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Character Classes and Religion - Read Third.

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Character Classes and Religion - Read Third

This is a Viking themed Pathfinder game, so there are some limits on classes.

No Kineticists, Summoners, Psychics
No Alchemists, Gunslingers, Samurai, Ninja, monks


Allowed Classes
Fighter Types
Rogues (no assassins and not thieves. Discuss with GM).
Barbarian (see below)
Cleric
Oracle
Druid
Bard(Skald) (see below for Northlands version of Skald)
Arcane characters are very rare and greatly feared, except for the Cunning Woman sorcerer lineage (see below). Discuss with GM.
Paladin (no cavalier)
Ranger Types

All character classes require approval before rolling up a character sheet. Remember, this is a Nordic-themed adventure, so think about what would fit.
This message was last edited by the GM at 19:09, Sat 21 Sept 2019.
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Bearsarker (Barbarian Archetype)

While the gods do not normally interfere in the lives of mortals, save for the most heroic, there are those who have been touched by the gods and granted power through them. Most commonly, these are the godi, represented in the Pathfinder Roleplaying Game by the cleric, druid, and oracle classes. However, some are not merely granted powers, but are transformed by the contact with the gods. Some of these mortals so altered are the Bearsarkers, a cult dedicated to the worship of Wotan and the glory of the spear-din.

The Bearsarker Cult is a sacred order of men and women who have dedicated their lives to Wotan. There are many reasons they choose to do so, but the most common is that they feel an intense desire to enter a savage fury and commit rampant acts of slaughter. This urge to rage is even greater during battle, and so in order to control this drive and have a place in society, the Bearsarker Cult of Wotan has formed. Through esoteric arts, ritual drunkenness, and great personal sacrifice, the Bearsarker not only tames his inner fire, but learns to become a whirling spirit of death and destruction, when the time for such action is called for.

Most do not live long, especially when one considers that their rituals are fairly violent and often result in severe injury and maiming. It is not unusual to find a Bearsarker who has plucked out one of his own eyes to gain wisdom, or who has spent time meditating while hung on a tree of woe. Members of the cult undergo extensive training in order to learn to control their rage, as well as training in religion and the esoteric arts. Although inwardly highly meditative and thoughtful people, the outward appearance of the Bearsarkers gives others pause, considering the reputation of the cult for great savagery barely contained, as well as incredible feats of stamina and strength. As per their religious dictates, Bearsarkers do not bathe except for rare ritual purification purposes, clad themselves only in a loincloth and bear robe, and never cut their hair or beards. This shaggy, unkempt and wild appearance is the means by which the cult is known, and seeing a Bearsarker on the other side of a battlefield has been known to turn the morale of even the most-hardy of warriors. Also despite, or because of, their sacred status, Bearsarkers are afforded a great deal of leeway in their actions and behavior.

Note: Bearsarkers must be good- or neutral-aligned, must maintain the unkempt appearance of their faith, worship Wotan above all other gods, remain honorable, forsake marriage, children and wealth, and live to serve the Northlander people as a whole. Breaking any of these tenets results in a loss of class abilities until the character can undergo purification through an atonement spell. Members of this archetype automatically suffer a –4 penalty to their Charisma score.

Fury of the Gods (Ex): This works the same as a barbarian’s normal rage class feature; however, the number of rounds per day a Bearsarker can rage is equal to 4 + his Wisdom modifier rather than Constitution. He gains additional rounds at the normal rate. Also, Bearsarkers gain Knowledge (religion) as a class skill. This replaces rage.

Berserk Fury (Ex): At 2nd level, a Bearsarker that enters his fury of the gods inspires fear in enemies who witness it. Any enemy who sees this display of savagery must make a Will save (DC 10 + 1/2 the Bearsarker’s level + the Bearsarker’s Wisdom modifier) or become shaken for the duration of the Bearsarker’s fury. Each additional Bearsarker in a fury at the same time adds +1 to the Will save DC to a maximum of +5, but one Bearsarker must be chosen who leads the fury to determine its duration and whose Wisdom modifier is used to determine the save DC. This ability replaces uncanny dodge.

Naked Fury (Ex): At 3rd level a Bearsarker who is not wearing armor and is lightly encumbered gains a +2 dodge bonus to AC. This bonus increases by +2 every three barbarian levels thereafter. This replaces trap sense.

Unarmed Fury (Su): At 5th level, a Bearsarker’s hands actually transform into bear claws while in a fury. The Bearsarker cannot wield any weapons but gains 2 claw attacks that deal 1d6 points of damage + both the Bearsarker’s Strength and Wisdom modifiers. The Bearsarker can suppress this transformation if he chooses to do so, but each round he does so reduces the number of rounds he can use his fury of the gods that day by 1 round. This replaces improved uncanny dodge.

Fanged Fury (Su): At 7th level, whenever a Bearsarker uses his unarmed fury ability, he gains the benefits of a greater magic fang spell (cannot be dispelled) granting him a +1 enhancement bonus to his claw attacks and any other natural attacks he may have (through the animal fury rage power, for example). This bonus increases by +1 every three barbarian levels thereafter. This replaces damage reduction.

Rage Powers: The following rage powers complement the Bearsarker archetype: come and get me*, flesh wound*, good for what ails you*, inspire ferocity*, knockback, liquid courage*, roaring drunk*, smasher*, and terrifying howl.
This message was last edited by the GM at 22:13, Sat 21 Sept 2019.
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Ulfhander (Barbarian Archetype)

The feared Bearsarkers are not the only blood-mad battleragers in the Northlands. Several smaller cults dedicated to Wotan seek to harness their inner fires. Of these, the most well known are the Ulfhanders, those whom iron will not bite. Like their Bearsarker cousins, the Ulfhanders have dedicated themselves to Wotan but not just as the leader of battles. Rather,
they have also embraced him as the master of beasts. In addition to their amazing fighting prowess, the Ulfhanders also have the ability to physically transform into wolves in order to carry their battle madness into enemy shieldwalls.

The key to the Ulfhanders power, other than their faith and worship of Wotan, is their divinely blessed cloaks. These cloaks, made from the whole skins of wolves that a prospective Ulfhander has killed in unarmed combat, grant them their powers. With his cloak on, the Ulfhander can ignore injury, fight with a ferocious rage, and even assume the form of a wolf. Without it, he is just a normal man, albeit one who has spent the better part of his life alternating between contemplation of the divine and training for war.

Much like their Bearsarker cousins, the Ulfhanders practice esoteric rituals and spend a great deal of time outside of combat in prayer and mediation. Whereas the Bearsarkers tend toward mediation, scarification, and personal sacrifice as routes to the divine, the Ulfhanders are more active in their approach and seek to understand the boundaries between men and beasts and men and gods by regularly blurring those lines. Vision quests, time spent living as a wolf, and other odd behaviors are common.

It is not unheard of for an Ulfhander to become entranced by the beauty of the All-Father’s creation and stand still, marveling at the mysteries in new-fallen snow, sunrises, or still ponds.

Fury of the Gods (Ex): This works the same as a barbarian’s normal rage class feature; however, the number of rounds per day an Ulfhander can rage is equal to 4 + his Wisdom modifier rather than Constitution. He gains additional rounds at the normal rate. Also, Bearsarkers gain Knowledge (religion) as a class skill. This replaces rage.

Sacred Wolfskin (Su): Each Ulfhander obtains a sacred wolfskin at 1st level that he has hunted barehanded. When worn, this wolfskin grants the Ulfhander DR 1/—, which increases by +1 at 3rd level and every three levels after that (at 6th, 9th, 12th, 15th, and 18th). If the Ulfhander is not wearing his sacred wolfskin, he does not have access to the fury of the
gods, brother of the wolf, skin of the wolf, or rage powers class features.

Ulfhanders are not proficient in any armor and may not wear armor and also wear their sacred wolfskin. This replaces the normal barbarian armor proficiencies as well as damage reduction. If the wolfskin is lost or destroyed, the Ulfhander must spend 3 months in uninterrupted contemplation while hunting a new wolf to replace it.

Brother of the Wolf (Ex): At 4th level, the Ulfhander may form a bond with a wolf. This functions as a druid’s nature bond class feature, save that the effective druid level of the character is his levels in Ulfhander archetype –3. At 8th level and every four levels after that (12th, 16th, and 20th), the Ulfhander may add an additional wolf companion to his pack, up to a
maximum of his Charisma modifier.

Skin of the Wolf (Su): At 6th level, the Ulfhander may transform into a wolf as a druid’s wild shape class feature, but the Ulfhander becomes a specific individual wolf. The effect lasts a number of hours equal to the character’s levels in Ulfhander –3. The Ulfhander may use this ability once per day at 6th level, and an additional number of times per day every two levels after to a maximum of eight times a day at 18th level. This replaces trap sense, uncanny dodge, and improved uncanny dodge.

Rage Powers: The following rage powers complement the Ulfhander:
animal fury, beast totem*, greater beast totem*, lesser beast totem*, night vision, raging leaper, scent, and terrifying howl.
This message was last edited by the GM at 22:13, Sat 21 Sept 2019.
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Skald (Bard Archetype)

(This replaces the Skald Archetype from Pathfinder Advanced Class Guide)

Skalds have a well-respected place in Northlander society, for they are the lore keepers, the tellers of tales, and the men who inspire others to great deeds through word and example. It is not enough to tell tales of heroes both ancient and modern, to be respected amongst the huscarls and other professional fighting men; one must be able to stand with them in the shieldwall. The skald is more than capable of this, and often finds the living of the life of glory more fulfilling than the tales told later.

Most Northlander bards take great pains to keep their arcane abilities secret, even going so far as to let this talent atrophy from disuse. Instead, they focus on their role as warriors, singing their brethren into battle. Because of this, skalds lack spellcasting ability, but are far more fearsome warriors than the dandified bards of other lands.

Weapons and Armor Proficiencies: Skalds are proficient with all the simple weapons, the battleaxe, longsword, handaxe, and short sword.  They are also proficient with light and medium armor, as well as shields.

Form the Line (Su): At 4th level, the skald may use his performance to grant all allies within 30 feet the use of the following feats: Shield Wall*, Great Fortitude, and Swap Places*. This effect lasts as long as the skald is performing plus his Charisma modifier in rounds. This replaces Inspire Competence.

Man of War (Ex): At 1st, 4th, 7th, 10th, 13th, and 16th levels, the skald gains a bonus combat feat. This replaces spells and cantrips.
This message was last edited by the GM at 22:19, Sat 21 Sept 2019.
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Huscarl (Fighter Archetype)

Jarls keep many skilled men and women in their households, from the lowliest of stable boys to the elite warriors that are the huscarls. A huscarlhas sworn to serve, to obey his jarl, and to protect his jarl with his life. More than just bodyguards, huscarls are the most trusted men and women in a jarl’s household, the only ones that a jarl can turn to when in dire straits. Because of this, all huscarls must be honorable and just, as well as dutiful and obedient, and thus of lawful alignment.

The primary task of a huscarl is to protect his jarl. This is more than simply standing by during feasts or in battle; huscarls are expected to be proactive in their defense of the jarl and his family. Because of this, huscarls are not permitted to marry, and one that brings a child into the world and acknowledges it loses much honor and often his position. In return for this sacrifice and service, huscarls are the first to receive rings from their jarl, are fed, armored, and armed at the jarl’s expense, and can expect to live a comfortable life. A huscarl who has grown too old to serve is often allowed to leave his oath and is set up with some form of support for the remainder of his days. Even retired, there are many tales of aged huscarls coming forth for one last fight, to stop some hidden plot, or simply to die beside their jarl in glorious combat.

(**See Feats Below for Campaign Feats)

Center of the Wall (Ex): At 1st level, a huscarl may make full use of the Shield Wall**, Shielded Caster**, Shieldwall Breaker*, Swine’s Head*, and Swap Places** teamwork feats even if his ally does not have these feats. He gains one of those feats as a bonus feat provided he meets the prerequisites for it in addition to his regular fighter bonus feats.

Loyal unto Death (Ex): At 3rd level, whenever a huscarl’s jarl, his jarl’s family, or other sworn companions are threatened, he gains the Bodyguard** and In Harm’s Way** feats, even if he does not meet the prerequisites, for the duration of the combat.

Delayed Armor Training (Ex): A huscarl does not gain armor training at 3rd level. Instead, at 7th level you gain armor training 1. Every four levels thereafter (11th, and 15th), armor training increases by 1.

Delayed Weapon Training (Ex): A huscarl does not gain weapon training at 5th level. Instead, at 9th level you gain weapon training 1, and this increases every four levels thereafter (12th and 16th). You may only choose the following weapon groups for weapon training: axes, heavy blades, close, and spears.
This message was last edited by the GM at 22:22, Sat 21 Sept 2019.
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Spear Maiden (Paladin Archetype)

Warrior-women are not unknown in the Northlands, and certain regions such as Gatland, Estenfird, and Vastavikland produce a large number of them. Most of these warrior-women spend only part of their youth as fulltime warriors, for it is greatly frowned upon for a woman to continue her fighting and adventuring ways after she has wed and borne children. Still, the skills picked up during their warrior days never leave them, and many an Outlander is surprised to find that Halla, mother of five, is a demon with a sword.

Then there are the spear maidens, women who have given up any hope of a normal life, of husband and family, and have instead dedicated themselves to the warrior’s life. Spear maidens have taken a sacred vow to never wed, to never lie with a man, and to never surrender in battle. They are living weapons that spend their days and nights honing themselves for battle, and woe be to any who face them across a shieldwall. To follow the road of a spear maiden is a hard choice to make, but once made, few ever go back on their oaths. Those that do suffer great ridicule and loss of honor, though many tales in the Northlands tell of a spear maiden who lost all she had gained in a tragic love.

While spear maiden is a paladin archetype, they are not traditional paladins of the Southlands. A spear maiden must be devoted to Baldr, Donar, or Wotan (most wear the hammer amulet of Donar) but is not seen as a holy warrior of that deity so much as a sacred defender of her home and clan. Her supernatural abilities are seen as a mark of her wyrd blessing her for the profession she has chosen. Feats marked with an asterisk (*) are presented below:

Master of the Spear 1 (Ex): At 1st level, the spear maiden gains the Weapon Focus (Spear) feat and treats a spear as a trip weapon.

Master of the Spear 2 (Ex): At 2nd level, a spear maiden gains a +1 bonus to CMB to make trip attacks made with a spear, and a +1 to CMD to defend against attacks that would sunder, disarm, or otherwise target her spear. Furthermore, this bonus applies to saving throws to resist spells that target her spear. This bonus increases by +1 every four levels. Also, a spear maiden may take the Weapon Specialization feat when she reaches 4th level. This replaces heavy armor proficiency and lay on hands.

Battle Maiden (Ex): At 3rd level, and every three levels thereafter, the spear maiden gains a combat feat. This replaces mercy.

Master of the Shieldwall (Ex): At 4th level, the spear maiden gains the Shield Wall** feat whether or not she has the prerequisites for it. She can use it even if her ally does not have this feat. When she uses this feat, she gains a +1 bonus to her attack and damage rolls. This bonus increases by +1 every 3 levels. This replaces spells.

Head of the Swine (Ex): At 5th level, the spear maiden gains theSwine’s Head* feat whether she has the prerequisites for it or not. She can use it even if her ally does not have this feat. Whenever she uses the feat in combat, she gains a +2 bonus to attack rolls in addition to any bonus from charging. Furthermore, the critical threat range of her melee weapon is doubled. If she is wielding a spear, the threat range is increased to 18–20. If charging, she does not take the –2 penalty to AC. This replaces divine bond
This message was last edited by the GM at 22:25, Sat 21 Sept 2019.
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Cunning Woman (Sorcerer Bloodline)

Sorcerers are not well regarded in the Northlands, nor indeed are any practitioners of arcane magic. Sorcerers get singled out for special persecution because their powers seem to erupt spontaneously and can appear in any person, anywhere. Furthermore, as there is not an established means of training young sorcerers, they often cause havoc and death with their newfound and barely controlled abilities. One type of sorcerer common and popular among the Northlanders is the cunning woman. This bloodline is strong, and families that have one cunning woman in their midst often have several. Indeed, it is not unheard of for every woman in a lineage to express sorcerous powers. What makes cunning woman so well thought of is that their powers are generally not of the destructive kind, but instead provide a source of healing magic that is very rare in the Northlands. Young cunning woman receive training, and an honored and respected place in society, something that other sorcerers in the Northlands can only dream of.

Cunning women — and they are always women — are skilled healers with mundane and magical skills. They often live on the edge of a settlement, not because they have been banished, but due to the fact that their herbal remedies require extensive gardens and access to uncultivated lands. Those in need of the services of a cunning woman are welcome as long as they are polite, and payment is most often based on the means of their patients as opposed to the cost of the medicine or spells. Being a cunning woman has a marked downside, and it is that traditionally they do not marry. To perpetuate their bloodline, they still must build some form of sexual relationship with men, often in a long-term partnership that outwardly has all the hallmarks of marriage. This taboo is largely because folk wisdom says that cunning women are poison to their mates and cause
them to die early.

Many godi have a somewhat adversarial relationship with the local cunning woman. As most godi are only part-time priests, they do not always receive spells from the gods, and thus may or may not be able to help when called (assuming they aren’t busy doing something else as their fulltime job). This means that most people go to the cunning women for their routine medical needs, and especially in emergencies, thus cutting out the godi (who would otherwise expect some form of donation or offering for their help). As a result, the godi have a financial incentive to not recognize the services provided by cunning women.

Class Skill: Heal
Bonus Spells: cure light wounds (3rd), cure moderate wounds (5th), remove disease (7th), neutralize poison (9th), breath of life (11th), heal (13th), greater restoration (15th), mass cure serious wounds (17th), regenerate (19th)

Bonus Feats: Animal Affinity, Brew Potion, Craft Wand, Magical Aptitude,Reach Spell, Self-Sufficient, Shielded Caster, Skill Focus (Heal)

Bloodline Arcana: Whenever you cast a cure spell, you may apply the Maximize spell metamagic feat to it for free a number of times per day equal to your sorcerer level +3.

Bloodline Powers:
Evil Eye (Sp): At 1st level, you can lock someone within 30 feet with a gaze that foretells their doom (ranged touch attack), causing 1d6 damage +1 per every two sorcerer levels you possess. You can use this a number of times equal to your Charisma modifier +3.

Natural Healer (Ex): At 3rd level, you may take 10 on Heal checks without increasing the time taken to perform the skill. Also, as long as you are in a natural environment, you do not need to make use of a healer’s kit to perform the Heal skill.

Creature of the Woodlands (Ex): You spend a great deal of time in the wilds, either traveling to see patients or gathering herbs and other ingredients for your cures. At 7th level, the wilds respond, gifting you with woodland stride and trackless step as the druid class features.

Blessed by Fate (Su): At 15th level, you may reroll one attack roll, ability check, skill check, saving throw, or caster level check. You must do so before the GM reveals the result of the roll, and must keep the second result, even if it is lower than the first. You may use this ability once per day.

Fey Rebirth (Su): Upon reaching 20th level, you no longer age, and become immune to poisons and diseases. When you die, you are reincarnated as a fey creature or a blood relative in your own family if one is due to be born soon. This is not as the reincarnate spell, but a total rebirth from childhood on, though in this new life you do not have the cunning woman
sorcerer bloodline and are permitted to live a normal life as a just reward for a lifetime of service to your community.
This message was last edited by the GM at 22:29, Sat 21 Sept 2019.
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Character Traits

Basic Traits

Hnefatafl Player: You have whiled away many long winters playing hnefatafl board games. Furthermore, you have developed some skill with them. This earns you some respect among your peers, for the Northlanders appreciate a quick mind and good game play. You gain a +1 trait bonus to Initiative due to your experience outwitting opponents.

Horseman: You are one of the few who has bothered to learn to ride a horse and ride it well. You gain a +1 trait bonus to Ride and may take it as a class skill. Also, you may learn mounted combat feats.

Merchant: While the screaming vikings are by far the most well known of the Northlanders who take to the sea, the vast majority of seamen are merchants. You have spent a part of your life plying the trade lanes from port to port, perhaps even journeying as far as the Southlands in search of profit. You gain a +1 trait bonus to Knowledge (geography)
and Linguistics, and one of these becomes a class skill.

Spearman: Warfare is not just a part of Northlands life, it is a central part of the culture and heritage. You were raised to fight in the shieldwall, leap off a longship into the fray, or defend your village against raiders.You gain a +1 trait bonus to combat maneuvers made with a spear.

Magic Traits

Dwarf Blood: It is rare that the Dvergar have any relations outside their own kind, but one of your ancestors managed just that. As a result, you have unnatural blood in your veins, something that others would find disturbing if they knew. You are shorter and uglier than average, and likely have an unusual hair or eye color. You gain a +1 trait bonus to Craft, and after reaching 5th level you may take the Craft Magic Arms and Armor feat, though if you are not a spellcaster you may only craft or repair weapons and armor that do not have special abilities.

Elf Blood: One of your ancestors is of the Alfar, a Nûklander or more rarely a Southlander elf. It is even possible that your ancestor was stolen as an infant and a fey changeling left in his place. Either way, you have non-human blood in your veins, something that taints you in the eyes of other Northlanders. You are thinner and taller than average, and likely have a strange look to your facial features, hair color, or eye color. As a result, you gain a +1 trait bonus to Stealth and Perception, and one of these becomes a class skill.

Focused Devotee: Although not a priest, you have dedicated a part of your life to the study of the gods. As a devotee of a single deity, you place his or her worship above all others (while not ignoring the other gods lest you offend). Your alignment must be within one step of your favored deity’s. Also, you must uphold that deity’s ambitions and virtues. You gain a +1 trait bonus to Knowledge (religion) and it becomes a class skill for you. Additionally, you gain a +1 trait bonus to damage rolls with that deity’s favored weapon.

Giant Blood: Somewhere in your family’s history, someone lay with a giant. The taint of the evil, demonic Jötnar is in your blood, which poses several disadvantages. You are driven to commit crimes against the natural order of the Northlands. Those who know of your taint will likely shun you, and even the gods may turn their backs on you if you prove unworthy. As compensation, you are unusually tall and hardy, gaining a +1 trait bonus on Fortitude saves. Due to your unnatural ancestry, you also gain a +1 to either Knowledge (arcana) or Spellcraft. Note: This is not the same
as the giant-blooded race, which represents a heritage closer to half-giant.

Rune Reader: You know how to read the runes and write them, including carving them into stone. You thus gain the Runic language and a +1 trait bonus to Craft (sculpture).

Tale Spinner: While you may not be a skald, you are skilled at telling stories and have a broad repertoire to choose from. You are considered an educated person in a society that places great stock in oral communication. Your skills at public speaking also gain you an advantage when speaking before a Thing. You gain a +1 trait bonus to two of the following skills, and one becomes a class skill for you: Diplomacy, Perform (oratory), or Knowledge (history).

Troll Blood: Somewhere in your ancestry is a troll, likely a well-kept secret, though if open knowledge, good luck finding a family that will let you marry into it. You have one or more features of the Jötnar, such as coarse hair or skin, reddish eyes at night, long ears or nose, or even a feral cast to your features that can be dismissed away but is also a telltale sign to those familiar with troll heritage. As a result of this taint in our bloodline, you may make a DC 15 Fortitude save to gain fast healing 1 for a number of rounds per day equal to your Constitution modifier.


Social Traits

Bondi: You are a small landholder, entitled to vote in the local Thing and bring cases before it. Although the vast majority of Northlanders are freemen, you are in a class above the others. You have a small farm that yields 40 gp a year in profit, though this assumes you or someone else spends a great deal of time working on it. You have a +1 trait bonus on  Profession (farmer).

Child of Heroes: One or both of your parents are widely recognized heroes, paragons of the warrior virtues, maybe even figures who have appeared in epic sagas themselves. Due to your heroic heritage, you gain one of the following: a +1 bonus to one ability score, +2 skill points per level, or +1 hit point per level. You are expected to live up to your parent or parents’ reputation.

Famous Family: You are from one of the famous families of the Northlands, such as the Gats or Hrolfs. Your family connections can help you get into higher circles of power, gives you a bonus of +3 votes when appearing before a Thing, and gives you an extra 100 gp to begin your adventuring career. Unfortunately, you are expected to uphold your family’s
honor and ambitions and participate in its feuds. You gain a +1 trait bonus to Knowledge (nobility) and it becomes a class skill for you.

Heir: You are the child of a jarl, and thus stand to inherit some degree of wealth. As a result you are expected to live up to the expectations of your position, and have a bonus of +10 votes when appearing before a Thing. You begin your adventuring career with an extra 300 gp, a chain shirt, a heavy wooden shield, a hand weapon, and clothing befitting your station.

Hirdman: You are an independent landowner of some wealth and status, above the bondi yet below the Jarls. You possess a fair bit of land and have a bonus of +5 votes when speaking at the local Thing due to your position. Your land yields enough to feed you and your family, plus produce 100 gp a year in profit, though this assumes you or someone else spends a good deal of time at work planting, reaping, etc. Also, you begin play with an extra 150 gp, a riding horse, a suit of light armor, heavy wooden shield, and a simple or martial melee weapon.

Huscarl: You are a household warrior in service to a jarl or higher- ranked personage. As such, you do not need to worry about your daily needs and upkeep as long as you are in the service of your jarl and in his domain. You begin your adventuring career with a riding horse, a heavy wooden shield, a chain shirt, and a simple or martial weapon of your choice. In return, you must perform services to your jarl as determined by the GM.

Outlaw: A Thing has declared you an outlaw, and all hands may be turned against you. Any who slay you are not subject to wergild or any other legal action, and may be rewarded for their actions. Due to the fragmented political landscape of the Northlands, a sentence of outlawry may or may not apply if you flee to another jurisdiction. You gain a +1 trait
bonus to Bluff and Disguise, and one becomes a class skill.

Thrall: You are a thrall, one of the few non-freeman in the Northlands. Your life is one of a slave, and you likely were not born into that condition. You may not own property, and may only carry arms if your master allows it. Most likely you are from another land, possibly the Southlands or another even more distant place. You gain a +1 trait bonus to Craft (any) and Profession (servant) and choose one to become a class skill.

Regional Traits

Estenfirder: A harsh life in the wilds of Estenfird has hardened you and taught you how to get by on your own. Choose either a +1 trait bonus to Fortitude saves or +1 trait bonus to Survival, and make that skill a class skill.

Gatlander: As the paragons of the viking ideal, the Gatlanders are sailors without peer. You gain a +1 trait bonus to Profession (sailor) and Swim, and choose one as a class skill.

Halfsteader: Halfstead is the largest city in the Northlands, and acts as a central point for the entire region. Peoples, goods, and ideas from throughout the North, as well as from farther abroad, flow through, generating
wealth. You gain a +1 bonus to Knowledge (geography) and Linguistics, and choose one as a class skill.

Hordalander: Your kingdom is in turmoil, which means that you must be well aware of which jarls are aligned with which factions. Being constantly on your toes has given you a +1 trait bonus to Sense Motive.

Hrolflander: The Hrolf in their ongoing bid to unify and dominate the Northlands have adopted new ideas from the Southlands. Among these foreign ideas are the use of alien and bizarre weaponry such as crossbows. You gain a bonus proficiency in one martial or exotic weapon not normally found in the Northlands.

Storstrøm Valer: As the heart of Northlands culture, the old ways are the most respected, and the minor jarldoms and small steadings of the Vale are as fiercely traditionalist as they are independent. You gain a +1 trait bonus to Knowledge (religion) and Knowledge (history) and choose one as a class skill.

Vastaviklander: Vastaviklanders have a reputation for being ferocious and easily angered. They also are known as some of the hardiest and best sailors in the Northlands. You gain a +1 trait bonus to Intimidate and gain it as a class skill. Also, you gain a +1 trait bonus to two of the following skills: Perception, Profession (sailor), or Survival.
This message was last edited by the GM at 14:06, Mon 23 Sept 2019.
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  • msg #9

New Feats

Axe Bouncer (Combat)
You are particularly skilled with the use of the throwing axe. You can throw an axe in such a manner that it bounces off the ground and up at your target.
Prerequisites: Base Attack Bonus +1, Weapon Focus (throwing axe)
Benefit: Make a ranged attack made with a –2 penalty, if successful ignore the target’s shield bonus to AC, and ignore any bonus to AC received from teamwork feats such as Shieldwall or Swine’s Head.

Northlander Spear Fighting (Combat)
You have trained in the standard fighting style of the Northlanders, a heavy spear in one hand and a shield in the other. This allows you to use a spear in one hand.
Prerequisites: Weapon Focus (spear)
Benefit: You may use a longspear one-handed, provided you are also wielding a shield in the other hand. When you do so, you gain a +1 bonus to your shield bonus to AC.

Shieldwall Breaker (Combat)
You are skilled at breaking the shieldwall formations of others.
Prerequisites: Shield Wall*, Base Attack Bonus +5
Benefit: Make a bull rush or charge action against one member of a shieldwall. If you succeed in your attack, that person and the shieldwall members to the immediate left and right of him lose any bonus from the Shield Wall feat until the end of your next turn. However, if part of a shieldwall, you also lose your bonus from that feat until the end of the next turn.

Skilled Kenninger
You are a master of the art of kenning, of subtly creating oral allusions to common objects.
Prerequisites: Perform (oratory) 2 ranks, bardic music class feature
Benefit: You may add half your ranks in Profession (oratory) to the DC to resist your bardic music.

Swine’s Head (Teamwork, Combat)
You are skilled in the rare but deadly Swine’s Head formation, a flying wedge of heavily armed Northlands warriors.
Prerequisites: Shield Wall*, Shieldwall Breaker
Benefit: You may run or charge and still enjoy the benefits of the Shield Wall feat.

Throwing Charge (Combat)
You are skilled at flinging a missile at your foes as you charge into melee combat.
Prerequisites: Base Attack Bonus +1, Combat Reflexes
Benefit: As part of a charge action, you may make an attack with one thrown weapon at the target you are charging. This attack is at –4, and may take place from any point in your charge.

Whale Road Rider
You are an experienced sailor, used to the rigors and joys of life on the sea.
Prerequisites: Profession (sailor) 2 ranks
Benefit: You may ignore up to your level from the armor penalty to Swim.
This message was last edited by the GM at 22:37, Sat 21 Sept 2019.
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  • msg #10

Tribes of the Gods

The Godi
In its simplest definition, a godi is one who acts as a servant of the gods and the community. A godi’s main tasks are to maintain the godshouse (temple), conduct services, and tend to those in his community in spiritual and mortal peril. Many godi are part-time priests, spending most of their time in a more profitable activity and performing their godi responsibilities
on holy days or when otherwise needed. Often, the title of godi, as well as the necessary training, is the province of a particular family or clan in the area. Thus, the rank of godi is passed from parent to child, and is considered a right of that lineage.

Godi do not normally dedicate themselves to one deity to the exclusion of the others. Most godi worship the entire Northlander pantheon, providing prayers and conducting rituals for all in their appropriate time and season. A rare handful, usually those who receive great gifts from the gods, dedicate themselves first and foremost to one particular deity, though no godi would go so far as to exclude any of the gods from his prayers or worship. There is no internal religious strife in the Northlands,
for everyone from the godi to the thralls knows that the gods do not wage war amongst themselves. It should be noted that (with a few notable exceptions) Outlander gods are never adopted into the Northlander

Family of the Gods

As blood, family, and clan are everything to the Northlanders, it is no surprise that their reality beyond the bounds of ordinary mortal human existence is divided in their minds as well. This includes divisions of the other types of beings that they interact with into families or clans called vaettir. These include the Alfar (elves and fey), the Dvergar (dwarves), Jötnar (trolls and giants), and others. The Landvaettir are the spirits of the land that Northlander seafarers placate — if not a-viking whenever they come ashore — by removing the carved dragonheads from the prows of their ships to show that they come in peace and do not seek to provoke these guardians. The Sjövaettir are the sea spirits that require propitiation during voyages. But the Northlanders do not stop there in their identification of clan and blood; even the gods are included in their systems of vaettir, giving them the Æsir, the Vanir, and the dreaded Ginnvaettir.

Each of the gods in the Æsir, Vanir, and Ginnvaettir are described below. The name given for each is the traditional Northlands name and how they are venerated in Storstrøm Vale, that holdfast of ancient Northlander custom. However, some are known by more recently acquired and popular names in other areas of the Northlands outside the direct oversight of the
curmudgeonly godi of the Vale. These alternate names are listed along with the traditional. The names are used interchangeably throughout the Northlands (though they may draw a scowl from the whitebeards of the Vale), but this publication primarily refers to them by their older, more traditional name as clung to by old blood of Storstrøm.
This message was last edited by the GM at 16:19, Sun 22 Sept 2019.
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Tribes of the Gods - The Æsir

The Æsir are considered the highest of the gods to the Northlanders, and they reside in Asgard, the Realm of the Gods. The Æsir form a pantheon of beings that preside over most of the aspects of mortal life that aren’t specifically tied to the world of mortals (Midgard as it is known to Northlanders). As the principal pantheon of the Northlanders, all members of their culture venerate the Æsir to some extent. It is a truly mad Beast Cultist indeed who doesn’t at least whisper a prayer to Thor before going into battle. Very often, the dead of both sides on a battlefield wear the same hammer amulet to venerate the Thunder God, though they were mortal enemies on the field. Except for those rare instances devoted exclusively to some demon of the Ginnvaettir, all godi houses in the North include runestones dedicated to the Æsir as a whole even if their primary devotion is to an individual deity or the Vanir.

The AEsir



Baldr, Balder
God of Bravery and Beauty
Alignment: Neutral Good
Domains: Charm, Glory, Good, Strength, War
Symbol: Dragon-prowed longship
Garb: White robes and sandals, even in the coldest weather
Favored Weapon: Longsword
Typical Worshippers: Male heroes of good alignment
Son of Wotan and Frigg, Baldr is seen as the bravest, most gracious, and attractive of all men. Baldr is a patron of heroes and those who strive to do good in a world beset by wickedness. His devotees are all men and all heroes (a devotee of Baldr must be a male of good alignment, be he a focused devotee, cleric, oracle, or other divine class).

Baldr is said to sail the seas of Asgard in his longship, Hringhorni, the greatest ship ever built, before returning to feast at his magnificent mead-hall of Breidablik. Like all the gods of the Æsir, he is fated to die in the world-ending battle of Ragnorak, though this seems odd as his mother has managed to secure an oath from all things in the world not to harm him.

Bragr, Bragi
God of Poetry and Song
Alignment: Chaotic Good
Domains: Chaos, Charm, Glory, Good, Travel
Symbol: Bowed lyre
Garb: Ordinary warrior garb
Favored Weapon: Spear
Form of Worship and Holidays: Performances of the great sagas in poem and song to praise Bragr and heroes and jarls who honored him
Typical Worshippers: Skalds, chroniclers, travelers
It should come as no surprise that the patron of skalds, music, and the arts is well regarded in song and tale. Bragr is said to be the god who invented music and musical instruments, though it is only the wisdom of Wotan that brought the inspiration for poetry. Not a weakling milksop minstrel of the Southlands, Bragr and his devotees are warriors who stand in the shieldwall and urge their fellows on to victory, and after the battle lead the laments to the dead and songs of
the glory of the day.

Donar, Thor
God of Thunder
Alignment: Chaotic Good
Domains: Air, Chaos, Glory, Strength, War, Weather
Symbol: Hammer-shaped amulet
Garb: Warrior garb, sometimes with a linden wood shield painted black and yellow to denote lightning bolts in a
stormy sky.
Favored Weapon: Warhammer
Form of Worship and Holidays: Prayers before battle or great undertakings, songs of lament for the dead and praise for
glory gained after battle.
Typical Worshippers: Heroes, warriors, ship masters, farmers

Donar is the son of Wotan and Frigg. By far the most popular of the Æsir, Donar is the upstanding — though somewhat wild and reckless — god of storms and heroes. His role as the master of storms means that farmers and others who rely on the weather make appropriate sacrifices and prayers to him. However, despite this important, but mundane, role, Donar is most-often regarded as the patron of heroes and the foe of evil, especially giants and trolls. A long-standing feud between Donar and the Jötnar has resulted in instant violence whenever the two are near, and this extends to his devoted followers as well. Tales of Donar’s might and his magical hammer Mjolnir are many, and each seems to be a daring deed in the cause of humanity that trumps the one told before it.

Frigg, Frigga
Goddess of the Home and Hearth
Alignment: Neutral Good
Domains: Air, Community, Good, Healing, Protection
Symbol: Distaff and spindle whorl
Garb: Simple matron’s garments or a maiden’s dress. The garb of a spear maiden when preparing for battle.
Favored Weapon: Spear
Form of Worship and Holidays: Small prayers given at the hearth fire for protection and good fortune. Dances on feast
days where the unmarried women circle the Maypole.
Typical Worshippers: Wives, mothers, stewards, spear maidens, spinners, hall builders

The wife of Wotan and mother of most of the Æsir, Frigg often sits in Wotan’s high seat, Hlidskjalf, by the hearth fire in his hall and spins flax into gold for his clothing. She is the matron of wives, mothers, the hearth, and the home. As such, she is a goddess of healing and many cunning women are focused devotees of her. She is also the defender of the home, a role many Northlander wives must fulfill when their husbands are away trading or raiding. In this role, she can appear as a war-clad woman of mature years brandishing a spear and shield and ready to strike down all who would harm those in her care. She is also the matron of birds and creatures of the air, and is served in this capacity by a coterie of valkyries.

Loptr, Loki
God of Trickery, Fire, and Strife
Alignment: Chaotic Evil
Domains: Chaos, Evil, Fire, Luck, Madness, Trickery
Symbol: Faceless wooden mask with a tongue of flame on its brow
Garb: Red and black robes or clothing, or nondescript garb when in the act of thievery or arson to better blend in with
the crowd.
Favored Weapon: Dagger
Form of Worship and Holidays: First night of winter’s hearthlighting ritual during Winter Night Blót (see Wotan), small acts of arson and skullduggery dedicated in his name.
Typical Worshippers: Thieves, con men, gamblers, oathbreakers, arsonists, madmen

As the son of Wotan and a giantess, Loptr’s blood is tainted as a Jötnar, and although taken into the Æsir by his divine father, Loptr has turned his back on his family and oaths, becoming more than just a trickster god. While not interested in the total destruction of human life as the demon cults are, Loptr is still a threat to civilization. His ultimate goal is to become the new All-Father, only one a great deal more involved in mortal life. In short, he wants to be worshipped as gods are in other lands, and looks on foreign gods and his own pantheon with jealousy.

It should be noted that, despite his taint and evil ways, Loptr is still given prayers and sacrifices, just not on a regular basis and with only a begrudging respect (he is a god after all). This is because in times past Loptr managed to acquire dominion over fire, an important thing in the frigid Northlands. Thus, Loptr demands an annual ritual where the fires of the hearths are re-lit in his honor, and prayers are often offered to light a fire in critical situations or to beg salvation from an out-of-control blaze.

Tiwaz, Tyr
God of Law and Justice
Alignment: Lawful Good
Domains: Community, Good, Law, Nobility, Protection
Symbol: Silver upward-pointing arrow (a bent-armed cross) on a white field
Garb: White or blue robes trimmed in gold or silver.
Favored Weapon: Light or heavy mace
Form of Worship and Holidays: Prayers and sacrifices before a holmgang duel or presenting a case before the local
Thing.
Typical Worshippers: Good-aligned jarls, members of the Thing, hirthmenn, orators, peacemakers

Tiwaz is unusual among the Æsir in that he was adopted into the pantheon from among the Southlander gods due to his role in ending the god’s war between the Æsir and Vanir. In the Southlands he is known as Thyr, though the aspect they worship in those distant lands would be almost unrecognizable in the North. Whereas his fellow Æsir are at best fairly balanced in their views of law and order (though some are rather capricious), Tiwaz stands firmly for law, tradition, and custom.

As the bringer of justice, it is Tiwaz who presides over the holmgang — trials by combat conducted between hazel posts — and oversees the workings of the Things and jarls. His veneration pushes the people to become a little more orderly, despite their natural predilections toward a rather anarchic worldview. Naturally, all those wishing to win a case before a Thing make prayers and sacrifices to him.

Wotan, Odin
All-Father, Father of the Gods
Alignment: Neutral Good
Domains: Animal, Glory, Good, Knowledge, Magic, Nobility,
Protection, Rune, Travel, War
Symbol: Single watching eye
Garb: Red robes and headband and cords bound to wrist and ankles to signify the loss of his eye and his time spent
bound upon the World Tree.
Favored Weapon: Spear
Form of Worship and Holidays: Prayers and sacrifices of horses during feasts called blóts and during funerals. Autumn
Blót is four weeks after the autumn equinox, Winter Night. Blót is the first night of winter, Yule Blót is at midwinter, and Summer Blót is four weeks after the spring equinox at the beginning of the viking season.
Typical Worshippers: Jarls, warriors, arcane spellcasters, Bearsarkers, Ulfhanders, fathers, travelers

Father of the gods, bringer of the mysteries of magic and the runes to the Northlanders, patron of the mad-blessed Bearsarkers and Ulfhanders, Wotan is the supreme god of the Æsir and the entire Northlander pantheon. He is also the one that possesses the greatest contradictions. On the one hand, he represents wisdom, good rulership, and the serene
joys of husbandhood and fatherhood. On the other, that wisdom is often gained through madness and sacrifice. Warfare, as well as the risks and tragedies involved, are part of his sphere of influence, as are travelers and others who undertake long journeys far from hearth and home. Wotan is the husband of Frigga, and father to all the other gods.

Most of the stories about Wotan focus on his role as the bringer of wisdom, magic, and runes. It is said that he sacrificed an eye and hung himself on the World Tree for eight days in order to learn of magic and the runes, not to mention gaining great wisdom. During this time he saw the past and future, and thus knows the threads the Norns spin, weave, and cut. He is also known to travel the world disguised as an old man, sometimes to learn more of the world, sometimes to test heroes and others. Wotan has two pet ravens, Hugin and Munin that scour the world for secrets to
bring back to their master, two pet wolves, and an eight-legged horse that accompany him into battle.

Those who die in battle with honor are taken up to Asgard and feasted for the rest of eternity in Wotan’s hall, Valhalla, where he sits upon Hlidskjalf, his high seat, and surveys the universe. There, great heroes of ages past eat, drink, cavort, and enjoy the rewards of a good life. All this will end, however, for in the last days of the world when Ragnarök comes, these same heroes will fight in the vanguard of the shieldwall of the gods against the forces of evil and darkness.
This message was last edited by the GM at 22:46, Sat 21 Sept 2019.
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Tribes of the Gods - The Vanir

The second vaettir of the gods of the Northlands is the Vanir. More directly associated with the features and inhabitants of Midgard, the world of mortals, the Vanir were defeated in a long-past war with the Æsir, the result of which was that the Æsir lifted them up to share their divinity over the mortals. Though less numerous than the Æsir in the number of Vanir universally recognized among the Northlanders, this is misleading because there are actually innumerable minor Vanir that receive occasional prayers or tributes by scattered mortals at appropriate times — crossing a specific raging river, felling a particularly large tree, laying the keel of a new ship, etc.

The Vanir


Freyja, Freya
Goddess of Love and Fertility
Alignment: Neutral Good
Domains: Animal, Charm, Darkness, Good, Healing, Plant, War
Symbol: Falcon
Garb: Robes and cloaks of white trimmed with white fur.
Favored Weapon: Spear
Form of Worship and Holidays: Harvest moon feast and before large hunts. Feast of Freyja at spring equinox. Secret rites at the new moon.
Typical Worshippers: Human females, midwives, spear maidens, hunters, druids

Twin sister of Freyr and daughter of Njördr, Freyja is well regarded throughout the Northlands as the patron of hunters, farmers, and the wild lands, but not as wild as the ones her brother prefers. Indeed, the wilds of Freyja tend to be closer to the settled lands of the Northlanders — the thin border between the deep forests or mountains and the farms, villages, and
halls of the Northlanders. She is also the goddess of the coming harvest, sexuality, and procreation. She is unusual in the Northlands in that she is worshipped in the same aspect among the Southlanders, though they know her by the more common Freya and is rumored to be associated with even older cults of the Ancient Ones.

Freyja is the leader of the valkyries that seek among the battle-dead for the souls of valiant warriors to take to Valhalla. Those who die with honor, but not directly in battle, are brought to Freyja’s hall, Sessrumnir, in Asgard to await the end of the world. There they train and feast, though not as well as those in Wotan’s hall. In the end of time, they will fill out
the shieldwall behind those who died heroic deaths, lending mass to the forces of the gods.

Freyr, Frey
God of the Sun and the Hunt
Alignment: Neutral Good
Domains: Animal, Charm, Good, Plant, Sun
Symbol: Golden boar
Garb: Huntsmen leathers, or cloaks or robes of forest green.
Favored Weapon: Shortbow
Form of Worship and Holidays: Wild hunts through untamed lands. The sounding of hunting horns at the summer solstice,
and before and at the end of hunts.
Typical Worshippers: Hunters, frontiersmen, druids, some elves and fey

One of a pair of twins sired by Njördr, Freyr is a male fertility god, the god of the sun, and the patron of hunters as well as those who seek reconciliation. Tales say that he is also the patron of the Alfar (specifically Nûklanders and other fey, though the Nûk deny this vehemently) and the wild lands in which they reside. Freyr has few devoted followers, as most prefer his more approachable sister and fear any connection to the wild fey. There has been a resurgence of Freyr devotees in Estenfird, and
several godshouses venerate him as the leader of the gods.

Njördr, Njor
God of Seafarers and Winds
Alignment: Neutral
Domains: Air, Luck, Travel, Water, Weather
Symbol: A stylized fish beneath a wave
Garb: Robes of blue, green, and white to represent the waves and foam of the seas, and no footwear when aboard a ship or on the shore.
Favored Weapon: Harpoon
Form of Worship and Holidays: Prayers and sacrifices at the beginning of voyages or whale hunts.
Typical Worshippers: Fishermen, seafarers, merchants, whalers

One of the Vanir, Njördr is the father of Freyr and Freyja by his  unnamed sister, also of the Vanir. Njördr is the patron of the Northlands’ merchants who ply the seas to carry their wares to markets near or distant. His veneration represents the accumulation of wealth, be it through successful trade expeditions or a bountiful catch for Northlands’ fishermen. While great whales hunted upon the whale road are the domain of Rán, it is Njördr who oversees the harvesting of the beasts. In addition
to propitiation of Rán for safe travels while upon the seas, fishermen and merchants spill a bit of wine overboard for Njördr to ensure good winds and a profitable voyage.

Norns
Weavers of Fate
Alignment: Neutral
Domains: Artifice, Death, Fate*, Glory, Knowledge, Luck
Symbol: Three swans
Garb: Hooded brown robes adorned with swan feathers with no footwear
Favored Weapon: Dagger
Form of Worship and Holidays: Prayers and sacrifices at births, funerals, and other momentous events in the lives of
Northlanders.
Typical Worshippers: Seers

The Norns — sisters Uror, Verdandi, and Skuld — are not true Vanir and almost no one actually worships them. Rather, the Norns are seen to control the wyrd, or fate, of men and gods alike. As such, all Northlanders recognize the power and influence of the Norns over their lives and accept it with a grim determination. If good or ill befalls a person, it was fated by the Norns and cannot be avoided. Northlanders merely pray that the Norns favor them with good fortune and face dire circumstances with
bitter resignation that their wyrd should fall such. The fact that the Norns govern even the wyrds of the gods mean that the Æsir are equally careful in their dealings with the strange sisters and take no umbrage when their worshippers attempt to propitiate them.

Rán
Goddess of the Pitiless Waves
Alignment: Chaotic Neutral
Domains: Animal, Chaos, Water, Weather
Symbol: A net caught upon an anchor
Garb: Adherents of Rán usually wear no garb during ceremonies save perhaps drapings of seaweed.
Favored Weapon: Net
Form of Worship and Holidays: Prayers and sacrifices of gold by seafarers during voyages to bring safe passage. Wild
night dances upon rocky shores during storm season by true worshippers.
Typical Worshippers: Druids, witches, sea creatures, some sailors, madmen

Rán is the capricious and sometimes cruel mistress of the sea. Few  Northlanders truly worship her, being more concerned with propitiating her to ward off her displeasure when they are upon the ocean swells. Many seafarers travel with some small amount of gold for her so that if their vessel sinks or they fall overboard into her realm she will be pleased with their gift to her and either take them into her service or perhaps even spare their lives and set them free upon some shore. More often than not, however, those who find themselves at her mercy find only a watery grave. Rán is the wife of the Jötnar, Ægir, and with him has nine daughters. Who or what sort of creatures these are is open to question, but many an encounter with scaly horrors from the deep are attributed to Rán’s Daughters.
This message was last edited by the GM at 22:54, Sat 21 Sept 2019.
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Tribes of the Gods - The Ginnvaettir

The third family of divine beings recognized by the Northlanders is the Ginnvaettir. These are the demons of the ancient world, the inhabitants of the Ginnungagap, the primordial void between and below Midgard where howling chaos and eternal darkness reign. It was this void that existed before the creation of the world and the celestial realms of Asgard. And it is this void that continues to exist where the foul spirits and creatures of the universe lurk in their own depravity, banished from the light and condemned to forever strive to escape their mad existence and drag others into it with them. Only the foulest of mortal souls are consigned to the Ginnungagap, and those that are find the Ginnvaettir awaiting them there.

The Ginnvaettir




Hel
Goddess of Death
Alignment: Neutral Evil
Domains: Animal, Darkness, Death, Earth, Evil, Plant
Symbol: A face, half black and half white
Garb: Druidic garb of midnight black and snow white
Favored Weapon: Poisoned dagger
Form of Worship and Holidays: Rites to Hel are practiced by her worshippers during blights and plagues; likewise, sacrifices are made to her by fearful non-worshippers to stave off plagues and illness.
Typical Worshippers: Diseased and disease-causing creatures, evil humanoids, evil druids, evil women, evil skalds

Hel is the daughter of Loptr, and thus her blood is tainted with that of the Jötnar. Still, she is a goddess, though one not often venerated by the Northlanders. Strangely, like Freya, she has some popularity among Southlanders, especially certain death cults. They venerate her roles as Goddess of Death and Lady of Pestilence. In both traditions, she appears as a gaunt woman with half of her body of blackest jet and the other half of purest white.

Of particular note is the history of the Heldring people who made a pact with Hel in centuries past to serve her as a people in exchange for protection against and victory over the hated Hyperborean Legions of old. It is from this rootstock that the Northlanders eventually emerged, and the pact of Hel was long since abandoned with the fall of the Hyperborean Empire. But folk upon the Helcynngae Peninsula far to the south still venerate the Lady of Pestilence in far greater numbers than can be found in the Northlands.

What prayers and sacrifices are made in Hel’s name among the Northlanders are done in order to appease her and keep her away, not encourage her action in people’s lives. This is not surprising considering she is the goddess of death and disease. Those who die dishonorable deaths, live without honor, venerate demon-gods of the Ginnvaettir, or die under a ruling of outlawry are hers, and are taken to her hall that shares her name beneath the earth in Niflheim to toil away for all time.

When the world ends, these unfortunates will be herded in front of the giants and trolls, thrown in waves against the shieldwall of the gods, and slaughtered. Though she is a true deity, her domain is within the Ginnungagap, and for this reason she is counted among the Ginnvaettir.

Surtr, Surter
God of the Fire Giants
Alignment: Lawful Evil
Domains: Destruction, Evil, Fire, War
Symbol: Flaming sword
Garb: Black iron half-plate
Favored Weapon: Greatsword
Form of Worship and Holidays: Taking slaves, burnt offerings of prisoners, enemies, and treasure.
Typical Worshippers: Fire giants, volcano giants, some fire creatures and other giants

The great war-god of the fire giants, Surtr is a Jötnar and appears as a colossal fire giant wreathed in a cloak of pure
flame. Surtr, known in the Southlands as Surter, is said to rule the kingdom of Muspelheim, composed entirely of fire and molten rock, in the Ginnungagap. Surtr has a militant and organized mind and often wages war on other deities and is
destined to slay Freyr, though he secretly fears Donar, and dreads the day he must face him in the last battle.

Thrymr, Thrym
God of the Frost Giants
Alignment: Chaotic Evil
Domains: Chaos, Cold, Entropy, Evil, Trickery, Water
Symbol: White double-bladed greataxe
Garb: Chain shirt and white animal pelts
Favored Weapon: Greataxe
Form of Worship and Holidays: Worshippers pay homage to Thrymr by capturing slaves and defeating foes, especially those who are stronger or more numerous. Sacrifices are left in the cold to die of exposure.
Typical Worshippers: Frost giants, Jötnar, jotund trolls, frost dwarves, ice trolls, some evil humans living in arctic areas

Thrymr appears as an armored frost giant with dark, cunning eyes and a devious character. He is recognized as Thrym in the Southlands, and is not only a Jötnar but is recognized as king of the Jötnar. He rules a kingdom in the icy cold of the Ginnungagap called Jötunheim, where his great hall is built upon the bones of slain deities and mortal heroes who have tried to play the wily god’s games of chances.

Thrymr has been known to personally come to the aid of his most devoted followers, manifesting himself as a colossal frost giant bearing a double-bladed greataxe of pure ice. The Jötnar are considered to be the true sons of Thrymr, and the frost giants his lesser children. Like Surtr, Thrymr and all his Jötnar kin are destined to die under the hammer of Donar, and his hate for the followers of that deity is a burning cold.
This message was last edited by the GM at 23:01, Sat 21 Sept 2019.
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only person one tells it.
Sat 21 Sep 2019
at 19:24
  • msg #14

Tribes of the Gods - The Gods of Seagestreland

As there are many tribes, there are also many gods, and the Seagestrelanders do not seem to be terribly picky about what god is worshiped by whom, as long as the local chieftain approves. Their own gods are a mix of adopted Northlander deities (who rarely give any sort of spells or other benefits to these foreigners) and their own gods brought with them across the Sea of Grass. Each tribe has its own set of gods in the form of small idols called tibaz cast from copper, molded from fired clay, or carved from wood. The tribe holds these gods as most important, and these gods are seen as the guardians and soul of the tribe. To attack a tribe and destroy or steal its gods is a grave affront, and one that also presages the death of a tribe.

Although each tribe, and even individual villages, have their own tibaz, several are common to all the Seagestrelanders. Torriuz is the father of the gods and oversees the Seagestrelanders as a whole. His first wife, Eldraz, is the goddess of home and hearth, as well as married women. Torriuz’s second wife, Kelipia, is a wild and untamed huntress with dominion over animals, plants, and madness. The eldest son of Torriuz is Mettol the god of war and death, whose adherents paint their faces coal
black before going into battle in total silence. Finally, there is Zithal the Stranger, a mysterious deity of treachery and deceit, often placated but never worshiped directly.

Dozens, if not hundreds of other gods are also worshiped by the Seagestrelanders. The tribes along the Dnipir River worship it as the Great Mother. The horsemen of the plains often add Halatra the Horse and Fatalik the Eagle to their pantheon. Along the coast, Ghaztriuz, Father of the Seas, often replaces Torriuz as the head of the local pantheon.


Tibaz of the Seagestrelanders

This message was last edited by the GM at 23:02, Sat 21 Sept 2019.
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