| GM Fimbulvinter |
Halsningar everyone and well-met! Ejrik the Norseman welcomes you to the hearthfire of his mead hall. Come, sit and listen to this old Skald spin a tale for the masters of the spear-din and battle dew amongst you!
I noticed a distinct lack of Norse-style campaigns on these messageboards during my week or so long period of lurking after finding this site and, as such, feel that needs to be rectified!
Before the inevitable 'but you're a new guy, do you know PBP' questions arise, let me assuage your worries. I did some Obsidian Portal PBP years ago and, just to get myself re-acclimated to the feel of how it works, I have watched a few games and read a few guides listed by some of the gracious players on these forums, such as Painlord's guide to PBP among others.
The Northlands campaign began years ago when I came across the Northlands Saga by Frog God Games and I read a few books from the *SPOILER* adventure path by Paizo, which featured some very Northlands-style concepts. Once Mythic Adventures came out, I just KNEW that I had to create this campaign!
After a long while of figuring out things, tweaking encounters, making treasure much more appealing, and building an epic storyline, I believe that it is time for this campaign to be played by those hungry for glory!
I had originally built this campaign for my home group of players, most of which are seasoned tabletop RPG players. Alas, our group had to disband, due to many of it's constituent player base moving off elsewhere, but I feel that these forums are the perfect place to feature my baby, as I believe the fine men and women of these messageboards can help make it an experience to remember, a tale worthy of the Poetic Eddas themselves!
The campaign begins simply enough, with the players residing in the coastal town of Halfstead, a small community ran by the famed sea reaver Jarl Olaf Hendrickson. When his ship is a fortnight late, whispers begin around town that something fell is afoot. But, as well-versed in the spear-din and song of battle as the Jarl is, surely nothing could have befallen him?
There will be a bit more to work on as you read this post further and you see the first gameplay post, which should give you all a fair idea of how things will proceed.
Northlands culture is rich in art and forms of entertainment. Not surprisingly for a people whose homelands featur a cold climate and long winter nights, their entertainment relied heavily on indoor activities. Their literature, rooted in oral tradition, includes a wealth of poetry and tales. The Northlanders also enjoy strategic board games, some of which they adopted from other societies such as backgammon and chess, and others such as hnefatafl, which they devised themselves. Metalworking is another important part of Northland culture, and craftsmen create intricate jewelry and excellent weapons in addition to manufacturing tools and household items, the quality of which could shame the finest craftsmen of the southern lands.
Alcohol deserves a special place in Northlander culture. They love each and every type of alcohol produced throughout the known world, but often gravitate towards hard ales, ciders, and, most importantly, mead, which is often used as a libation to the gods.
Northlander society is largely community-based, with widely dispersed small to medium size communities led by Jarls who often also act as priests. They have been known to establish trading communities, particularly with the Ulanat people in the Far North.
Although the Northlanders practice agriculture in their home bases, they are rightly famed as seafaring raiders, traders and explorers because they are extremely skilled sailors and navigators who build the most technologically advanced ships of the age. Powered by either oar or sail, or both, their ships feature a removable side rudder and a shallow keel, allowing them to sail at any depth, navigate rivers and easily bring their ships onto shore. As they set forth to plunder or trade, they tend to establish settlements in the new lands they visited.
Northlands honor is a matter of gravest importance to them. Loyalty to one's clan and one's Jarl is considered paramount, as is fighting bravely in battle and not showing signs of cowardice.
The laws of hospitality run deep in the Northlands. Any given traveler can expect shelter, food, and the warmth of the hearth from any community he finds himself within, although travelers are themselves bound to make themselves useful to their hosts and to not raise a blade against them without just cause. Violations of the unspoken laws of hospitality are often grounds for a duel, often to the death.
Northland men are deeply protective of females and have a very low opinion of those who would do them harm, often challenging the offender to a duel to the death.
Oaths are taken very seriously in the Northlands and any decent man's word is as good as binding. Oathbreakers are often exiled from communities or at least made into the worst sort of pariahs possible. If the oath broken is severe enough, such as with a blood or life oath, there may be deadly repercussions from the wronged party.
Northlanders are often unashamed of their baser impulses and live life with a verve that those in the south could scarcely imagine.
It is common in the Northlands for people to brag about their achievements. Indeed, it is one of their favorite past times!
Honorable men are called drengr. They embody drengskapr—doing
the right thing. This encompasses sacrificing to the gods, keeping
oaths and being loyal to comrades, upholding the laws of the Þing,
honoring offers of wergild (and pursuing feuds when necessary),
disavowing those made outlaw, and being a good host and leader of
men. To call a companion drengr, especially if they were not born
in the North, is a profound compliment.
Ofermod is the fearless courage embodied by Donar, essential to any
northern hero. It drives warriors to throw themselves recklessly into battle but also allows for a sense of fair play and the urge to settle disputes with duels rather than a knife in the back. Skalds refer to those filled with ofermod as being “over-hearted” or “having too much heart” but this isn’t considered a bad thing. Since no manlives a moment longer than he’s fated, it’s always best to be bold and daring.
To possess sisu is to have strength of will, determination, and
perseverance beyond the norm. Ofermod may get you into a fight
but sisu is the tenacity to keep fighting when the battle goes against you—a “never give up!” attitude that sees northerners through the long dark winters and gives them the resolve to continue bloody vendettas and seemingly impossible quests.
A coward, a betrayer, an oath-breaker or treacherous host are those
who earn the name of níðingr: a person without honor, the object of loathing and scorn. In a world where reputation and acclaim determine status, a níðingr has proved that they deserve none. They can expect to be bullied and mocked relentlessly by more honorable men, expelled from felags and longship crews, and to receive only meager hospitality—poor food and seated in the shadows far from the lord at feasts, if indeed they are invited at all. Although the two often go hand in hand, this is very different from being made outlaw.
Don’t fall into the ‘civilized’ ways of sarcasm, innuendo, and snide remarks: Questioning someone’s honor is asking for a fight. Sometimes it happens by accident—especially at drunken feasts—and indeed many northerners are quick to laugh off such happenings… once a sincere apology is given. Sometimes only bloodshed can heal a warrior’s wounded pride. This is called holmganga (“going to the island”), named after the first duel fought in this manner. When an island isn’t available, duels are typically fought at crossroads, in sacred glades, or on a cloth staked to the ground. The fight ends only when one combatant flees or is unable to continue. The concept of “first blood” is laughed at, how can a mere scratch satisfy the demands of honor? Typical provocation for a duel is accusing a warrior of a crime, cowardice, or falsely claiming credit for heroic deeds. Whoever caused the offence has three days to publicly apologize for the slight or meet the aggrieved party for the duel. Failure by either side to show up earns them a reputation as a nithling and in some cases can lead to outlawry for a year or two. Each warrior is traditionally allowed to take their personal arms, armor, and three shields to the dueling ground. Breaking a shield or throwing it down ends a “round” of fighting, allowing a brief respite (no more than a minute) to catch one’s breath before battle begins anew. Contestants may use magical items and their own magical powers, but outside assistance is forbidden. If a duel is grossly mismatched, a champion may fight in one’s place or the defender can go before the local Þing and petition to have the duel declared unfair. Despite this many warriors make a good living as wandering duelists, making challenges in order to extort “gifts” from men unable to stand against them.
Northerner’s concept of justice can be hard to define. There are relatively few crimes—most come down to theft or dishonoring someone’s good name—and ‘justice’ is synonymous with compensation or avoiding a feud, not some abstract idea of right or wrong. Assuming they have not committed an especially heinous crime (treachery for example), the accused may well not be treated as a criminal by the populace at large, or even by their victims. Fines are the usual punishment, known as wergild or mansbot, paid by the offender to the victim and/or their family (traditionally in silver rings), and in exchange the victim and his kin swear to let the matter drop. If the accused isn’t around to answer the charge themselves, then their family or comrades are expected to pay up. Those who cannot pay must serve as bondsmen until the debt is paid off or face outlawry and a reputation as a níðingr. The crux of deciding a wergild is often not whether or not the accused is guilty, but how much they should pay. There are no written laws detailing appropriate amounts, so this is typically decided by debate at the Þing and modified by the social status of accused and victim, and the greed of all involved. Sometimes things aren’t as clear cut as just paying a fine, however: Arguments often arise over who is truly responsible. Disputes are heard at the Þing and popular vote or the vote of the Jarl decides the matter. The community rarely stands for lawyerish babble.
Piety in the northlands is a curious thing. Although it has its share of true believers, most people regard the gods like unruly kings rather than divine beings: Powerful and dangerous if crossed, helpful when bribed or flattered, and thankfully easy to appease with tribute. Blood is the usual sacrifice—goats, cattle or horses suffice most of the time but it’s not uncommon for men to go beneath the knife when matters are serious. Each god prefers their offerings delivered in a particular way: Wotan demands sacrifices are hung and pierced by spears, while Baldur’s offerings are burned and Donar prefers heads bashed in with a sacred hammer. Druids, oracles, and even witches are all common classes for priests. Full-time clerics in the southern style are a relative rarity, treated more as favored champions than clergymen. Most holy men also have another role, from jarl or captain to soothsayer, hunter, or smith. Worship isn’t someting to be kept separate from everyday life; it takes place in feasting halls and forges, on battlefields and the swaying decks of longships. Dedicated temples are few not because northmen are impious but because they consider it fruitless to try to contain their gods: They’ve better things to do than visit you, so it’s best to call on them in the places where they like to walk. Few northerners devote themselves to a single deity. Most acknowledge all gods as powerful and best not angered. Although most people have a deity or two that’s close to their heart, when traveling it’s not uncommon for northerners to call upon local gods for a while, abandoning them with equal casualness when they move on.
Baldur, the Shining
Youthful god of light and beauty, happiness, and rebirth
Baldur is the shining god with hair like spun gold and skin white
as snow. Donar may be more glorious and Wotan wiser, but no one
is more beloved than Baldur.
He is the god of light and patron of all things beautiful, from the
smile of a comely maiden to the engraved pillars of a well-crafted
hall. He’s the bringer of light and joy, teacher of forgiveness and
mercy. His wife is the sun and his son is Justice, and many call him
the best of all the Aesir.
Baldur is the god of the things to come for he experiences dark
dreams of his future fate: Although his death is fated to begin the
end of the world, he will return from the Underworld to lead the
gods of the new world from the ashes of the old. He’s revered as the
sun that comes after the storm and the dawn that rescues men from
darkest night. He’s god of protection too, for his mother has warded
him from every manner of peril: Neither fire or water, metal, stone,
earth, trees, sickness, beasts, birds, poison, or serpents can
harm him. Indeed, the gods often amuse themselves
by throwing dangerous objects at him, laughing as
they bounce off harmlessly.
Baldur’s chosen domains are: Charm, Good,
Healing, Protection, and Sun.
His favored weapon is the mace.
What Baldur Demands: Baldur surrounds himself
with beauty and demands that his followers likewise seek
out the finest thing s in life—not to hoard but to share
with others. They must always be kind and charming,
offer aid where it’s needed, remind those who struggle
through dark times that dawn will always come, and
otherwise plant the seeds of a better world.
Boreas, the Devouring Wind
Cruel god of the North wind, bringer of
storms and killing cold.
Boreas is the god that brings autumn
storms and winter gales, the biting wind
that delivers sleet, hail, and snow. Son of
the Winter Maiden, his duty is to deliver
his mother’s killing cold to the world. It’s a job he takes
seriously.
Boreas’ aim is to cover all of Midgard with eternal winter.
Prophecies foretell that he’ll one day succeed and cover the land in
endless winter. He works tirelessly to ensure that his day of victory
comes soon. From the highest mountain in the North he brews
storms and dispatches thuellai, yeti, and other minions southward.
He’s sometimes worshiped merely as the herald of Mara, much to
his chagrin.
Boreas typically appears as a winged old man with shaggy hair
and a wild beard—a cackling madman plagued by lust, paranoia,
and rage. He enjoys shape-shifting however, sometimes appearing
as a living storm or a massive white stallion, dragon, or hawk—
and occasionally in more seductive forms. In horse-form he’s
been known to impregnate the free-roaming mares of the steppe,
producing some of the strongest, fastest, and toughest horses in the
world. He also claims to be the grandfather of all winter wolves and
other snow-beasts. True or not, northerners curse his name as the
progenitor of all manner of evils.
Boreas’ chosen domains are Air, Evil, Madness, Travel, and
Weather.
His favored weapon is the pick.
What Boreas Demands: Boreas claims those who serve him
will be spared when his victory comes. His demands are relatively
direct: Help destroy the power of other gods and cover all Midgard
in winter storms. Worshipers make sacrifices by exposing victims
to the winter night and pray to him to send destruction upon their
enemies. They sabotage hearth fires and storehouses, and assist yeti,
ice maidens, and other creatures to do Boreas’ will.
Donar (Also known as Thor), the Thunderer
God of strength and thunder, slayer of monsters and protector of man.
Wotan’s eldest and boldest son, Donar is the champion of man and
dwarf. Riding out in search of glory on a chariot pulled by tireless
celestial goats, equipped with potent artifacts, he is the eternal
adventurer of Asgard, eternal foe of giants, trolls, and other monsters.
His hammer is the symbol of strength and thunder, fertility,
and protection from the supernatural.
Everyone from raiders to farmers make offerings to
Donar. Warriors look to him for strength and bravery,
while his hammer is raised by peaceful folk to ward
off trolls and keep danger from their doors. Its touch
blesses newborns with strength, secures marriage vows,
and drives back undead. His strength is both physical and
spiritual.
Donar is typically depicted as a large man with a wild
red mane and beard, filled with ofermod and none too
bright. Countless godlings and ancient spirits fell beneath
his hammer during the Vanir War, and to this day Donar
is feared and hated by many northern monsters, especially
giants. The dwarves too are wary of him, for although
he created them alongside Volund, he
also smote their halls when they dared
to favor the smith god over him. Reaver
dwarves invoke him both as creator and
for vengeance and retribution.
Donar’s chosen domains are
Destruction, Protection, Strength, War,
and Weather.
His favored weapon is the warhammer (Mjöllnir,
‘Crusher’).
What Donar Demands: Donar’s worshipers invoke him with
deeds, not words. His name is shouted in the midst of battles and
duels, and as a challenge to monsters in the wild. His temples are
battlefields new and old, where oaths of brotherhood are sealed with
runes of painted blood and the sacrifice of bears and oxen. Followers
must emulate his deeds of strength and bravery, never fearing death
or evading an honorable challenge. To fall bravely in battle is the
perfect end for them—the Thunderer has little love for those who
live to see a straw death from sickness or old age.
Freyr & Freyja
Twin Gods of Passion, Fertility, Magic, and the Natural World.
Freyr and Freyja are twins, children of the Vanir who now dwell
among the Aesir. Technically hostages exchanged after the Vanir
War, they’re now considered one of the family and sit in the highest
councils of Asgard. It’s said they taught the gods witchcraft, and
were the divine sponsors of Njord the Sea Master.
Freyr and Freyja are gods of the old religion that have adapted
better than most to the new ways. Freyr bestows peace and pleasure
on mortals, is protector of farmers and a foe to fire giants and out of control flames that destroy farmsteads and fields. Freyja’s is a skilled
witch, so beautiful that she cries golden tears. She wears the necklace
of the Brisings, an unmatched piece of jewelery she purchased by
sleeping with all four of its dwarf creators. Freyja’s is also the patron
of shieldmaidens.
Both deities are adventurous and have seen their share of battles.
Like Wotan, they gather fallen warriors to them to form an army
with which the Vanir will fight beside the Aesir at Ragnarok.
Freyr and Freyja’s chosen domains are: Animal, Charm, Magic,
Plants, and Water.
Their Favored weapon is the sickle.
What Freyr and Freyja Demand: The twin gods are often
worshiped together but each demands equal due from their followers.
Worshipers must revere the old ways, respecting the power of nature
and the fey and elementals bound to it. Their chosen offerings are
the bounty of nature as well as drunken debaucheries. Freyr and
Freyja demand their worshipers punish with curses those who scorn
the Vanir and the old ways.
Hod, the Blind
Blind god of caves and darkness.
Brother to Baldur, Hod is as dark as his brother is fair. He wasn’t
born blind: Sired by Wotan during a tryst with the Queen of
Nightmares, it’s said that Mara gave birth to him in the Underworld,
and there he saw such terrible things that his newborn eyes were
seared from his face.
Hod is the god of dark places: The Underworld, lightless caves
and the moonless night. He is the god of escaping one’s limitations,
be they bonds of servitude or physical disabilities. His blind eyes
make his fellow gods uneasy, so he travels. He protects adventurers
exploring caves and subterranean ruins, and in the Underworld he’s
been known to intercede on behalf of restless spirits, so his name is
sometimes invoked against undead.
Most of his worship goes on beneath the earth. These temples are
kept in permanent darkness; priests rely on their ears and memories
to move around, and deadly traps often lurk ready to punish an
unwary misstep. Hod is worshiped at dusk and sacrificed to before
ventures down into the earth. His holy days correspond to the dark
of the moon. His sacred animals are dogs, bats, and any creature
relying on senses other than sight.
Hod’s chosen domains are Darkness, Earth, Liberation, Repose,
and Travel.
Hod’s favored weapon is the dart.
What Hod Demands: Hod asks his worshipers to venture into
the darkness, both underground and into the night. They must
rely on senses other than sight and work to free those in bondage,
including the restless dead. Hod’s ceremonies must be performed
sightlessly. Priests and worshipers usually blindfold themselves,
although the fanatical have been known to permanently blind
themselves in his honor. Worshipers make pilgrimages beneath the
earth to set up underground shrines and waystations. His sacrifices
are entombed alive.
Loki, the Trickster
Shapeshifting god of cunning, mischief and malice.
What’s known and rumored about Loki is surely only the tip of the
iceberg compared to what’s hidden behind misdirection and lies:
You’ll never hear the same story twice of his origins, and that’s just
the way he likes it. Loki is a trickster and an instigator. He brings
change—often dangerous change—but also helps the gods escape
the trouble he causes. In a world dominated by the strong and
forthright, he has the talents that northmen all too often overlook:
cleverness, stealth and guile. Many liken him to a fire—useful,
bright, and alluring; unpredictable, uncontrollable, and potential
deadly. Like a flame he can suddenly go from small and harmless
to large and dangerous—he’s a renowned shapeshifter even among
the gods and has sired numerous monsters; among others the World
Serpent, the wolf Fenris, and his half-dead daughter Hel.
Loki is blood-brother of Wotan and a common companion to
Donar, and is the thyle of the gods. Yet he often provokes the Aesir
and finds himself unwelcome in Valhalla—at least until his cunning
is needed once more.
Loki’s fate is a dark one. Driven by jealousy, he will kill Baldur
and his monstrous children will bring about the twilight of the gods.
These deeds may be in the future but they cannot be forgiven or
forgotten even before they have been done. Some say the suspicion
of the gods and scorn of mortal men will drive him from mischief
to evil, others that Loki was wickedness incarnate from the start.
The truth—like so much more about him—will probably never be
known.
Loki’s chosen domains are Chaos, Fire, Luck, Travel, and
Trickery.
His favored weapon is the net, which he’s said to have invented.
What Loki Demands: Loki has no temples and his name is more
often a curse than a prayer. He’s worshiped by those who consort
with monsters and those about to do acts of treachery or cunning.
Few dare to call upon him, for his divine ‘help’ often gets out of
hand and causes more trouble than it solves. The trickster himself
demands nothing from his followers: “Do what you think would
amuse me” is all the guidance he gives. His worshipers have learned
to serve him while maintaining an outwardly respectable demeanor.
Their aim is usually to place themselves in the same position among
mortals that Loki is among the gods—renowned for skill and
cleverness rather than strength; sometimes unwanted, but always
indispensable.
Njord, the Ocean Master
Fearless god of the sea travel.
Njord is a master sailor and explorer, patron to the city of Noatun
and those who’d master the dangers of the sea. Dolphins, seals,
and flying fish are especially sacred to him. Once a mortal wizard
(although some say, divinely descended), he ruled the city that
would one day be called as Noatun, and its kings and tower lords
still claim descent from him. Statues depicted him as a trylleri
sea captain with a long black beard, curling shells and starfish
for jewellery. He laughs often and loves a good tale of adventure.
Legend says his feet are more comely than any other god’s. Freyr
and Freyja are his chief allies.
Njord earned his godhood by supplanting Aegir, former god of
the sea, in the hearts of men and dwarves and that god has never
forgiven him for the affront. He isn’t the god of storms, reefs, and
sea monsters as Aegir was, instead being god of those who evade
and challenge such hazards: Sailors, shipwrights, and Vikings.
Although Njord often dallies with Aegir’s many daughters (who
intercede on his behalf with their father), he’s actually married to
the demigoddess Skadi the Icewalker, but sadly they’re too different
to ever be happy together—each despises the other’s domain.
Njord’s chosen domains are: Artifice, Magic, Travel, Water,
Weather.
His favored weapons is the harpoon.
What Njord Demands: Challenge the waves, master the currents,
fear neither storm nor maelstrom. Sacrifice to the sea people and
sjövættir to ensure their tolerance; show courtesy to mermaids and
selkies in case they are the daughters of Aegir in disguise. Travel far
seeking unknown shores, and raise a runestone in Njord’s honor
where you beach. Craft or oversee construction of a longship at least
once before you die. Keep a wary watch for Aegir and his wrath.
The Norns
The Norns embody fate. Some call them witches and oracles, others
gods, but no one truly knows what the Norns are, because fate is
woven that way. The three most famous Norns and guardians of the
Well of Fate that waters Yggdrasill are Urd (mean Past), Verðandi
(Present), and Skuld (the future). There are many other, lesser
Norns as well—Valkyries, for example—each unique in form and
function, and though rarely seen their powers are felt by commoner
and king alike.
Even gods are subject to the Norns’ fate-weaving, but they do
not abuse their power. They consider themselves servants of fate
rather than its mistresses. Many pray to them hoping for a good end
or good luck, but they rarely concern themselves with prayers and
supplications; they are destiny, and entreaties for mercy or favor go
unanswered, although they can sometimes be persuaded to reveal a
little of someone’s destiny—usually with disastrous results for the
asker.
The Norns domains are Fate, Glory, Knowledge, Death, Luck.
Their favored weapon is the dagger.
What the Norns Demand: The Norns use their mortal servants
as agents to ensure that the world’s fate moves forward as it should.
Their worshipers are mostly witches, oracles, and other seers. The
Norns demand little except obedience when they call, but rarely
punish those who lapse in their faith— it was fated, after all. Only
those who try to cheat destiny suffer their wrath.
Volund, the Master Smith
Master of fire and anvil.
Volund is the god of earth and fire, of the hammer’s ring as it
lands upon the anvil and the hiss of steam as a new-forged sword
is quenched. He’s one of the divine patrons of the reaver dwarves,
but many races pray to him as master craftsman and lord of all the
jewels and precious metals in the earth. In his youth he was a great
traveler—some even dare to say a mortal—and in his wanderings
taught many races to forge not just swords and shields but laws and
communities. If angered however, he was merciless in his revenge;
often crafting cursed items still linger in Midgard, causing trouble
into the present day.
He’s also known as the god of family and hospitality, especially
among humans, who call him Svarog south and east of the Neider
Straits. Marriage, forging a bond between two people, is sacred
to their faith, as are horses for it’s said he stole the first steeds
from Boreas and showed mankind how to tame them. Dwarves
everywhere scoff at such tales, but the Kazzakhs of Rhos Kurgan
praise this aspect above all, revering him as The Rider, master of the
open steppe and guarantor of their eternal freedom.
Volund’s chosen domains are Artifice, Community, Earth, Fire,
and Travel.
His favored weapon is the battle axe (shashka, among Kazzakhs).
What Volund Demands: Volund demands his followers craft
great works in his name and harness stone, metal and fire to their
will. Humans call him Svarog and add mastery of riding to his divine
portfolio. His priesthood and many of his worshipers marry young,
a sacred act which represents building a family and forging links
with their community. Pilgrimage to shrines and temples far and
wide is common: Worshipers must take raw materials or tools with
them, to donate to the places they visit, and must add something,
no matter how small, that they have wrought themselves to every
temple they visit.
Wotan (Also known as Wodin or Odin), the Rune Father
God of strife and wily king of the Asgard.
Donar and Baldur may be more beloved by the people, but Wotan
stands head and shoulders above his kin in power. He is the creator
who carved up the body of the first giant to make the world; he
is the magician who stole runes and charms from the unknown
void. He rewards the heroic dead with a place at his table and is the
patron of proud and ruthless kings. Ravens fly across the world to
bring him news and rumors, and from his enchanted throne he can
spy upon all Creation. He plucked out his own eye in return for
wisdom, and when that wasn’t enough he hung himself upon the
Tree of Worlds, stealing secrets from the void beyond existence. His
name is a kenning for wisdom, poetry, and the kingly arts of war.
Wotan embodies the virtues of a strong king—foresighted and
wise, ruthless toward his enemies but generous to followers, master
of magic and lord of war. God of strife, chieftains and kings, master
of runes and stealer of wisdom. He slew Aurgelmir the first giant
and so earned the enmity of all giant kind. Their battles have been
largely one-sided however; Wotan’s superior cunning and wisdom
ensure that he triumphs time and time again.
Wotan’s chosen domains are Fate, Knowledge, Nobility, Runes,
and War.
His favored weapon is the spear (Gungnir, ‘swaying one’).
What Wotan Demands: Wotan demands his mortal servants
embody the qualities for which he’s famous, so most of them are
jarls and kings. Warriors also pray to him, hoping to earn luck and
victory in battle, or if defeat is fated then to attract the attention
of his Valkyries and a place in Valhalla. Wotan demands that his
followers be canny in judgment, skilled in poetry, and quick to lead
men into honorable battle.
Lesser Gods of the North
There are many gods in the North, some known elsewhere
and worshiped by other names, some seemingly unique. Most
northerners show little prejudice and sacrifice to whoever can help
them at the time. Even the term ‘god’ is applied somewhat vaguely,
blurring the line between genuine deities and powerful creatures
both mortal and not. Many heroes have been invited to dwell
among the Aesir, and in time have acquired a cult of their own.
Aegir
Aegir is an elder of the Vanir, the ancient power of the sea who lost
his place and much of his power to the upstart, Njord. While that
god is the patron of sailors and those who’d tame the sea, Aegir is as
wild and dangerous as the storm-tossed ocean, more likely to wreck
a ship than aid it. He does not take humanoid form but prefers to
swim the depths as a great marine beast. Sharks and giant squid,
kraken spawn and krakens are his worshipers now.
Aurgelmir
First of the giants, Aurgelmir is the patron of his descendants and
all those who consider themselves foemen of the gods. Frost giants
especially revere him, but all giants claim him as an ancestor and
with it the right of blood feud against the gods. Some druids also
acknowledge Aurgelmir, as his murdered body was used to create
Midgard itself.
Gullveig
Gulveig is known by many names and kennings; Gold Drink and
Golden Might, Heiðr the Gleaming One, She Who Returns From
Flame. She’s a powerful witch who inflamed gold-lust in the hearts
of the gods and provoked them into war against the Vanir. Misers
and hoarders worship her, as do enchanters and others who use
magic to cause trouble and get their own way.
Fenris, the Demon Wolf
Fenris is the greatest of the terrible children of Loki. He grew to
such size that the gods feared his hunger might be turned upon
them, so bound him and cast him out of the world. In order to trick
Fenris into submitting to their shackles however, the god Tyr had
to sacrifice his hand.
Fenris’ followers are wolves, worgs, lycanthropes, and nightgarms.
They work to bring about the Wolf Age, when fire and steel with
falter and all mortals become prey, and their master bursts free to
devour the gods. They consort with giants, Boreas and anyone else
who seeks to bring about Ragnarok, but their first love is always the
hunt and the kill.
Forseti
Forseti is the god of justice and rightful retribution. Son of Baldur,
he embraces justice as a form of beauty and source of harmony. He
defends his peaceful father from attack or exploitation, and helps
Tyr enforce the laws of the Þing by ensuring judgments remain
honest and true.
Heimdall
Heimdall is the watchman of the gods, guarding the Rainbrow
Bridge between Midgard and Asgard from attack. He’s well suited
to the task, for his senses are amazingly keen: He can see a hundred
miles in both daylight and darkest night, hear grass growing, and
feel the footfall of an ant. He is the patron of the besieged, popular
all along the Reaver Coast, as well as with scouts, lookouts, and
those who guard treasuries and grain stores.
Hel
Hel is mistress of the inglorious dead. Her father is Loki and
her brothers are Fenris and the World Serpent. Thrown into the
Underworld by Wotan, she makes her home in the hall Eljudnir,
where those who suffer an unheroic death go. She’s charged with
punishing níðingr, oath-breakers, and traitors. One side of her body
is beautiful; the other as ugly as the rotting corpse of a dead hag.
Necromancers pray to Hel for mastery over the dead and undead,
and by those seeking to retrieve loved ones from the Underworld.
Her hall is one of the few places that Loki is always welcome, and so
she’s sometimes praised and cursed for the hospitality she shows her
father. It’s said that at Ragnarok she’ll send an army of the dead to
fight against the gods, crew of a mighty ship named Naglfari that’s
made entirely out of traitor’s fingernails.
Kvasir
To seal their truce at the end of their war, all the Aesir and Vanir
spat into a clay pot, and from this mixing of divine spittle their
came Kvasir. In him was a sliver of the power and wisdom of every
god, but it could not save his life—he was murdered by a pair of
unscrupulous dwarves (clan unknown, and every reaver dwarf hotly
denies it was anyone from their lands). They brewed his blood into
mead that granted sublime poetic ability. Kvasir is revered as the
patron of poetry and wisdom among those who follow the Vanir,
and by others who’d rather not call on strife-loving Wotan for these
things.
Lada/The Bear Maiden
Sometimes regarded as the servant or consort of Baldur, the Bear
Maiden is a protector of both her namesake and all in need. She is a
patron of hearth and home, guardian of lovers and patron of those
who pray for loved ones to return safely home. When her charges
are threatened she is a fierce shieldmaiden, fighting in the form of
a red-furred dire bear.
Southerners call her Lada the Golden, goddess of healing, love,
and mercy. Most popular among the over-burdened peasants of
the Reaver Coast, Lada’s clergy have recently launched a crusade
to convert the North to less violent ways. They’ve found few
converts among jarls and warriors, but a peace-loving farmers and
overworked thralls have heeded her call. Her missionaries travel
north preaching love and peace; many are slain outright, enslaved,
or ‘honored’ with the blood eagle’s ritual death. Martyrs to cause
cry Lada’s priesthood, undaunted. She’s not without her defenders
however: Paladins and pilgrim-protecting monks are now heading
north to protect the Golden Crusade.
Mara, The Winter Maiden
Mara is the Queen of Nightmares, promiscuous mother of monsters
and unfaithful consort of many gods. Boreas is her son, as is blind
Hod. She is the goddess of winter and the terror that makes cowards
and traitors out of man and dwarf alike, and of diseases that bring
down heroes who would otherwise earn a place in Valhalla. She
is grandmother of snow maidens, patron of hags and evil witches,
those who lust and who satiate it, and all who cower in fear and
desperately hope that this year the Vikings will pass them by.
Like winter itself she’s often beautiful, a seductress whose delicate
appearance hides a wicked and destructive nature.
Skadi, the Ice Walker
Skadi is a giantess whose veins flow with the potent blood of both
Mara and Aurgelmir. A masterful explorer and huntress, she’s
daughter of the Snow Queen of Frozen Reach and Thjazi of the
Crashing Hall, the now dead frost jotun who once stole Donar’s
hammer. For decades she sought revenge or wergild from the gods,
eventually getting Njord as a husband in return for abandoning her
feud. She hates the sea and everything in it however, and although
the flame of love flickers in their hearts, the pair spends little time
in each other’s company.
Skadi’s followers are hermits and rangers who enjoy the solitude
of the mountains—the open sky, the thrill of flashing by on ski
and skate, and of the hunt and the kill. She roves the mountains
and tundra endlessly, hunting game and indulging her wanderlust,
although Skadi inherited her mother’s quickness to icy. fury, she
does not share the Snow Queen’s wicked heart. Mostly she just
wants to be left alone, although tales tell of her sharing a camp with
lone travelers from time to time.
Tyr
Tyr was born among the Vanir but has long dwelt in the halls
of Asgard. Most fearless of all the gods, he’s prayed to by those
who’d stave off terror and the temptations of cowardice. His chosen
weapon is the sword, with which he protects the sanctity of the Þing
and enforces its laws. When the gods sought to trick Fenris and
capture him by making a game of tying him down, the demon wolf
demanded that one of their number place their hand in his mouth
as a surity of trust. Tyr immediately held out is fist, and when the
wolf saw that the gods would not untie him, he bit it off. Tyr never
flinched.
Character Creation Rules Props to GM Fallen Herald for creating this format and for allowing me to use it!
Level and Class: 4 Gestalt. Gunslingers and any other classes utilizing firearms or advanced technology are banned. Some classes will need reskinning, such as the Eastern classes, but I could easily figure the Samurai being reskinned as a huscarl, for example. Path of War material is allowed with some reskinning (The Disciplines are actually mystical powers from the gods/your wyrd [Sort of like the strand of fate the Norns have weaved for you]. Hypnotists are disallowed as well, as are Vigilantes, Antipaladins, and the base Summoner, though the Unchained version of the latter is acceptable. I may allow other third party material, but you need to pitch how it could fit into an epic Norse campaign.
Ability Scores: 24 points from a base of 10 on a one-for-one basis. Seriously, who uses scaling?
Race:The core races are allowed, as are select other races. If you do not want to play one of the standard core races, please state which race you may be interested in. Things like Aasimar will be allowed, things like Drow, Goblins or Strix... not so much.
Alignment:Not Neutral Evil or Chaotic Evil. If you do choose Lawful Evil, you must EXPLICITLY STATE what makes the character evil so I can weed out problematic characters and preserve those who are simply morally complex.
Traits: Two Traits, plus the option for a third if you choose to take a Drawback, which I suspect that most will.
Skills:You gain +2 Skill Points per level.
Feats:You gain a bonus Feat every level that you do not normally gain one from your level. You still gain it on a given level if you would gain a bonus Feat from your class, but not your level.
Hit Points:Maximum per HD.
Starting Equipment: 3,000 GP and one masterwork weapon or piece of armor. You also gain a set of cold-weather clothing and another nonmagical, nonroyal outfit of your choosing.
Mythic Path: Although you will not gain a Mythic Rank until the end of the second adventure, which in this AP is essentially like being at the end of one of Paizo's first AP books, I want you to plan ahead on what you intend to take. I personally do not care if there is PC overlap with Mythic Paths, but it would be much more flavorful if everyone picked something different.
| GM Fimbulvinter |
Johnnycat, sent you a reply.
Rednal, yes, those would be quite legal. When you go Mythic, your companions go nova too, should you have any. By that, I mean they gain an awesome template based around a theme (Fire, ice, plant, war, ect.).
Flyn, magic is something to be expected in most any fantasy game. Considering that this campaign is as epic is at is, I would be remiss to not add it.
| Rednal |
Hmm... would you accept the Storm Lord archetype for Druids?
I'm thinking about making an Arctic Druid/Fire Kineticist, as a sort of nature-based character who can bring either warmth and safety or frost and danger. Also, I'm not really planning to do Wild Shape shenanigans. XD
| Escheton |
Dibs on an Elf Viking
Ow, and as for 3pp: Is Dreamscarred Press' psionics allowed by chance?
| Johnnycat93 |
I have a question, brave warriors! For some reason, when I try to post in gameplay, it is bringing up the post like a preview, no matter what alterations I make to the post before I click submit post. Is this just a temporary glitch or should I report the glitch to the staff?
A screenshot would help, if you could.
| Black Dow |
Very interested - love me some Norse :)
GM Fimbulvinter - A few questions if you'll indulge me:
With regards races would Skinwalker (Coldborn/WereBearkin) be permissible?
If so will likely pitch an olde school Berserkr - from the Northlands Source Book there is the Barbarian (Bear Shirt Rage Path) - would that also be allowed?
Gestalt would most likely be Barbarian/Fighter (Savage Warrior)
Skal!
| The Dragon |
I personally wanted to do something along the line of a bloodrager/?, however I don't know how the draconic background will play into the campaign, because Norse mythology is not big on dragons. Thoughts? The idea would be to prestige Dragon Diciple on one side of the gestalt at 6.
I can think of at least two big dragons: the Worm of Midgard, (no idea what it's traditionally translated to in english, but there you go) which is huge enough to curl around the earth in the sea, and breathes acid, and Nidhug, (whom I like better for this sort of thing) which lives in the underworld, tortures dead níðingr; drenching them in venom, if I recall correctly, and eats from the roots of ygdrassil. It's implied that it has an impressive go at toppling the worldtree by tearing at its roots. It also has corpses stuck in its feathers.
On the whole, being a bloodrager channeling nidhug would be rather metal.
Flyn Rider
|
Jormugandr, is a serpent I thought, and Nidhug sadly enough represents all the bad things of Norse mythology, and I think people would not take kindly to the descendant of Nidhog. Fafnir might be a good idea, but what do you think about the second part of gestalt. Whatever it is would have some prestige levels of dragon disciple so it would not be a full class. Thoughts? Oh and sorry for asking for help, but i tend to think that my concepts become much better when i have others weigh in.
| Hotaru of the Society |
Throwing in a dot like so many others.
What are your thoughts on PoW2 at the moment? A Zealot of Heimdallr seems quite fitting. Especially if I tie in with my friend and they play a trickster. Literally keeping a constant vigil. :P
@Thunderbeard: Clearly you have him mistaken with some other god. Loki may be a trickster, but he is probably one of the most loyal of all the gods. ;) (Unlike those pesky gods that betray their family by tossing them into the sea, locking them in Hel, or wrapping them in chains)
| Vincent Fleming |
Bjorn
Male Druid (Feral Child)/Slayer (Vanguard) 4
N Medium Human
Init +6
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+6 armor, +2 Dex, +2 Shield, +1 Dodge)
hp 48
Fort +6, Ref +6, Will +9
--------------------
Offense
--------------------
Speed 30/20 ft.
Melee Mwk Longsword +7 1d8+2
Melee Heavy Shield bash +6 1d4+2
Ranged Thorn Javelin +6 1d6+2
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 16, Wis 21, Cha 8
Base Atk +4; CMB +6; CMD 19/20
+6/20 Grapple
Feats Distance Thrower, Dodge, Point-Blank Shot, Power Attack, Precise Shot
Traits Affable, Child of the Temple (Know Religion), Reactionary
Drawbacks Burned
Skills Climb +3 (Rank 1), Diplomacy +6 (Rank 4), Handle Animal +6 (Rank 4), Heal +12 (Rank 4), Know (Dungeon) +10 (Rank 4), Know (Geaography) +10 (Rank 4), Know (Local) +10 (Rank 5), Know (Nature) +12 (Rank 4), Know (Religion) +11 (Rank 4), Linguistics +5 (Rank 2), Perception +12 (Rank 4), Profession (Trapper) +10 (Rank 2), Sense Motive +12 (Rank 4), Spellcraft +7 (Rank 1), Stealth +3 (Rank 1), Survival +14 (Rank 4), Swim +3 (Rank 1)
Languages Comman, Druidic, Dwarven, Elven, Literacy, Shoanti (Insert Norse language instead of Shoanti), Sylvan
Combat Gear +1 Lamellar Horn Armor, Mwk Longsword, Mwk Darkwood Heavy Wooden Shield.
Other Gear Explorer's outfit, Cold Weather Outfit, Grappling hook, Holy Symbol, wooden Freyr and Freyja, Signal Horn, Snuffbox, Waterskin x2, Weapon cord| Bear carrying Bedroll, Winter Blanket, Silk Rope, Small Tent
--------------------
Special Abilities
--------------------
Affable
Animal Companion Link
Beast Family (Black Bear)
Burned
Distance Thrower
Favored Terrain Forest +2
Illiteracy
Improved Unarmed Strike
Native Cunning
Native Fortitude
Outflank
Point-Blank Shot
Power Attack -2/+4
Precise Shot
Share Spells with Companion
Sneak Attack +1d6
Spontaneous Casting
Studied Target +1 (Move action, 1 at a time)
Tactician 1/day
Trap Sense +1
Vanguard's Bond 3 rounds
Weapon Cord
Wild Empathy +3
Woodland Strike
--------------------
Spells
--------------------
Lvl 0 Create Water, Detect Magic, Guidance, Read Magic
Lvl 1 Aspect of the Falcon, Cure Light Wounds, Goodberry, Magic Fang, Thorn Javelin
Lvl 2 Aspect of the Bear, Barkskin, Bull's Strength
--------------------
Animal Companion
--------------------
Str 20 Dex 14 Con 16
Int 2 Wis 12 Cha 6
HP 4(1d8+3) AC 17/12tch/15fl
CMB+8, CMD20/18FL
+8/24 Trip
Speed 40
Bite +8 1d6+5, Claw x2 +8 1d4+5
Climb +9 (Rank 1), Perception +6 (Rank 2), Swim +9 (Rank 1)
Feats Improved Natural Armor, Power Attack
Tricks
Attack, Attack any Target, Down, Fetch, Guard, Heel, Hunting, Seek, Track
Attack Any Target, Evasion, Guard, Hunting, Low-Light Vision, Power Attack -1/+2, Scent
Bjorn was born to a clan that he does not know. When he was but a babe a terrible fire broke out and took the lives of his mother and father and would've taken his own if not for "Mother". "Mother" was a female black bear of the wild who was searching the woods closely nearby. If it were not for her mourning over the loss of one of her cubs and her desperate scavenging for food for her last cub, she might not have heard the cries of Bjorn in his bed. She risked her own hide and braved the fire taking him back to her cave to care for him as if he was her own.
It was around the time that the seventh spring had passed for Bjorn that Mother did not come back from one of her regular hunts. Bjorn stayed in the cave, not quite well enough at foraging himself to keep himself alive and healthy by himself. He was lucky a second time in his life when the hunter who felled his mother traced his way back to the cave and found Bjorn alive, but certainly hungry. He saw the boy and was surprised by the sight he had found, he tried to speak to him but Bjorn couldn't understand him and lashed out at him. The proud hunter easily knocked him unconscious and took him back to the Jarl.
Jarl Olaf saw in him something that made him decide not to throw him back out to the wilds. He sent him to a Shieldmadien that had lost her own son to a disease the Skalds could not fix in time. It was under her tutelage and nurturing that Bjorn learned the ways of the human world and how to speak. There were only but a few things that made him stand out from the others by the time he came of age. One was his aversion to fire, the past while not remembered left it's own scar upon him causing him to keep his distance from fire in general. The other was found out during his first hunt. The youths were sent out in pairs, not because they were inept but so that they could learn teamwork as well as prove themselves as men. It was during this hunt that his partner was fell upon by a bear, Bjorn much to the other man's surprise began to growl and roar at the bear calming it till he managed to befriend the beast saving his partner's life.
He was sent before the Skalds to be questioned and to find out why it was that he had such a close connection to wildlife and if it extended further then just the bears. It was determined that Freyr and Freyja must have blessed him as a child and sent the bear to him to save him and bestowed upon him the ability to speak to his mother. He was taken under the Skalds wings and trained in the knowledge of the world and of the Old Gods. He grew up to be a proud member of Jarl Olaf's clan, an excellent hunter, and budding Skald. He prayed to the twins and followed their practices and made himself a known member of the clan by being willing to help anyone and everyone he could when they asked for it. When the news came that the Jarl was pass due to return and that no sign had been seen of him, he was honor bound to step forward and be one of the first to offer his sword and his life to find his Jarl. He came before the elders with the bear that he had tamed during his first hunt and pledged his abilities to help find what has happened to stall the Jarl from his return.
I hope this is a decent submission, GM please look it over and give me any thoughts you have on it and any requests or changes you may have about it.
Wondering_Monster
|
Hmm, could be a good game for a lawful skald, which is something I've wanted to try (and would work with other generally viking rage in the party).
@Wondering: Loki is *definitely* not a lawful good god, so I'm not sure how well it would work with Paladin.
I was planning to play him, loyal to my village to a fault, and good as my village is concerned, but a trickster in battle. Something along those lines. Lawful Good can mean a lot of things. Not just lawful stupid, as most paladins are. As long as a only kill justly and follow the viking code, then I am good to go.