Social Standing

One’s wyrd scores are an abstract, shorthand representation of how one is viewed by one’s clanmates. A character with a Nobility of 3, Guile of 2, Valor of 0, and Subtlety of -1, for instance, will be viewed as someone of great integrity, trustworthiness, and faith and with a keen mind for tactics and quick thinking, but someone not to be trusted to do anything requiring a particular delicate touch.

In general, a score of 0 is unremarkable, and a score of 1 means you stand out a bit from your fellows where that trait is concerned; the vast majority of characters have wyrd scores of all 0s, or perhaps three 0s and a 1 if they’re adventurous or lucky. A score of 2 means definitely your friends and family and most likely your clan know you for that trait, a score of 3 means you are famous for that trait among your clan and your reputation is more or less well known in the other clans, a score of 4 means stories are told of your exploits throughout Norse lands, and a score of 5 means you will go down in history alongside great heroes like Bjorn Ironsides, High King Ragnar LoĆ°brok, Invgar King-Slayer, and Sigrun the Warrior-Maid.

Negative scores, however, indicate a poor reputation. A score of -1 is as remarkable as a 1 is, namely you’ll be known for that trait among those with whom you interact frequently, and if you garner an insulting nickname or are the subject of gossip, this will likely be the cause. A score of -2 indicates a severe character defect, either through willful disregard of codes of honor, sound battle doctrine, and the like, or sheer bull-headed ineptitude and/or stubbornness. A character with a wyrd score of -2 is in danger of being cast out of the clan for his moral failings the next time he commits a significant action (one worth -3 or lower wyrd points) or if he goes too long without increasing his score to -1. A character will be well aware that he is in danger of such punishment, and most manage to shape up before that happens. A character is immediately banished upon reaching a wyrd score of -3, viewed as too much of a danger to clan and kin to risk keeping them around.

Fame and Infamy

When encountering any character or creature with at least one wyrd score above 0, a character is entitled to make a Sense Motive check to determine whether their reputation precedes them: a successful check against DC 25 – 3*highest wyrd score identifies that they are a legendary character and gives the character’s name, general description, and highest wyrd category (though not how high the score), and every 5 points by which the DC is beaten entitles the character to one more piece of information of their choice, such as “What is Dragar the Terrible’s favored fighting style?” or “Does the Sea Witch have any similarly famous allies?”

A legendary character who is in disguise or is otherwise going out of their way to hide their identity is not subject to such a check unless their identity is discovered or they spend any wyrd tokens, at which point anyone who discovers that they are hiding their identity or who witnesses a legendary deed can immediately make the check. Whether the character was initially hiding their identity or not, if they spent a wyrd token corresponding to their highest wyrd score, any Sense Motive check to identify them made by someone who witnessed the deed gains a +4 bonus.

A character proficient in Sagas doesn’t need to make this check for characters of a sufficiently high wyrd score, and gains the following benefits (all of which are cumulative):

Sagas Proficiency Minimum Score Information Gained
Basic 5 Values of highest two wyrd scores, one question
Expert 4 Exact creature type and class levels (if any), one more question
Master 3 Two more questions

Additionally, when encountering a character with at least one wyrd score of -2 or -3, a character is entitled to a similar Sense Motive check against DC 10 (if they are of the same clan as the character) or DC 15 (if they are in a different clan but of the Norse culture) to discover the character’s name, general description, and the reasons and actions behind their banishment (pending if -2, actual for -3).

Using Your Reputation

In any situation where one’s reputation might come into play, you add double your relevant wyrd score to any roll when it would help you (such as a Noble character trying to convince a jarl of the truth of his claims) and subtract it from any roll when it would hurt you (such as a Noble character trying to sneak past someone). It isn’t just social situations where this applies; being superhumanly forthright or sneaky or brave or reclusive affects your destiny in mysterious ways, whether you want it to or not.


Saga of the Northlands PsychicTheurge