[color=red][WARNING! SPOILERS!]
I'm currently preparing to run the Toframanna Saga from the Land of Fire & Ice supplement. Given this supplement was written for 4th Edition, there will be some rough spots while converting it to 5th Edition. Also some of the written things are just not gonna work with my troupe, and I also want to put in a lot of historic material to fill the gaps. The tensions between Norway and Iceland and the resulting civil war are just too interesting to pass on. I figured a public thread might be a useful endeavor since others might run into the same problems one day.
Going into it, the most obvious concerns are the changed rules for magic resistance and penetration which will require rethinking the function of hedge traditions in the saga as well as restatting some of the major players. Also relevant are the changes to magic beings which will become relevant in the course of the saga - currently I'm mostly inclined to ignore the 5th edition ruling on that, since it's what I'd tend to do if the matter ever came up in my games anyway. And then there's small bits and pieces.
Since my two players are currently in the process of building characters, I'd like to focus on the mechanical bits relevant to this part first.
The character concepts so far are a Perdo/Intellego Vim expert of the Lineage of Pralix (maybe with Diedne Magic thrown in for good measure) and a giant-blooded and martially inclined Muto Corpus/Terram expert of House Tytalus (with a Diabolic Past relating to my Ver Novum saga).
Languages
Icelandic and Norwegian are obviously dialects of West Norse, and Swedish and Danish of East Norse. Both work with the runic and the Latin alphabet. So far so good, but it gets confusing when I'm trying to figure out the relations to other languages. East Norse is covered in the appendix of Guardians of the Forest (p.138, erroneously as "West" Norse), covering its relation to High and Low German (as well as those languages' relationship to English, which will also be relevant). West Norse is mentioned in Contested Isle (p.21), but the book unfortunately fails to provide relative modifiers for its languages. Heirs to Merlin comes up completely empty on the topic of English Norse, while Ultima Thule (p.68) tells us that speakers of West and East Norse can understand each other at half their ability score (rounded down) - something that's not gonna fly in 5th Edition obviously.
So what modifiers would you put on the following:
- East vs. West Norse: -1? -2 as High vs. Low German?
- English vs. East/West Norse: -2? -3? Should East and West Norse be treated differently towards English, with one being closer than the other?
- Low German vs. West Norse: -3 as for East Norse? Is Saxon also closer to this, justifying a reduction to -2?
- High German vs. West Norse: -4 as for East Norse?
Also, there's Jotunn (or Jotnar as of Hedge Magic Revised) which supposedly is closely related to Pictish as a magic language, which is why there's only a -1 modifier between those two. Should Jotnar be related to West or East Norse?
Area Lores
I tend to treat these quite flexibly anyway, giving more specific information the narrower the focus of the lore ability is. But I don't think Iceland Lore leaves any room for more focus. Other than that, Scandinavia Lore might be an adequate ability, given that Norway will be quite important politically as well.
Starting Area
LoF&I assumes Wormhout as the starting covenant of the characters. It's situated in Flanders in the Normandy Tribunal which has since then been covered more extensively. I'm inclined to simply use the Spider's Palace (Lion and the Lily, p.98) instead, given that there's only one resident magus there and sending the guest magi on a paid quest would thus make sense. In this scenario I'll assume that Florum was conceived by Vindolanda (two decades before its official founding date in The Lion and the Lily, and even though Florum was then located in the newly established Lotharingian Tribunal), thus building the foundation for the former alliance treaty that the adventure hook hinges on.
Problems arise later in the campaign, when Vindolanda is reestablished. Its main site was originally situated in the Britannian Tribunal (now on the border of the Stonehenge and Loch Leglean Tribunal) with the sancta of the magi being off-site (with the exception of the Icelandic one all in the Stonehenge Tribunal). While the book suggests Iain's house in De Panne (Flanders, Normandy Tribunal) as new covenant site, this might lead to some confusion at the next tribunal gathering. The only presentable surviving member of Vindolanda would be Iain (and I'm not even sure I want to keep him) who would most likely rise to prominence once his real age becomes apparent. If on the other hand no surviving member is presentable, it raises the issue of why an old covenant should be reestablished by rather young magi without any connection to the former members and so far off from its original site. Establishing the covenant on its original site is not an option as it's a.) an important adventure location later on, and b.) infested by a powerful demon. Situating the main covenant site on Iceland itself, outside of any established tribunal, would make things easier, but make Hermetic interaction far more troublesome. I guess this dilemma is interesting enough to present it to the player characters themselves, making them chose which tribunal to associate themselves with - on the other hand it makes preparing the saga a lot harder. Any thoughts on this?