Love in The Time of Seið
Love in The Time of Seið
Love in The Time of Seið
in the
Time
of Seið
Matthijs Holter & Jason Morningstar
T he old King has no male heir, and
his kingdom is crumbling. To the
east, the neighboring land of Garðariki
grows stronger and richer with each
passing year. The two kingdoms have
never been the best of friends, and ten-
sions are building along the border.
Now, the King has only one chance to
ensure the survival of his kingdom -
marrying his daughter to the Earl of
Garðariki...
ABOUT THIS GAME
This is a story game for five players. Each player controls one
character in a web of intrigue, with motivations, desires and
secrets that will force them to forge and break alliances of love,
power and magic. Chances are that many will meet a tragic end
- but this is up to the players to decide and explore during play.
The player on your right will serve as Theme Guide for you and
help interweave your characters Themes, which are unpredict-
able powers, fickle traits, and dramatic influences that will pull
you deeper into conflict and action.
4
A WARM-UP TUTORIAL
If this is the first time you play...
Run a short exercise to teach everyone the phrases. First, ex-
plain each phrase and answer questions. Then decide on a
familiar setting.
5
PREPARING TO PLAY
If you’ve played before, or after your first time player
exercise...
Let everyone have a long look at the five characters. Make sure
everyone understands all the elements on the cards - questions,
themes, relationships with other characters. Each player se-
lects one character, names them, and puts the character stand
on the table in front of them.
Every time you play, the game will be different. Try out dif-
ferent characters, different location descriptions, different
play groups. See what happens!
Put the location cards on the table, face up. Don’t read the
events written on the back yet - it’s more fun if they’re a sur-
prise for later. The first player to choose a location should also
define it, making a choice from among the three possibilities
provided on the card.
The player playing the Princess takes the first scene. Play
continues to the left.
6
WHAT TO DO
ON YOUR TURN
When it is your turn, that means your character is in focus;
everything revolves around them. We want to see how they
act, feel, and think!
The single most important principle for this game is: Lean
on the group if you want to. Stumped for ideas? In need of
a cool description or a new character? No idea how to set
the scene? Ask the group!
Someone else can use the phrase “Stay with it!” if they feel
a scene is ending prematurely.
7
First and Last Scenes
If this is your character’s first scene...
On your first scene, we want some description and detail to vi-
sualize your character. The Theme Guide should make sure to
push your themes to the foreground; they’ll often foreshadow
later events, or give the group a hint about how this character
might develop.
Embrace the Theme Guide’s early input and run with it!
8
Other Players' Scenes
When it’s not your scene, you have important things to do. You
are always a Guide, so you need to listen actively to the other
players, nudge them towards better play and tease out the best
story by using the six phrases.
An event labeled “first time” has to be played out the first time
anyone chooses that location. If someone has already visited
the location, pick the event you think will be the best from
those that have not yet been chosen. You’re in charge of pac-
ing! If you sense that things are slowing down, throw in the
event! If things are already cooking, let them unfold naturally.
At any time...
If the spotlight player approves, jump in with your character!
Play a supporting character! Provide detail!
9
Phrases
There are six phrases, and anyone can use any of them at any
time. You are always a Guide! The additional responsibilities
of Event and Theme Guides do not free you from your respon-
sibility for jumping in with a cogent phrase when you see a
perfect opportunity.
These phrases are an important tool to use during the game.
They should be used as instruction to make sure the story flows,
that dramatic tension increases appropriately, that everyone
can vividly imagine the fiction. A phrase should be received ac-
cordingly; nobody is perfect, neither player nor instructor, and
acting on instruction is an act of courtesy and faith. If someone
throws you a phrase you don’t agree with immediately, try it
out anyway - if things don’t work out, the group will tell you!
The phrases, and some examples, follow:
More details!
...tells the player to provide more description of a person, object,
location or similar. This is what makes settings and characters
more real - little things like the dirt under someone’s finger-
nails, the frozen reeds by the river, the silver armband that’s
tarnished and scratched.
“The King runs up to the enemy soldiers and kills them, then
he runs across the bridge and...”
“More details!”
This way, we can get some setting color - perhaps it’s a cold
winter morning, and her breath turns to tiny icy vapors in
the wind as she pulls the wolfskin cloak tighter around her.
Do it differently!
...tells the player that something feels like it’s jarring. Are things
suddenly going Monty Python? Or is the scene going nowhere?
Rewind and try again. You’re doing everyone a favor by being
quality control, making sure that uninspiring stuff doesn’t
enter the fiction you’re sharing. And you’re giving the other
player a chance to really shine, instead of having to stick to
the half-baked thing they just produced.
“In the sauna, everyone is naked. The king’s big, hairy testi-
cles are old and shriveled. As he walks, they bounce up and
down before the Earl’s face. He’s jealous of their weight...”
“After the Earl gives his command, his soldiers just stand
there. They don’t pay him any attention.”
The group knows that the cabin is hidden, and the forest is
home to a group of outlaws. A good place for complications!
Time to draw a card!
12
I need to clarify something!
...tells the player or group there’s something you’ve forgotten
or something you need help understanding. Good for complex
family intrigues where you’re not sure who’s related to who,
for example.
“The ghost tells the King about his aunt, and how her oldest
daughter was drowned at birth. He goes pale!”
13
BEING THE Theme Guide
Being in charge of Themes means you’re actively looking for a
cool way to incorporate them into the current scene, whatever
scene it is. Sometimes it’s just what is called a “lay-on” in im-
prov - set dressing, color, amplification. Sometimes it is what
the scene is about, and you have an idea so good you have to
confer with the Event owner.
Look for chances to make the character’s life interesting.
This means you want to provide adversity and unexpected situ-
ations, among other things. These can come from within the
character, or from outside.
Let’s take “The Gift” as an example. Say the Princess is on
a mountaintop meditating, the Seiðkona is climbing up the
mountain towards her, and there’s an eagle soaring nearby.
You’re the Theme Guide, and you feel like doing something at
this point. Here are four examples of things you might inject
into the scene:
14
Themes— Some Examples
The Gift...
Say the Princess attempts to use her powers to heal a wounded
animal. You describe how the animal is healed, - but the force
flowing into it doesn't seem to stop; the animal gets jittery,
frightened, insane with new strength. It runs off into the forest,
bleeding from its eyes.
Rebellion...
The Princess is being chastised by her father, the King. The
Princess' player describes how she looks to the ground and
says "Yes, father". You describe how her heart beats hard and
fast, and how her fury builds. Perhaps you even describe how
she can't hold her tongue - she yells at him before his courtiers:
"You weak old man!"
Nature...
The Knight is out in the forest, singing a spring song to his
lover. You describe how a nature spirit, a little sprite, hears
the song and falls in love with him. It follows him for the rest
of the game.
Lycanthropy...
When the Knight is fighting a duel, you decide his beast nature
takes over - his fangs grow and he lusts for blood. You leave
it to the player to decide how the Knight acts on this bestial
impulse.
Treachery...
The Earl is talking to his men while they're playing cards. You
describe how his henchmen start cheating, as if his mere pres-
ence makes them more treacherous.
15
Using Resolution Cards
Perhaps you're used to games where each scene needs to have
some sort of resolution. That's not necessary in this game, so
if you don't draw a single resolution card the entire game, don't
worry. Use them if you feel like it, but don't force it.
This game works well if you take the time to slowly get into
character. Start the first scenes by describing the action
from the outside; tell us what the character looks like, how
they move, how they look at their surroundings. Talk a bit
about how they interface with the world – what do they
sense, how do they react visibly. See it as a movie, describe
it as in a novel. Later, you'll find that at some point you've
slipped under the character's skin.
16
CREDITS
Love in the Time of Seið is a game by Matthijs Holter & Jason
Morningstar. It is copyright 2010 by Matthijs Holter & Jason
Morningstar and all rights are reserved. If you would like to
do interesting things with this game, please contact us! We
would like to help.
Graphic design and layout by Jason Morningstar.
Illustrations by Victor R. Lambdin and E. Boyd Smith, from
Viking Tales by Jennie Hall (Rand McNally & Co, 1902) and
In the Days of the Giants by Abbie Farwell-Brown (Houghton,
Mifflin & Co, 1902) respectively.
This game was playtested by Jone Aareskjold, Mark “Troll
Man” Ben, Joel Coldren, Tor Kjetil Edland, Jessica-Marie Gid-
lund, Erlend Eidsem Hansen, Shane Jackson, Paul Jones, Maja
H. Kvendseth, Håken Lid, Clinton R. Nixon, Chris Northan,
Anders Nygaard, Dina Ramse, Roy “Ghostrider” Smallpage,
Smudger and Øivind Stengrundet.
Special thanks to Steve Hickey and Matthew Gagan for
thoughtful comments and advice, and to Brennan Reece for
his expert layout critique.
In case you were wondering, ð is a voiced dental fricative like
"th" in the English word "them".
18
ABOUT THE AUTHORS
Matthijs Holter, born 1972, has a wife, three kids and spends
too much time thinking about games. He has previously pub-
lished Draug, a game about Norwegian folklore; Zombie Porn,
about the undead entertainment industry; Norwegian Style, an
anthology of games by Norwegian designers; and several other
things that you can find by googling him.
19
Play Materials
On the following pages you’ll find the materials you need for
play. Please feel free to photocopy these.
The five characters each have an information sheet that pro-
vides some background. Each lists Themes, starting relation-
ships, and three questions that can be answered during play.
The upper end of each sheet can be folded into a little table tent,
showing all the other players your character and her Themes.
There’s a space on each side for writing your character’s name.
After the characters are Location cards - eight of them. Each
has three suggestions for the specific Location’s mood for your
game, and each has five Events on the back.
Finally, there are eight resolution cards that can be drawn
whenever someone says “I don’t think it will be quite so easy.”
Put these aside as they are used, then reshuffle.
The book is set up so that, if you wish, you can cut these
materials out for immediate use.
20
Themes: The Gift & Rebellion.
The Princess,
The Princess,
Themes: The Gift & Rebellion.
Y ou try to be an obedient daughter - but your will is strong, and often at odds with the rest
of the world. You love the Knight passionately. You are getting lessons in magic from the
Seiðkona, in hopes of becoming a seiðkona yourself one day - you have The Gift. Your power is
strong but capricious and highly unpredictable.
T he Kingdom is steeped in tradition, suffused with unspoken and unwritten rules. Children
learn that the eyes of the Ancestors are always on them - and if the old laws are broken,
the Ancestors will punish their entire family. Adults understand that breaking with tradition
means breaking with friends, family and King.
Among the Ancestral Laws, these are some of the most important: Honor and obey your father.
Worship the ancestors with sacrifices. Marry only within the Kingdom. Protect your guests, if
necessary with your life. Only women can use seið. Only men can use swords.
Male names: Eskil, Alf, Bergfinn, Brand, Einar, Eyolf, Finnvid, Geitir, Gyrd, Harald, Hogni,
Isleif, Karl, Lyting, Mord, Nafni, Osvif, Ragnar, Saxi, Steinthor, Tjorvi, Yngvar.
Female names: Alfdis, Astrid, Bera, Droplaug, Grima, Gunnhild, Hedinfrid, Hrefna, Ingun,
Jarngerd, Kadlin, Melkorka, Nidbjorg, Osk, Runa, Skuld, Unn, Valgerd, Yrsa.
PHRASES for the Princess
More details!
...tells the player to provide more description of a person, object, location or similar. This is what
makes settings and characters more real - little things like the dirt under someone’s fingernails,
the frozen reeds by the river, the silver armband that’s tarnished and scratched.
Do it differently!
...tells the player that something feels like it’s jarring. Are things suddenly going Monty Python?
Or is the scene going nowhere? Rewind and try again. You’re doing everyone a favor by being
quality control, making sure that uninspiring stuff doesn’t enter the fiction you’re sharing. And
you’re giving the other player a chance to really shine, instead of having to stick to the half-baked
thing they just produced.
The Knight,
Themes: Nature & Lycanthropy.
Y ou are a spy in the pay of the Earl, serving in the court of the King. Your dalliance with the
Princess was unexpected and her falling in love with you is a ... problem. You really love
the Seiðkona, and dreams of running away with her to some faraway country. You are a skilled
hunter, efficient and quick. You are also a werewolf.
T he Kingdom is steeped in tradition, suffused with unspoken and unwritten rules. Children
learn that the eyes of the Ancestors are always on them - and if the old laws are broken,
the Ancestors will punish their entire family. Adults understand that breaking with tradition
means breaking with friends, family and King.
Among the Ancestral Laws, these are some of the most important: Honor and obey your father.
Worship the ancestors with sacrifices. Marry only within the Kingdom. Protect your guests, if
necessary with your life. Only women can use seið. Only men can use swords.
Male names: Eskil, Alf, Bergfinn, Brand, Einar, Eyolf, Finnvid, Geitir, Gyrd, Harald, Hogni,
Isleif, Karl, Lyting, Mord, Nafni, Osvif, Ragnar, Saxi, Steinthor, Tjorvi, Yngvar.
Female names: Alfdis, Astrid, Bera, Droplaug, Grima, Gunnhild, Hedinfrid, Hrefna, Ingun,
Jarngerd, Kadlin, Melkorka, Nidbjorg, Osk, Runa, Skuld, Unn, Valgerd, Yrsa.
PHRASES for the Knight
More details!
...tells the player to provide more description of a person, object, location or similar. This is what
makes settings and characters more real - little things like the dirt under someone’s fingernails,
the frozen reeds by the river, the silver armband that’s tarnished and scratched.
Do it differently!
...tells the player that something feels like it’s jarring. Are things suddenly going Monty Python?
Or is the scene going nowhere? Rewind and try again. You’re doing everyone a favor by being
quality control, making sure that uninspiring stuff doesn’t enter the fiction you’re sharing. And
you’re giving the other player a chance to really shine, instead of having to stick to the half-baked
thing they just produced.
The Earl,
Themes: Treachery & The eastern kingdom.
Y ou want to cement your relationship with the King through the Princess, who is being
instructed by your lover and personal seiðkona in the dark arts. Your spy, the Knight, is
helping to position you to undermine the King’s power and set him up for a challenge. You are
middle-aged, fat, and wily. You can make powerful and deadly poisons.
T he Kingdom is steeped in tradition, suffused with unspoken and unwritten rules. Children
learn that the eyes of the Ancestors are always on them - and if the old laws are broken,
the Ancestors will punish their entire family. Adults understand that breaking with tradition
means breaking with friends, family and King.
Among the Ancestral Laws, these are some of the most important: Honor and obey your father.
Worship the ancestors with sacrifices. Marry only within the Kingdom. Protect your guests, if
necessary with your life. Only women can use seið. Only men can use swords.
Male names: Eskil, Alf, Bergfinn, Brand, Einar, Eyolf, Finnvid, Geitir, Gyrd, Harald, Hogni,
Isleif, Karl, Lyting, Mord, Nafni, Osvif, Ragnar, Saxi, Steinthor, Tjorvi, Yngvar.
Female names: Alfdis, Astrid, Bera, Droplaug, Grima, Gunnhild, Hedinfrid, Hrefna, Ingun,
Jarngerd, Kadlin, Melkorka, Nidbjorg, Osk, Runa, Skuld, Unn, Valgerd, Yrsa.
PHRASES for the Earl
More details!
...tells the player to provide more description of a person, object, location or similar. This is what
makes settings and characters more real - little things like the dirt under someone’s fingernails,
the frozen reeds by the river, the silver armband that’s tarnished and scratched.
Do it differently!
...tells the player that something feels like it’s jarring. Are things suddenly going Monty Python?
Or is the scene going nowhere? Rewind and try again. You’re doing everyone a favor by being
quality control, making sure that uninspiring stuff doesn’t enter the fiction you’re sharing. And
you’re giving the other player a chance to really shine, instead of having to stick to the half-baked
thing they just produced.
The Seiðkona,
Themes: Sexuality & The Gods.
Y ou are lover to both King and Earl and are playing your own power game - to be the power
behind the throne, whatever throne that might be. You are the magical instructor to the
Princess - who, in the future, might be Queen - and you are entirely unaware that the Knight,
who has a puppy-dog crush on you, is a spy. You aren’t beautiful, but can still have any man you
want. You can help others with your potions and spells, but always at a price.
T he Kingdom is steeped in tradition, suffused with unspoken and unwritten rules. Children
learn that the eyes of the Ancestors are always on them - and if the old laws are broken,
the Ancestors will punish their entire family. Adults understand that breaking with tradition
means breaking with friends, family and King.
Among the Ancestral Laws, these are some of the most important: Honor and obey your father.
Worship the ancestors with sacrifices. Marry only within the Kingdom. Protect your guests, if
necessary with your life. Only women can use seið. Only men can use swords.
Male names: Eskil, Alf, Bergfinn, Brand, Einar, Eyolf, Finnvid, Geitir, Gyrd, Harald, Hogni,
Isleif, Karl, Lyting, Mord, Nafni, Osvif, Ragnar, Saxi, Steinthor, Tjorvi, Yngvar.
Female names: Alfdis, Astrid, Bera, Droplaug, Grima, Gunnhild, Hedinfrid, Hrefna, Ingun,
Jarngerd, Kadlin, Melkorka, Nidbjorg, Osk, Runa, Skuld, Unn, Valgerd, Yrsa.
PHRASES for the Seiðkona
More details!
...tells the player to provide more description of a person, object, location or similar. This is what
makes settings and characters more real - little things like the dirt under someone’s fingernails,
the frozen reeds by the river, the silver armband that’s tarnished and scratched.
Do it differently!
...tells the player that something feels like it’s jarring. Are things suddenly going Monty Python?
Or is the scene going nowhere? Rewind and try again. You’re doing everyone a favor by being
quality control, making sure that uninspiring stuff doesn’t enter the fiction you’re sharing. And
you’re giving the other player a chance to really shine, instead of having to stick to the half-baked
thing they just produced.
The King,
Themes: Ancestors & Law.
Y ou want the best for your daughter, but must create an alliance. You are suspicious of the
Knight, who was seconded to you as an aide-de-camp by the Earl, but not for the right rea-
sons. You love the Seiðkona passionately and secretly, and hate the Earl. You are aging, but used
to be strong as a bear. You can invoke the strength of dead kings by visiting the burial mounds.
• You love your stubborn daughter the Princess, but she needs to be tamed by someone.
• You’re unsure of your new aide, the Knight - what does he want with your daughter?
• The Seiðkona is your secret lover.
• You hate the Earl. But you must keep him close, for the sake of the kingdom.
T he Kingdom is steeped in tradition, suffused with unspoken and unwritten rules. Children
learn that the eyes of the Ancestors are always on them - and if the old laws are broken,
the Ancestors will punish their entire family. Adults understand that breaking with tradition
means breaking with friends, family and King.
Among the Ancestral Laws, these are some of the most important: Honor and obey your father.
Worship the ancestors with sacrifices. Marry only within the Kingdom. Protect your guests, if
necessary with your life. Only women can use seið. Only men can use swords.
Male names: Eskil, Alf, Bergfinn, Brand, Einar, Eyolf, Finnvid, Geitir, Gyrd, Harald, Hogni,
Isleif, Karl, Lyting, Mord, Nafni, Osvif, Ragnar, Saxi, Steinthor, Tjorvi, Yngvar.
Female names: Alfdis, Astrid, Bera, Droplaug, Grima, Gunnhild, Hedinfrid, Hrefna, Ingun,
Jarngerd, Kadlin, Melkorka, Nidbjorg, Osk, Runa, Skuld, Unn, Valgerd, Yrsa.
PHRASES for the King
More details!
...tells the player to provide more description of a person, object, location or similar. This is what
makes settings and characters more real - little things like the dirt under someone’s fingernails,
the frozen reeds by the river, the silver armband that’s tarnished and scratched.
Do it differently!
...tells the player that something feels like it’s jarring. Are things suddenly going Monty Python?
Or is the scene going nowhere? Rewind and try again. You’re doing everyone a favor by being
quality control, making sure that uninspiring stuff doesn’t enter the fiction you’re sharing. And
you’re giving the other player a chance to really shine, instead of having to stick to the half-baked
thing they just produced.
Any time: Lost in the garden, the character Any time: We learn that one of the character’s
briefly stumbles into the past or future. Themes is overwhelmingly strong among the
eastern kingdom’s elite.
Any time: The character meets another, by de-
sign, to settle a disagreement permanently. Any time: A border skirmish escalates into
something more serious. Is it war, or worse?
Any time: Something hurriedly buried in the
garden is accidentally discovered. Any time: Lights crackle on the high peaks, a
message from the Gods.
Any time: We find out that the body was sunk Any time: We discover that the Thralls know
by the character. secret things connected to one of the character’s
Themes.
Any time: We learn that the body is related to
the character by blood. Any time: An enemy in disguise seeks to destroy
the character.
Any time: We find out that one of the charac-
ter’s Themes is the reason the body was sunk. Any time: The thralls have an object that the
character cannot live without.
Any time: The Gods speak again, demanding
the character enact harsh and swift justice. Any time: A Thrall begs the character to inte-
vene on their behalf in some dangerous dispute.
The Frontier The Queen’s Garden
Choose one: Choose one:
Lonely mountain trails above the snow-buried The garden is an overgrown thicket, long aban-
pass are marked with ominous and frequently doned to the weeds, where secret meetings hap-
moved boundary stones. pen beneath rotting trellis and creaking gazebo.
The frontier is a bustling port of call for every The garden is a magnificent hot-house bursting
ne’er-do-well, criminal, and merchant prince the with strange plants - poinsonous mushrooms
world over and where families are divided by an and hallucinogenic herbs.
arbitrary line.
The garden is a picture-perfect showcase with
At the uncertain border, a pair of ugly fortesses not a leaf out of place, toiled over endlessly by
squat across a silt-choked glacial river from one an army of servants.
another like petulant children.
Turn over for Events
Turn over for Events
The Thralls enjoy bright and cozy dormitories The swamp is a font of ancient magic, her moss-
next to the kitchens, decorated in the peculiar choked elms and ravenous beasts lit by strange
styles of their homelands. lights in the night.
The Thrall quarters form an entire neighbor- The swamp, the border between the demesne of
hood in the village below the manor, where the King and Earl, is a lonely place where the poor-
Thralls keep their own mysterious custom. est of the poor congregate.
Any time: We discover that the purpose of the Any time: The character is followed here by
secret passage is related to one of the character’s someone who desires them.
Themes.
Any time: Somebody is pregnant.
Any time: We learn that the character was
among those who dug the secret passage. Any time: We see something from the charac-
ter’s past - the first time they visited this cave,
Any time: The character’s current need can be with someone unexpected.
met here - for a terrible price.
Any time: This location changes, physically.
Any time: The character comes to seal the pas- What is destroyed or hidden? What is created
sage forever, invoking one of their Themes. or revealed?
Any time: The character will be confronted by a Any time: One of the character’s Themes threat-
long-dead relative with a terrible demand. ens the physical structure of the hall.
Any time: The ancestors gather to tell the char- Any time: The character finds an unexpected
acter a secret from the past. object in a hidden place within the hall.
Any time: Something dreadful stirs and awak- Any time: The hall is suddenly warm and full
ens. of people. Why?
Any time: One of the character’s Themes threat- Any time: A clandestine meeting is disrupted.
ens the sanctity of the burial mounds.
The Lover’s Bower The Guest House
Choose one: Choose one:
The cave is sumptuous, decadent, and well cared The guest house, home to the Earl, is attached
for by a very discrete society within the aris- to the King’s manor, and its guests stay under
tocracy. the watchful eyes of both retinues.
The cave is a rough bedchamber indeed, all sod- The guest house, home to the Earl, is a mag-
den straw and mist from the boiling waterfall nificent palace that puts the King’s own manor
that covers the cries of eager lovers. to shame.
The cave is dry and mysterious, itself once a The guest house, home to the Earl, is a comfort-
burial place of the oldest of the ancestors. able enough cottage in the village beneath the
castle, and her master guards it well.
Turn over for Events
Turn over for Events
THE SEIÐKONA (Themes: Sexuality; the Gods) is lover to both King and Earl
and is playing her own power game - to be the power behind the throne, what-
ever throne that might be. She is magical instructor to the Princess - who, in
the future, might be Queen - and is entirely unaware that the Knight, who has
a puppy-dog crush on her, is a spy. She isn’t beautiful, but can still have any man
she wants. She can help others with her potions and spells, but always at a price.
Questions: What did she promise the Princess? Who does she really love? Who
is the child she sometimes sees in visions?
THE KING (Themes: Ancestors; Laws) wants the best for his daughter but must
create an alliance. He is suspicious of the Knight, seconded to him as a knight and
aide-de-camp by the Earl, but not for the right reasons. He loves the Seiðkona
passionately and secretly, and hates the Earl. He’s aging, but used to be strong as
a bear. He can invoke the strength of dead kings by visiting the burial mounds.
Questions: Where is the Queen? What has he promised the Ancestors? What
did he destroy to become King?
• Princess: Your father is a weary man. You loved him when you were little.
• Knight: You’re this old king’s aide-de-camp, spying on him.
• Earl: His power is crumbling. Soon you can challenge him.
• Seiðkona: One of your lovers, and a secondary player in the game of power.
THE PRINCESS (Themes: The Gift; Rebellion) tries to be an obedient daughter
- but her will is strong, and often at odds with the rest of the world. She loves the
Knight passionately. She is getting seiðr lessons from the Seiðkona, in hopes of
becoming a seiðkona herself one day - she has The Gift. Her power manifests
itself sometimes, not always when and how she expects it.
Questions: What does she want out of life? What is her gift? What will she do
with it?
THE KNIGHT (Themes: Lycanthropy; Nature) is a spy in the pay of the Earl,
serving in the court of the King. His dalliance with the Princess was unexpected
and her falling in love with him is a problem. He really loves the Seiðkona, and
dreams of running away with her to some faraway country. He’s a skilled hunter,
efficient and quick. He is also a werewolf.
Questions: One animal he hunts is special - how? What does he owe the Earl?
What did he leave behind in Garðariki?
THE EARL (Themes: Treachery; the Eastern kingdom) wants to cement his
relationship with the King through the Princess. His lover and personal seiðkona
is instructing the Princess in the dark arts. His spy, the Knight, is helping to
position him to undermine the King’s power and set him up for a challenge. He’s
middle-aged, fat, and wily. He can make powerful and deadly poisons.
Questions: What happened to his previous wife? How has his poison affected
him? What has he promised the seidkone?