Showing posts with label fantasy counterpart scandinavia. Show all posts
Showing posts with label fantasy counterpart scandinavia. Show all posts

Tuesday, July 31, 2018

Lost Runes of the Northlands: Spheres of Midgard



Note: this blog post references material from Drop Dead Studios' Sphere series of products. A compilation of their OGL mechanics can be found here.

Although the Northlands Saga does a fine job of using the Pathfinder rules to emulate an epic adventure, there are times when the mechanics do not always line up. For one, the setting wishes to emulate a low-magic feel even though there are several things in the adventure path that run contrary to this (like the preponderance of +1 weapons and armor wielded by mooks in the later sagas). Some of the new archetypes, as well as the soft ban of certain classes and archetypes in the form of cultural foreignness and mistrust, are underpowered in that they lose more from their original class than what they gain in new features.

I considered adopting the mechanics of Spheres of Power and Spheres of Might to the Northlands Saga as a thought experiment, seeing how close I can emulate the intended themes while allowing for balanced, versatile options.

Classes & Traditions

Spheres of Power: Given the amount of different magical traditions and archetypes present already in Pathfinder and the Spheres system, it would be easier to focus on what is not appropriate and what is suitably iconic for the Northlands Saga.

Generally speaking, magic which the godi and the cunning women can reliably emulate are the only forms of magic trusted to an extent among the Northlanders; the Nûklanders look down on any magic that is not associated with druidism, while the Seagestrelanders are the most open-minded in viewing all magic as connected to the gods. Depending upon how a specific spherecaster's talents manifest and their casting traditions, they may be either wholly accepted at best, merely tolerated, or exiled and banished at worst.

Among the Northlanders, the Hedgewitch, Mageknights, and Shifters are the most common spherecasters. Hedgewitches come from the ranks of the cunning women, using folk charms and herbs to ply their trade. Mageknights are typically shieldmaidens and godi of a more martial bent. Armorists are devout casters, usually worshiping Thor, who draw their arsenal from the halls of Valhalla. Shifters tend to belong to bearsarker and ulfhander cults, calling upon Odin's favor to emulate the great beasts of Midgard.

Eliciters and fey adepts are shunned in most communities, the former for their ability to entrance and manipulate minds, the latter for being associated with the sceadugenga and the unknown beasts of the dark woods. Thaumaturges are power-hungry mages willing to bargain with the vilest and most dangerous of the Ginnvaettir. Soul Weavers come from a variety of traditions: some are pious godi calling upon the souls of the honored dead to join them in righteous battle, while others are necromancers who lair in Andøvan barrows to learn of their secrets.

The arts of the elementalists typically come from Southlander stock, while symbiats are virtually unheard of. Incanters come from all traditions and walks of life. and so cannot be easily put into any all-purpose category.

Advanced Magic is not available by default. Such talents are ever only possessed by the greatest of heroes from myth and legend, or are the purview of the gods and their mightiest minions. In an authentic Northlands game, only the Player Characters and a few major movers and shakers would possess advanced magic.

Spheres of Might: The people of the Northlands are no stranger to war. Even though the lives of most are sedentary much of the year, it is not unusual for a farmer to have a shield and spear at home, and many young men and women go a-viking to engage in raid and plunder. The frontiers of Estenfird crawl with monsters, while the mercenary Jomsvikings never hurt for business as long as the Gats, Hrolfs, and other clans find excuses to continue blood feuds.

Just about every martial practitioner class can be found in respectable numbers in the Northlands save the Scholar and Technician. Armigers are well-rounded warriors who come to rely on a few signature weapons whose titles are often as renowned as their wielder. Blacksmiths are valued members of society for their craftsmanship, and dvergar-forged arms are the stuff of legend. Commanders come from the stock of skalds, hirdmen, and jarls who proved their worth and gained the trust of their comrades. Conscripts come from the ranks of hirthmen, career vikings, and wandering sellswords. Sentinels are hirthmen, huscarls, and shieldmaidens who swore oaths to defend their charges, be it a specific family or even an entire community. Strikers usually come from the ranks of berserker cults who forsook weapons and armor in favor of honing their bodies into literal weapons.

The two remaining classes bear special mention: there are no grand centers of learning in the Northlands, with the Hall of the Hearthstone being the closest equivalent. Scholars are most likely found among the ranks of village herbalists, mundane godi of Odin who rely upon the mysteries of runes to gain power from knowledge, and dvergar alchemists.

The class' flashbangs attack and material impositions may be reflavored as runestones keyed to a certain world-element rather than outright alchemy. Some of the Knacks reflecting advanced technology may either be dwarven marvels or reflavored magic: for example, a lightning rod may be a facsimile of Thor's hammer.

Technicians are a bit harder to reconcile. Their gadgets and inventions are leagues ahead of Dark Ages technology, and are almost invariably Southlanders and dvergar craftsmen. Actual Northlanders among their ranks are likely specialized engineers employed by Jarl Magnus Hrolfsblood in adopting technological innovations from foreign realms.

Regarding Martial Traditions, the ones most appropriate to the cultures of the Northlands include Animal Trainer, Barbarian, Canny Hunter, Decisive Fist, Giant, Militia, Shield Master, Tattooed Warrior (berserkers/reflavored runes), Warden, and Weapon Master.




Northlands Saga: Instead of going over what already exists in a sourcebook, I will discuss how to convert several of the new setting-specific archetypes into the Sphere system.

The Bearsarker as a warrior cultist of Odin would most likely be represented by the similarly-named Berserker Barbarian archetype from Spheres of Might. The Professional Wrestler would be the best starting martial tradition, as it comes with Unarmored Training. Meanwhile, the Gladiator sphere has a surfeit of abilities designed around demoralizing opponents which can be reflavored into a frightening rage. The growing of claws may be represented by taking Basic Magical Training feat for the Alteration sphere. But the Wrestling sphere's unarmed focus, and thus its ability to increase unarmed strike damage, can also represent this. The Dragon's Tattoo feat and the accompanying Zodiac Tattoos can help add enhancement bonuses to one's unarmed strikes and body.

The Ulfhander has a tailor-made Unified Tradition called the Ulfhednar. Right off the bat it grants access to appropriate Alteration sphere talents to emulate the ability to shapeshift into a wolf. The equivalent class features to rage and have a wolf animal company can be gained via the Beastmastery and Berserker spheres. The Ulfhander can work with a variety of classes for emulation, but the Shifter spherecaster is useful for enhancing the Ulfhander's magical talents, while the Berserker Barbarian archetype and Striker practitioner classes are the most straightforward and offensive options.

The Skald is an interesting one: a bard who trades in their spells and inspire competence to instead grant a limited set of combat-related feats to allies as well as alternate weapon proficiencies and bonus feats. Interestingly, the Heavy Armsman martial tradition grants the required prerequisites for everything but swords and shields, while the bonus Equipment sphere talent from said background can cover either of those. Alternatively the Conscript's Gear Training Specialization can help cover all of those bases and then some. For martial spheres Warleader represents the skald's battle-boosting buffs best, particularly the Fortifying Phalanx and Shieldbrothers tactics. In regards to magical spheres the Courage, Inspiration, and Greater Charm talents of the Mind sphere are the closest options

Regarding classes, the most thematically appropriate would be Eliciter spherecaster for its focus on enchantment, while for martial classes the Commander is tailor-made for skalds. The Troubadour from Champions of the Spheres is highly appropriate for a skald who seeks to fully emulate legendary heroes of old.

The Huscarl practically screams for the Guardian sphere, while the Sentinel class is all about being an immovable object. The Adamant Guardian archetype takes it even a step further in the defense of allies. The Assist, Defend Other, and Iron Wall Guardian sphere talents replicate some of the huscarl's bonus feats, while the Cover Ally and Extensive Defense talents of the Shield Sphere focus on the shield specialization.

The Spear Maiden loses their supernatural powers in exchange for mastery of spears. Honestly the archetype does not really grant much to feel like a great option. The Equipment Sphere's Guarded Combatant represents the defensive features, while the Conscript's Weapon Training Specialization for the spear category represent the more offensive aspects. A holy woman of the gods can be more properly emulated by the Armorist, Paragon archetype for the Sentinel, or the Martial Mageknight or Warrior of Holy Light archetypes for the Mageknight.

The Cunning Woman's focus on the healing arts more or less keys them into the Life sphere. The Soul Weaver and Hedgewitch with the green magic traditions are the most appropriate spherecaster classes. Beyond the Life Sphere, the Borrow Luck and Temperance talents of the Fate sphere represent their ability to turn fortune in their favor. The Evil Eye power works just fine with the base Destruction sphere, while the green magic tradition grants the woodland stride feature of the druid. The tradition's grant secrets of immunity to poison and disease align nicely with the Cunning Woman's base 20th level capstone ability.

Sample Stat Blocks

Rounding off our article are conversions of the Beast Cultists of Shibauroth, one of the "mook" enemies of Blood on the Snow, and a stat block for Ulnat Warriors from Vengeance of the Long Serpent. I may do more characters if there's further demand, but the two listed here should give a good feel for what the Spheres can do.



Beast Cultist of Shibauroth CR 3
XP 800
Male or female human Striker 4
CE Medium humanoid (human)
Init +1; Perception +5
------------------
Defense
--------------------
AC 17, touch 17, flat-footed 16 (+4 armor, +2 con, +1 dex)
HP 40 (4d10+12)
Fort +6 Ref +5 Will +1
Defensive Abilities freedom of movement, uncanncy dodge; Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 feet
Melee 2 claws +8 (1d6+4, x2)
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Magic
--------------------
Caster Level +1; MSB +1; MSD 12; Concentration +1
Tradition Lycanthropic; CAM WIS
Spell Points 2
Talents Alteration (Pounce)
Drawbacks Lycanthropic (Alteration), Wild Magic
--------------------
Might
--------------------
Martial Tradition Tattooed Warrior; PAM Con; DC 14
Talents Berserker (Brutal Counter), Brute (Break Defenses, Hammer, Quick Force, Throw), Equipment (Unarmed Training, Unarmored Training)
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Statistics
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Str 18 Dex 13 Con 14 Int 7 Wis 10 Cha 7
Base Atk +4; CMB +8; CMD 19
Feats Basic Magical Training (Alteration), Dragon's Tattoos (B), Extra Combat Talent x2, Improved Unarmed Strike (B), Zodiac Tattoos (B)
Skills Craft (tattoos)* 4 (+5), Intimidate 4 (+5), Perception 4 (+7), Survival 4 (+7)
*Bonus skill points from martial tradition
Languages Nørsk
SQ AC Bonus +2, Bare Knuckles (Brute), Drill Knuckle, Striker Art (Enduring Critical), Tension (Desperate Tension, Tension Boost), Uncanny Dodge
Favored Class Striker +4 HP
Gear winter furs, beast cult totem

Special Attacks:

Shapeshift: see the Alteration sphere for further details. The beast cultist typically uses Blank Form to gain darkvision 60 ft. and 2 claw attacks.

Berserking: As a free action at the start of each turn, the beast cultist may choose to take a -2 penalty to AC in exchange for 7 temporary hit points. The penalty and the temporary hit points end at the start of his next turn.

Bloody Counter: As an immediate action, when a creature targets the beast cultist with a melee attack, before the attack roll is made he may allow the attack to automatically hit (although the roll is still made to determine if the attack threatens a critical hit). After the damage is determined, the beast cultist may make a brutal strike targeting that creature as a free action that may be taken even when it isn’t his turn, if it is in range. If the creature attacking the cultist is battered, he may resolve his attack action prior to their attack being resolved.

Break Defenses: Whenever the beast cultist successfully uses a bull rush, drag, overrun, or reposition, combat maneuver against a creature, that creature provokes an attack of opportunity from his allies (but not him).

Brutal Strike: As a special attack action, the beast cultist may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of their next turn. The cultist may expend martial focus to have the attack deal 8 additional damage.

Hammer: As long as the beast cultist has martial focus, whenever he would bull rush, drag, or reposition a creature into a space occupied by a wall, creature, or object no more than one size smaller than the creature, the target of the maneuver stops its movement in the adjacent space and both the creature and the wall, other creature, or object suffer bludgeoning damage. The amount of damage dealt is determined by the size of the creature being bull rushed, dragged, or repositioned, as indicated on the list below: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Medium 1d8, Large 1d10, Huge 2d6, Gargantuan 2d8, Colossal 3d6. This damage is increased by the listed amount again for every 5-ft. square the creature would have traveled beyond the wall, other creature, or object.

Quick Force: the beast cultist may perform a bull rush, drag, or reposition combat maneuver as a move action instead of a standard action. He must still have movement remaining in a round in order to move with his target, such as a 5-foot step. He may expend his martial focus to perform a bull rush, pull, or reposition as a swift action.

Shove: as a move action, the beast cultist may move up to half his speed and make a melee touch attack against a creature. If successful, the target takes 4 bludgeoning damage and gains the battered condition until the end of his next turn.

The beast cultist may perform a shove in place of the attack granted by a charge, although this does not grant the extra movement. When he successfully performs a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block him and did not simply move out of the way), the cultist may apply the effect of one (manhandle) talent he knows to that creature. (Manhandle) talents cannot be applied to maneuvers performed as a free action.

Throw (manhandle): Whenever the beast cultist succeeds on a bull rush, drag, or reposition maneuver, he may expend his martial focus to throw the creature. The creature travels an additional 5 ft. in any direction and must pass a Reflex save or fall prone.

Tension: see the Striker class for additional details.



Unlat Warrior CR 1
XP 400
Male or female Ulnat human Conscript 2
N Medium humanoid (human)
Init +1; Perception +6
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Defense
--------------------
AC 15 (+4 armor, +1 dex)
HP 22
Fort +6 Ref +5 Will +1
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Offense
--------------------
Speed 30 feet
Melee spear +5 (1d8+2/x3)
Masterwork shortspear +4 (1d6+2, x2) and handaxe +4 (1d6+2, x3)
Ranged javelin +3 (1d6+2, x2) or shortspear +3 (1d6+2, x2) or spear +3 (1d8+2, x3)
--------------------
Might
--------------------
Martial Tradition Canny Hunter; PAM Wis; DC 12
Talents Dual Wielding (Balanced Blows), Equipment (Huntsman Training, Throwing Mastery), Scout (Wind Reader), Sniper (Tangling Shot)
--------------------
Statistics
--------------------
Str 15 Dex 13 Con 16 Int 10 Wis 12 Cha 8
Base Atk +2; CMB +4; CMD 15
Feats Extra Combat Talent x4 (B)
Skills Climb 2 (+7), Handle Animal 2 (+4), Perception 2 (+6), Profession (Fisherman) 2 (+6), Stealth* 2 (+6), Survival 2 (+6), Swim 2 (+7)
*bonus skill points from spheres
Languages Ulnat
SQ Combat Specializations (Favored Enemy-Animals +2)
Favored Class Conscript +2 skill points
Gear hide armor, spear, masterwork shortspear, handaxe, 2 javelins

Special Attacks:

Deadly Shot: As a special attack action, an Ulnat warrior may make an attack with a ranged weapon. He may add any one (snipe) talent he knows to this attack.

In addition, he may expend his martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. He must choose whether or not to use this ability before making his attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total.

Some talents are marked (snipe). These talents add additional effects when the Ulnat warrior performs a deadly shot. He may only apply the effects of one (snipe) talent to each deadly shot.


Scout: as a swift action, an Ulnat warrior may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once he has succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require the Ulnat warrior to scout a target may be used against the target for the next 24 hours; after this period the Ulnat warrior must successfully use the scout ability against the target again to continue benefiting from related effects.

Tangling Shot (snipe): on a successful deadly shot, the Ulnat warrior gives the target the entangled condition. The target may spend a standard action to end this effect.

Sunday, July 29, 2018

Lost Runes of the Northlands: Dwarves


Depiction of Dwarves from a rendition of Völuspá from the Poetic Edda

Some of my long-time readers know that I ran a Nordic-themed adventure path known as the Northlands Saga from 2016 to 2017. It was one of the best long-running games I ran, and I felt passionately enough to give it an in-depth review on several message boards. Although it's been many months since I sailed the frozen shores on dragon-headed ships, the footprints I left behind in fond memories and gaming notes endure. The Lost Runes of the Northlands are a new series of articles intended to expand on the official adventure path, with new material, GMing tips, and revisions where I deem them necessary.

Dwarves as they are in the Adventure Path

Dwarves are one of the iconic races of Norse mythology, but in the Northlands Saga Adventure Path they have a minimal presence at best. They exist in small enclaves in the largest cities of Halfstead and Trotheim, and there are rumored locations of underground kingdoms within the Waldron Mountains and Mount Helgastervän. They helped create four major wonders of the world: the Mead of Poetry, the Forge of Bvalin, the magic ship Skíðblaðnir, and the foundations of the extra-dimensional gateway leading to the Ettielweiss Vale. One of the random encounters with dwarves infer some elements of their culture: they are known as the Dvergar among themselves and the Northlanders, and they are more accepting of magic in their society. In fact, the only named dwarven NPC of major note who appears in the Adventure Path is the ghostly smith Bvalin, who informs the PCs of how to defeat one of the setting's major villains.

Northlands dwarves are very much intended to be a "race of MacGuffins," rarely seen or interacted with save of great import, and whose legacies are found in wondrous creations from earlier eras or to complete some great task. While this is in keeping with the setting's low-fantasy feel, it seems jarring especially when you see that elves, troll and giant-blooded races are viable PC options. And espcially so given the fact that although small in number, their known enclaves are closer to the main Northlands than the elven Nûkland.

Lost Runes Dwarves

History: The Dvergar are creations from the primordial blood of Ymir, the giant whose corpse was fashioned into the world of Midgard. They view their very existence as a blessing, the world around them and its wonders testament to this. Four of their number, named Norðri, Suðri, Austri and Vestri held up Ymir's skull to form the heavens. They are hailed as vigilant heroes among Dvergar, and the four winds said to be their respective breaths.

Their first years were a golden era of peace and prosperity, but this would not last. The Jötnar saw the Dvergar's marvelous creations as the desecration of their progenitor Ymir, and thus began a brutal, bloody war. The great jarl Sindri experienced a vision from the gods to seek out the "chamber of birthed blood" where his people would find both solace and supplies to defend themselves. Sindri interpreted this to mean that the Dvergar must head into the mountains and deep reaches of the earth formed from Ymir's bones, far beneath Yggdrasil's roots where most of their race still live today.

Blessed with ample minerals and endless stone to fashion into great works, Sindri knew his visions to be true, and his bloodline would go on to rule all of dwarvenkind. Although separated from Midgard, the Dvergar still pined for their former homeland and sympathized with the humans and other races warring against the Jötnar. Some of their best smiths and scholars would gift their creations to the gods and mortal heroes.



Lifestyle: The Dvergar live much like feudal subjects in Midgard, albeit in a wholly alien underground environment. Most settlements exist on clumps of earth suspended in Yggdrasil's roots, where fungal matter, stone, and minerals are used to fashion everyday objects. Giant beetles are commonly used as beasts of burden and cattle, while oozes are used for mining and disposing of waste. Dvergar living closer to large bodies of water often grow and raise cave fish, and bats are used much like humans use domesticated birds. Phosphorescent fungi is used as a light source, but only for long-range beacons as Dvergar can see in the dark to a limited range.

The godi of Odin are tasked with passing wisdom to the next generation, and as such Dvergar have a form of public schooling for the purposes of learning to read and write. It is more akin to a godi teaching children within a village or neighborhood than the in-depth multi-tutor structure of our modern world, and most Dvergar learn a proper family trade from their parents.

The marvels of magic and science result in many labor-saving devices; although many Dvergar are limited to the resources at hand on their root-island, it is not uncommon to see steam-powered elevators, dormant golems watching over palace grounds, and for guards to be armed with adamantine-studded crossbow bolts and full plate armor.

Government: The entire Dvergar race is nominally ruled over by the King of Dwarves, an hereditary position whose members trace their lineage to their founder Sindri. Jarls rise from local populations but must pledge loyalty oaths to the King, who in turn uses their taxes to fund large projects and move resources to where it is deemed they are most needed. Dvergar communities beyond Nidavellir, particularly in Midgard, often have a "representative." This is a ceremonial title at best due to an inability to practically enforce a chain of command. Dvergar communities in the Northlands, particularly Halfstead and Trotheim, often obey the laws of the land and make themselves useful to human communities, but in their hearts they know that their true home and lord lies beneath Midgard.

Religion: Dvergar honor the Æsir and Vanir pantheons equally, even giving begrudging worship to Loki for his association with the fire most vital to the art of the forge. Odin is the most popular of the gods, for the Dvergar praise his name whenever they seek the answer to a perplexing mystery or a jarl needs guidance for proper rulership. The finest craftsmen etch his name into magical items and the foundations of marvelous halls. More than a few halls were torn down in times of war, only to be left alone promptly when a vicious bandit or great warrior found praises to the All-Father in Runic among the ruins.

The Ginnvaettir are cursed whenever their names are uttered, followed by furrowed brows and spitting in disgust. The Dvergar hold a special hatred for Thrymr, as he is the only deity among the giants with dwarven worshipers. The frost dwarves are never mentioned save as traitors to their people, forever banished from all the halls of Nidavellir.



Dvergar Characters: Unlike the Northlanders and Nûklanders, Dvergar fully embrace all forms of magic save the ones associated with forbidden gods. They hold magic as the province of Odin, one of his many holy creations since Ymir's fall. They do not make distinctions between arcane and divine magic, viewing all spells as somehow connected to the gods. Bards and skalds call upon Bragi's hymns whether they know it or not, the magical language of wizards hews from the original runes Odin discovered, druids make pacts with minor Vanir of the land, and sorcerers are viewed as the descendants of mortal-deity couplings.

Barbarians exist as religious societies of Odin, but instead of wearing bearskin or wolfskin cloaks they fashion their relics from the hides of giant beetles and aberrations of the deep. Fighters and rangers are always in demand for their ability to defend their people from monstrous horrors, while rogues are typically blacksmiths and mechanics who apply their talents to sabotaging enemy defenses.

Furthermore, Dvergar exist at a higher technological level than the rest of the Northlands. Their status as the best craftsmen in Midgard can open up all kinds of exotic classes, albeit most likely framed in the appropriate mythological context. A dwarven gunslinger PC is a legendary warrior who can "harness the breath of a dragon in a staff which roars with Thor's voice," while an alchemist is a seer of the Mysteries of Ymir, finding the fallen giants' magic in the crude physical matter which surrounds us. Beyond the official Pathfinder sourcebooks, the Path of Iron and Spheres of Might products have some new classes and options themed around advanced fantasy technology.

Banned Classes: Dvergar do not tolerate antipaladins or the worshipers of the Ginnvaettir, and such people are punished by death for treason if discovered. Classes and archetypes which forswear the gods and/or magic as a whole are rare to the point of legend, and such beings often become exiles and outcasts. Vigilantes are unheard of, as maintaining a dual life is often taxing in tight-knit family structures, while a swashbuckler's fighting style is not optimal for Dvergar physiology. Ninja and samurai hail from foreign human cultures far away from Nidavellir and the Northlands, and psionic classes are thematically inappropriate to the Northlands in general.

Dvergar Racial Traits: Dvergar are less anti-magic than dwarves in other lands, so the following alternate racial traits are appropriate for a Northlands Saga game using the Pathfinder rules:

Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces greed and stonecunning. Source: Pathfinder Player's Companion: Heroes of the Wild

Spiritual Support: Dwarves greatly value loyalty in faith, and their gods readily reward them for it. They gain a +1 racial bonus to their caster levels when casting conjuration (healing) spells upon allies. This racial trait replaces greed and hardy.

Stonesinger: Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.

Inspirational Sources:

https://en.wikipedia.org/wiki/Dwarf_(mythology)

https://www.britannica.com/topic/dwarf-mythology

https://norse-mythology.org/gods-and-creatures/dwarves/

Thursday, June 22, 2017

The Northlands Saga, Part Four: Beyond the Wailing Mountains


The destruction of the Second Temple of Ice and Stone did not go unnoticed by the Children of Althunak, for the frozen corpse of Aluki's brother Kelvani was sent back to the village of Laquirv along with a monstrous raiding party around early spring. Thankfully our heroes were staying the winter while the Long Serpent headed back to pick them up in a few months, and the cult's assault failed thanks to their efforts. One of the faithful, a woman enhanced by the demon-god's magic and clad in illusory armor designed to make her look undead, was taken alive and enchanted by Syrasi to reveal that they came from a city on the other side of the Wailing Mountains.


After retrieving the sacred weapons from Hero's Rock again, Aluki volunteered to lead the party across the Far North given the danger of the terrain. Along the way, Vigbjorn challenged a woolly rhinoceros to a valiant battle, and in the mountains fought an over-eager frost giant guarding the pass for the cult. What lay ahead after these trials was a deathly cold wasteland where the sun never sets.


The City of the Lord of Winter was grand in size, yet entire sections of town lay abandon. The covering the south, west, and east sides had a mixture of humans (with endure elements) and demonic guards keeping watch. The party used their magical folding boat to traverse the lake at its north, upon which the First Temple of Ice and Stone proudly rose from the lakebed. Climbing up subtly, they overheard a conversation between Elvanti, the leader of the Children of Althunak, and Karnak Seven-Sorrows, a servitor demon.



Elvanti welcomed the party, and being rather curious asked the party what promises the Ulnat gave that he couldn't possibly give. Syrasi's answer ("there are people among them who care for me and I care about") infuriated him, whereas Askeladden's answer was more practical ("you tried to have me killed several times"). At this point Karnak teleported into the room to aid his lord, and the battle just begun!


Althunak's Chosen proved more than a pushover, for in addition to being a strong warrior he also could turn nature itself against his enemies by summoning ice and lightning storms. Thanks to the many open skylights in the main temple area, he caught the heroes by surprise this way. Even in defeat he was unbowed, mocking Vigbjorn right before the trollkin cut him in half. The demon Karnak Seven-Sorrows, meanwhile, gave a mocking salute to the statue of Althunak in leaving his service right before he got dismembered.

The party looted the temple's treasure room, and freed a dozen Ulnat prisoners planned to be used as bargaining chips. But the rest of the cult was not idle, and six cultist warriors with a pair of ice demons came rushing in via the south. Thanks to some preparation of bear traps and a decoy unseen servant, the party broke their ranks with a well-timed glitterdust and good old-fashioned physical combat!


Once the cult's best forces were felled, the PCs fled the temple to notice the rest of their forces in disarray. Demons screamed and teleported away, while mortal faithful were fighting among themselves for leadership. Although the demon-god still exists, his reach in Midgard was shortened considerably. A victorious party ventured back across the Wailing Mountains to the Seal Coast, where grateful Ulnat awaited them along with the crew of the Long Serpent.

Awaiting them back at Silvermeade Hall was Inga, Henrikson's eldest daughter and now Jarl of the town. She apologized for her earlier arrogant ways back in Spring Rites, and brought up the old deal she had with Hallbjorn before his loss at sea. Hallbjorn promised to donate 10 percent of loot to the families of warriors who were injured and perished as a result of the war against the Children of Althunak. Although she didn't press the issue, Askeladden was less amenable to the deal. The rest of the party honored their comrade's promise and donated their share.

GM's Notes


In the original adventure, several of the Children of Althunak's minions were female prisoners transformed into monsters known as snow brides. One of the brides who attacks the village of Laquir is Klinqa, the woman who first rebuffed Elvanti's hand in marriage. Given that this had overtones of sexual assault a few of my players would not appreciate, I changed the "snow brides" into generic minions disguised as undead so as to get fighters to waste the wrong spells on them.

Karnak Seven-Sorrows was a character of my own creation, a babau demon. Replacing two snow brides in the final fight, I figured a teleporting demon would make for a good combination with Elvanti's weather control magic. Elvanti's appearance was also different. In the original adventure he was transformed fully into the Chosen of Althunak, appearing like a huge furred emaciated monster. I kept the same stats, but otherwise had Elvanti appear as a medium size human with a reach weapon. There wasn't much reason for this aside from aesthetics and wanting to give a "human face" to the major villain of the Far North adventure arc.

The folding boat helped the PCs bypass much of the encounters gained if one went through the ruined city via the front gate. I made up for that with cult reinforcements upon Elvanti's death.

I forgot to tell the PCs about the initial 15% agreement from Hallbjorn's voyage back in Vengeance of the Long Serpent. I figured introducing it here could be a good test of their character.

I'm sorry for the long-overdue update for Northlands, but I hope you enjoyed reading it. Our next adventure takes our heroes all around the region to end a death-curse from the legendary reaver Sven Oakenfist!

Sunday, May 7, 2017

The Northlands Saga, Part Three: Vengeance of the Long Serpent



Half a year after the Siege of the Winter King's Palace, the PCs come to meet the return of Jarl Olaf Henrikson's ship. But those who depart bear injuries and looks of terror and defeat. One of the sailors, a man by the name of Hallbjorn, greets the PCs and tells his tale.

The jarl set sail for new lands in the Far North. When they camped out at the nearest shore, a war party of Ulnat lead by an otherworldly figure was among them. Jarl Henrikson died in the battle; pursuing their attackers for vengeance, Hallbjorn's team discovered a strange name from some Ulnat who also suffered their depravities: Althunak. Sadly, although they tried to fight, the cult of the demon-god was too great, and there must be survivors to spread word back in Silvermeade Hall.

Inga, the next inheritor in line, gave the party her blessings to go and avenge her father's death. Sailing upon her old father's ship with Hallbjorn as navigator, the PCs set sail for the Far North.

The journey was cold and uncomfortable, yet full of adventure: whale hunting, finding a wrecked Jomsviking ship, and two storms (one of which was accompanied by giant enemy crabs!), the PCs lost Hallbjorn during the torrential weather and Vigbjorn was appointed the new ship's leader.

Two days afterwards, the PCs found a lone Ulnat woman adrift at sea by the name of Aluki. Knowing only her native tongue, Syrasi acted as translator, where they discovered their worst fears: the Cult of Althunak is indeed growing in number.



Directing them to her home village of Larquiv, the PCs met with one of their elders and learned that the tribe has dominion over a meteorite-turned-tomb known as Heroes' Rock. With its ample supply of cold iron, it's been coveted by other tribes, as well as containing weapons capable of cutting through demonflesh. Also the Cult of Althunak in the region's being led by an Ulnat man by the name of Elvanti, who departed his tribe out of spurned love and returned south with abyssal minions and unholy powers. Ever since he's been a scourge in the Far North for 10 years.

And so the PCs sailed to Heroes' Rock, intent on proving their worth to gain access to the sacred weapons therein to use against the Cult. The trials within are physical as well as mental, for after fighting a corpse-stitched troll invested with spiders the PCs met face to face with the specters of the Ulnat heroes of old. Askeladden proved their worth by retelling the party's deeds of valor, and as such were lent the magical items necessary to fight the Children of Althunak.

After departing, the PCs decided to go about Ulnataland, liberating villages from the cult's clutches. The first village of Gualivik was right near Heroes' Rock, where cultists were loading up the enslaved tribespeoples' weapons into a wagon and burning the rest. After using a magical distraction, Vigbjorn charged forth in a surprise attack, slaying their leader with one blow. Slaying several more, the cultists were routed and the PCs gained the loyalty of 12 Ulnat warriors in future assaults.

The PCs' next destination was the last camp of the Long Serpent, bearing cairns containing the bodies of Jarl Henrikson and the comrades who fought by his side. Sailing past a razed village, the party found a mysteriously empty igloo village awash with demonic dogs lead by an Althunak shaman. The cry of a nearby baby motivated the heroes to save it before the monsters could get a hold. It was a hard battle, but once again the PCs were victorious.

The party set out to liberate another village, finding a group of elders frozen by Elvanti's curse. Using the fireball wand from Heroes' Rock, Syrasi destroyed the abyssal ice, prompting the wrath of the local cultist and his two demonic allies. The battle was won, and 10 more Ulnaut from the village enlisted their aid. The next village was relocated, tracks in the snow leading west to the temple being built in progress in the middle of a quarry.

Aluki and 39 Ulnat warriors were there to help the PCs, who then formulated a plan. The idea was that Syrasi and Amund, aided by magical flight, would take Askeladden and Vigbjorn down, raining death on the cultists' tents while the Ulnat went down the gravel slope to the northeast to free the slaves.

The plan was quick and precise, the PCs firing arrows and hurling rocks as they landed, with Vigbjorn killing a shaman before he could complete a summons while Syrasi torched the remainders with a fireball. The Ulnat were having about as much success, and quickly the bulk of the cultists' forces were pushed to the large demonic statue of Althunak (a beastly visage of a many-fanged humanoid with an orb in one hand and a sickle in the other). There the two forces encountered the red-robed High Priest, flanked by two more serpentine demons and loyal bodyguards standing atop the stone steps.


Dire Bear by Just Jingles of Deviantart


What at first seemed like an ordinary practitioner of the dark arts turned out to be a werebear, as he changed form and gave Askeladden and Vigbjorn a run for their money. Thanks to some timely hexes from Syrasi and an aerial boulder assault from Amund, the party chipped away, cursed, blinded, and finally killed the high priest, causing the cult's forces to scatter. Feeling emboldened, the slaves took up the arms of the fallen and killed the remaining cultists with the warriors. But the final victory came when the statue of Althunak was brought crashing down. The demon-god's influence would not take root in Ulnataland if they had anything to say about it!

Enriched with loot and a sacred staff from Aluki's elders, the party decided to stay in the region for a bit, at least until the next adventure...



GM's Notes: The Jomsvikings ordinarily do not make an appearance proper until Raven Banners Over Gatland. But they are one of the few recurring villains in Northlands, and they do have a reputation of utterly mercenary and ruthless folks, so I wanted to scatter things like that throughout the campaign as a taste of things to come.

I read that some real-world Inuit tribes made use of meteorite iron to forge metal harpoon tips and tools. And since cold iron is a classic weakness to many demons, I figured that the Cult of Althunak would have a vested interest in trying to subjugate or destroy Laquirv. Hero's Rock was just an ordinary tomb in the original module, but I decided to turn it into a repurposed meteorite containing cold iron, with the legendary weapons gaining said properties too.

The Ulnat scout in the lone kayak in the original adventure is a man by the name of Yilithi. I felt that so far the Northlands had a significant proportion of male NPCs in major roles, so I threw in a woman who would also act as a sort of guide to the Far North to even things up a bit. Given that the players liked her enough to have her on as a Leadership cohort later on, I think I made the right decision.

The Second Temple of Ice and Stone was originally high up on a plateau. I misinterpreted the incline lines on the map to be going down instead of up, but by that point the players were already formulating plans based on this.

There were more demonic monsters than would ordinarily be in the original adventure path. I wanted to add some variety in the encounters beyond cultists and cult shamans with identical stat blocks, and wanted to play up the usefulness of the cold iron weapons.

The use of a fly hex and the party riding on a rock-throwing giant as they descend is one of the things I love about Pathfinder. It adds in great and unorthodox plans like that while still having a variety of enough options that things won't get old. Granted, actual long-term flight is well below the group's level at this point in the campaign.

Sunday, April 23, 2017

The Northlands Saga, Part Two: Wyrd of the Winter King



Six months since the PCs rescued the jarl's daughters from the witch Sibbe, a new threat emerged from unknown shores. A messenger came to Silvermeade Hall, speaking of a series of attacks. Each time, a mysterious "Winter King" came to the coasts of towns and villages, making unreasonable demands and slaughtering when the fighting broke out. A few times his iceberg retreated, only to leave an unnatural winter in its wake, bringing famine and subjecting survivors to a slow death. His next route is the domain of Halfstead. In discussion with the war council, the jarl and the PCs and his advisors figure out the iceberg's likely route (thanks to Armund) and seek to attack him first in the middle of the ocean before he gets too close. Several longships are outfitted for war, and the jarl and the PCs set out for battle. Syrasi, a Nuklander elf recently hired to be the jarl's magical expert, tagged along as did the troll-kin warrior Vigbjorn.

Eventually after several days of sailing they come to a thick mist and strong storm, with a massive iceberg 3 miles in diameter adrift at sea. Misfortune occurs as soon as the ships set shore, for the Winter King's fell magic sends out giant icicles as siege weapons, forcing the ships to pull back as the PCs and One-Eyed Sven's team leaps to dry land. Weathering storms, undead warriors, and ice mephits, the party later finds Sven unconscious, as well as a giant bridge leading to a mysterious palace. Deciding not to leave him to die, the party does their best to tend to Sven's wounds and keep him warm as they continued exploring.



The western gates were heavily guarded by some surprisingly tenacious skeleton warriors, forcing the party to get their bearings and rest for a few hours. Around that time the jarl's main force circled around to the north side of the iceberg, ascended the cliffs, and assaulted the north side of the palace. After resting up and looting a nearby accounting house, the PCs saw some vikings engaged in combat around the plaza. The PCs helped them out, and got an update of the jarl's progress. The northeast section of the palace is being cleared out, but the undead warriors were very tough and so not much progress was made. The PCs decided to clear out the rest of the south side, finding a treasury with a magical shrunken boat, a lot of loot, and an old shrine to Althunak, an obscure demon god of frost who absorbed the souls of vanquished foes via cannibalism.

The PCs ascended the eastern spire to get a better vantage point. From below, peering down into the courtyard, the jarl's forces were matched up against equally fearsome zombie soldiers. Spotting a giant block of ice hanging by fragile chains, Askeladden relayed a message spell to the jarl of their plan while Syrasi got ready to loose a crossbow bolt at the chains.

The plan worked, the undead forces were tricked under the block as the jarl's party gave a false retreat. The party's efforts did not go unnoticed, as a series of long, slow claps emanated from across the bridge to the north. An armored man astride a skeletal steed was there, and his voice carried over clearly as though he were right next to them. Unusually talkative, the Winter King introduced himself as Prince Uth'ilopiq, of a long-dead civilization, and how he went by many names for his terrible deeds in service to his abyssal lord. He challenged the party to battle, but not before the tower on the far end blocked off the stairwell entrances with giant icicles, preventing any reinforcements in helping the PCs.



A pitched battle was held on the bridge. Two of the vikings with the party went down, Syrasi's glitterdust blinded his steed, and the Winter King's summoned winds nearly knocked Vigbjorn and Askeladden off the bridge. Heavily exhausted and wounded, with allies and summoned monsters falling alike, it was unclear who the victor would be. The tower was about to launch another icicle, this time at the docked northern ships, but not before the rest of Sven's team disabled it by killing the mages and jumping to the bridge to join the battle below (albeit a bit late).

But Askeladden struck the killing blow, and the Winter King, laughing, pulled himself deeper onto the blade, speaking in a whisper of how they struck the killing blow, but not before he tore open a "wound that will never heal." The iceberg was tied to his essence, and mere seconds later cracks in the earth and tremors threatened to rend the castle apart. Chaos descended around the party as the Winter King laughed moments before he was beheaded.

The party rushed as fast as they could, using the magical shrunken boat when it seemed that all was lost. The palace and its unholy legacy sank beneath the waves, as the party rejoined the jarl's ship, the Long Serpent, and set off back to Silvermeade Hall.

It was a joyous yet somber occasion. As people were thankful that the Winter King's reign of terror was brought to an end, so too did they mourn the many warriors who died that day to spare them his wrath. Bodies which were recovered were placed in ships set out to sea, lit by burning arrows as is custom. And a long, dark winter set in.


DM's Notes

I will admit that I made some minor alterations to the adventure, although the crux of it is more or less the same. Originally the Winter King's iceberg was but an unknown factor, and the party got there by going a-viking in exploring unknown waters. I decided to make Prince Uth'ilopiq a more immediate threat and played up the angle of Jarl Henrikson leading a raiding party to make war. I felt that this gave more of a "push" for the characters, both to act first before the iceberg got to Halfstead. The icicle siege weapons were originally just strong winds which blown the ships back, but this more obvious threat would better connect things as an obstacle to disable to help the longships safely approach and dock.

The Winter King was also originally intended to be fought in his throne room, but since it seemed that the party was wandering elsewhere and happened to be exploring next to a grand bridge I had their fateful encounter there instead.

Thursday, April 6, 2017

The Northlands Saga, Part One: Spring Rites



Note: At this point in the campaign Syrasi and Vigbjorn have yet to join until the next adventure. The current party is Askeladden, Amund, and Grackleback.

Our tale begins in the region of Halfstead, a relatively prosperous realm home to Silvermeade Hall and Jarl Olaf Henrikson. A single father with three daughters, the oldest one Runa is set to marry calling for celebrations. The PCs, trusted huscarls and confidants of the jarl's social circle, are entrusted with looking over them as they set off to pick flowers in a nearby field.

The daughters are quite a handful. Inga, the eldest, is very arrogant and treats the PCs like servants. Fastvi hopes to one day be a warrior and is enamored of Askeladden's status as skald. Runa, on the other hand, is reserved and carries on a conversation with an imaginary friend (or is it???).



While going to the field, and preventing Fastvi from overruning a farmer's crops in an ill-thought out horse dash, the party comes across a rather friendly hound who Runa desires to keep. Unfortunately, a witch by the name of Sibbe the Unkempt, indeed the very woman who helped deliver Runa's birth 9 years ago, seeks the girls to perform a blood sacrifice and enacts a powerful sleep spell on the field's occupants. The PCs fight for a bit as two of her henchmen, a berserker by the name of Njarni the Traitor and a scoundrel known as Clever Gufti attack. The dog bites Njarni in the genitals before it succumbs to sleep, earning the mutt a throat-slitting both for revenge and to make sure their scent can't be tracked down.

When the party comes to, the group sends Cecile (a paladin DMPC played by me for just this adventure) to inform the jarl of what happened, while the rest of the group rides off to save the girls. Along the way they meet a swamp-dwelling troll who's won over by Grackleback's offering of meat, sneak by some drunken cattle raiders and steal a cow for the aforementioned troll-blooded to eat, trek across the undead-haunted Barrow Lands, and come face to face with the dead dog whose spirit motivates him from beyond the grave and joins the party!

The PCs also meet Styr the Ugly, an outlaw who noticed Sibbe's group and tried to attack them, thinking them easy marks and to use the jarl's daughters as ransom. They did not count on a mind-controlled Runa or Sibbe to take out half his bandit crew with magical flames, and thus they had to huddle up and lick their losses. Askeladden convinces them to ambush Sibbe for revenge if nothing else. He accepts, and the PCs (plus a dog and 3 bandits) head up to tor. The sky is dark and stormy as Sibbe gets ready for her ritual. The PCs climb up the back, avoiding the easy to spot main pathways, and attack!



Sibbe is felled in one strike by Grackleback, interrupting her ritual. Coughing up blood she orders Runa to avenge her, and an already enlarged (11 feet tall) and berserking Njarni attacks Amund. Styr's bandits use the tor's standing stones as cover, taking shots at the villains, while Askeladden rushes to unbind Fastvi and Inga. Meanwhile Amund finishes off Njarni with one punch knocking him to his knees, then another square in the jaw.

Just in time the Jarl's war party ascends as Styr makes a speedy getaway. Olaf Henrikson is overjoyed to see his daughters safe and sound, and awards the party gold arm-rings as a sign of favor and trust. But unexpectedly, a legion of undead warriors meet the group as they head back. One of their leaders steps up, gesturing to the party for a necklace which Sibbe apparently stole from him. Askeladden gives it back, and in returns is granted an artifact blade as a gift.

Back at the hall the PCs are the talk of the town, with people asking them to retell their deeds, something the skald is all too happy to do. Alas, the undead hound refuses to go any farther and watches from the town's edges before heading off into the woods. Grackleback decides to follow him, and is looking to this day (and possibly to live among the swamp trolls, one of the few who shown her kindness).

The Northlands Saga, Cast of Characters



So around mid to late 2016 I snagged a PDF copy of the Northlands Saga Complete for Pathfinder. During this time I noticed an increasing crop of Nordic-themed RPG supplements as of late, and the idea of a full adventure path in a cold land of viking warriors was quite appealing. Yet gaming priorities prevented me from running this until early this year. As of now we're very far into the 2nd of 10 adventures within this book, and are having quite a bit of fun. I decided to chronicle our exploits in a campaign journal here.

This first covers the heroes of the North, both past and present. In other words, the PCs. As of this posting, all of the PCs save Grackleback are part of the current party.

Meet the Cast




Amund: An ingarsuk (giant from Inuit folklore), as a young boy Amund was captured in a Northlander raid and taken south to the domain of Halfstead. He spent his childhood in the town of Silvermeade Hall, earning a living as a hunter's apprentice and earned a place at the jarl's table in spite of his oft-distrusted heritage. A man of few words, he is still technically a boy in giant years, but for the time being he is assumed to be merely giant-blooded (humans with a distant touch of giantish heritage) by other villagers.

Mechanical Information: Jotunn Racial Paragon Class from Rite Publishing. Amund serves as a mix of melee and ranged support, alternating between spears, fists, and boulders. He's an accomplished hunter, and helped the party track down quarries and weathered the worst of the Northlands' climate.



Askeladden of the North: Raised alone by a mother who never spoke of his father, Askeladden heard many heroic sagas from her later forming his aptitude for skaldship. But a tragic storm at sea changed his fate, taking away the one person he respected more than anyone else in the world. He lived an itinerant life as a bandit, before meeting his match against a man he calls only "the Shieldstorm." A short yet fast friendship was formed out of this unlikely circumstance, but one day Askeladden's friend, disappeared, leaving but a handwritten recommendation to Jarl Olaf Henrikson to train Askeladden as a huscarl. Jarl Henrikson accepted, albeit grudgingly, and the skald isn't exactly happy about the situation either.

Mechanical Information: Skald hybrid class from Paizo Publishing. Although capable in melee combat, Askeladden is very heavy on using heroic ballads and minor magics to enhance the rest of the party's combat prowess. He's an experienced metalsmith and crafted more than a few magical arms for the party.



Grackleback: A troll-blooded woman of Silvermeade Hall, Grackleback is a rather friendly if gluttonous associate of Jarl Henrikson. She is not well-liked by the other inhabitants due to her heritage, although she and Amund got along well enough.

Grackleback's player bowed out of the campaign, and so the troll-blooded left the quaint village of Silvermeade Hall to search for an old friend...

Mechanical Information: a Rogue through and through, Grackleback fights with her claws, taking advantage on ambushes and openings in enemy defenses to bring down foes before they can strike back.



Syrasi the Curious: An elf whose people ventured north fleeing religious persecution, Syrasi is an accomplished worker of the magical arts. Jarl Henrikson was the one who requested she travel to his town to help consult him in supernatural affairs, although her other reason was that his departed wife contacted her from beyond the grave to help their daughter Runa control her magical heritage. Currently a free agent, Syrasi accompanies the party on their travels, motivated out of altruism to fight the many evils arrayed against them and the people she loves.

Mechanical Information: An elf Witch with variant racial traits suitable for cold travel, Syrasi focuses heavily on hexes and curses to debilitate enemies. She knows a variety of magical spells useful in and out of combat, and can craft magical scrolls.



Vigbjorn: A troll-blooded warrior of Silvermeade Hall, Vigbjorn displays great intelligence and mind's worth the envy of any warrior, which causes more than a few opponents to underestimate what they view as a "monster." Originally meant to serve as expendable cannon fodder in battle who managed to survive, he's now a steadfast companion of the other party members.

Mechanical Information: Multi-class Barbarian/Rogue with the Scout archetype, allowing for Sneak Attack damage to be applied during a charge attack. Hit fast and hit hard is the name of the game for Vigbjorn.



Aluki: An Ulnat woman from the village of Laquirv in the Far North. Aluki first met the party when her kayak was set adrift by a storm and crossed paths with their ship. She helped them fight against the Children of Althunak, a demonic cult terrorizing her people, and later on became smitten with Syrasi and volunteered to travel with them for a time.

Mechanical Information: Is an outdoors survival expert, capable of drawing upon magic to help the party better brave the harshness of nature. Specialized in ranged archery, able to shower foes with arrows from across the battlefield.

Wednesday, December 21, 2016

Are we seeing an increase in Nordic-themed RPGs?



The Elder Scrolls: Skyrim received a Special Edition upgrade around late October this year. Funnily enough, the months leading up to that reignited my interest in the game but when the new version came out I did not touch it save for a few hours of experimenting. The truth of the matter was that not all of the old mods of the 2011 version were transferred or compatible, and the lack of Skyrim Script Extender or SkyUI support more or less killed any good reason to use the new version even though I got it for free.

About a month later, I saw a Pathfinder setting which combined two disparate elements of steampunk and Norse mythology into an interesting blend: Rhune, Dawn of Twilight. I'm still in the course of reading it, but it's quite a cool book. It has a strong sense of theme rather than trying for a "kitchen sink" approach, and core assumptions are built into the framework. For example, the Material Plane is not a globe, but rather the trunk of Yggdrasil the World Tree while the other planes of existence are its leaves, branches, roots, etc.

Then I was reminded of another book I got recently: the Northlands Saga by Frog God Games, which also released in its Complete version in early 2016. It was at this point I began noticing a pattern. After an illustrated book of the Poetic and Prose Eddas became a best silver seller on Drive-Thru RPG, this all but confirmed it.

Back in 2012, Cubicle 7 Entertainment released the stand-alone RPG Yggdrasil, a game set during a mythical Age of Vikings. Although Midgard by Kobold Press drew more upon Central and Eastern European themes, it did have its fair share of Nordic elements such as the world surrounded by a giant world-serpent eating its own tail.

Interest in Nordic themes is far from recent even in tabletop gaming. Going as far back as Deities & Demigods the Æsir–Vanir were described alongside the Greek and Egyptian pantheons, and quite a few campaign settings had their own pseudo-Scandinavian realms. But in regards to whole settings and sourcebooks there does seem to be a lot more Viking-related gaming material as of late. Part of me wonders how much this coincides with Skyrim's popularity (both the original 2011 and latest upgrade), and how much of it was just always there.

What are your thoughts? Feel free to let me know in the comments below!