Running the Game

Running the Game
You will run the game in almost the exact same way as with a normal game of Agon. You still provide adversity to the heroes, spend strife to create NPCs and contests, and provide color. The main difference is that you’re providing Norse flavor instead of Greek. See the recommended reading section for some good sources for that color, but if you use the modified Land Creation rules and think ‘Viking’, you should have a pretty good time.

Color
Norse mythology, like Greek mythology, is centered around exceptional people doing exceptional things, but frequently being doomed anyway. It is very fatalistic, and there is a sense of doom hanging over all things: men, gods, even creation itself. It is bloody, sexy, and frequently clever and funny. Everything is a little darker, a little grittier, and a little rougher around the edges than Greek mythology. But the core concept that a man is judged by his deeds and how he faces adversity and danger remains constant.
As a final note, all of this color applies pretty well to Anglo-Saxon and other Germanic cultures as well. Heck, “Beowulf” is about Scandinavians. All you’ll really need for that is appropriate names and maybe to change up some of the names of the gods (like Wodan for Odin).

Land Creation
As the antagonist, you’ll create the lands the heroes visit, and make sure they are chock full of adversity and conflict waiting to happen. Most of the changes here are cosmetic, to give a more northern European feel to the places visited, but if you want your heroes to be farther ranging, feel free to use the original Agon Island Creation rules. Not every land the heroes visit is an island by default, but the same sense of an isolated, self-contained place remains. As with the standard rules, you can roll 1d12 or choose from these lists to come up with the situation for the heroes.

Terrain
1. Rocky, volcanic hills and twisted black trees
2. Tall, snow-capped mountains, clear streams, and lakes
3. Pebbly beaches and rolling golden fields
4. Huge, ancient forests and winding, dark rivers
5. Sheer cliffs, sea caves, and fjords
6. Sun-dappled forests and lush green grasslands
7. Freezing snows and blue ice canyons
8. Mist-shrouded swamps and storm-lashed hills
9. High, green mountain vales, connected by passes
10. Scrub-brush plains and dusty steppes
11. Deep, winding valleys and rocky bluffs
12.  A massive jagged rock, pitted with caves and twisting passages

Communities
1. A prosperous town with a hall of learning and a council
2. Savage Cultists of some ancient god-thing
3. Small fishing village
4. Hall of a warrior king with brutal martial traditions
5. Prosperous trading port, with wonders from afar
6. Nomadic band of proud hunters
7. Devout worshippers with ancient temples and shrines
8. Desperate bands of brigands
9. Close-knit farming community
10. Bizarre village dedicated to strange practices (prophecy, communing with the shades of the dead, et cetera)
11. A collection of feuding factions (bloodlines, religious, et cetera)
12.  A crumbling hall on the brink of desolation

Events
1. Feats of strength and skill
2. Harvest festival
3. Preparations for war with another land
4. Marriage celebration
5. Occupied by army from another land
6. Plagued by an angry god (disease, aberrant weather, etc)
7. Recovering from natural disaster
8. Funeral for great hero or king
9. Bizarre condition (always night, fiery rain, wildlife gone mad, water turned to blood, the dead rising, et cetera)
10. Holy pilgrimage from shrine to shrine
11. Construction of a great monument or temple
12.  Peace agreement between warring groups

– The Gods
1. Odin
2. Freyja
3. Thor
4. Frigg
5. Baldr
6. Heimdall
7. Hel
8. Bragi
9. Freyr
10. Tyr
11. Loki
12.  Weyland

Gods’ Desires
1. Destroy (something must be broken, torn down, unmade)
2. Restore (something must be fixed, made whole again)
3. Slay (a living thing – or many- must be killed)
4. Defend (a life must be spared or protected)
5. Seek (something that was lost must be found)
6. Hide (something must be hidden away from mortal and/or immortal eyes)
7. Release (something must be set free)
8. Confine (conflict must be created)
9. Incite (conflict must be created)
10. Calm (conflict must be ended)
11. Steal (something must be taken)
12.  Secure (something must not be taken)

Artifacts
1. Enchanted Water or drink
2. Magical horns/fangs/tusks/claws
3. Divine Weapons or armor
4. Ancient Stone
5. Sacred Garments
6. Ring or amulet
7. Statue or carving
8. Crown and/or scepter
9. Rare animal hide/fur
10. Ship, cart, or other conveyance
11. Special jar/barrel/bowl
12. Sacred fire/torch/spit

Beasts
1. Golden Boar
2.  Silver Horse
3. Oaken Badger
4. Fiery Stag
5. Copper Ram
6. Snowy Bear
7. Iron Serpent
8. Shadow Wolf
9. Thunder Eagle
10. Stone Lion
11. Pine Owl
12. Bronze Bull

Men
1. The People of the Black Circle (a secret society)
2. Daughters of Fury (women warrior tribe)
3. The Peaceful Brotherhood (an isolated community of scholars)
4. The Shadow Walkers (a cult of assassins)
5. Serpent Men (devotees of the Midgard Serpent)
6. The Hundred Swords (a ruthless mercenary army)
7.  The Disciples of the Frost Father (Worshippers of the Frost Giant Ymir and Sacrificers of Humans)
8.  The Scourge (cannibalistic bandits)
9. Spider people (master poisoners)
10. Vikings of the Red Banner (fierce but honorable pirates)
11. The Children of the Wood (live in harmony with nature)
12. The Wolf Tribe (humans living among wolf packs)

Monsters
1. Troll
2. Sea Serpent
3. Beastmen
4. Dwarves
5. Goblins
6.  Werewolves
7. Ogres
8. Dragon
9. Shades
10. Living Statue
11. Kraken
12. Giants

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