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Toni Sihvonen (order #92780) 62.142.248.1

Toni Sihvonen (order #92780) 62.142.248.1

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<strong>Toni</strong> <strong>Sihvonen</strong> (<strong>order</strong> <strong>#92780</strong>) 6<br />

Good Saxons<br />

So where are the gentle and admirable Saxons like Bede,<br />

Alcuin, and Alfred the Great? These worthies will arrive<br />

on schedule, two centuries or more after King Arthur’s<br />

death. They will temper the cruel ways of their ancestors<br />

with Christianity, Latin learning, and the tolerant spirit of<br />

a settled people. A Saxon campaign could be set in this<br />

era using Pendragon for rules and (minus the knights and<br />

castles) cultural background and geography: a year-byyear<br />

chronology is available in The Anglo-Saxon<br />

Chronicle. Players can serve King Alfred of Wessex. a well<br />

documented historical figure every bit as good as the legendary<br />

King Arthur. They can help him defend Britain<br />

against another wave of sea-borne invaders - the Danes.<br />

Religion and Magic<br />

The pagan Saxons follow Wotan, Thunor, and a host of<br />

other gods and goddesses. A person may prefer one god<br />

over another, but all gods receive their due worship and<br />

respect. In turn, both gods and men are ruled by more<br />

abstract powers: the World Tree that binds all things, the<br />

Runes that describe them, and the Wyrd that seals their<br />

fate. Outside the human world, and usually opposed to<br />

it, are fearsome giants and trolls, and the creeping children<br />

of the Night Goddess.<br />

Saxons make no strict distinction between clergy and laity.<br />

They honor their gods at simple household altars. Most<br />

Saxons know the prayers, rites, and sacrifices for birth,<br />

marriage, and death: for solstice, year-end, ship-blessing,<br />

harvest-blessing, hearth-blessing, moot, and battle. This<br />

knowledge is represented by the Religion (Wotanic) skill.<br />

The higher a man rises in Saxon society, the more Religion<br />

(wotanic) he needs, to serve properly as a warlord and a<br />

judge.<br />

Eminent men descend from the gods and can more easily<br />

gain their favor for the theod. These goderes supervise<br />

rituals -but this may be a temporary or conditional role,<br />

or simply a retirement from the demands of Saxon nobility.<br />

Other men, seemingly normal, are one day seized by<br />

the gods to become berserks, prophets, shapeshifters, or<br />

plain lunatics. One can learn things from them if one is<br />

careful.<br />

Magic means the knowledge of herbs, omens, and spells.<br />

The latter are verbal formulas that can be recited for practical<br />

effects, like cursing an enemy or healing a sick calf.<br />

Persons who specialize in magic, called wiccas or wicces<br />

(male or female magicians), live near the margins of<br />

Saxon society and may be shunned or feared - until the<br />

ceorls need a curse lifted or a night-monster banished.<br />

Wicces gain a more prominent role in Saxon culture after<br />

the defeat of male and Wotanic authority at Badon.<br />

The greatest magic comes from runes; the primal alphabet<br />

discovered by Wotan during a nine-day ordeal. A few<br />

Saxons follow Wotan’s example by sacrificing their health<br />

and sanity for rune secrets, which let them carve spells<br />

into the fabric of Middle Earth itself.<br />

The availability of runes makes Saxons more “magical“<br />

than most Pendragon peoples. Yet runes are hard, and<br />

Talent is very rare. There is rarely more than one minor<br />

Saxon magician per two theods, plus a more powerful<br />

magician serving (or married to) the cyning. Like other<br />

Saxons, these magicians are loyal to their liege and theod,<br />

or to themselves alone. Unlike druids, enchantresses, or<br />

Christians, they never collaborate, except during a battle<br />

involving many theods.<br />

Some Saxons say that dead heroes become Wotan’s heorthgeneats<br />

in Heofon, while dead cowards become shadows<br />

in Hel, and that these two armies will fight at the end<br />

of the world. To many warriors, though, “the afterlife” is<br />

just a theory, and grave-goods given to ancestors are just<br />

a precaution and a show of respect. The everlasting Glory<br />

earned by a hero like Hengist is the only immortality men<br />

can know.<br />

Creation According to the Saxons<br />

In the beginning was mighty Eallfaeder (Allfather) and<br />

mysterious Niht (Night). Eallfaeder and Niht had three<br />

children: Rymet, Eorthe, and Daeg (Space, Earth, and<br />

Day). Eallfaeder and Niht created a world that froze in<br />

the north and burned in the south. At the median, where<br />

heat and cold met, grew a giant named Claeg (Clay).<br />

While he slept, from his body grew the first race to inhabit<br />

the world: the Is Ents (Ice Giants).<br />

From the ice grew Fedanre (Nourisher), a giant cow.<br />

From her teats sprang four streams of milk, which nourished<br />

the giant Claeg. Fedanre licked the ice, and in three<br />

days revealed the form of Tuist. Tuist had a son. Mann,<br />

who fathered three children on an Ice Giant’s daughter:<br />

these three were Wisdom, Willan, and Halignes<br />

(Wisdom, Will, and Holiness). The three children argued<br />

with Claeg and murdered him. The blood from his

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