Saga of the Northlands
Just as individual narratively-significant characters and creatures can influence their fate with special Wyrd tokens, the clan’s settlement has its own fortune that rises and falls with their deeds.
Fortune tokens come in just two types, white Weal tokens and black Woe tokens each bearing gold and silver text, and they come in a single pool to be used collectively by the party. The pool can always hold up to two tokens of each type, unless this value is later changed in the course of play.
At the start of each tiding, the fortune pool gains one token of a type dependent on the tiding:
In the spring and autumn tidings, the settlement gains a Weal token if the random event experienced during that tiding had a positive magnitude, or it had Mixed magnitude and the settlement’s morale was positive; the settlement gains a Woe token if the event had a negative magnitude, or it had Mixed magnitude and the settlement’s morale was negative; the settlement gains no token if the event experienced had a Mixed magnitude and the settlement’s morale was neutral.
The party must unanimously agree to spend Weal tokens. If they do so, they can spend tokens at certain specified times to accomplish the following
Good Luck: Before rolling for an event, shift the magnitude of the event to be two steps more positive.
Safety: Before rolling for a random encounter, negate the roll and prevent the party and anyone currently in the settlement from having any random encounters for 1 week.
Sign of Favor: Everyone in the party regains one spent Wyrd token in an attribute of their choice.
Heroic Zenith: After overcoming a challenging encounter (whether a monster, a trap, a wilderness feature, an event, or otherwise), everyone in the party immediately refreshes all of their Wyrd tokens.
Excellent Luck: Before rolling for an event, guarantee that the event has a Very Beneficial magnitude.
Security: Before rolling for a random encounter, negate the roll and prevent the party and any settlement members (including any members on a trading voyage) from having any random encounters for 1 tiding.
Flesh Out the Legend: After spending at least one continuous week training during downtime, everyone in the party gains a unique benefit of their choice thematically related to that encounter; each player specifies in general terms what they would like, and the DM comes up with something appropriate.
The DM can spend Woe tokens unilaterally, and is encouraged to do so at the worst possible time for the party. He can spend tokens at certain specified times to accomplish the following
Bad Luck: Before rolling for an event, guarantee that the event has a negative magnitude.
Trouble: Before rolling for a random encounter, also roll for a random encounter for settlement members protected by enough soldiers to normally avoid such an encounter.
Not Just Mooks: The DM gains a pool of Wyrd tokens with a size equal to 2*[number of PCs and allies with Wyrd tokens] + [number of enemies with Wyrd Tokens], in any combination of attributes desired, that can be spent by enemy NPCs that lack Wyrd tokens for the duration of the current scene; each creature may spend at most two tokens from this pool.
Heroic Nadir: If the party succeeds against a challenging encounter, there are unforeseen consequences to the victory and everyone in the party gains one negative Wyrd token corresponding to their highest Wyrd attribute. If the party fails against a challenging encounter, the outcome is worse than expected and everyone in the party gains two negative Wyrd token corresponding to their highest two Wyrd attributes.
Terrible Luck: After resolving an event, roll for a third event for that tiding that triggers 3d4-3 days after the resolved event and is guaranteed to have a negative magnitude.
Danger: After rolling for a random encounter, roll again with a -2 penalty and trigger any resulting encounter in the next 1d6-1 watches.
Final Boss: Every enemy NPC with Wyrd tokens either gains 10 points in their top two Wyrd attributes and immediately receives the corresponding Wyrd tokens, or fully refreshes all spent Wyrd tokens.
Plot Twist: After the party has been away from the settlement for two full days or more, events conspire to kill off a named NPC, ruin the settlement’s food supply, or otherwise cause a major problem within the week that the party will need to deal with.