Friday, August 14, 2009

Nine Worlds: Trolde of the Glasir Plains


The Glasir Plains is a region in Midgard that stretches from Eastern Scythia all the way to the Herma river, the border of Risaland. It is a land of vast expanses of grass, bogs and steppe lands. It is here that the greatest collection of Trolde have formed their own savage kingdom.
Long ago, these Trolde were the thralls of the Giants of Risaland, but gained their independence and escaped to the Glasir Plains. There they have established a semi-nomadic way of living, tending herds of horses, and maintaining walled towns and cities of wood and sometimes stone. Though they are separate from Risaland, the Glasir Trolde still pay tribute to their ancient masters, though they resent this tithe greatly.
The other nations have a great deal of fear and respect for the Glasir Trolde, as they are a potent and deadly force. And though savage and occasionally hostile, they can be dealt with, and can make for profitable trading partners for those merchants with a stout heart and strong arm.
Not just trolde live amongst the tribes. A great many Human slaves and trollborn (see below), as well as a great many of the lesser sorts of Jotun. Such jotun are seen as noble kin by the Trolde, and are permitted their own holdings and tribal regions. The addition of Plains or Rock Jotun troops in a war host is greatly desired by most chieftains, as their long range attacks and great strength are invaluable against mounted foes, walled towns and cities.
Racial traits for the Trolde race can be found here.

Godmund (High Trolde King)
“I am but an unknown king with an iron crown, trying to lift a race of savages out of the slime into which they have sunk.” -Bran Mac Morn, Robert E. Howard
The king over all of the Trolde Earls and Chieftains of the Glasir Plains. The king of the Glasir Trolde ascends to the throne, he is renamed Godmund, despite his original name. The position is hereditary, with the closest male relation taking the position upon the elders death. Much like the Emperor of the Ostaran Empire, a new Godmund must be voted in, however in this case the Godmund is voted in solely by the Hagmoot (see below).
Godmund is largely a war king, directing his Earls and Chieftains in battle, and is by necessity an extremely powerful and charismatic being. Politics amongst the Earls, Chieftains and Hags runs hot at court, needing a strong and cunning king to keep the tribes working together. This along with enemies at all sides keeps a Godmund quite busy.
The present Godmund is an old-fashioned Trolde, content to sit on his treasure and let his Earls and Chieftains do as they like, as long as tribute is paid. It is said that he is an enormous Trolde, with many daughters and a personal army of terible potency. His chief wife is reputed to be a Hag of tremendous power and guile.
Capitol: The Godmund resides in the great fortress city of Trolgard, far to the East. The city is surrounded by an enormous stone wall, constructed by Stone Giant masons and enhanced with elemental magic. All races are permitted to visit and trade here, but must obey the customs.
Delegates and traders from many lands may be found here. And as long as they observe the customs of Trolde society, they are permitted to stay. Priests of foreign gods are permitted to erect shrines and temples, but aggressive channelization is met with the full malice of the Hagmoot.

Hagmoot
"The owl is abroad,the bat and the toad,
And so is the cat-a mountain,
The ant and the mole sit both in a hole,
And frog peeps out o'the fountain;
The dogs they do bay,and the timbrels play,
The spindle is now a-turning;
The moon it is red,and the stars are fled,
And all the sky is a-burning."
-Witches Song, Ben Jonson
Trolde society is under the protection of a sisterhood of powerful witches (female trolde druids) who maintain a vast network amongst the tribes. This network is of Druids and specialized Adepts, who advise their chieftains and earls in nearly all matters. Druids in this network must be female, though Adepts may be male (and defer to female members in all matters). The hags are intent of the protection of the ancient traditions of the Glasir Trolde, and use all manner of resources to do so.
These witches specialize in divination and weather oriented magic, creating stone circles and earthen mounds to better track the heavens. Terrible rituals are enacted by the hags, often involving bloody sacrifice and communion with powerful spirits. A great many Cromlech (see Arcane Magic) dot the Glassir plains, and are well marked and watched by the hags.
Only the most foolish of Trolde disregards the advice of the Hagmoot. However many male trolde at least somewhat resent the meddling of the Hags in their affairs, and take what liberties that they can. Many trolde from the tribes fear females of strong personality, even amongst other races, as they are raised to fear "womens magic" and to respect a womans authority.

Life in The Tribes
'For a couple o' pins,' says Troll, and grins,
'I'll eat thee too, and gnaw thy shins.
A bit o' fresh meat will go down sweet!
I'll try my teeth on thee now.
Hee now! See now!
I'm tired o' gnawing old bones and skins;
I've a mind to dine on thee now.'
-The Stone Troll, J.R.R. Tolkien
The Glasir Trolde are semi nomadic, traveling with their herds of horses, only staying in one place for long during the winter months. It is a chieftains duty to lead such migratory bands across the plains, establishing traditional pastureland for his peoples herds. Permanent settlements are maintained by Earls, which are largely stone or wood fortresses with storehouses for grain and other valuables.
Trolde nomads bed down under elaborate tents which are erected at great speed, and are of high quality. Trolde either go along on Horseback or in Wagons, though wagon riding is seen as a feminine practice. Trolde braves with the Run feat (particularly Barbarians) have been known to run rather than ride, showing off their great stamina.
Warrior Society: With the threat of Risaland to the East, the Frost Giants to the North, and a great many predators and other foes around, the Trolde need to be tough, and ready for battle.
All trolde non-spellcaster males are taught at least the rudiments of combat and will always have ranks in a battle ready class. This is most often the Warrior NPC class, with the elite having ranks in a PC class, favoring Barbarian and Fighter.
Social Rank: No Glasir Trolde has a social rank lower than a Freeman, as having been slaves in Risaland, they disdain forcing such a rank upon their own kind. This does not keep them from enslaving Humans however. Amongst the Trolde, their is only one King, called Godmund (see above) regardless of his real name.
Food: Trolde of all lands have enormous appetites, particularly for strong drink. The Glasir Trolde brew several potent alcoholic beverages, including a strong "wine" made from horses milk. Horse and goat flesh is eaten regularly as is the flesh of wild game (and fallen slaves and enemies). Ground grains are rarely consumed by nomad bands, as keeping this fare on the move is very difficult.
Trolde Horse Breeding: Trolde of the Glasir Plains are renowned for their skill in the breeding of horses. Trolde horses are always of the "Heavy" variety. Though most of these horses are kept as food animals, select breeds of war horse are bred for use for cavalry (Heavy War Horse). All trolde bred horses are desired by the other nations, with only geldings being available for sale to outsiders.
Religion: Trolde believe that they are born from the "flesh" of the land (from the flesh of Ymir), and so they see the very land as an object of worship and their parent. Trolde observe a great many rituals, mostly surrounding thanking and appeasing the land and weather for its gifts, and being watchful for its displeasure. Though female trolde handle the majority of Trolde religion, males can be found in the role of Jotun or even Vanir Cleric or Adepts in their veneration.

Trollborn (New Race)
Trollborn are the result of the mating of Trolde and Humans, often from human slaves, though love pairings do exist. Troll women are as likely to pursue such pairings as males, and far more likely to survive the birthing. Trollborn generally resemble big, ugly humans, though some are obviously of Trolde stock. Trolde with the scent feat always recognize a Trollborn for what it is. Though many trollborn have pot bellies and seem obese, all have strong arms and broad shoulders (even the women), and are much prized as warriors.
Within Trolde society, Trollborn are seen as sickly and small, but not without their uses. None may advance beyond the status of a Freeman, but are never considered Thralls. hey are used as scouts, hunters and assorted specialist regularly. In Human society, Trollborn are despised as monsters and suspected of all manner of evil. Still, this evil reputation can be desireable in some circles, and thus they can be found leading bands of outlaws and similar scum.
Traits:
  • +2 Strength, -2 Dexterity, -2 Charisma
  • Size: Medium.
  • Base Speed: 30 feet.
  • Darkvision: Trollborn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and trollborn can function just fine with no light at all.
  • Giant Blood: For all special abilities and effects, a trollborn is considered a giant.
  • Automatic Languages: Common and Trolsprog.
  • Bonus Languages: Dwarven, Giant, Hyborean, Terran and Abyssal.
  • Favored Class: Barbarian (Male) or Druid (Female).

Tuesday, August 11, 2009

Nine Worlds: Everyday Magic


-->People in the Nine Worlds make use of many small magic’s in their daily lives, leaving the greater workings to gods, clerics and wizards. This is largely evident in the daily rituals and practices observed in nearly every home, farm and household. To survive in the chaotic and often hostile environment of the Nine Worlds, people take part in a number of simple magical practices. Many of them involve no more than simple offerings of respect to local spirits (fey, outsiders of elementals), while others are more complex and even dangerous.
The Adept Class
"No one alive could talk as well as he did
On points of Medicine and of surgery,
For being grounded in astronomy,
He watched his patient’s favorable star
And by his Natural Magic knew what are
The lucky hours and planetary degrees
For making charms and effigies."
-Chaucer, “Doctor of Physic.”
Adepts, skillymen, witches, cunning folk, herb folk, whatever they are called, these NPC spellcasters can be found all over the Nine Worlds practicing their trade in “small” but useful magics. Adepts work as bone-setters, midwives, leeches, veterinarians and potion makers. The large majority of spellcasting servants of the gods will in-fact be Adepts rather than Clerics or Druids, and will always have an excellent grasp of the local political and spiritual environment.
The magic practiced by the Adept is considered good and helpful magic for the most part (though evil Adepts certainly exist). Theirs is the way of folk remedies, luck and dealing with the fickle spirits of field, crop, water and weather, and not the great and terrible magic of wizards or clerics. Adepts tend to be straight talking folk with attitudes and dress similar to that of any other craftsfolk in their community.
Most adepts are Humans or Trolde. Dwarves prefer Diviners, and Elves and Half Elves are far more likely to have full Vanir Clerics. Trolde adepts are almost always male, as female Trolde spellcasters are almost always Druids.

Ceremonies and Rituals
A great many rituals fill the day to day lives of mortals in the Nine Worlds. Many, like marriages and harvests, are mostly parties and an excuse to celebrate lifes small joys. Others are far more sombre affairs, requiring magical rites to perform. Some are detailed below.
Blood Oaths: Blood oaths are when two persons seal an oath or bond with the mingling of their blood. This process is a sacred one to the gods (Aesir, Vanir and Jotun), and is never entered into lightly. This ritual requires that a spellcaster able to cast 3rd level divine spells preside over the event. Once struck, if one of the participants breaks his oath, he of she immediately falls under the effects of a bestow curse spell. The duration of this spell is permanent and cannot be dispelled unless restitution is made towards the offended party.
Burial: Ceremonies for the recently departed are enormously important in the Nine Worlds. For if a dead man or woman is left to rot, he or she is likely to become an undead spirit or walking corpse of some kind. Burial rites require a divine spellcaster capable of casting at least 2nd level spells to send the dead on to their destinations.
Curses: Jelousy and malice sometimes inspire men to use wicked magic against others. Curses of all sorts are used by people all over the Nine Worlds, though it is considered a cowardly and dishonorable practice. Though use of the spell bestow curse is the most effective, non spellcasters can use several small rituals to bring the attention of malicious spirits against an enemy. This usually involves making offerings of blood, burnt hair or other materials (taken from the person to be cursed) given to the spirit. The spirit will become negatively disposed towards the victim, and will often seek to do him or harm. This is considered an evil act, and can carry the punishment of torture unto death at the Althing.
Sacrifice: Sacrificial offering to the gods are common occurrences at feast days or before battle. Such rituals are usually symbolic and meant to flatter and cajole a spirit or god in particular so as to gain its favor and goodwill. Other sacrifices actually enhance spellcasting power based on the type and quality of the victim. See feats below for details.

Disease
"Ring around the rosey,
Pocket full of posies.
Upstairs, downstairs.
We all fall down."
-Ring a Ring o' Roses
Disease in the Nine Worlds is caused by curses, spirits, rats, spiders and worms. Spiders are known to carry disease in their bites and that worms can appear in flesh, teeth and bones at any time (see spontaneous generation above). Treating these ailments require the aid of those skilled in herbs, alchemy and magic. Worms must be driven or pulled out, rats killed and spiders and evil magic driven away. DM's (Gamemasters, Treasure Keepers etc) are encouraged to invent their own foul ailments to bedevil PC's.
Magical Healing: Though a great many spells exist that can combat or even cure diseases, the services of spellcasters is not cheap, particularly regarding more potent spells. Local adepts will often work under a barter system with local farmers and craftsfolk so that healing services can be purchased even by the poor.
Plague: Outbreaks of disease can encompass whole families, villages, towns of even countries, threatening the lives (and souls) off everyone that comes near. In game terms, merely resisting the initial infection of a disease is not enough. Characters dwelling or adventuring near an outbreak of a disease must make saving throws for every hour of exposure.
Undeath: Undead are commonly created from disease, particularly zombies, ghosts, spectres and wraiths. Ghouls and Ghasts often become quite bold when disease is about, as such diseased flesh is often quite tasty (seasoned as they put it), and will often create more of their kind from those not yet dead from such disease. Corporeal undead and flesh golems can carry any disease, carrying the threat of infection to anyone they touch, speak to or who comes into contact with their flesh of fluids. Skeletons have no flesh, and thus rarely carry disease (waterlogged skeletons being the exception).

Herbalism
"Sure-hoofed is my steed in the day of battle: The high sprigs of alder are on thy hand: Bran by the branch thou bearest Has Amathaon the good prevailed."
-Cad Goddeu (the Battle of the Trees)
Druids, Sorcerers, Wizards and NPC Adepts are regularly approached as healers and midwives. As-such, knowledge in Nine Worlds healing and herbalism is very important. Gathering and using these herbs is considered a magical, mysterious art, and those who do so are seen as at least part magician, but are much appreciated for their skill. Some herbs commonly found in a herbalists garden are as follows:
Apple Blossoms (Silver Bough, Tree of Love, Fruit of the Gods): Apple blossoms are sacred to many fey and lesser gods, and is thought to represent a passage into underworld. Used to treat diseases brought by the touch of the undead and as a potent aphrodisiac.
System: Apple Blossom medicines grant a +2 to Fort saves to resist necromantic touch attacks such as ghoul touch, ghoul/ghast paralysis and the like. Apple blossoms are indeed a potent aphrodisiac, taken by men and women.
Basil (Witches Herb, Aethiope, Dittany): Basil is commonly strewn on floors to purify a home, and is used to establish harmony. Basil grows in great abundance in warmer lands, and is used as a seasoning in many tasty foods.
System: Use of basil by a spellcaster grants a +2 enhancement bonus to Decipher Script and Scry checks. Dried Basil leaves will become scorpions if left on the floor overnight.
Catnip (Catmint, Cat's Wort, Nepeta): Catnip is used in the making of love potions, and is adored by cats and cat monsters.
System: Potions of catnip cause all cats and catlike monsters (including outsiders) and women to view the character as attractive and pleasant company. Initial encounters are always begun at friendly, and all attempts at befriending cats gain a +2 enhancement bonus.
Chamomile (Ground apple, Whig plant, Maythen, Ostar Camomile): Chamomile is used for purification and protection, and can be used in incenses for sleep and meditation.
System: Chamomile medicines grant a +2 to Will saves to resist enchantment effects. It also grants deep sleep when taken before bedtime.
Hyssop (Yssop): Hyssop is used in the cleansing sacred places, cleans corrupting flesh, dispels negative (undead) energies. This herb is also repulsive to incorporeal undead.
System: Hyssop potions cause incorporeal undead (ghosts, spectres, etc) to become Sickened (see page 50 of the Blood and Treasure Players Guide).
Lavender (Asarum, Nardus, Elf-leaf): Lavender is used to treat epilepsy and other disorders of the brain. Used to clean sickrooms and to sweeten the air of wealthy homes.
System: Characters treated with Lavender regain WIS damage at a rate of 2 point per day of rest (light activity, no combat or spellcasting). Complete bed rest restores 4 points per day.
Peppermint (Lammint, Brandy mint): Peppermint is used in healing, purification, and the freshening of foul places. Peppermint grows wild in many regions, and is used in many sorts of tasty foods as well as medicine.
System: Peppermint potions cause corporeal undead (ghouls, zombies etc) to become Sickened (see page 50 of the Blood and Treasure Players Guide).
Rosemary (Compass weed, Polar plant): Rosemary is used in the strengthening the memory and helping the brain. Rosemary is also associated with the fidelity of lovers, and is presented to wedding guests as a gift.
System: Characters treated with Rosemary regain INT damage at a rate of 2 point per day of rest (light activity, no combat or spellcasting). Complete bed rest restores 4 points per day.
Sage (Garden sage): Sage is used as a treatment for ulcers, sores, urination issues and hair regrowth. Sage is also used to increase wisdom and mental acuity.
System: Potions of sage grant a spellcaster a +2 to Concentration checks while casting a spell. Sage treatments also grant a +2 to Fort saves to resist diseases of the bladder, and infections.
Thyme (Common thyme, garden thyme): Thyme is used as an antiseptic, for mummification, healing and to bring about restful sleep. Women who wear thyme on their person are irresistible to men, enhancing the scent of female sexuality.
System: Use of thyme on a patient regains subdual damage at a rate of 2 hit point per hour per character level. Women using thyme gain a +2 enhancement bonus to Trickery checks when dealing with men.
Tobacco Leaf: Tobacco is used to treat muscle spasms, and is beloved by many spirit beings. Smoking of tobacco is widespread throughout the Nine Worlds, with an assortment of specialized blends.
System: Offerings of tobacco grants a user a +2 enhancement bonus to Diplomacy checks when dealing with Air Elementals, Water Elements and Fey. Smoking tobacco grants a +2 to saves to resist fear and paralysis effects.
Valerian (All-heal, Heliotrope, Amantilla, Setwall): Valerian is used for treating menstrual cramps, blood loss, and other physically draining diseases. Valerian is also used as an aphrodisiac.
System: Characters treated with Valerian regain CON damage at a rate of 2 point per day of rest (light activity, no combat or spellcasting). Complete bed rest restores 4 points per day.
Yarrow (Arrowroot, Achillea, Lady's Mantle, Woundwort): Yarrow is uses as an anti-depressant, for healing, and to resist fear effects.
System: If a patient is treated with Yarrow and undergoes complete bed rest (doing nothing for an entire day), the character recovers two times the character's character level in hit points.


Wednesday, August 5, 2009

Art Classes at The Kirkland Arts Center

Hello everyone!

I am offering several classes at the Kirkland Arts Center this Fall. I don't have prices yet, but once I do, I will post them.

Children’s Book Layout
Learn the basics of laying out a presentation book for children’s publishing. A must for aspiring children’s illustrators, and for those wishing to show their book concept to publishers. Students are expected to have a book concept and some skill as an artist. A sketchbook will be required for class.
Duration: 8 weeks
Schedule: Monday Sept 14 - Oct 20, 7-10pm

Drawing Fairy Tales, Then and Now
Fairy tales are normally placed in ages past, however this class will explore the timeless themes in fairy tales, and transform them into modern tales of magic and wonder. The students will choose a fairy tale at the beginning, and over the course of the class will re-interpret the story in his or her own artistic vision. Intermediate or greater drawing skill will be expected from all students. A sketchbook will be needed for each class.
Duration: 8 weeks
Schedule: Wednesday Sept 9 - Oct 28, 7-10pm

Drawing Faeries
In this class, students will learn techniques for creating captivating faeries. Intermediate drawing skill will be required by students, as well as a love for these marvelous creatures.
A sketchbook will be needed for each class.
Duration: 8 weeks
Schedule: Thursday Sept 10 - Oct 20, 7-10pm

Kirkland Art Center Inc

www.kirklandartcenter.org

9 1/2 E Park Row
Clinton, NY 13323-1544
(315) 853-8871
Get directions

More information »

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.







Thursday, June 25, 2009

Campaign Construction: The Nine Worlds

In the following weeks, I will be constructing a new campaign world easy translation into a fantasy role playing game (tabletop that is). It will be constructed along the lines of Norse Mythology, being a sort of "Discworld," though rather different than Terry Pratchett design.

The setting itself will be called The Nine Worlds, representing not only the earthy dwelling of most of the settings humans, but attached otherworlds within the same cosmology.

The entire setting will be composed of three planar layers. The top "higher" layer known collectively as Gladsheim, will consist of Asgard (home of the Aesir), Alfheim (Home of the Light Elves) and attached regions.

The middle layer of Midgard (pictured below) consists not only of Manheim (Man-home), but the vast outer ring of Jotunheim, which includes Nifleheim (home of the Frost giants), Muspelheim (home of the fire giants), and Vanaheim (home of nature gods).

The third and lowest layer will be a grim underworld, consisting of Nidavellir (home of Dwarves) and Helheim (realm of the cursed dead). This is also the realm where Nifleheim and Muspelheim seep beneath the world of men. Their presence can sometimes be felt in Manheim in the form of volcanoes, hot springs and glaciers beneath the earth, not to mention their dread inhabitants. The realm os the Svart-Elves is to be found here as well, though it is not a proper realm in its own right, but a series of city-states.

Each of these "worlds" though reachable by mortal (though extraordinary) effort, are considered other "planes" in their own right, sometimes possessing dimensions far greater than might be physically apparent.

I will be presenting rules for this setting in both D&D (3-3.5) and Labyrinth Lord terms, but it should be easily translated to any fighting fantasy system.

More to come!

Monday, April 6, 2009

Tethys Campaign: Great Mastiff

GREAT MASTIFF


















Large Animals
Hit Dice: 6d8+24 (51 hp)
Initiative: +3 (Dex)
Speed: 50 ft. (10 squares)
Armor Class: 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+17
Attack: Bite +13 melee (2d6+12)
Full Attack: Bite +13 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +8, Will +6
Abilities: Str 29, Dex 17, Con 19, Int 3, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +5, Spot +7, Survival +2*
Feats: Alertness, Run, TrackB, Weapon Focus (bite), Improved Natural Attack (bite)B
Environment: Any
Organization: Solitary or pack (5–8)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7–18 HD (Large)
The Great Mastiff is a very powerful dog, which was bred from into its present state by the warriors of Machimos. Originally bred to find and eliminate Deinonychus and their nests, this breed has immense stopping power and ability to work in coordinated attack. These enormous dogs are extremely loyal to their masters, and are excellent with children.
Great Mastiff are a shade of brindle, black, fawn, or red, and have enormous jaws. They are about 7-8 feet long and weighing some 800 pounds.

Combat
Great Mastiff prefer to attack in packs, surrounding and flanking a foe when they can. When accompanying its master on a hunt or in war, the great mastiff will work seamlessly with human allies.
Trip (Ex): A great mastiff that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the great mastiff.
Excellent Learner: A great mastiff can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a great mastiff is reduced by 2. In addition, the time required to train a great mastiff for a purpose is reduced by 1 week (to a minimum of 1 week).
Skills: A great mastiff has a +2 racial bonus on Hide, Listen, Move Silently and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.

Thursday, April 2, 2009

Tethys Campaign: Eusebes City Map



City Regional Guide
The city of Eusebes is one of bustling activity at all times, with the gates of this town nearly choked with streams of people, animals and carts laden with products for the cities markets. The many temples and shrines here stimulate a never-ending series of parades, prophets and sooth-sayers of every sort. A few highlights are as follows:


The Laws of Eusebes
The temples all have their own dedicated soldiers who patrol their own grounds, while the wealthy of the High Ward have their own guards, all of whom patrol their respective regions. The lower ward is patrolled by several gangs, who keep their own laws (see Avertine Court below). Beatings, dismemberment, execution and slavery are common penalties for criminals.


Library of Izanar
The highest point in the city is the great Library, which holds in its grounds a great observatory, the Council Chambers, The Shrine of Abrasax and the Library itself. The library is run and occupied by a small army of scribes and apprentice wizards, who tend the libraries needs and deal with those seeking knowledge.
Shrine of Izanar: Izanar is an artifact lord (machine cult) who is a great compiler of knowledge. This being has no other goal, and as such is not considered a competitor of other cults. Its clerics, known as Archivists, are recorders of knowledge and must remain impartial in all of their dealings, avoiding politics.
Cleric Alignment: Lawful Neutral
Domains: Law, Knowledge, Magic
Preferred Weapon: Dagger
Portfolio: Language, History, Libraries.



Temple Ward
This ward contains the greatest temples of the city, as well as many small shrines to lesser religions. The great temples of Tethys, Oceanus and Cybele have large temples and a great many adherants here. Competition between these faiths varied through the year, with not all such rivalries being friendly. Still, fear of other faiths taking advantage keep open conflict between faiths nonexistant (so far).
The temples here all maintain and guard underground storehouses of grain and other foods (Honey for the Cybele) for the Long Night. These storehouses are all well guarded and magically warded against vermin and rot.
Court of Mystics: The court of mystics is a noisy region of the city where all manner of sooth-sayers keep small shrines and shops for the selling of good luck charms, fortunes and potions.
Garden of Ifom: A beautiful garden located near the grounds of the Temple of Tethys in Eusebes, and considered to be one of the most beautiful in the world. Lovers and nature lovers come here to take in the sights and smells of the gardens, while the worshipful come to connect with their god(s).



High Ward
This ward houses the wealthiest of citizens of the city, and a number of excellent shops where the best equipment, jewelry and medicines might be purchased. No open markets are in this ward, with all shops being independant and well guarded.

Lower Ward
The region of the common folk of Eusebes, this ward host a wide number of small courtyard markets, roadside stalls and the busy workaday life of the city.
Arena: The arena of eusebes host a great many gladiatorial events for the populace, as well as some of the more spectacular religious events.
Avertine Court: Located at the gate seperating the High and Low Wards, the thieves guild of Eusebes operates within the knowledge of the high council. This court is expected to control the local gangs and to serve the council, keeping outlaw activity within acceptable limits and aiding in the defense of the city when necessary.
Avenue of Sighs: A long avenue of low-rent brothels and the nastiest sort of inns, where any flavor of debauchery might be negotiated. Though between the high, low and beggars ward, it is considered within Avertine law.
Eguz Market: An enormous open-air market surrounding a great fountain (wherein children play). This is a loud place, with the locals loudly hawking their wares. The market is designed for its purpose, with storefront shops being delegated to other areas.

River (Beggars) Ward
The lowest section of the city is situated along the Kanor river, and as-such is where much of the sewage from the higher wards leaves the city. The "River" ward is home to the poorest of the poor, brutal cutthroats and assorted riff-raff. Even the Avertine is cautious here.
Shrine of Agdistis: This shrine has its own courtyard on the edge of the Beggars Ward, where all manner of weird and much whispered about rituals take place.

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