Friday, July 24, 2009

Nine Worlds: Outsiders

As stated in the Gods and Religion section, the deities that squabble and war over the fate of the Nine Worlds are not gods in the normal D&D sense. They are instead several families of powerful outsiders (spirit beings) not that different from Celestial (angels, eladrin etc) and Infernal (demons, devils etc) beings. As such I present the assorted outsider subtypes of the Nine Worlds.

Labyrinth Lord Players: The following subtypes are guides to the standard powers of these beings. THis concept is easily converted to Labyrinth Lord rules.


Aesir
“I know that I hung
On a wind-rocked tree

Nine whole nights,
With a spear wounded,

And to Odin offered

Myself to myself;

On that tree

Of which no one knows
From what root it springs.”

-Odin’s Rune-Song

Aesir are a race of celestials, native to Asgard. They are a fierce, somber race of beings and are very warlike. They trace their origins to the ancient god buri and his Sturm wife. From his line came Odin, Villi and Ve. Now, the Aesir are ruled by Odin and his wife Frigga.
Aesir resemble men and women of great physical beauty and power. They tend towards a somber demeanor, though this is not always the case. Warfare is foremost in the minds of most of the Aesir, towards which they dedicate their efforts most of the time.

Aesir Traits: An Aesir possesses the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision out to 60 feet and low-light vision.
  • Aura of Menace (Su): A righteous aura surrounds Aesir that fight or get angry. Any hostile creature within a 20-foot radius of an Aesir must succeed on a Will save to resist its effects. The save DC varies with the type of Aesir, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the Aesir that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same Aesir ’s aura for 24 hours.
  • Immunity to electricity and petrification.
  • +4 racial bonus on saves against poison.
  • Human Traits: Gains 1 extra feat at 1 Hit Die, and 4 extra skill points at 1 Hit Die and 1 extra skill point at each additional Hit Die.
  • Teleport (Su): Aesir can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
  • Tongues (Su): All Aesir can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.


Vanir
“In Gymer’s court I saw her move,
The maid who fires my breast with love;
Her snow-white arms and bosom fair
Shone lovely, kindling sea and air.
Dear is she to my wishes, more
Than e’er was maid to youth before;
But gods and elves, I wot it well,
Forbid that we together dwell.”
-Skirner’s Lay


The Vanir are a tribe of outsiders associated with fertility and prosperity. They live in Vanaheim (Vanaheimr or Vanaland), the world of the Vanir. They warred upon the gloomy and somber Aesir in ages past. The Vanir are gods of joy, air and light, and embody these traits at all times.
Vanir are elf-like, tall, regal and ever-youthful though the very old do grow beards. Many possess great wings and carry an aura of light wherever they go. Laughter and music accompany the vanir.

Vanir Traits: An Vanir possesses the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision out to 60 feet and low-light vision.
  • Immunity to acid, cold, petrifaction and sleep.
  • Resistance to electricity 10 and fire 10.
  • +4 racial bonus on saves against poison.
  • Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Vanir. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Vanir’s HD). (The defensive benefits from the circle are not included in an Vanir’s statistics block.)
  • Elf Traits: Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. +2 racial bonus on Listen, Search, and Spot checks. A Vanir who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Telepathy (Su): All Vanir can communicate telepathically with any creature with 100ft that has a language.


The Jotun
“Not the man of mortal race
Knows the words which thou hast spoken
To thy son in days of yore.
I hear the coming tread of death;
He soon shall raze the runic lore,
And knowledge of the rise of gods,
From his ill-fated soul who strove
With Odin’s self the strife of wit,
Wisest of the wise that breathe:
Our stake was life, and thou hast won.”
-Vafthrudni’s-mal
The Jotun are a primordial race of spirits that collectively represent the ferocity and sheer power of nature. As a whole, they are always larger than human-beings, though some are close enough in stature to pass as over-large men and women. All jotun are capricious and temperamental beings, given to deep passions of rage, hate and possessiveness. Some jotun are decent enough beings, but all view humankind as inherently lesser beings and have been known to eat them or kill them for mere idle amusement.
Jotun can live anywhere, from the burning wastes of Muspelheim to the depths of the deepest sea with little difficulty. Jotun live primarily in mountainous Jotunheim, icy Nifleheim and fiery Muspelheim, having their own kingdoms in those worlds. Amongst jotun-kind only those who dwell in Muspelheim have any real organization, with most preferring the way of wild and isolated clans and small kingdoms.
The Nine Worlds does not have giants of the kinds found in the Monstrous Manual such as Hill Giants and Cloud Giants. Rather, this niche is divided amongst the Trolde, Trolde sub-races and the Jotun. Trolde are the only earthy giants of the setting, and are the equivalent of humans or elves to the Aesir or Vanir. Jotun dwell in Jotunheim, Nifleheim and Muspelheim, and are as numerous in those realms as humans are in Midgard. The kingdom of Risaland on Midgard is the largest kingdom of true Jotun near the realms of men.
Jotun Traits: Most Jotun possess the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision out to 60 feet and low-light vision.
  • Immune to two of the following effects: acid, cold, electricity, fire, poison, petrifaction, or polymorphing.
  • Resistance 20 against two of the following effects: acid, cold, electricity, or fire.
  • Rock Throwing (Ex): Adult jotun are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A jotun of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the jotun's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).
  • Rock Catching (Ex): A jotun of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a jotun that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The jotun must be ready for and aware of the attack.
  • Spells: A Jotun can use arcane spells as a wizard or divine spells as a cleric, from the cleric list and from two domains from the Jotun list. Caster level is equal to the jotun's Hit Dice (maximum 20th level).
  • Scent (Ex): Jotun can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Jotun can identify familiar odors just as humans do familiar sights.
  • Except where otherwise noted, Jotun speak Giant, Aesir and Vanir.

I will be posting examples of Aesir, Vanir and Jotun very soon. Among these examples will be the Wind Hag (Jotun), True Valkyrie (Aesir) and Gullveig (Vanir).

Tuesday, July 21, 2009

Nine Worlds: Ostaran Empire


"One shade the more, one ray the less,

Had half impaired the nameless grace
Which waves in every raven tress,
Or softly lightens o'er her face;
Where thoughts serenely sweet express
How pure, how dear their dwelling-place."
-Lord Byron, She Walks in Beauty
The greatest of the lands of Men, sworn in spirit to the goddess Ostara (aka Frigga) and the teachings of the Aesir. The Empire is ruled over by the Emperor (presently Gunner the 8th ) in the city of Ostar. The Empire is not a highly centralized state. Instead, it is divided into hundreds of individual entities governed by kings, earls, godar (cleric-lords) or other rulers, collectively known as princes. There are also some areas ruled directly by the Emperor such as Imperial Free Cities (see below). At no time can the Emperor simply issue decrees and govern autonomously over the Empire.
The Empire is expansionist, seeking to conquer its neighbors and to dominate trade across the waves. Control of the mountainous country from which the World Tree Yggdrasil is of particular interest to the Empire, and the ever seek to control that land. At present the Empire is at peace, though frequent skirmishes along all of her borders are common occurrences.


Religion
Worship of the Aesir is the primary faith of Ostar, though the Vanir have many followers as well. Worship of the Jotun is illegal and punishable by death. Religious practices in the Empire are highly ritualized and grand affairs, with the great temples in Ostar holding great festivals and parades to the delight of the people. Preparation for Ragnarok is of the utmost concern to the Empire, and particularly the defense of the great tree Yggdrasil.
The goddess Ostara, Goddess of the Dawn (another name for Frigga), is the patron deity of the Empire. Her symbol, a golden ring (pictured to the left), is the emblem of the Empire itself. The priestesses of Ostara are the most powerful religious group in the Empire, and seen as the spirit of all of its lands and people. Because of this, the dawn and the spring is considered to be the holiest of times and a time of ritual, prayer and celebration.
Paladins dedicated to Ostara are quite numerous and typically remain chaste in dedication to Ostaras beauty. The Valkyrie (see Warrior Societies for details) consider themselves servants of this goddess as well, and can often be found acting as guardians to her priesthood.


The Emperor
"The abuse of greatness is when it disjoins remorse from power."
-Julius Caesar
The seat of the Emperor is gained in a manner similar to a King (see social rank for details) though in the case of the Emperor, he is elected by the council of princes; kings, powerful jarls and powerful godar rather than the freemen. The Emperor is said to be the “Champion of Ostara.” guardian of the goddesses honor. It is traditional that the Emperors wife be the High Priestess of Ostara (see below), though heirs might be produced from concubines.
The High Althing: A powerful court of lords who discuss the great rulings of the Empire. As most times the various and far-flung princes cannot always take direct part in the High Althing, they instead send trusted agents (often their children) to speak for them. Proceedings at this grand Althing otherwise functions the same as the Althing.
Imperial Free Cities: A free imperial city is a city formally ruled by the emperor only, as opposed to the majority of cities in the Empire, which belong to a territory and so were governed by one of the many princes of the Empire, such as earls or prince-godar. Free cities also have independent representation in the High Althing of the Ostaran Empire.
Imperial Free Cities are effectively trade cities, allowing for the gathering and distribution of items within the Empire. Within their walls, the cities are controlled by freemen in direct service to the Emperor himself with even Nobles being secondary to the commands of these freemen elect.


The Unnumbered (Society)
“Then storm they, nothing yielded,
Two autumn-billows like!

And oft, with steel round shielded,

Their jarring breasts fierce strike.

“All like two bears they wrestle,

On hills of snow; and draw

And strain, each like an eagle

On the angry sea at war.

The root-fast rock resisted

Full hardly them between

And green iron oaks down-twisted

With lesser pulls have been.

“From each broad brow sweat rushes;

Their bosoms coldly heave;

And stones and mounds and bushes
Dints hundred-fold receive.”
-Tegnér, Frithiof Saga
The elite backbone of the Imperial army, and the greatest fighters in the world of men. In times of war, the Unnumbered represent the arm of the Emperor, commanding the mustered troops and the standing Imperial army. Unnumbered can be recognized due to their insignia tattoo of the Ring of Ostara on their upper left arm, as well as their air of command.
Humans are the only race to be found amongst the unnumbered, though a small number of Asgardian (Celestial) humans can be found as well. Though fighters are the most numerous in the Unnumbered, Paladins and multiclass Fighter/Clerics (Aesir) are highly valued.
Requirements: Human Paladin or Fighter of Lawful alignment. Membership requires that the character act honorably in all dealings, be brave and bold and think always of the success of the forces under his command. Unnumbered are often put in command of lesser troops, and must lead from the front.
Benefits: Members are considered amongst the greatest fighters in the world, and are respected because of it. All members may use the Profession (soldier) skill untrained as appropriate. Unnumbered always have room and board at Imperial fortresses and camps, albeit this is usually the simple fare and lodgings of the common soldiers.


Priestesses of Ostara (Society)
"The fields are chill, the sparse rain has stopped; The colours of Spring teem on every side. With leaping fish the blue pond is full; With singing thrushes the green boughs droop. The flowers of the field have dabbled their powdered cheeks; The mountain grasses are bent level at the waist. By the bamboo stream the last fragment of cloud Blown by the wind slowly scatters away."
-Clearing at Dawn, Li Po
The priestesses of Ostara serve that goddess exclusively to all other gods, seeing her as their ideal and ultimate patron. Other members of the Aesir are acknowledged in their roles, but it is Ostara who reigns in their hearts. Priestesses are always strong and outspoken women, with a clear understanding of politics and the realities of war.
Humans and Half Elves can be found amongst the priestesses, though only humans may achieve the role of High Priestess. The only multiclass found amongst the Priestesses is the Hierophant prestige class. Clerics of Ostara must choose from the Sun, Law, or Magic domains.
Requirements: Female, Lawful Cleric or the Aesir. The primary duty of priestesses of Ostara is overseeing weddings, planting and animal husbandry. They must also minister to the sick, and often serve as oracles for their communities. If they marry, they are expected to watch over their home and set a good example for other wives by not letting their husbands stray too far out of the marital fold. If the husband of a priestess of Ostara practices the common Nine Worlds custom of taking a second wife, the priestess must divorce him immediately.
Benefits: Priestesses of Ostara have great prestige in Ostara, being seen as above reproach and vestiges of honor and strength. All married members gain an Amulet of Health (+2) as their holy symbol, bearing the seal of Ostara, a ring, not unlike a wedding ring.


Other Nations and Peoples


Nordlund: The people of this wild land are proud and poorly made for the life of Empire. Still, in-between wars and raiding between the empire and their own lords, the people of this region trade with Ostar and beyond.

Iberia: The lands of Iberia are under the protection of the Vanir and the Elves and are considered off limits to Ostar. Still, border raids and small wars happen frequently. As this merely adds to the number of chosen slain for Valhalla and Freya’s hall of Sessrumnir, it is not an issue of Imperial concern.

Miklagard: Once an Imperial Free City, now a separate city-state of its own, ruled by Noble/merchants. The Empire would greatly love to gain control of this city and its enviable trade routes once more, but has been foiled many times by Miklagaards wily rulers and a vast mercenary army (with a great number of Trolde).

Permia: The lands of Permia are part legend to the Empire. Delegates from that land occasionally come to visit and trade with the Empire, bringing strange magics and stranger furs.

Scythia: The city-states of Scythia have refused to acknowledge the Empire as anything other than a frequent enemy. Scythian slavers and raiders are a constant threat along the northern border.

Sardis: The far lands of Sardis are greatly desired as a trade route to the East and South and in the past were under the control of the Empire. Now the powerful city-state of Miklagard controls the trade routes through that land and has powerful alliances with many of the tribes of the Sardis.

Dwarves: Dwarf craftsmanship is much desired by the Empire, but the threat of these beings does not go unconsidered. Officially, the Modsognor Dwarven people are at peace with the Empire (though slave-taking still occurs), while the Durin race is seen as hopelessly malevolent. Few in the Empire can tell the difference between these peoples, either in dress or behavior.

Elves: Elves are a puzzle for the Empire. While they are beautiful, courteous and powerful they are also haughty, amoral and frightening. Officially, the Empire is allied with the elves, though this is a pact that few Imperials wish to call upon for fear of the result.

Trolde: Trolde bandits are a frequent headache for the Empire, as the creatures frequently come out of the forests to steal people, livestock and grain. And so Trolde are not much liked in the Empire, typically seen as monsters, and having no more legal rights than a Thrall. Some Trolde working and mercenaries are to be found in the Empire, and are granted some legal rights.


Notes: I decided a civilized nation was in order for this setting. As this world is more to the tastes of a Norse way of things, I decided that a more "Saxon" sort of Empire was in order.

Monday, July 13, 2009

Nine Worlds: Warrior Societies

Warrior Societies (Brotherhoods)
Warrior Societies is a term used to describe a variety of organizations, not just pertaining to warriors. These are groups of specialists dedicated to a philosophy or activity that transcends the normal strata of Nine Worlds civilizations. Often, these societies are religious in cast, acting as a specialized cult dedicated towards one or more specific god, goddess or philosophy.
In game terms these societies are a means by which an adventurer might gain specialized items, access to prestige classes and adventure opportunities. Think of them as “adventurers guilds” though one built around a philosophy and/or specialized interest.
Player characters may begin play as a member of one of these organizations, though a newly initiated one. These (and other) societies should be a means for adding depth to a character rather than limiting his choices.


Brotherhood of the Bear (Thor Cultists)
"His men rushed forward without armour, were as mad as dogs or wolves, bit their shields, and were as strong as bears or wild bulls, and killed people at a blow, but neither fire nor iron told upon themselves."
-Ynglinga saga
The Brotherhood of The Bear is a warrior brotherhood and cult to Thor, recognized by their bear skin cloaks. These reckless warriors pursue action and reckless adventure whenever possible, seeking tests of strength, endurance and skill on battle. The Barbarian class is the most beloved of members, but can also be found amongst them. All members receive a cloak made of bear skin, the symbol of this order of warriors.
Clerics in the Brotherhood must choose from the Strength and War domains and take the Warhammer or Greathammer as their favored weapon. Such clerics see Thor as the most admirable of the Aesir and seek to emulate him in all ways.
Requirements: Membership in the Brotherhood requires that the character have levels in either the Barbarian or Fighter (LL- Fighter ar Dwarf) class and be of non-evil alignment. Members are expected to be bold men full of joy for life. Eating, drinking, wenching and war are all virtues in the eyes of the Brotherhood.
Benefits of Membership: Members of the brotherhood gain considerable clout as renowned heroes. Brotherhood members can undergo a ritual known as “donning the bear shirt” in which the warrior must kill a bear in single combat using only a single melee weapon and no greater than light armor. This skin is used to create a bear shirt for the character (see below) by binding the animals spirit into the shirt.

Bear Shirt (Item)
The skin of a bear, with the head still attached, made to fit over the characters head like a cowl. Closing this head over the characters own causes it to fuse with the character, transforming his or her head into that of a bear. This transformation grants the character the scent special ability, natural armor and a secondary bite attack. More potent versions of these items exist that allow for transformation into a half-bear monster but are intelligent items.
Black: +2 AC, secondary bite attack (1d6+ ½ str modifier), Scent
Brown: +5 AC, secondary bite attack (2d8+ ½ str modifier), Scent
Dire: +7 AC, secondary bite attack (2d8+ ½ str modifier), Scent
Moderate transmutation; CL 9th; Craft Wondrous Item, appropriate skin, lesser planar binding; Price 4,000 gp (black), Price 7,000 gp (brown), 9,000 gp (Dire);Weight 1 lb.


Golden Manes (Boar Frey/Freya Cult)
"The battle-bold Freyr rideth First on the golden-bristled Barrow-boar to the bale-fire Of Baldr, and leads the people."
-Húsdrápa
The Golden Manes are a warrior society originating in Vanaheim amongst the Elves, but can be found amongst Iberian, Elf and Half-Elf peoples all over Manheim. Members are considered to be great warriors, thoughtful and courageous. The war trumpets and military tactics of the Golden Manes are considered the most dashing and awe-inspiring in the world.
Fighters, Rangers and Sorcerers number highly amongst the Golden Manes, though a considerable number of Bards, Rogues (Scouts) and Clerics (Sun, Good and Healing domains) can be found. Longswords and Longbows are favored weapons amongst the golden manes.
Requirements: To be a member of the Golden Manes one must be an Elf, Half-Elf or Human of Iberian descent. Members must speak High Elven (Vanir) and are expected to revere Frey and Freya.
Benefits of Membership: Members of this society are considered friends of the elves and the Vanir wherever they go (even if they are human). Membership in the Honorbound and Forester prestige classes use membership in the Golden Manes as their "Special" requirement rather than that listed. Furthermore, Golden Manes who contract Wereboar lycanthropy do not suffer the threat of an alignment change.


Ravens (Wizards)
"By means of a secret charm, to draw All creatures living beneath the sun, That creep or swim or fly or run, After me so as you never saw! And I chiefly use my charm On creatures that do people harm."
-Dr Radovan Karadzic
The ravens are a brotherhood of wizards who seek out knowledge and power wherever it may be. These magicians follow in the footsteps of Odin, sacrificing much in their search for magical power, tomes, rings, scepters and other artifacts. Membership in the Ravens allows for members to pool their efforts to unlocking magical knowledge away from the uneducated. As such research requires resources, the ravens have become widely known as wizards for hire, as advisers, war-mages and poisoners.
Humans number the highest amongst the Ravens, though a good many half-elves and dwarves can be found. The dwarf members in-particular are some of the nastiest and most ambitious of Ravens. Most members choose Raven or Wolf familiars, to more greatly associate themselves with Odin (and thus cause fear and awe).
Requirements: Members must always have levels in Wizard and be of non-chaotic alignment. All members must share some amount of magical knowledge with his fellows, though some hoarding is expected. Members must aid fellow members in times of need, particularly concerning supernatural threats such as fire demons and Helheim.
Benefits of Membership: Ravens are known world-wide as dangerous magicians. Tutors, spell components and magical libraries are available for members at Raven enclaves. Raven enclaves are amongst the only places where adventurers can buy magic items.


Root wardens (Guardians of The Tree)
"An ash I know there stands, Yggdrasill is its name, a tall tree, showered with shining loam. From there come the dews that drop in the valleys. It stands forever green over Urðr's well."
- Völuspá
The great tree Yggdrasil is the central, middle point between all the Nine Worlds, and is thus considered very holy indeed. It is seen as a middle ground between powers, where the mighty and the weak might both be heard in turn. Root Wardens bring this philosophy of negotiation and true-thinking to the world, acting as impartial judges to the worlds woes. Their goal is not peace per se, but right and correct action.
Druids are the most common Root Wardens, though Bards, Rangers and Sorcerers can be found in their rank’s. All races can be found amongst the Root Wardens with a great many Trolde in particular.
Requirements: Characters must be of Neutral alignment, and revere nature as a druid. Members must forsake the politics of their former race and people upon joining the Wardens.
Benefits of Membership: Root wardens are considered to be great law-speakers and are frequently sought to settle disputes. Root Wardens are much sought-after to act as advisors by kings and commoners alike on matters as varied as the purchase of pigs to military tactics.


Valkyries (Choosers of the Valiant)
"Three times nine girls, but one girl rode ahead, white-skinned under her helmet; the horses were trembling, from their manes dew fell into the deep valleys, hail in the high woods; good fortune comes to men from there; all that I saw was hateful to me."
-Poetic Edda, Helgakviða Hjörvarðssonar
Warrior maidens of extreme skill, the Valkyrie are a sight of glory. These warrior maidens are all considered to be the “daughter” of Odin, who seek out the valiant dead. The truth is that these warriors are amongst the greatest of warriors and quickly make the baser sort of warrior feel their sins and cowardice distinctly. Members must have levels in Paladin, however a great many also have levels in Cleric (Law, Strength, War and Protection domains are favorites).
Requirements: All members are human woman Paladins and of considerable beauty (Cha 14+) and must remain chaste. Valkyrie who marry are considered fallen paladins.
Benefits of Membership: Membership in this sisterhood offers high renown, with those of the sisterhood seen as the most admirable of women. Also taking a Pegasus as her special mount is always an option for a Valkyrie at no additional cost.


Daughters of Disir (Daughters of Wolves)
"Foul is the sign if thy foot shall stumble As thou goest forth to fight; Goddesses baneful at both thy sides Will that wounds thou shalt get."
-Reginsmal
The Daughters of Disir are specialized cultists seeking to encourage war, strife and violent upheaval. They endeavor to encourage violent conflict between peoples, nations and races towards the end of strengthening mankind so as to produce valiant dead for Ragnarok. These deeds are often considered to be evil, with all manner of cursed undead to be found in their numbers.
Fighters, necromancers, rogues, ranger, sorcerers, druids, assassins and blackguards (fallen Valkyrie) are all common character classes in this society. All races can be found amongst the Daughters of Disir though dwarves are rare, as few women are born to that race.
Requirements: Female and of non-good alignment. Though evil members are allowed (and numerous) the end goal of the society is to toughen the races, not to destroy them.
Benefits of Membership: The daughters are considered to be good advisors and tacticians in times of war, especially concerning evil kings and other power players. Members of this society are always welcome in chapter fortresses or amongst despots all over the lands.


Night Dragons (Malice-Strikers)
"She there saw wading the sluggish streams bloodthirsty men and perjurers, and him who the ear beguiles of another’s wife. There Nidhögg sucks the corpses of the dead; the wolf tears men. Understand ye yet, or what?"
-Voluspa
The Night Dragons are a Scythian warrior-society that uses the powers of the underworld to enhance their effectiveness in battle. Towards this end they study the nature and lore of the children of Niddhoggr, and revere this dread worm as a god. Individual Dragons use terrifying tactics, necromancy and undead in their wars with the trolde of the Glasir Plains and other foes, and are much feared. Many members seek this power in an effort to do good by the careful application of evil.
Humans and Elves (of the Svart-Alfar sort) are the most numerous race in the Night Dragons, though Dwarves and Half-Elves can be found in some numbers as well. Barbarians, Fighters and Necromancers number greatly amongst the Night Dragons, though a good many Sorcerers and Jotun Clerics (Chaos, Destruction, and Evil domains) are found in great numbers as well. The Blackguards (multi-classed from Barbarian mostly) and Shadowdancer prestige classes are both of high renown within the Night Dragons.
Requirements: Must be of non-good alignment and have rank in Ride. Members undergo an initiation ceremony involving the consumption of undead flesh (and surviving the resultant disease). All members must revere the dread dragon Nidhoggir.
Benefits of Membership: Due to their initiation practices, night dragons rise as either ghoulish (4+ HD) or ghastly (7+ HD.) version of his or herself within 1d4 days of death. Night dragons of lower HD rise as standard ghouls with no memory of their former lives. The Night Dragons have access to a great deal of lore and necromantic magic items. They are an excellent source for evil magical items and a willing buyer of such.






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: Creation Stories

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







DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...