Finnar's counselor, but agrees to offer him some advice. While they're speaking, however, Rurik arrives following the advice of Ylva to seek Hrafn out. Seeing him in conversation with Finnar, Rurik turns on his heel and leaves again without uttering a word, and Finnar leaves shortly afterward to prepare for the coming þing.


Finally, Ingvild set out from the clan seat headed for his own small farm an hour away, seeking solitude. He's barely been home for an hour, however, before one of his farmhands comes to tell him that a rider has been seen approaching. Going out to investigate, Ingvild recognizes Þruðr, Trond's widow and the mother of Finnar. She greets him and asks if he will speak with her privately. Frustrated by the interruption to his solitude, Ingvild refuses to invite her in, telling her to speak in the yard or not at all. When she insists on privacy, he sends his farmhands away, and she dismounts from her horse to approach him.


Coming up to the grizzled veteran, Þruðr informs Ingvild that she know of his and his allies' support for Rurik as þejn, just as they must know of her support for Finnar. With Trond's wealth and contacts under her control, Þruðr boasts a great deal of influence which she is prepared to wield against Rurik if the need arises to secure her son's position—but she's come to offer Ingvild an alternative. If he agrees to marry her and adopt Finnar as his son and heir, Þruðr will instead throw her influence behind Ingvild as the prospective þejn. As a famous warrior party to the killing of Kettil Sea-Strider, and the brother-in-law of the fallen Arnolf, Ingvild would be in a very good position to win the support of the clan at large—far better than Rurik, who is still tarred with the brush of illegitimacy, and who was here in Ymafjord when others took Arnolf's revenge.


Ingvild is shocked and dismayed by Þruðr's ploy and has no idea of what his response should be, fearing the consequences if he declines but concerned that Þruðr will simply arrange his death in the near future if he agrees, once the current succession crisis has died down and Finnar's status as Ingvild's heir has made his ascension straightforward. Seeing Ingvild's unwillingness to give an answer, Þruðr offers to make things easy for him; if by the time of the þing he hasn't come to her, she'll know what his reply is and act accordingly. With that she rides off, saying she must return to the clan seat to greet her cousin, Skadi Battle-Brand—for it seems she too survived the kraken's attack, and his recently returned to her own home of Askarfjord in time to be called to attend the þing.


Ingvild recalls that Skadi was no friend of Trond's, but came to join the raiding fleet merely for the sake of her cousin Þruðr. With little way of knowing where Skadi's support will lie but concerned that it will only reinforce Þruðr's position, Ingvild hastens to travel back to the clan seat himself, where it has suddenly become very pressing that he reconvene with is allies.


Only a day remains before the coming þing, when all plots must come to a head and the new þejn will be chosen.


Behind the Scenes


This session was light on adventure but heavy on character interaction, which makes a nice change of pace. I had a lot of fun running this and giving each character their own little vignette, and I look forward to seeing how the party will resolve their problems.


A session of this kind wouldn't have been possible without the complex web of family relationships we've been laying the groundwork for all campaign, and I think the game has really benefitted from some planning in that regard. Actually mapping out a family tree before we even sat down for session one was maybe the best decision I made in regards to the campaign, and it's been paying dividends ever since.


Next time, Ylva will take Rurik on a journey through dreams and the party will reconvened to discuss what they've learned.


Friday, March 12, 2021

Revenge for the Laxbrynjungs! Part 20 - Returning to Ymafjord

The ongoing playtest of Bodil’s Gap continues! In the previous installment, Mundr agreed to marry Gudrun, the illegitimate daughter of Jarl Arvid of Songheim, only to discover that like him she is touched by the power of other worlds—thanks to her tutelage under the frost giantess Hvít-Rán. Now Mundr must negotiate the tangle of otherworldly influence encroaching upon his upcoming nuptials in order to make it back home to Ymafjord and determine who is Þejn of the Laxbrynjungs.

The Cast


Ingvild Scoreslayer, Dýrsark - Ingvild is an old and bitter warrior, cunning but prone to the rage of a berserker. Having fallen in combat with the ancient ghost of a long-dead giant, Ingvild now lives only by the grace of his bargain with that giant's spectral kin, and his soul bears the giant's mark as evidence of the deal they struck.


Mundr Ivaldisson, Óttimaðr - Mundr is a promising young man endowed with the strength of giants by a mysterious incident during his travels abroad. A Laxbrynjung by birth, Mundr now finds himself betrothed to Gudrun Arvidsdottir of Songheim, illegitimate child of the city's Jarl.


Ylva Blood-Cup, Seiðkona - Ylva is a sorceress endowed with the power to see and speak with spirits, and uses her magic to curse her enemies with great misfortune. Since the voyage of revenge against Kettil Sea-Strider, Ylva has gained a taste for command, and now plans to acquire a ship and crew of her own.


Hrafn, Skald - Hrafn is a travelling merchant blessed by a drop of the Mead of Poetry. Left with neither trade goods nor coin by an accident on the road that destroyed his cart and belongings, Hrafn has joined the Laxbrynjung raiders to avenge their Þejn and enrich himself.


The Game


When the face of the giantess appears, Mundr is transfixed by mounting concern. The last giant he encountered was a terrible foe who slew Ingvild with a final blow despite being little more than a ghost—what faces him now is a living giant of flesh and blood, albeit one present only as a moving image in a pane of ice.


Despite Mundr's concerns, however, the giantess makes no sign of hostility—indeed, she seems quite pleased to see him. As Gudrun happily greets her "auntie" and begins telling Hvít-Rán about her betrothal, the giantess greets Mundr cordially and expresses her congratulations to them both. Looking Mundr over, Hvít-Rán recognizes him at once for what he is, and asks the name of his teacher in the ways of óttimáttr—surprised that one of her fiery cousins would be inclined to take a student. When Mundr is forced to explain that he had no teacher and came by his powers through direct exposure to the Realm of Fire, the giantess' eyes gleam with greed, and she offers to become Mundr's tutor as well as Gudrun's.


Unsettled by the whole situation, Mundr deflects instead of agreeing, asking more about Gudrun and Hvít-Rán's relationship. The giantess explains that she has been Gudrun's confidante for a long time without truly elaborating on the subject. She and Mundr can speak more at wedding, after all, which Hvít-Rán will of course attend—though the giantess is at present far away in the Realm of Frost outside the mortal world, for some time now she has been teaching Gudrun to "open the way", lessons which will surely be complete in time for the wedding feast.


Unwilling to make himself the giantess' enemy so quickly, Mundr can only agree. Hvít-Rán's image does not linger long after that, bidding Mundr and Gudrun farewell—for now. Mundr does not linger long either, parting from Gudrun to prepare for the trip back to Ymafjord. When next the two see each other, it will be at their wedding on the eve of the Alþing.


Back at the docks, Ingvild is wandering in search of solitude, only to encounter a familiar face: Odd Crooked-Brow, the Hersir of Ymafjord. Stumping along with the aid of a crutch, Odd emerges from the thronging sailors to greet Ingvild, surprising him—none of the party has seen their comrade since the kraken broke up their fleet. Looking Odd up and down, it becomes clear that the old Hersir has not weathered the intervening time very well; the crutch is a new addition to his outfit, made necessary by fact that his left leg now appears to be missing from the knee down.


Finding a secluded spot to speak, Ingvild asks Odd what's happened to him and his crew since the two were parted. Odd explains how he was wounded in the kraken's attack, one of its tentacles twisting his lower leg from his body before their ship was able to escape. Injured, his crew left short-handed by the attack and his ship badly damaged, Odd managed to steer into the port of Egil's Landing for repairs and recuperation. While there he made inquiries attempting to learn the location of Kettil Sea-Strider's lair, but was forced to be cautious—for Egil's Landing was known to be the pirate's port of call, and many there were sympathetic to his plundering of Southern waters. By the time Odd's ship was repaired he had learned nothing, and judged it better to return south and attempt to reconvene with the rest of the Ymafjorders—only to learn on arriving that Ingvild and his companions had already returned in triumph from their raid on the Sea-Strider's camp.


With Odd and his crew confirmed alive, most of the fleet that departed from Ymafjord is accounted for—and those in Songheim are ready to return home. The following morning, the party prepares to sail alongside Odd. Before departing, Ingvild fetches Kara and Gunvor from the temple of Gullvinna, the Goddess of Craft, where they have been staying as guests. With Trond gone and the question of the þejnship about to be settled, it's finally safe for them to return home.


Setting out, things quickly go awry, however. A storm blows in, and the winds separate the party's ship from Odd's. Lightning strikes their mast, causing it to fall, while surging out of the waves, eager to escape the lightning striking the water, the party's perennial foes emerge—the nárikrabbir, giant crab-lice that plague the seas and tear ships apart for their nests.


While sailors dive out of the way of the falling mast, battle is quickly joined. Hrafn's galdr-song stirs the sky, deflecting lightning away from the ship to strike the waves, making swimming crabs convulse and sink out of sight. Ingvild and Mundr trade blows with those creatures that make their way aboard the ship, while Ylva curses and transforms her foes.


Shedding crabs under the blows of the PCs and their crew, the ship limps away from the storm propelled by rowers bending their backs at the oars, and finally makes it home to Ymafjord a day behind Odd. On their arrival, the PCs are greeted at the shore by their friends and kinsmen, and immediately embroiled in politics, for Odd has sent messengers to the outlying holdings of the clan, calling everyone to gather for an impromptu þing.


The time has come to choose a new þejn of the Laxbrynjungs.


Behind the Scenes


I am constantly baffled by how often my group rolls crabs on the random encounter chart I have for sea travel. There's only one result that includes crabs, the odds of them rolling it again and again are incredibly low—and yet here we are. It's maddening, I'd love to have some more variety in these travel encounters, but I think fifty percent of the time we've used this chart we've gotten crabs.


d12

Encounter

1

A shark or 1d2 sea drakes

2

A pod of 1d6+1 narwhals

3

1d6+2 nárikrabbir

4-5

A small boat crewed by 1d4+2 raiders

6

1d4 selkjur

7-8

A merchant ship crewed by 1d4+1 merchants and 1d6+2 clan warriors

9

A floating wreck crewed by 1d4+1 brine draugar

10

A swarm of rasp fish

11

A longship crewed by 2d4+6 raiders and a raider captain

12

A wrack-dragon bearing 2d4+3 brine draugar

13

A kraken


Next time we delve into clan politics as the PCs try to figure out who should become þejn—and who is even in a position to do so.

Friday, March 5, 2021

Bodil's Gap Book Update, and More Illustrations

I normally post about the ongoing playtest game at this time, but for a variety of reasons my group hasn't been able to play for the past couple of weeks. So instead, I'd like to take the opportunity to offer an update about the state of the project, and to show off some more of the fantastic art I've gotten for the project.

Where are we?

As of about a week ago, I've gotten back the final piece of artwork I had budgeted for. Working with the artist, Anton Vitus, has been a fantastic experience, and I'm really pleased with the final result. With artwork done for the moment, however, the ball is entirely in my court as far as getting Bodil's Gap to publication goes.

Currently the text of the book is 90% complete. What remains to write is minor, and a lot of it depends on the editing and layout stage. For example, I'm writing epigraphs for every chapter, but need to know exactly how the chapters will break down to know how many I'll need. I'm filling out a glossary, and it will expand as I go through the text and decide what needs to be included. Stuff of that nature takes up what I consider the incomplete wordcount.

What that means is that editing is the next step, and it's one I'm currently working on. At this point I think I'm half-way through the material that needs to be edited, but it's hard to predict a timeline for the rest of it—a lot of the text that I'm going through is first-draft material, and some sections have called for major rewrites. Depending on how much redrafting is required, the editing phase will obviously take a longer or shorter amount of time.

What's next?

Once I'm done editing, the text will have to be assembled into one master document and then go to layout. During this phase I'll arrange the text into chapters, apply all the correct fonts and formats, and insert the art into place. From there, I will theoretically have a finished product ready to be put up for sale.

My plan, however, is not to stop there. My budget for art was small, and though I have some work experience in the field, I am by no means a professional editor. Once I have an initial rpg document to show off, my plan is to take the project to Kickstarter with two goals:

  1. Expand my budget for art
  2. Hire a professional editor
If I can get more of an art budget, Anton has already expressed an interest in further work on this project. I can also consider potentially working with other artists with different styles, depending on the needs of the particular piece. And on the editing front, I have a contact in the field who can recommend someone to me. So all of that considered, I'm quite confident about the project, and looking forward to getting to the crowdfunding stage.

The art

To show off what I have already and hopefully whet your appetite for more of Anton's work, here are two more of the playbook portraits he's done.

The Rúngaeti

The Goði