Nordheim

download Nordheim

of 10

Transcript of Nordheim

  • 8/22/2019 Nordheim

    1/10

    NordheimThe Nordheimir are fierce warriors, proud and honourable. With white hot enthusiasm they pursuelife, facing death fearlessly with a song on their lips. They are giant men who valued honour,loyalty and reputation above all things, for their land is harsh. Even the women are strong,running households while the men war with each other across the icy plains and mountains. Waris an essential ingredient in the life of the Nordheimer. War is their economy. War is their social

    setting. War is their religion. War measures courage. War measures honour. War measuresmanhood. Thus, the Nordheimir favour the barbarian class

    Variant RuleHoward's Nordheimir live in a tundra land, frozen to the point where agriculture is pointless, thusthey are hunters and gatherers, plunderers and raiders. For most of the Nordheimir, their landsare landlocked. Even the Vanir, some of whom live on the coast, have not really discovered longsea-voyaging. The background skill of Profession (farmer or sailor) listed in the Conan theRoleplaying Game rulebook is inappropriate for most Nordheimir. Substitute Intimidate instead.

    The hairy, fur-bedecked Nordheimer barbarian is an intimidating sight.

    Nordheimer Barbarians

    Nordheimir make fantastic barbarians, for their entire savage culture is predicated uponbloodshed and survival of the fittest.

    Nordheimir barbarians usually keep Survival maximised to make use of their Track ability. Spot issomewhat important in this savage land, but most Nordheimir do not bother much with Listen,Hide and Move Silently. Nordheimir are more concerned with valour and honour than stealth.Ambushing the enemy is not really their way. They are an artistic people, so ranks in Craft isappropriate, as are ranks in Intimidate, for the Nordheimir are simply intense, intimidating people.

    Jump and Climb is useful to them, so a few ranks in these skills are appropriate, although they arenot as skilled in climbing as their southern neighbours, the Cimmerians. A social people, thePerform skill is important to them. They like to sing, tell stories and create poems. Those with atleast 10 ranks in a Perform skill are called skalds and earn a +1 bonus to Reputation for every fiveranks they possess in each Perform skill.

    Most Nordheimir take the Fighting-Madness feat and any other brute force feat they can. Theyrarely bother to finesse with weapons instead they just bash their way to a bloody conclusion.Feats such as Power Attack, Improved Sunder and so on are appropriate for a Nordheimerbarbarian.

    The savage scout (page XX), the clan chief (page XX), the shaman (page XX), the war chief (pageXX), the harrower (page XX), and the berserker (see Conan: Free Companies) are all excellentclass combinations for the Nordheimer barbarian. Clan chiefs must prove their worth as abarbarian warrior before they can claim their blood right as the son of a king or chief.

    Nordheimer BorderersNordheimir borderers are a rare breed. He is usually the best hunter in the village and usually

    functions as a scout for the warriors. They often lead the warriors on hunts for meat or on raidsagainst enemies or rivals. These are the Nordheimir who are in love with their environment,focused upon stealth and opportunity. They are uncannily attuned to their environments, able toseemingly hear ice and snow creak and move, able to spot faults and safe passages across icebridges and across frozen lakes. Although Survival is always maximised, the Nordheimer bordereralso focuses on Listen, Spot, Hide and Move Silently, in that order, as aids to his function insociety.

    Nordheimir borderers take Fighting Madness and other power feats, for although they appreciatestealth, they are still Nordheimer at heart. When push comes to shove, the Nordheimer bordererintends to send his foe to Valhalla in a bloody splash. Bow and arrow are a coward's weapon, so

  • 8/22/2019 Nordheim

    2/10

    the Nordheimer borderer usually chooses the two weapon fighting style or the Nordheimer powerattack style (see page XX).

    The wild hunter (page XX), the runner (page XX), the guide (page XX), the skirmisher (page XX),the scout (see Conan: Free Companies) and the outlaw (page XX) are all excellent classcombinations for the Nordheimer borderer. The wild hunter is perhaps the most common of theclass combinations.

    Nordheimer Power Attack Combat StyleThe Nordheimir are not precision combatants. They fight with brute strength and brutal savagery.They rip through armour and shields with powerful blows and few can stand up to them for long inbattle.

    2nd level: You hit armour with such brutal strength you add +1 to all armour piercingscores with your sword or battle axe.

    5th level: You are treated as having the Improved Sunder feat, even if you do not meet thenormal prerequisites.

    11th level: You are treated as having the Improved Critical feat with any sword or axe(excluding hatchets or throwing axes), even if you do not meet the normal prerequisites.

    This ability remains even if the borderer has more than 7 levels in barbarian.Special: Nordheimir do not go unarmoured into battle. This combat style can be used even in

    medium or heavy armour.

    Nordheimer NomadsNomads are a prohibited class for the Nordheimir. They do not herd animals nor are theyhorsemen. The class is inappropriate for Nordheimir characters in their native land.

    NoblesNordheimir do not have nobles. They are prohibited from taking the class at first level.Nordheimir who later become a nobleman must multi-class into it. Nordheimir do not respectnobility as it is practised elsewhere in the world. A man is judged on his character, not on hislineage.

    Nordheimir PrecedencePosition Control Over PrimaryArena

    SocialStatus

    BaseLegitimatePower

    MaximumPower

    King Clans or Tribes Political 4 +25 40Chieftain Clan or Tribe Political 4 +20 40Chieftain'sFamily

    Clan or Tribe Social 3 +20 30

    Hirmar Enforcement of Chieftain's or King's will

    Political 3 +15 30

    Skald Popular Opinion Social 3 +15 30Goi orGodar

    Religion, Culture Social 3 +15 30

    Lawspeaker Althing or Thing Social 2 +15 20Leiding Personal lands Economic 2 +10 20Hauldr Personal lands Economic 1 +5 10Lysing Master's lands Economic 0 +0 0

    Thrall Master's lands Economic -1

    King: A king is a chieftain who has consolidated more than one tribe or clan under his rule.

    Chieftain: The chieftain is the head of a tribe or clan, usually owning around 18 farms. Thechieftain has the social responsibility to enforce the laws of Nordheimir society. A chieftain isexpected to be generous in all things and to protect the honour of the clan against outsiders. The

  • 8/22/2019 Nordheim

    3/10

    chieftain must be a good leader, a powerful warrior, an excellent speaker and able to inspire hismen. He is required to attend any Things or Althings or he loses his position.

    Hirmar: The Hirmar are the loyal followers of the king or chieftain, those who have swornAllegiance and fight by his side.Skald: A skald is a Nordheimir poet, a scholar who retains the oral history, culture and traditionsof the clan.

    Goi: The Goi (or Godar) is a Nordheimir scholar. He has a chieftain like role in addition toreligious duties. See Conan: Hyboria's Finestfor more details.

    Lawspeaker: Usually a skald, a lawspeaker is a Nordheimir who has memorised the laws of theThing or Althing. He recites the laws at the outset of these gatherings to ensure the laws areremembered and obeyed by all present.

    Leiding: The leiding is a man who rents or leases his land to another in return for payment infood. The leiding is usually a wealthy land-owner or farmer and his tenant can be anyone from aformer slave to a chieftain. He is a free man with all the rights and duties of such in Nordheimirsociety.

    Hauldr: The hauldr is a true free man with full rights and duties in Nordheimir society. The hauldrowns his own land and has a hereditary right to that land; his family has owned the land for atleast six generations. Most people in Nordheimir society belong to this class of people.

    Lysing: The lysing is a bondsman, a slave who had been set free by his owner because of hardwork or exceptional service. He is usually still dependent upon and owes duties toward his formerowner. The children of lysing parents are free. Members of this class often participate in raidsand military excursions in order to supplement their wealth. Wealth is not dependent upon socialstatus in Nordheimir society. They can make and bear weapons, and have many rights underNordheimir law, such as participation in the Althing or Thing. The only right they lack is ahereditary right to land.

    Thrall: A thrall is a slave; thralls are not protected by the law but are treated as property. Killing

    a slave is not murder, so the killer need only replace the slave if it was owned by someone else.Children born of slaves are the property of the owner of the mother. Slaves work hard and theonly thing they are allowed to own is a knife. Slaves are captured during raids into Pictland,Asgard, Nordheim, Cimmeria, the Border Kingdom and Hyperborea. Other Nordheimir mightbecome slaves if they find themselves unable to pay the mulct (fine) imposed by the Althing or

    Thing, or if a Nordheimir is unable to provide for himself and/or his family.

    ScholarsNordheimir scholars are a rare breed. Nordheimer shamans, known as godi in Vanaheim andgodarin Asgard, tend to be more political than religious, taking a chieftain-like role as well asensuring the proper ceremonies are conducted for any given event. Religion tends to be apersonal event among the Nordheimer, but even they have their oracles, much as the Cimmeriansdo. A Nordheimer can only take the scholar class by virtue of his bloodline, his wealth and hisReputation. If he is found lacking in any of these three areas, then he will not be chosen for thisrole. The character must be descended from a king or shaman, he must be wealthy asNordheimer measure wealth and his Reputation must exceed 10 before he can multi-class intoscholar. Worship is conducted outdoors around places such as beneath guardian trees, nearsacred wells or within sacred arrangements of stones. The Nordheimer shaman focuses onDivination sorcery styles almost exclusively, although a few branch out into Cosmic Sorcery and/orHypnotism. Mostly, they take the bonus feats and bonus skill points in lieu of new styles andfurther advanced spells once they have learned the Divination sorcery style. These scholars willfocus on Knowledge skills (as many as possible) and Perform skills (to convey their knowledge).

  • 8/22/2019 Nordheim

    4/10

    SoldiersNordheimir soldiers take a more studied approach to their warfare than the standard sir or Vanirwarrior. Still a 'barbarian' by nature if not by class, the Nordheimir soldier should take theFighting-Madness feat to emphasise the fury lurking beneath his otherwise studied manner. Theberserker (soldier/barbarian) from Conan: The Free Companies is perfect for these frenziedwarriors of the north. Their racial bonus to swords works well with the soldier class motif. Takingsoldier instead of barbarian allows the character to focus and specialise in his weapon of choice,

    building on that racial modifier in a manner a barbarian cannot do past 7th

    level.

    Nordheimir PirateTechnically speaking, pirate is not prohibited to Nordheimir. However, to capture the flavour ofRobert E. Howard's world, pirates should not be allowed for first level sir and most Vanir. Asgardis land-locked. A true pirate culture would be nearly impossible to sustain in Asgard. At higherlevels, presuming the sir left Asgard, the character could realistically multiclass into pirate. TheVanir really have not developed ships like the Vikings did, their Viking-like culture notwithstanding.

    This is not to say that a Vanir tribe could not become more Viking in tone and actually develop aViking-style war ship. Most Vanir, however, live in land-locked villages and tribes. Only coastalVanir could realistically develop a first level pirate. These Nordheimir should take Profession(sailor) as one of their background skills.

    Nordheimir ThiefThe Nordheimir are notorious raiders and warriors. Although rarely of the pick-pocket sort, manyare indeed thieves. With their racial boost to Constitution and negative modifier to Dexterity,Nordheimir thieves are most suited for Constitution-based thieves. They take ranks inConcentration, Climb, Swim and Survival. They often take feats such as Athletic, Brawl, Carouser,Diehard, Endurance, Fighting Madness, Great Fortitude, Hard*, Pain Driven*, Self-Sufficient,

    Toughness or any other feat with a Constitution prerequisite. Their bonuses to Hide, Listen, MoveSilently, Survival and Spot also lend themselves well to raiding and thieving in outdoor coldenvironments. A Nordheimir thief will not realistically put ranks into Open Locks or Disable Device,as there would be little chance the character could have practised or even experienced a true lockor trap. Of course, once the character has been to civilisation for a while, he can and should pickup those skills. Some Nordheimir thieves lurk on the glaciers, working in tandem with an ice

    nymph (see page XX for the nymph multiclass progression for temptresses) to victimise woundedNordheimir.

    The Ruffian (page XX), Bounty Hunter (page XX), Crime Lord (page XX), Wolf of the Desert (pageXX), Wastrel (page XX), Grimalkin (page XX) and Minder (page XX) concepts are all appropriatemulti-class progressions for the Nordheimir. The wolf of the desert wanders the tundra and thegreat glaciers and female grimalkin often learn the Dance of Atali spell from Conan: The Scrolls ofSkelos. Bounty hunter Nordheimir usually take the Nordheimir Ice Storm Combat Style fromConan: Hyboria's Fiercest.

    * indicates a new feat presented in this volume.

    Nordheimir TemptressBy far the most common type of temptress found in Nordheim is the shield maiden (see page XX),a warrior-woman who fights alongside the men, giving rise to legends of the mighty Valkyries whofight alongside Ymir. Status in a Nordheimir community is determined by combat prowess andwealth, and often wealth must be won through combat. Giant red-haired or blonde women inarmour and wielding a warsword with deadly proficiency is not an unknown site in that cold land.Nordheimir temptresses are not content to marry and run a man's household while the men warwith each other across the icy plains and mountains. The Nordheimir temptress wants to run withpack and spill the blood of her enemies alongside the men.

  • 8/22/2019 Nordheim

    5/10

    Another type of Nordheimir temptress is the ice nymph who wanders the glaciers in naught but awisp of gossamer. A third type is the vamp. Nordheimir vamps learn the Dance of Atali spell fromConan: The Scrolls of Skelos. The vamp often arises from a captured or enslaved Nordheimir whomanages her escape and decides on revenge against the world of men.

    The Manhunter (page XX), Nymph (page XX), Manipulator (page XX), Vamp (page XX) and ShieldMaiden (page XX) are appropriate Nordheimir multi-class options. The nymph progressionindicates a Nordheimir who runs naked on the glaciers, often tempting the wounded into following

    them into ambushes.

    Ruins in NordheimThe Nordheimir are fierce warriors, proud and honourable. With white hot enthusiasm they pursuelife, facing death fearlessly with a song on their lips. They are giant men who valued honour,loyalty and reputation above all things, for their land is harsh. Even the women are strong,running households while the men war with each other across the icy plains and mountains. Waris an essential ingredient in the life of the sir and Vanir. War is their economy. War is theirsocial setting. War is their religion. War measures courage. War measures honour. Warmeasures manhood.

    This predilection for war has left behind many ruined villages. Fighting, plague and famine wipeout entire settlements. The frozen tundra often preserves the villages far longer than they wouldsurvive in a more humid climate, but still, the remains do not last long because they are mostlybuilt from perishable materials, such as turf from the tundra. Nordheimir villages are encircled byearthworks, usually ditches and mounds. Most wealthy Nordheimir homes are longhouses with afire pit or hearth in the centre. A poor man's house is three- or five-yards long and rectangular inshape. Grain storage buildings are built on stilts with a ladder to the door. The Nordheim alsobuilt saunas, workshops, barns and meat-drying sheds.

    Artefacts are the most easily recovered item in Nordheim. Most artefacts are highly decorated,often with a dragon or bird-of-prey motif, as well as stylised patterns.

    Nordheimir Character KitMale CostumeNordheimir men wear trousers, tunics, coats and cloaks, usually made from hide, leather, worstedwool or linen. Most wool are dyed red, blue, brown or yellow, although if the natural colour ispleasing the wool might not be dyed at all. Work boots are also included in this kit.

    Female CostumeA Nordheimir woman wears a full-length tunic of wool with an oval neckline and long sleeves.Over the tunic, she wears a wool apron-dress (tubular if Vanir, wrap-around if sir) suspendedfrom the shoulders by a pair of oval tortoise brooches. Over this a long-sleeved coat pinned at thesolar-plexus with another brooch is worn. A fabric belt is optional. Straps hang from the variousbrooches to hold personal items, such as tools, knives and combs. A Nordheimir woman also hasknitted stockings and short boots. Characters may also include a cloak and a hood among theirinitial belongings. She completes her costume with a fillet (optional).

    WeaponsPlayer Characters of any class may choose any two from the following list of weapons:broadsword, battle axe, hunting spear, war spear. The character also receives a leather helmetreinforced with pieces of metal, including a piece of iron or steel over the nose (treat as a steelcap), a mail shirt and a large shield made of wood and covered in leather hide or bearskin. Around metal hump is place in the centre of the outer face of the shield to protect the hand holdingthe shield. Characters also receive a comb made from antlers, small tools to clean theirfingernails and ears. Any starting money is either sewn onto or into the character's clothes or

  • 8/22/2019 Nordheim

    6/10

    worn on a necklace or kept as a silver bracelet amounts of silver needed are sliced off thebracelet when making a purchase.

    sir Namessir names are usually Nordic in form. Surnames are not usually hereditary. If a surname is usedit usually is simply the father's name, such as Aevar Svensson, or Aevar, the son of Sven. Aevar's

    son, in turn, might be Hrothgar Aevarsson. Girls do similar things, such as AegilieifSvensdaughter.

    Female sir NamesAase Aegileif Aese Ailsa Alfdis AlfgifuAlfhildr Aricka Arikka Arnfrid Arnkatla ArnthrudArselma Asdis Astridr Astrud Asvoor AsvoraAuda Audhild Audhilde Bothild Brenda BrisingamenBrita Brunhild Brunnehilde Brynhild Dalia DallaDanica Diss Dotta Driva Dyna EdaEdit Edney Edonia Eir Elfgifu ElleGonnora Gorm Gragas Grelauga Grid Grimhild

    Grimhilde Groa Gudfinna Gudny Gudrun GulliGum Gundrea Gunhild Gunhilde Gunilda GunneGunnhild Gunnild Gunnilde Haili Hailiegh HailyeHaldana Haldora Halea Halei Hayleigh HayliHayliegh Haylye Hedvig Hel Helga IngibjorgInginn Ingiridr Ingolv Ingrede Ingrida IngrithInjerd Ite Jaldrud Jodis Jord JorunKadlin Kari Katreena Katrina Katryna KeirstinKeki Kelcee Luta Madrene Maerita MagnaMagnild Magnilde Malmury Norberta Norna NudOdd Oddfrid Oddny Odindis Ola OlgaOlof Olve Osk Ota Ove RandiRania Ranveig Raven Reginleif Reynilda Ricci

    Rika Rinda Ringwar Rona Ronnaug RunaRunill Ryngewar Saeunn Salbjorg Sela SiegridSierida Sifled Thjodhild Thokk Thora Thorberte

    Thorbiartr Thorborg Thordis Torne Torny ToveTruda Uald Ulfhild Una Unne UppsalaVaetilda Valda Valgerd Vandrad Vebjorg VendelaVigdis Volva Ydany Ydenia Ydonea Ylwa

    Male sir NamesAage Adils Aevar Aflaeg Agdir AgmundAlaf Alfarin Alfaster Alfgeir Alfrigg AlphegeAmhlaoibh Amunde Askel Asketel Askr Assur

    Asvald Aswarth Athulf Balli Banke BardiBeini Bergelmir Bern Berse Dusi DyriEileifr Eindride Einraedi Eistein Eldgrim EmundEowils Erech Erek Eric Erlend ErricErrict Erych Eryque Evynd Eyjolf EyrarEysteinn Fafner Faste Fenris Fili FinnbogiFinnvid Fogl Garth Gaute Gautvid GeirfinnGeirolf Gemmel Gert Giertjof Gilby GinnunggapGjuki Gleipnir Glum Gnup Gunnfrodr GunnolfrGuthlac Guttormr Gymir Gyrdh Haakon Haeringr

  • 8/22/2019 Nordheim

    7/10

    Hafleikr Hafnar Hafthi Hagen Hakr HrothgarHunrodr Hvergelmir Hvitr Im Ingialdr IngjaldIngmar Ingolf Inguar Ioli Isi IsleifrIsolfr Ivar Iwar Jarl Jaroslav Joalf

    Jolgeir Kaeti Kalman Ketilvast Kjarr KjotviKleng Knud Kodran Kolfastr Logi LothenLuloecen Lutr Magni Mani Margad Melsnati

    Mikkel Mjolnir Mordr Munan Munin MyrkjartanOlle Olof Omolf Onund Opir OrgunleidiOrmr Osferth Osketel Ossur Osten OthenOvaegir Ozur Pallig Palne Radorm RagniRandi Randver Raud Raynor Reyni RingRiodhr Rodfos Rolf Rudo Rutland SaefariSaemund Salte Scula Sidroc Sigbiorn SummarliethiSuni Surtr Svadi Svartlingr Sven SverreSverting Syr Teit Thambarsk ThDrbjorn Thialfi

    Thilfr Thjostolfr Thoralf Thorberg Thorbiartl ThorburnThorgaut Thorgest Turstin Tyrell Tyson UbbiUisdean Ulfketill Ulfr Ulmer Unni VaerdalenVandrad Vebjorn Vedmundr Vegeir Vert Vidar

    Vifil Vig Vigfus Vigot Vindr

    Vanir NamesVanir names are Nordic in style, similar to the sir.

    Female Vanir NamesAasina Aesa Agnis Aldis Alfeid AlfhildeAlfifa Audumla Auduna Baugeid Bera BergljotBertha Bestla Biorg Bjadmynja Bjorg BodilBodilla Borghilda Borgny Botilda Brendie BritBritta Brunhilda Bryngerd Brynhilde Bylgja CvenildDagmar Dagne Dahlea Dale Daleah DaliahDalr Disa Dota Draupnir Drott EcgfrithEma Erica Ericka Erikka Ermingerd ErricaEryka Freydis Freyja Frida Fridgerd FriggFrija Frikka Fylgja Gale Garda GeiraGeirlaug Gerd Gerdie Gunhilda Gunild GunnborgGunnell Gunnhildr Gunnilda Gunnildes Halfrid HaliHaliegh Hallbera Halldis Hallfrid Hallgerda HerbjorgHerdis Hetha Hidegunr Hilda Hildegunn HildigunnrHildr Hillevi Hiordis Hlif Holda HolleHolmfried Hrafnhild Hrodny Hulda Hvarflod HymirHyrrokkin Idalee Idone Idonia Idony Iduna

    Idunn Idunnr Inge Isgerd Jaddvor JarnsaxaJofrid Joreid Jorunn Kaia Katla KatrenaKatrinah Keirsten Keirstyn Kelcea Kelcey LyngheidMaere Maerta Magnhildr Magnilda Malmfrid MariaMedana Mengi Meregrota Mista Nanna NidbjorgNoma Norn Noss Oda Oddbjorg OddnaugOddveig Odindisa Olaug Olge Oluva OrmhildOsla Ottkatla Quenell Rind Ringuar RognedRonalda Rudda Runild Rusila Sverra SwanhildaSwanild Swonild Syn Thara Thir Thjodhold

  • 8/22/2019 Nordheim

    8/10

    Thola Thorberta Thorbertha Thorbjorg Thordia ThordissaUnni Vaetild Valborg Valdis Valgerdr VarVelaug Ydeneye Ydon Yggsdrasil Yngvild Yrsa

    Male Vanir NamesAlfgeirr Alfr Alrik Alviss Amund AndvariAnicho Anketil Anstill Anund Anurend Aric

    Arick Arild Asrod Aswith Atle AtzerAuliffe Auun Avang Bakli Balder BaldrBardr Baugi Beinir Bergthor Brodir Brondolf Brotulfr Bue Bui Buri Byrie DerekDreng Dufgall Durin Eigil Eilaf Eilif Eyvindr Faxi Fenrir Festi Fleinn FlokeFlosi Forsetti Fotr Fraethi Freyvid Fridleif Fridmund Gaetir Galar Galli Gamelus GammellGardar Gauti Geir Haflidi Hafr HagallHakon Hal Haldan Halldor Hjorvardr HlenniHodur Hofn Hogne Holmstein Holvast HordHradi Hrafn Hran Hrifla Hrimthurs HringrHrolf Hrollaug Hromund Hubba Hugin HunbogiIarund Ketilgrimr Ketilmund Kjartan Kjolbye KlakkrKolan Kolbeinn Kolbyr Konal Kori KormakrKrodo Kuanbyr Kvasir Modor Muninn MysingNaddodd Nidhug Njall Njorthrbiartr Notker NuteNutt Odward Ofeigr Ogmund Ole OlenOliver Olyn Omar Onam Ormarr OrnRimbert Ringerike Rorik Rothwell Royd SaliSalmundr Tayte Teitr Thidrik Thiodulfr Thjalfi

    Thorarin Thorbert Thorbjorn Thorfredr Thorgeif ThorgeirrThorir Thorkeld Thorketill Tyrkir Ubba UfiUlfketel Ulfkil Ulfmaerr Vagn Valgard ValrVegard Veleif Vermund Vidfari Vidkunn Vifill

    Vigard Vili Vinandr Yngvar Yric Yver

    Socio-Political ArenasFactions and Types[[[ Boxed Tex ]]]'Let the people snarl! The mercenaries are ours, and the Black Dragons, and every rogue inPoitain swears by you. Your only danger is assassination, and that's impossible, with men of theimperial troops guarding you day and night.'

    Robert E. Howard, Phoenix on the Sword

    [[[ End Box ]]]

    In order to control one of the Hyborian age nations, you must have some basis for power. TheSocio-Political Arenas are these bases of power. They are used to gain power and retain power.

    These Socio-Political Arenas are also used to cause rivals to lose power. Socio-Political Arenas aredivided into national and general categories. Criminal Influence, for example, crosses racialboundaries a character with criminal connections has dealings with thieves and thugs in Zamora,

    Turan, Brythunia, Corinthia and so on. National Arenas, however, are tied to a specific race/regionand to a group within that region or race. There is no general Noble Arena, for example there isAquilonian Nobility Arena, Stygian Nobility Arena and Turanian Nobility Arena. Each is obtainedseparately.

  • 8/22/2019 Nordheim

    9/10

    There are also specialised Arenas, which are special subfactions within a race or nationality. TheBlack Ring and Hyperborean Witchmen are examples of this sort of specialised group. SpecialisedArenas are indicated by italics in the Arenas and Factions table.

    Games Masters can create additional Socio-Political Arenas as needed for their individualcampaigns.

    Socio-Political Arena DescriptionsEach Socio-Political Arena is described as follows:Description: A short prcis of what that Arena entailsObtained by: How a character might gain access to this Socio-Political Arena.Contacts: Common contact typesPressures: What other Socio-Political Arenas this Arena can exert pressure on.Resources: A table showing what resources that Socio-Political Arena offers. The DC on thetable indicates what sort of abstract influence check it takes to access that resource (see AbstractInfluence Check on page XX).

    Nordheim (Asgard and Vanaheim)The frigid northlands are not suited for agriculture, and the Nordheimir do not practice farming.The Nordheimir do not herd animals either. They hunt for their livelihood as befits a warrior race.Dependent upon wildlife, their villages, built using whatever materials are close at hand or can bereadily raided, are usually near known animal trails and water. In the center of these villagesstood the largest and longest of the many buildings. Characters choosing to have Social Power inthese arenas must choose to have sir or Vanir arenas a character cannot have a generic'Nordheimir' Social Power.

    sir or Vanir Jarls (Political)Description: Jarls are the upper classes of Nordheimir society, the wealthiest of the people. TheNordheimir have many kings, for each village is like a kingdom unto itself. A king is any localwarrior who could maintain a following, using both income and honour to hold onto that following.

    The king always leads his warriors into battle, which means that most Nordheimir kings die young,

    but with barbaric honour and pride. A king is chosen during the Thing.Obtained by: Following an sir or Vanir chieftain or king into battle, gaining great wealthContacts: King, chieftain, servant, slave, relative of king or chieftain, any Nordheimir jarlPressures: Any sir or Vanir

    Resources DC

    Requisitioning a scouting party 10Requisitioning a raiding party 12Order a Thing to be held; raising an army 15Establishing a trade agreement or non-aggression pact; combining efforts from twochieftains, kings and tribes

    20

    Establishing a multi-defence treaty; combining efforts from three chieftains, kings and

    tribes

    30

    Declaring war on a minor power; combining efforts of four chieftains, kings and tribes 40Breaking a major treaty; declaring war on a major power; combining efforts of allchieftains, kings and tribes

    50

    sir Althing or Vanir Thing (Social)Description: The Nordheimir have a democratic method of dealing with legislative and socialissues. This method is called the Thing or Althing. War is an essential ingredient in the social lifeof the sir and Vanir. War is their social setting. War is their religion. The Althing or Thing is asocial setting of war, the arena in which most social combats are fought.

  • 8/22/2019 Nordheim

    10/10

    Obtained by: Being a free man in Nordheimir society, having a lot of Nordheimir friendsContacts: Any Nordheimir free man (karl or jarl).Pressures: Any sir or Vanir

    Resources DC

    Advice; local news 10Hear rumours from across Asgard or Vanaheim 12Have a case tried or settled with the loser payingmulct (a fine)

    15

    Have a case tried or settled with the loser beingenslaved or exiled

    20

    Become the Law-Reader; declaring war against aminor power

    30

    Become chosen as king or chieftain 40Declaring war against a major power 50

    sir or Vanir EconomicDescription: War is an essential ingredient in the life of the sir and Vanir. War is theireconomy. However, they also trade and, in the southern reaches of Nordheim, farm the land.

    Along the coasts, fishing is also an economic industry. They are also active slavers.Obtained by: Owning or working land in Asgard or Vanaheim, having Nordheimir friends,supplying raw materials to a clan or villageContacts: Land-owners, land-workers, slavesPressures: Any sir or Vanir

    Resources DC

    Access to basic needs 10Trivial use of a village's resources; access to cheap weapons and armour 12Access to a village's stores; access to average weapons and armour 15Use of a village's resources; access to quality weapons and armour; minor raiding ofa neighbour's economy

    20

    Major raiding of a neighbour's economy 30Cutting off supplies to a jarl or chieftain 40Generating a slave revolt 50

    Nordheimir GovernmentThe Nordheimir are ruled by kings, who can be any warrior able to maintain a following, as chosenduring the Thing (or Althing), which is the democratic body that deals with legislative or socialissues. The Jarls are the upper class, the wealthiest of Nordheimir. They are followed by land-owners, then land-workers, then the slaves.