Professional Documents
Culture Documents
WTWC2302 TMS0-SagaIntro Final
WTWC2302 TMS0-SagaIntro Final
SAGA
Huginn ok Muninn fljúga hverjan dag Thought and Memory each morning fly
Jörmungrund yfir; Over the vast earth:
óumk ek of Hugin at hann aftr né komit, Thought, I fear, may fail to return,
þó sjámk meir um Munin. But I fear more for Memory.
1
INTRODUCTION
2
THOUGHT & MEMORY SAGA
3
INTRODUCTION
Still goaded by Geri and Freki, Bangsi grasps for providing them with the coordinates for the Drift. In
yet more power: the mantle of the gods themselves. the present day, the rift appears as a crimson scar,
The havoc wrought by the Swordfall has given his an unexplained aurora in the ionosphere. MIM hopes
so-called Winter Wise the cover they need to source to bait the heroes into the past, to expose what truly
the rare metals and minerals for their ascension. They occurred on Mímisbrunnr and prevent its future iter-
have opened exploratory mines across the polar ring ation coming online.
worth trillions and are preparing undersea explora-
tion programs, planning to exploit the untouched re- Secrets of the Ice
sources of the region.
Centuries ago, the original inhabitants of the polar
The Fimbulvetr wilds sold the land around Hjálpmakaar to a mar-
itime explorer named Bjarnarðson. The land deed
The Swordfall has led to abrupt climate change across has been passed down the generations and, over the
Midgard, the size, extent, and rapidity of which had course of the campaign, is likely to end up in the pos-
not been seen since the Younger Dryas 12,000 years session of the player characters. Should it come to
ago. The average temperature across the imperial light, the deed could completely derail Bangsi Ivald-
heartlands has plummeted to −5 °C (23 °F), disrupt- ison’s plans.
ing the age-old tango between ice and trees. Glaciers
are advancing, and the boreal forest, a crown of nee-
dles and leaves around the northern hemisphere, is
in rapid retreat. Until recently Heimsslit was a series
of islands; now it is connected to Bjarmaland to the
south by a barren, windswept frozen sea.
The Drift
MIM 2.0
4
THOUGHT & MEMORY SAGA
5
INTRODUCTION
GLOSSARY
plans. MIM directly engages with the player charac-
ters in the Well of Fate. Further background on MIM
can be found in the novel, the All Father Paradox.
This orðalista contains some of the key names you’ll
find in the pages ahead. You might be familiar with MIMics
the names from Norse mythology, but it is import-
A religion devoted to the worship of MIM. Adherents
ant to note how they are remimagined for the Vi-
believe that science and technology will deliver a way
kingverse.
for mannkind to live forever. In this saga, the Church
Surtalogi of the One Zero is a vigorous new offshoot that plans
to use the MIM backups to achieve immortality.
Surt’s fire, the name given to the star in the Gimir
system. When the star went supernova, it hurled an Sons of Ivaldi
immense burst of energy at Midgard known as the
Swordfall. The perpetrators of this planetcide are re- A family of clones who seek to transcend their bio-
vealed in this saga, and it is up to the player charac- logical form through cybernetic augmentation. Many
ters to bring them to justice. Ivaldians are devout MIMics, their actions driven
both by greed and faith. The main antagonist of this
The Roarer saga, Bangsi Ivaldison, has lied, cheated and killed
over the past decade in his pursuit of power, includ-
The nom de guerre of the revolutionary, Mikjáll Hof- ing engineering the Swordfall to cover his tracks.
gard, creator of the jötnar. The Roarer is neither mann
nor jötunn, but a unique Fracture. Part avenging en- Skíðblaðnir
gill, part Trickster God, he aims to bring about Rag- The finest of ships built by the Sons of Ivaldi, the flag-
narök thereby restoring the Kristinn (our) timeline. ship of their fleet, used to defend their interests.
The Roarer plays only a small part in this saga, con-
tent to use other pawns in his cosmic game. Gungnir
Geri and Freki The name of Óðinn’s spear, known for always hitting
its target, here recast as a sleek warship used by the
The two wolves that accompany the god, Óðinn. Sons of Ivaldi to send Surtalogi supernova.
Accidentally set loose by the Skuld, these spirits of
greed and hunger have corrupted the Sons of Ivaldi
and caused them to reach for the mantle of the gods.
Óðinn
MIM
6
THOUGHT & MEMORY SAGA
CHARACTERS
The beginning of this adventure throws the char-
acters together, without assuming they are familiar
with each other. The following Threads of Fate are
inspired by the setting and polar legends. They can
Have the players create their characters togeth- be used to give characters a reason to be in the frozen
er. You can download copies of the character sheet north (and help facilitate a sense of loyalty to their
from Vikingverse.com, so have the players print off warband!) and used either instead of, or in addition
their own or print them yourself. Before the players to, those listed in the main rulebook. Each Thread of
choose their origins, make sure to tell them they all Fate comes with a Hidden Effect, that is only revealed
come from Hjálpmakaar and that the saga takes place to the player when they encounter a specific person or
there. Some suggestions on how to fit the origins into event. The GM can expand on these individual story
the community follow: hooks as they see fit – for example, the Firefox hunter
Menn: Mennfólk are the most common inhabitants may hear rumours of a literal shimmering beast or
of Hjálpmakaar, drawn to the World’s Edge for work be fed distractions about the atmospheric anomalies,
or adventure. before realising they are fated to fight the head of the
Dvergar: Most dverg in Hjálpmakaar are used as Firefox Institute. The ‘rune-tongue’ might want to in-
either skimobiles or snowploughs, or employed in vestigate the Troll’s Tongue or come to imagine they
construction and mining. are a god, before finding out how they really fit into
Álfar: The álfar of Heimsslit are often pines, born of the puzzle. Each thread of fate is a ættarstapi of its
the Yfir knot. Specifically charged with the protecting own, a jumping off point for adventure!
the land, some have chosen to partner with menn to
do so.
Jötnar: Jötnar characters might be refugees, settling
in remote Heimsslit after escaping their chains. Most
dwell in the whaling town at Spikborg or live solitary
lives as trappers.
Dökkálfar: The dökkálfar maintain an enclave un-
der the abandoned mining town of Kóngssteinn, and
occasionally send traders out across the ice.
Son of Ivaldi: Ivaldians can be found in the Firefox
Institute or research stations, hoping to reverse the
Fimbulvetr...or so they think.
Járnviðjur: Children who find themselves at the
World’s Edge might have escaped a laboratory cage
at New Kœnugarðr, or come to prove their skills
alongside the jötnar.
Jöfurr: A jöfurr character might be a champion ski-
er or hunter, with a large private estate on the former
archipelago, or a dim-witted second son out to prove
his Hyperborean lineage.
Orcneas: Orcneas are almost unknown on Heims-
slit. A player character is probably an exile or spy and
will have to work hard to keep their identity a secret.
Wanes: The wanes regard the whole of Heimsslit
as a sacred site. Small groups wander out of the Yfir
forest on occasion to visit ancient tombs, locked in the
ice, or to learn directly from the sacred bears.
7
INTRODUCTION
Like Bragi, you have runes graven on your tongue. You have come to The character is a living clue for The Well of Memory adventure. The
2
Heimsslit to find out why. carved rune on their tongue is Óss.
Every time the character sees Rognvaldr Áss, they must make a Will
You played lead tagelharpa for Svartur Sunnudagr, until they kicked
3 challenge roll or gain 1 Trauma. However, they are immune to the
you out mid-tour in the middle of nowhere.
hypersonic song of fangstones.
People say you are crazy. but you have come to the World’s Edge to The character gains 3 Honour if they organise a bear cavalry charge
5
race a sled team of ísbjörn. during The Raven Roads.
The character makes social attack rolls against the dvergar of Mine 7
You have staked a claim to Mine 7 near Hjálpmakaar and have come
7 with 2 woes. However, they can automatically find the secret elevator
to collect the Mother Lode.
in B-Shaft.
You are the original Drunken Sailor, the subject of a dozen sea-
The character cannot be rendered defenceless by jötunn ale in the Book
9 shanties. Your last ship sailed without you, leaving you stuck in
of Daniel or any other recreational drug.
Hjálpmakaar.
“Hail, nīðing! Your balls droop below your dress”. You were
The character cannot participate in the holmgang during Nobody Dies
10 grievously insulted in a flyting but fled to the far north rather than
in Hjálpmakaar or any other formal duel.
fight a duel of honour.
You aim to join the Winter Wise and are pledged to reverse the impact The character makes challenge rolls related to the polar environment
11
of the Swordfall. with 1 weal.
You have compelling evidence that the Firefox Institute thirsts for the
12 The character gains 1 weal on attempts to Intimidate the Sons of Ivaldi.
region’s mineral deposits.
You were married to a ísbjörn, who told you he was a prince who
13 The character is immune to the Frightening trait of ísbjörn.
shape-changed at night.
The character makes attack rolls against ísbjörn with 1 weal. However,
14 You once gifted a she-bear and her two cubs to a local jarl. ice bears cannot be charmed by any means while this character is in
sight.
You avenged your dead father by hunting and eating the ísbjörn that The character inflicts double damage on the Bone Mother in the Book
16
killed him. of Daniel.
You were born with hound’s feet after your mother ate bear meat
18 The character ignores difficult terrain related to snow, ice or tundra.
while pregnant.
The character must make a Will challenge roll every time they ride a
You were the inventor of the famed Skíðverg but forgot to trademark
19 Skíðverg or gain 1 Trauma, but make Sleight challenge rolls related to
your motorised toboggan design.
the vehicle with 3 weals.
8
THOUGHT & MEMORY SAGA
THE SETTING
Travel
9
INTRODUCTION
10
THOUGHT & MEMORY SAGA
MINES HJALPMAKAAR
There are seven working mines in the Heimsslit re-
gion, owned and operated by Ivaldian shell com-
HIGHLIGHTS
panies. The Polar Ring holds large quantities of Hjálpmakaar is almost mild during the polar sum-
minerals, including phosphate (used as fertilizers mer, when the midnight sun dominates the sky.
throughout the agricultural zones), bauxite, iron ore, Beneath the town’s rough, industrial exterior lies
copper, an nickel (an important part of the produc- a vibrant community. Reindeer mope in between
tion of steel). In fact, unknown to the townsfolk, the the abandoned mining gear that doubles as surreal
Sons of Ivaldi are building an expanded icebreaker monuments at street corners. The air is alive with the
fleet and preparing undersea exploration programs, excited yips of the hundreds of huskies that call the
planning to exploit the untouched resources of the town home and seeing whales swimming in the fjord
region. from the tavern window is not an uncommon occur-
rence. There is a sickhouse, a bank, newspaper, ho-
SÖKKVABEKKR DATA ARCHIVE tel, temple, dverg garage and general store, a couple
of restaurants, and several bars. The town also has a
Sökkvabekkr is a doomsday vault, specially prepared research institute for the Winter Wise and their stu-
for a remote future after Ragnarök. It is also the secret dents.
location of the rebuilt supercomputer MIM. The facil-
ity is a large steel vault located 300 metres below the HOUSING
ground inside a decommissioned bauxite mine and
secured with a concrete wall and a steel gate. Houses are often made of stone and bright paint-
ed aluminium, raised on stilts to avoid melting the
SPIKBORG permafrost underneath. Newer homes are mounted
on steel pilings driven 10 to 15 meters into the bed-
Spikborg (‘Blubber Town’) is made up of sixteen rock beneath. Houses tend to be nice, tidy, and large
buildings, including a fort at its centre, built to ward enough to accommodate families of modest size.
off interlopers. The alleys between the buildings are Player characters can claim some of these buildings
cobbled with drainage gullies. The settlement is built based on their starting wealth. Characters that are
around the remains of Vilhelm Bjarnarðr’s centuries Thegns or possess greater wealth might own houses,
old and only partially excavated camp. About forty while poorer characters might live in trapper cabins
jötnar work here, boiling blubber into oil, flensing that dot the tundra beyond the town.
whales, and coopering casks to pour the oil into. The
town headman, Daniel, came to the island following TRAPPER CABINS
a messianic vision of a great bear risen out of the sea,
and is a bitter rival of the álf Öldungr. While the island has few trees in the classical sense
of the word, it isn’t totally devoid of timber. Local
THULE STATION beaches are choked with salt-saturated logs that have
floated down ice laden rivers and been taken by the
Thule Station is a coastal útvarp station, research out- summer meltwaters to Heimsslit, where they bundle
post and meteorological facility comprising an ob- together into peculiar building depots. Locals use the
servatory and several adjoining buildings and ware- precious driftwood to build small cabins and to pro-
houses. tect existing ones against the more inquisitive bears.
The essential element of every decent trapper cabin is
a pot-bellied stove, which serves as a heater, cooker
and dryer.
11
INTRODUCTION
12
THOUGHT & MEMORY SAGA
has been established in the cellar, along with the pay FIREFOX INSTITUTE
office where miners and administrators come to col-
lect their wages. The proprietor, Solveig Soðketill The Firefox Institute is a private facility financed
(“Cooking-Kettle”), seems to spend more time fend- by the Sons of Ivaldi, ostensibly focused on bore-
ing off the unwanted attentions of her patrons than al geophysics and technology. The three months of
she does managing the business. darkness mid-winter make the Institute the ideal
place for ground-based observations of the Northern
GUNNAR’S GUNSTORE Lights (many locals still maintain these aurorae are
caused by firefoxes, hence the name). The scientists
This sporting goods store deals mainly in goods for here, dubbed the Winter Wise, are the reason Hjálp-
the Great Outdoors: tents, sleeping bags, skis, and makaar continues to thrive – without their patronage,
hiking equipment. It also sells rifles and other items it might have been abandoned long ago. The Institute
vital for self-defence, such as flare guns, tripwire is managed by Bangsi Hvítr Ivaldison, a senior but
sets and binoculars. The owner, Gunnar Veðrbel- reclusive member of the Ivaldi family.
gr (“Weatherbag”) actively hates camping and is a
very poor salesman. He also rents and repairs dverg,
which may have influenced his dour demeanour.
13
INTRODUCTION
HJALPMAKAAR BANGSI
Size 1 mannkyn
DIFFICULTY 100
14
THOUGHT & MEMORY SAGA
15
INTRODUCTION
GUNNAR KRAPTI
Gunnar Veðrbelgr came to Heimsslit to propose to Krapti Thorfridson is the town lawspeaker, the third
Solveig Soðketill, and then lost his nerve. To spare his of his family to hold the position, and by far the
blushes and salvage some pride, he invested in the youngest. He had just finished his studies in Jórsalir
only business for sale—the sporting goods store—de- when the Swordfall struck, but rather than escape to
spite hating everything about the snow and ice. Love- the hinterworlds, he chose to return home to Hjálp-
lorn and miserble, Gunnar hasn’t so much as set foot makaar to provide whatever help he could. Univer-
in the Cooking Kettle in three years, let alone spoken sally respected, Krapti has a keen mind, a ready wit
to Solveig about his feelings. and a rare appetite for hard work.
Hunting Rifle: (extreme range) +2 with 1 weal (2d6) Pistol: (intermediate range) +0 (1d6+3)
Moving Target, Quick Hands, Adrenaline Rush, Determined, Song of Praise, Enthralling Perfor-
Gut Feeling, Udal Right mance, Mocking Taunts, Ancestral Wisdom, Udal
Right, Promise Cup
CRAFT
Power 2
Spá hallow, boon (3), sacrifical chip, foresight (2), kva-
sir’s blood (1)
16
THOUGHT & MEMORY SAGA
CRAFT
Power 2
Galdar Sun Song, Biting Charms (3), Secret Path,
Weapon Song (2), Warden Stone (1)
17
INTRODUCTION
Power 3
Lyf Cure Runes, Leech Hands (4), Life Stone (2), Pre-
serving Runes (1), Disrupt Magic (1)
18
THOUGHT & MEMORY SAGA
TECHNICIANS VAL-TÓKI
It takes a certain resilience and resourcefulness to VAL-Tóki is a medical dverg able to perform a myr-
make a living at the World’s End. Menn like Magnus iad of surgical procedures. Designed and manu-
Ljósfót and Heimrik Veiða have found a way to make factured by Sigmund Systems in the years after the
themselves useful to the Winter Wise, and are always Doom, VAL-Tóki was built for the Fimbulvetr, with
ready to lend a wrench or hammer to any situation. wide tire tracks and leirstál joints able to handle the
Long term inhabitants of Heimsslit, they are full of ice and snow. The dverg is directly linked to the sick-
idle gossip, technical jargon, and outright smut. If house, using the Evergreen to communicate with the
they join the ranks of the MIMics, it is more out of elevators, automatic doors, and fire alarms—devic-
practicality than piety, foolishly betting their futures es it regards much more highly than the ‘meatbags’
on the Winter Wise. it is forced to treat. It should go without saying but
VAL-Tóki has no bedside manner of any description.
TECHNICIAN DIFFICULTY 10
VAL-TOKI DIFFICULTY 25
Size 1 mannkyn
Size 1 machine
Awareness 11 (+1)
Defence 12 Health 14 Awareness 13 (+5); Infrared
Power 2
Lyf Life Signs, Helping Runes (3), Cure Runes, Life
Stones (2), Healing Herbs (1)
19
CREDITS
Proofreading
Bill Hopkins
Illustrations
Ger Curti
Viking Ornaments
Jonas Lau Markussen
Published By
Schwalb Entertainment LLC
PO Box #12548
Murfreesboro, TN
Thought & Memory Saga and When the Wolf Comes: A Vikingverse Roleplaying Game are ©
2023 Ian Stuart Sharpe. All rights reserved.
Shadow of the Demon Lord© 2015 Schwalb Entertainment, LLC. All rights reserved.
Visit www.vikingverse.com for more books and comics by Ian Stuart Sharpe