Random Acts

A Creative Endeavor Relating to the fields of Storytelling, Folklore and Illustration.

Monday, July 6, 2009

Nine Worlds: Social Rank

Society in the Nine Worlds is structured along fairly strict lines, with clear distinction between its ranks. Social climbing is not unheard of in cases of personal heroism and initiative, and in-fact is considered an admirable trait. In all the cultures of the Nine Worlds, the following basic social ranks can be found:

Thrall

At the bottom rung of the social ladder is the thrall or slave. Chieftains, earls and even the freemen count thralls as part of their property. A wealthy landowner might have 30 or more thralls to work his land. Even a small property, it is felt, should have at least three thralls.
Thralls do much of the heavy farm work. The men spade fields, herd cattle, watch sheep, tend pigs, spread manure, dig peat, chop wood, build walls and harvest crops. Women churn butter, milk cows, grind grain and cook meals.
Thralls are not without rights, though they are few. Thralls lives are counted as no more than those of cattle, according to law. If they are killed, the master cannot pursue a blood feud nor demand a repayment equal to that of a freeman. Thralls can not inherit of leave property to their children.
Although unable to hold land a thrall can have possessions, money and time to do work for himself. Slaves are permitted to do business at public markets and to make private transactions if the value involved was less than 20 copper. In favorable circumstances he might hope to purchase, earn or be rewarded with his freedom. Marriage is permitted but the children are also slaves. Ill treatment of thralls is regarded as an undesirable quality and most masters treat their slaves quite well as happy thralls work all the harder. A slave is not allowed to bear arms except in the case of fighting off invaders; and the slave who killed such an enemy is to be rewarded with his freedom.
Racial Variants: Dwarves Trolde and Elves have no Thrall rank amongst themselves, using kidnapped humans to fill this role. Trolde and Hill Giants are often kept as thralls in giant-held lands.
Class Options: Thralls are most often of the Peasant and Adept NPC class (LL-peasant human monster entry).

Freeman
The largest social class are the free farmers, or freemen. The a farmers are truly free people with farmland that is owned outright. Earls and kings have no claim on a freeman’s land. A freeman enjoys full protection under the law, although lawsuits depend on power and alliances. Most freemen are farmers. While others are bards, retainers, smiths, warriors, merchants, shipwrights, woodcarvers, and any number of other trades.
Bondi: The Bondi are the wealthiest and most influential of freeman and have owned their land for at least six generations. Such individuals are always leaders in their community.
Housecarl: Housecarls are men and women serve as retainers to a nobleman, forming his household. These men also serve as bodyguards and the core of any army the noble might need to raise.
All player characters begin the game as members of the freemen class, unless the DM chooses otherwise. Player characters are assumed to have taken their inheritance in coin and equipment to set off on their own to make their way in the world.
Racial Variants: Dwarven freemen are the same as humans. Elves have no freemen, using magic, fey and half-elves to fill this role. Trolde society is centered around clans and family units, and thus freemen are their majority. Cloud and Stone Giants form the ranks of freemen in Jotun lands.
Class Options: Freemen can be of any PC class, as well as the Expert NPC class. More intellectual classes such as the Cleric or Wizard are most often Bondi or Housecarls.

Nobles
Above the freemen are the men and women of authority - local chieftains and earls. They are the men and women who keep Housecarls. They are the commanders in battle, have influence in the choosing of the local law speakers, collect tribute, tend the kings estate, and enforce the kings decrees.
Chieftains: The lesser nobles, sometimes called chieftains, are landed men, having received their authority (along with a grant of land) from the king. This position is not hereditary, with the king giving out the title. Once given, it cannot be taken away, but the title does not automatically pass on to the eldest son or daughter. The king has to confirm the transfer, by making a grant of land.
Earls: The Earl (or Jarl) is second only to the king, have a great deal of power and authority. Many are independent of the local kings and can do as they please. They keep large numbers of retainers, collect tribute of their own and rule over districts.
Racial Variants: All elves are considered nobles in their society. Dwarf and Trolde nobles are the same as humans. Frost, Fire and Storm Giants form the Noble class in giant society.
Class Options: Nobles can pursue any PC class and the Aristocrat NPC class. The Fighter, Paladin and Wizard classes are most common amongst the noble class, though Wizard nobles are greatly feared.

Kings
The highest level of society are the kings. The title of king is both hereditary and democratic at the same time. Kingship descends from father to son (or illegitimate son or even brother), but the freemen vote for their choice in king. Thus if there were three sons and a brother of a late king, all were candidates to become the next king. Since the freemen have the final say, , the choosing of a king is a highly charged and political affair. As with most things, the title goes to the strongest, most cunning, or most popular.
This system encouraged infighting and murder between contestants. Kin-slaying is a terrible crime in the Nine Worlds and thus all such activity had to be kept very secret. Of course hiding ones evil from the gods can be terribly difficult.
The kings most important function is to oversee the protection and honor of his subjects. Whether elected or hereditary, the king is still subject to the pleasure of his subjects. The king is their leader in war. He is the grand judge for disputes that cannot be settled in any other way. He also collects tribute from neighbors.
Racial Variants: The kings of the Elves are always Half-Celestial or Half-Infernal beings, and always spellcasters of terrible power. Kings of the dwarves are always half Earth-Elemental. Trolde have only Queens, whose nobles are always direct relatives and in-laws. Giant kings are the Jotun themselves, though they do not normally rule directly, preferring their Earls to handle most of the ruling.
Class Options: Kings are most often Fighters, though any class is possible. Cleric-chieftains dedicated to Odin are very popular, as such war-priests can inspire more than normal levels of loyalty, as well as gain the support of the gods.

Nine Worlds: Gods and Religion

Gods and Religion
The gods of Norse mythology are very different from those in most D&D games. They are extremely flawed, gritty and for lack of a better term; human. These beings would have no “divine rank” as viewed in Deities and Demigods and similar works, but would be more akin to powerful outsiders (celestials, fiends etc). Still, they are specially tied into the tides of Fate, and are all of very high level (18+), making them “god-enough” to the people of Manheim.
Even the weakest of god-kin (Aesir, Vanir and Jotun) will have the waters of creation flowing in his or her veins, making them stronger and more enduring than mortals. They are all extremely long-lived (though not immortal), aging at an extraordinarily slow rate upon reaching adulthood. God-kin are immune to all natural diseases and resistant to conventional injury. God-kin still need to eat, drink, sleep and if not for the magical apples of Idunn, would eventually age and die.
Jotun do not die from old age, but they also do not stay young. Instead they become increasingly large, slow and irratable until they fall into a deep sleep. In this state, they are more like mountains and glaciers than living beings. They can remain in this state indefinitely, awaiting the call to Ragnarok, to tear down the world at last. Woe unto those who disturb a jotun in this state.
All members of one of the pantheons below can sense whenever major events related to the pantheons portfolio takes place in the Nine Worlds. Such events must involve at least 300 beings.

Image: Scythian worshippers of Thor, whom they revere above all of the Aesir. They call him “Torsmannen” or “thunder man”. Clerics focusing so on Thor must choose the domains of Strength and War, choosing the warhammer as his or her favored weapon.

Clerics and Religion
The gods are served by a class of priest-chieftains called the godar (cleric). Worship is usually conducted outdoors, under guardian trees, near sacred wells, or within sacred arrangements of stones. In larger communities, wooden and stone temples are used, with altars and with carved representations of the gods.
Rituals of all kinds are common, but seasonal ceremonies and those relating to marriage, war and death are the most common. Animal sacrifice is a regular practice and human sacrifice in Jotun temples and those dedicated to Hel.
Clerics/Godar: Nine Worlds clerics are generalists, following entire pantheons rather than specific deities. Clerics must choose a pantheon to follow from those below:

Aesir
The Aesir are a pantheon of fierce deities that dwell primarily in Asgard, a realm above Midgard where they continually prepare for their inevitable wars with the Jotun. These gods value the virtues of courage, endurance, expression and loyalty. Clerics of the Aesir are expected to hold to the values of their gods, but view the cleric/deity relationship more in terms of a series of favors between wary allies rather than slavish devotion. Even the gods must earn respect.
The Aesir dwell primarily in Asgard, a large plane above Midgard. Asgard is a land of wide planes, high mountains and perpetual sunlight. Here the Aesir continually feast and train in preperation of Ragnarok. Most of the Aesir avoid leaving Asgard, rarely travelling to Midgard for any reason. The greatest exceptions to this are Odin, Thor and Tyr.
Duties of the Priesthood: Preparation for Ragnarok is the primary concern of clerics of Aesir. Towards this end they promote martial prowess, physical health and bonds of honor. They also as arbiters of justice and advisors.
Cleric Alignments: Any non-Chaotic (LL- Lawful)
Domains: Death, Knowledge, Law, Magic, Strength, Sun, Travel, Trickery, War.
Worshippers: Blacksmiths, Fighters, H-Elves, Humans
Portfolio: Destiny, War
Favored Weapon: Warhammer, speear, axe.

Sample Aesir:
Odin (king of the Aesir and god of magic and war),
Thor (thunder god),
Frigga (queen of the gods and goddess of wives),
Tyr (god of heroism and righteousness),
Hel (goddess of death and collector of those who die of disease and old age)

Vanir
The vanir are a race of nature gods usually allied with the Aesir, though the two pantheons regularly bicker and feud. All Vanir are beautiful elven beings of deep wisdom and power, they are known as generous though fickle in temperament. These gods value art, bravery, craftsmanship, music and natural beauty over all. War comes easily to them as well, though they do not cherish it for its own sake. Even the Aesir have learned not to underestimate these gods.
Most of the Vanir dwell in Vanaheim in the far East of Midgard. This is a mountainous land covered in lush forests where a great many magical creatures live. Some Vanir dwell in Alfheim amongst the light elves.
Duties of the Priesthood: Clerics of the Vanir must do all that they can to promote prosperity, and a deep love of beauty. They are also called upon to perform marriage rites.
Cleric Alignments: Any neutral (LL- Neutral)
Domains: Animal, Plant, Sun, Healing, Water, Air, Good, Luck, Magic.
Worshipers: Bards, druids, elves, foresters, sorcerers.
Portfolio: Cultivation, Fertility
Favored Weapon: Longsword, longbow, dagger

Sample Vanir:
Njord (god of sea travel and merchants),
Frey (god of fertility),
Freya (goddess of fertility),
Golveig (Vanir goddess of divination, witchcraft and foe of the Aesir),
Fulla (goddess of bounty and servant of Freya)

Jotun
The Jotun (plural jötnar) are a pantheon of divine giants that dwell primarily on Jotunheim, Nifleheim and Muspelheim. They are sometimes standing in opposition to the races of the tribes of the Aesir and Vanir, although they frequently mingle with or intermarry with them. These beings embody all that is terrifying in nature, storms, fire, flood, earthquakes and are known as man-eaters. Some of the Jotun are able to assume human stature and have been known to dwell amongst men, elves and even gods, though this is an exception and not the rule.
Duties of the Priesthood: Clerics of the Jotun must do all that they can to promote aggression and to amass personal power. Harsh lessons, hoarding and tests of physical might are meat and drink to the priesthood.
Cleric Alignments: Any non-Lawful (LL- Chaotic)
Domains: Air, Chaos, Destruction, Evil, Fire, Earth, Water, Strength, Trickery.
Worshippers: Giants (all types), Barbarians, Dwarves, Monsters.
Portfolio: Nature, Power
Favored Weapon: Club (any), any large two-handed weapon.

Sample Jotun:
Aegir (god of storms and the deep),
Thrym (king of the frost giants),
Surtur (king of the fire giants),
Vafthrudnir (great weaver and lore master),
Loki (god of fire and mischief and actually a giant)


Nine Worlds: Creation Stories

Below are some really nice inspirations for Norse Mythology and good fodder for a Nine Worlds campaign.







Wednesday, July 1, 2009

Nine Worlds: Race and Class

Humans
Humanity is the most diverse of species in Manheim. Different regions breed different appearances and tastes. As one travels closer towards Muspelheim, humans get steadily darker, and in some cases get nearly as black as iron and very little body hair. Similarly, as one goes closer to the icy wastes of Niffleheim, men become paler and with thick body hair and beards. Various “middle grounds” of appearance is more common however. Despite these physical differences, humans are pretty much the same wherever you go. Villains and heroes can be found everywhere and amongst every people and region.
Humans worship the Aesir, the Vanir, and even the Jotun in certain regions, with a vast number of ancestors, house gods, fairy-folk and other beings being offered prayer, appeasement and sacrifice. Humankind, being the shortest lived of the races, is constantly seeking to make profitable accord with the supernatural forces of the world.
Roleplaying Notes: For good character concepts, choose a region from which the character has come from. Each region has its own flavor and back-story, and such can really breathe life into a character. Regional feats will be posted soon.

Elves
Originally from Midgard the elves now live primarily in Alfheim (good elves) or Svart-Alfheim (evil elves), though sizeable populations also dwell in Vanaheim and Manheim. Elves remaining in Manheim normally keep to deep forests and hidden halls, sometimes buried under hills (in which case they are called Huldrefolk). Elves are not an endangered people, though they are not as prolific as men. The ruling caste of elves always have either the either Half-Celestial or Half-Fiend template.
The elves are greatly feared in most places, as their magical natures and fickle temperament make them dangerous company indeed. Still the beauty and majesty of the elves cannot be denied, and many cannot resist their charm.
Huldra: Elves of the deep forests of Manheim and notorious kidnappers of humankind. Huldra dwell in underground halls located in wild woodlands and hills. Unlike other elves, these folk do not dwell in Alfheim, Svart-Alfheim or Vanaheim, preferring their own holdings.
Alder King and Holly Queen: The king and queen of the Alfheim and Svart-Alfheim elves, the queen being of the light elves (Half-Celestial) and the king being of the dark elves (half-fiend). These two have a jealous and passionate relationship, full of affairs and bickering. But somehow it works. Though the king and queen, not all elves follow these beings, though many do. These two have a jealous and passionate relationship, full of affairs and bickering. But somehow it works. Though the king and queen, not all elves follow these beings, though many do.
Traits: As PHB Elves, but with the following changes.
  • Favored Class: Fighter or Sorcerer (choose at character creation).

Half-Elves: Half-Elves are not uncommon, as elves are known to kidnap or foster humans, taking them into their own lands to act as servants, companions and lovers. From these unions come the half-elves. Such beings are considered outsiders as standard PHB half-elves, though negative responses from humans has more to do with the otherworldly nature of the elves. Half-Elves born of a union between Half-Celestial or Half-Infernal Elves and humans are always Celestial or Infernal Half-Elves as-appropriate.

Dwarves
Dwarves are originally from Midgard, but now dwell mostly in underground kingdoms where they wage many wars with their neighbors. Dwarves are feared by men as they are notorious slavers and lechers, enchanting and carrying off human men, women and girls to dwell deep underground. The noble caste of Dwarves are all half earth elemental, being more fully beings of stone and earth. Midgard dwarves do not disdain the use of magic, being renowned diviners of great skill. Rather it is clerical powers that they dislike, as the gods and jotuns have rarely been friends of the dwarves.
Nine Worlds Dwarves are almost always male, having few females amongst their own kind. Fortunately, dwarves breed true with human women, though this has led to a great many hard feelings between men and dwarves. Still, dwarf husbands are known to be generous to their wives, giving them magnifiscent jewelry and fine made garments.
Durin (Dwarf Race): The dwarves of the Durin people are particularly selfish and cruel. They are the most willing to trade with giants and other fell beings. Durin dwarves tend to be sloven in their appearance, otherwise they appear as other dwarves.
Modsognor (Dwarf Race): The dwarves of the Modsognor people are staunch allies of the Aesir and of like allied humans, though they are still a hard and unkind people. Modsognor dwarves are always well dressed and groomed.
Traits: As PHB dwarves, but with the following changes.
  • +1 racial bonus to attack humans. This replaces the standard bonus against goblins and orcs. Dwarves war with human raiders and in taking human slaves.
  • Favored Class: Fighter or Diviner (choose at character creation).
Gnomes: Gnomes as presented in the PHB do not exist in the Nine Worlds. Rather, gnomes are one of a wide range of fey creatures dwelling in Manheim. For the most part, these beings keep to themselves.

Halflings: Halflings are unknown in the Nine Worlds.

Half-Orcs: Orcs and thus Half-Orcs do not exist in the Nine Worlds.

Trolde (New Race)
Troldes, also known as Throlls or Trolls, are ugly giant-kin that arose from the flesh of Ymir at the same time as the dwarves and elves. They can be found in many places across the world, particularly in deep woods and other lonely places.
Personality: Trolde are crude, vulgar beings that enjoy rough humor, fighting and feasting. Trolde will never pass up an opportunity to show off their great strength, and despite their limited intelligence, engage in riddle contests and games with great enthusiasm. Once befriended, trolde are generous and loyal though a bit thick.
Physical Description: Troldes are big, brutish, ugly humanoids with great strength, elongated ears, big noses, shaggy body hair (almost fur), long arms and earth tone hides. Amongst individual Troldes one might find many other beastly peculiarities, including such things as tusks, ox’s tail, cyclopic eyes, and splotchy hides with crags, bumps and warts.
Relations: Trolde are not much liked amongst most people as they see themselves as the rightful inheritors of the world and its magic. Dwarves frequently go to war with trolde clans, as struggles over mining rights between these races is frequent. Elves and Trolls typically stay out of each others way, though they often live near one another in Manheim. Trolde view humans as usurpers of the trolde birthright of the world, but will sometimes form alliances with them.
Alignment: Trolde are a clannish but independent people who dislike central authority figures, and so most of them are Chaotic in alignment. Few trolde are generous enough to be considered Good, with most preferring Neutrality. Evil trolde exist, but are not loved amongst trolde clans.
Trolde Lands: The only known nation of trolde is Trollbottom (East of Permia), a collection of troll ealdoms under a powerful troll queen. Trolde live mostly in the wild lands, far from human settlements, where they maintain small family clans. Trolde prefer small holdings to large settlements, though they keep tabs on neighboring troll clans and families, banding together in times of trouble.
Religion: Druidic religion is more in line with Trolde belief, tinged with great respect for the Jotun and Vanir as elemental beings. Worship of the Jotun is most common amongst Trolde clerics, especially the Jotun that are of neutral alignment. Worship of the Vanir is rare, but does exist, especially in Western lands. Trolde have no love of the Aesir, and will never worship them.
Language: Trolde have their own dialect of Giant, called Trollsprog, which has its own runic alphabet.
Names: Giants typically have a birth-name given to them by their parents and an honorary title to describe their deeds and personality such as; Grinder, Stomper, or Swillgut.
Male- Addanc, Alviss, Brokk, Chrysanor, Eitri, Fafnir, Fraener, Hunfrid, Wada, Wade.
Female- Angrboda, Fenja, Gerder, Grid, Gunnlod, Jarnvid, Menja, Titalia
Adventurers: Being creatures who prize treasure and magic, trolde make for excellent adventurers. This coupled with their great strength and fearsome reputation make trolls excellent allies for a party. Most trolls choose very physical careers such as barbarians, fighters or even rangers. Most spellcasting trolde are divine casters with only a rare few becoming arcane casters.
Troll Traits:
  • +6 Strength, -4 Dexterity, +4 Constitution, -2 Intelligence, -2 Charisma.
  • Size: Medium.
  • Base Speed: 20 feet.
  • Darkvision: Trolls can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and trolls can function just fine with no light at all.
  • Giant Blood: For all special abilities and effects, a troll is considered a giant.
  • Powerful Build (Ex): The physical stature of trolls lets them function in many ways as if they were one size category larger. Whenever a troll is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the troll is treated as one size larger if doing so is advantageous to him. A troll is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A troll can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Scent: Trolls may take the scent special ability as a feat at 1st level.
  • Skills: –4 racial penalty on Climb & Swim checks.
  • Automatic Languages: Common and Troll.
  • Bonus Languages: Dwarven, Giant, Hyborean, Terran and Abyssal.
  • Favored Class: Barbarian (male) or Druid (female).
  • Level Adjustment: +2

I saw Eternity the other night,
Like a great ring of pure and endless light
-- Henry Vaughan