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The Archives => Homebrews (Archived) => Topic started by: CYMRO on March 03, 2006, 11:49:55 AM

Title: NORDICA
Post by: CYMRO on March 03, 2006, 11:49:55 AM
Here is the tale Saga has set forth of the Wyrld as it first was, and of the Aesir who crafted it and mankind, and who shape still the doom of the worlds and men. It is a tale that recalls to mind a time of etins who long ago stirred strife in a place without time. This tale hearkens back to the days when out of fire and ice were born gods and out of blood were born worlds.

Nordica is a campaign setting based around classic elements of Norse mythology. It is intended to be a comparatively low magic campaign reaching to epic levels.
Humans and Valas are the only character races, as dwarves and alfs are epic creatures.
Title: NORDICA
Post by: CYMRO on March 03, 2006, 11:50:41 AM
Two races, no waiting!
Humans get two bonus feats at first level. Valas are the half giant descendants of three Aesir(Vitholf, Vilmeith, and Varthofni) and giantesses. They live on Midgard and their doom has been folded into that of Mankind, but their strange heritage does show through.


HUMANS
â,¬Â¢ +2 Intelligence.
â,¬Â¢ Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
â,¬Â¢ Human base land speed is 30 feet.
â,¬Â¢ 2 extra feats at 1st level.
â,¬Â¢ 4 extra skill points at 1st level and 1 extra skill point at each additional level.
â,¬Â¢ Automatic Language: Common. Bonus Languages: Any. See the Speak Language skill.




VALAS
â,¬Â¢ +2 Strength, +2 Constitution: valas are tough and strong.
â,¬Â¢ Giant blood: valas are not subject to spells or effects that affect humans only, such as charm person or dominate person.
â,¬Â¢ Medium: As Medium creatures, valas have no special bonuses or penalties due to their size.
â,¬Â¢ Vala base land speed is 30 feet.
â,¬Â¢ Low-Light Vision: A vala can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
â,¬Â¢ Cold Acclimated: valas have a +2 racial bonus on saving throws against all cold spells and effects. Valas are accustomed to enduring low temperatures.
â,¬Â¢ Powerful Build: The physical stature of valas lets them function in many ways as if they were one size category larger.
Whenever a vala is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the vala is treated as one size larger if doing so is advantageous to him.
A vala is also considered to be one size larger when determining whether a creatureâ,¬,,¢s special attacks based on size (such as improved grab or swallow whole) can affect him. A vala can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of abilities and spells that change the subjectâ,¬,,¢s size category.
â,¬Â¢ Automatic Language: Vinn. Bonus Languages: Common, Draconic, Giant
Title: NORDICA
Post by: CYMRO on March 03, 2006, 12:01:44 PM
THE CULTURE CLASSES AND WARRIOR:


THE JARLING (http://www.angelfire.com/planet/nordica/ccjarling.html)

THE KARLING (http://www.angelfire.com/planet/nordica/cckarling.html)

THE THRAELING (http://www.angelfire.com/planet/nordica/ccthraeling.html)


THE WARRIOR (http://www.angelfire.com/planet/nordica/ccwarrior.html)





THE CASTING CLASSES:

THE SKALD (http://www.angelfire.com/planet/nordica/ccskald.html)

THE SOOTHSAYER (http://www.angelfire.com/planet/nordica/ccsoothsayer.html)

THE SORCERER (http://www.angelfire.com/planet/nordica/ccsorcerer.html)

THE WARLOCK (http://www.angelfire.com/planet/nordica/ccsorcerer.html)

THE WITCH (http://www.angelfire.com/planet/nordica/ccwitch.html)
Title: NORDICA
Post by: CYMRO on March 03, 2006, 12:02:18 PM
RUNES


INVEST RUNESCAR

Prerequisite: Wisdom 13.

Benefit: You ritually scar yourself with a rune to enhance your abilities or powers. Each rune provides a different enhancement to you, listed below. This feat may be taken multiple times, but not every rune can be invested more than once. The effects of runes that can be taken multiple times stack.

ANSUZ: Add +1 to your intelligence score. This rune can be taken multiple times.

BERKANO: You gain fast healing at a rate of 1 hp/round. This rune can be taken multiple times.

KENAZ: You gain +2 on Reflex saves. This rune can be taken multiple times.

DAGAZ: Your melee and ranged attacks deal an additional 1d8 points of acid damage. This rune can be taken multiple times.

ELWO: Add 10 feet to your base speed. This rune can be taken multiple times.

FEHU: You gain +2 on Fortitude saves. This rune can be taken multiple times.

GEBO: Sonic attacks against you deal only half damage. This rune may only be taken once.

HAGALAZ: Add +1 to your constitution score. This rune can be taken multiple times.

ISA: Your melee and ranged attacks deal an additional 1d8 points of cold damage. This rune can be taken multiple times.

JERA: Acid attacks against you deal only half damage. This rune may only be taken once.

LAGUZ: Fire attacks against you deal only half damage. This rune may only be taken once.

MANNAZ: Add +1 to your wisdom score. This rune can be taken multiple times.

NAUDHIZ: Cold attacks against you deal only half damage. This rune may only be taken once.

INGWAZ: Add +1 to your charisma score. This rune can be taken multiple times.

OTHALA: Electrical attacks against you deal only half damage. This rune may only be taken once.

PERDRO: Reroll all ones, once. If the reroll is a one, you must keep it. This rune may only be taken once.

AIRH: You gain spell resistance of 10 + character level. This rune may only be taken once.

RAIDHO: You gain damage reduction 2/-. This rune can be taken multiple times.

SOWEILO: Your melee and ranged attacks deal an additional 1d8 points of fire damage. This rune can be taken multiple times.

TIWAZ: Your melee and ranged attacks deal an additional 1d8 points of sonic damage. This rune can be taken multiple times.

THURISAZ: Your melee and ranged attacks deal an additional 1d8 points of electricity damage. This rune can be taken multiple times.

URAZ: Add +1 to your strength score. This rune can be taken multiple times.

WUNJO: You gain +2 on Willpower saves. This rune can be taken multiple times.

EIWAZ: Add +1 to your dexterity score. This rune can be taken multiple times.

ELHAZ: Add a +1 magical enhancement to any weapon you wield. This enhancement stacks with a weapon's othre enhancements. This rune may only be taken once.




RUNESMITH

Prerequisite: One of the following craft skills: armorsmithing, bowmaking, blacksmithing, weaponsmithing.
Benefit: You gain the ability to craft magic into weapons and armor. The magical bonus is equal to +1 for every four class levels up to a maximum of +5. This feat may be taken multiple times. Every time, after the first, that you take it, you add an enhancement type to your crafting repertoire.


Armor Enhancements
Acid Resistance: A suit of armor or a shield with this property normally has a dull gray appearance. The armor absorbs the first 10 points of acid damage per attack that the wearer would normally take .
Animated: Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time. A character with an animated shield still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance, and nonproficiency.
Arrow Catching: A shield with this ability attracts ranged weapons to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the shieldâ,¬,,¢s wearer diverts from its original target and targets the shieldâ,¬,,¢s bearer instead. (If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted.) Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shieldâ,¬,,¢s base AC bonus are not diverted to the wearer (but the shieldâ,¬,,¢s increased AC bonus still applies against these weapons). The wielder can activate or deactivate this ability with a command word.
Arrow Deflection: This shield protects the wielder as if he had the Deflect Arrows feat. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the weapon. He must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesnâ,¬,,¢t count as an action. Exceptional ranged weapons, such as boulders hurled by giants or acid arrows, canâ,¬,,¢t be deflected.
Bashing: A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. (Only light and heavy shields can have this ability.)
Blinding: A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Anyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds.
Cold Resistance: A suit of armor or a shield with this property normally has a bluish, icy hue or is adorned with furs and shaggy pelts. The armor absorbs the first 10 points of cold damage per attack that the wearer would normally take (similar to the resist energy spell).
Electricity Resistance: A suit of armor or a shield with this property normally has a bluish hue and often bears a storm or lightning motif. The armor absorbs the first 10 points of electricity damage per attack that the wearer would normally take.
Fire Resistance: A suit of armor with this ability normally has a reddish hue and often is decorated with a draconic motif. The armor absorbs the first 10 points of fire damage per attack that the wearer would normally take (similar to the resist energy spell).
Glamered: A suit of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.
Invulnerability: This suit of armor grants the wearer damage reduction of 5/magic.
Reflecting: This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster exactly like the spell turning spell.
Shadow: This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks. (The armorâ,¬,,¢s armor check penalty still applies normally.)
Silent Moves: This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearerâ,¬,,¢s Move Silently checks. (The armorâ,¬,,¢s armor check penalty still applies normally.)
Sonic Resistance: A suit of armor or a shield with this property normally has a glistening appearance. The armor absorbs the first 10 points of sonic damage per attack that the wearer would normally take.
Wild: The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be made covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen.


Weapon Enhancements

Bitter: Upon command, a bitter weapon is sheathed in acid. The acid does not harm the wielder or his equipment. The effect remains until another command is given. A bitter weapon deals an extra 1d6 points of acid damage on a successful hit. Bows, crossbows, and slings so crafted bestow the acid energy upon their ammunition.
Dancing: As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon canâ,¬,,¢t dance (attack on its own) again for 4 rounds.
Defending: A defending weapon allows the wielder to transfer some or all of the swordâ,¬,,¢s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weaponâ,¬,,¢s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.
Distance: This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind.
Flaming: Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
Frost: Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Keen: This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen. This benefit doesnâ,¬,,¢t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
Merciful: The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition.
Returning: This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creatureâ,¬,,¢s next turn (and is therefore ready to use again in that turn).
Catching a returning weapon when it comes back is a free action. If the character canâ,¬,,¢t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Seeking: Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)
Shocking: Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
Speed: When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielderâ,¬,,¢s full base attack bonus, plus any modifiers appropriate to the situation.
Thundering: A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weaponâ,¬,,¢s critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.
Throwing: This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.
Vorpal: This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponentâ,¬,,¢s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)
Wounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.
Title: NORDICA
Post by: CYMRO on March 03, 2006, 12:02:41 PM
Nordica will be another Resource Point setting, though they will differ ever so slightly from the Altvogge standard.


CHARACTER CREATION
Non standard 32 point buy will be the Nordica way.

CRAFT POINTS
A character's craft points equal 10% of her total experience point gain, minus any craft points already spent. All characters gain craft points. Non crafting characters can assist a crafter and cover up to 50% of the craft point cost.

RESOURCE POINTS
Resource points combine the best of action points, spell points, and power points.

Spells/Powers: Resource points are used in the casting of spells and in the manifesting of powers by casting/manifesting classes.
Improve a d20 roll: By spending 2 resource points, you add the result of a d6 roll to your d20 roll (attack rolls, saves, checks, etc.). You must declare your intention after the roll is made, but before the DM confirms the result of that roll. If you are taking 10 or taking 20, you may not use a resource point to alter the outcome.
Activate Class Ability: A PC may spend 5 resource points to gain another use of a class or racial ability that has a limited number of uses per day.
Emulate Feat: At the beginning of a PC's turn, she may spend 5 resource points as a free action to gain the benefit of a Feat that she does not have. She must meet the prerequisites of the feat. She gains the benefit until the beginning of her next turn. Item Creation Feats(IC) and Feats marked with an "A" cannot be emulated.
Extra Attack: During any round in which a character takes a full attack action, he may spend 3 resource points to make an extra attack at his highest attack bonus. This applies to both melee and ranged attacks. Only one extra attack per round may be gained this way.
Stable: Any time a character is dying, she can spend 3 resource points to become disabled rather than dying.
Temporary Hit Points: Utility type characters may spend 5 resource points to gain 2 temporary wound points. These temporary wound points last one hour for every two character levels. All other classes may spend 5 resource points to gain 1 temporary wound point, these also last one hour for every two character levels.

 
Title: NORDICA
Post by: CYMRO on March 08, 2006, 08:41:28 AM
ALIGNMENT:
None.  Nordica will be free of alignment.


The equipment list, which I will post on the Nordica site will be shortened to reflect the culture.

Spell list will be forthcomingvery soon.  :)
Title: NORDICA
Post by: Túrin on March 08, 2006, 09:40:31 AM
Quote from: CYMROâ,¬Â¢ Giant blood: valas are not subject to spells or effects that affect humans only, such as charm person or dominate person.
Don't you mean to say here that they are of the giant TYPE (rather than the humanoid type)? Because that's what determines whether or not you are affected by charm-type spells.
Title: NORDICA
Post by: CYMRO on March 08, 2006, 09:46:58 AM
Quote from: Túrin
Quote from: CYMROâ,¬Â¢ Giant blood: valas are not subject to spells or effects that affect humans only, such as charm person or dominate person.
Don't you mean to say here that they are of the giant TYPE (rather than the humanoid type)? Because that's what determines whether or not you are affected by charm-type spells.

Yeah, that might be a better way to put it.....
Title: NORDICA
Post by: Arnkel on March 18, 2006, 10:03:03 PM
May I offer some changes to the runescar powers?

Additionally you may want to make a Combined Runescar feat as Norse Seidr and runecasters knew how to write the runes into charms which had seperate but related abilities.
Title: NORDICA
Post by: CYMRO on March 19, 2006, 09:41:30 AM
Quote from: ArnkelMay I offer some changes to the runescar powers?

Additionally you may want to make a Combined Runescar feat as Norse Seidr and runecasters knew how to write the runes into charms which had seperate but related abilities.

Changes such as?
Title: NORDICA
Post by: Arnkel on March 24, 2006, 02:38:51 PM
I realize that many of our choices are almost exactly the same. Additionally, You could alter the meanings for each culture within. For instance, the rune system you are currently using is based on the Old English rune poem(and notably, it had the most runes to offer). A google search will turn up the other rune poems, or I could e-mail them to you. If you wish.

Fehu: +1 Charisma(reasoning: although the rune literally means fee, and is loosely associated with giving, it is also considered to be the rune of Freya and Frey who were in deities of fertility)

Uruz: +1 Strength(reasoning: Uruz was the Norse rune for cattle)

Thurisaz +1 Initiative(reasoning: considered to be the rune of action, associated with the Giants and with Thor)

Ansuz: +1 Wisdom(reasoning: Since this was Odin's rune, as well as the Rune of the Aesir tribe of gods)

Raidho: +4 Divine bonus to Ride Checks(reasoning: the rune does mean riding)

Kenaz: Fire damage against you is halved.(reasoning: Kenaz was the rune for torch, burn, or fire)

Gebo:1 reroll per game day/session(reasoning: Gebo means gift)

Wunjo: +4 bonus on Charisma skills when used on someone you are related to(reasoning: the OE rune poem makes mention of a happy home for the joy rune.)

Hagalaz: 1/2 damage against bludgeoning weapons(reasoning: hail hurts!)

Nauthiz: +4 to any save, 1/day(reason: Nauthiz was the rune of need)

Isa: 1/2 damage against cold attacks(reasoning: Isa=ice)

Jera: Add 1dX years onto your max life span(reasoning: Jera = year)

Eiwhaz:+4 divine bonus against attempts to be tripped or overrun(reasoning: Eiwhaz was the Rune for Yew. Additionally the Rune poem stanza for the rune suggests that the Yew is a rather solidly rooted plant. An alternative idea inspired by the Norwegian poem is to halve cold damage, as yew was considered to be a hot burning wood. The Old Icelandic Poem alternatively could grant a +1 to Bow attacks).

Perthro: 1/day when the character needs to make an important roll, the player may flip a coin. Heads, he adds a divine bonus equal to his character level, tail he adds a divine penalty equal to his character level.(reasoning: Perthro, the Lot-cup, is tied to the concept of orlog, or the norse version of fate/destiny)

Elhaz: +10' to speed(reasoning: the rune means Elk, which is a creature often noted for speed.)

Sowilo: +1 Divine bonus to AC (Reasoning: although it is associated with the Sun, Sowilo is equally seen as a shield. This rune is similar to the Sunwheel itself. Of other note, two Sowilo runes side by side means victory in many germanic rune traditions.)

Tiwaz: this one is a tough choice, perhaps either direction sense or add 10 points to the Massive damage threshold(reasoning: Tiwaz is Tyr's rune, but it is associated with the North Star).

Berkano: grants reach 1/day on 1 attack to the bearer(reasoning: The birch in the rune poem is described as reaching to touch the sky.)

Ehwaz: +4 Handle Animal(Horse) or even some form of Animal Empathy(Horse) (reasoning: the rune means horse)

Mannaz: regardless of form, the creature type stays humanoid(human)(reasoning: well, the obvious is that the rune itself means Man, however, an alternate power could be an immunity to Undeath, since in the OE rune poem, the stanza talks about final burial).

Laguz: +1 Attack/ every 4 character levels 1/day(reasoning: the OE rune poem describes the water talked about with this rune as unending. A different power could be to negate part of or all falling damage as suggested by the Old Norwegian Rune Poem)

Ingwaz: +1 Strength/Constitution(reasoning: The rune stands for a possibly mythical hero. In Sweden, Yngvi was the progenitor of the Original line of Swedish Kings, in Anglo-Saxon England he was the first of the East Danes seen by men. )

Daguz: my suggestion would be some sort of turning bonus against the undead(reasoning: the rune means day)

Othala: damage bonus while one stands on ones own â,¬Å"home groundâ,¬Â(reasoning: Othala is considered to be the home rune.)


There are additional runes mentioned in the OE rune poem, but I canâ,¬,,¢t find my notes(and more importantly, their saxon names) on them at the moment, but the stand for in English: Oak, Ash, Yew Bow, Serpant, and Grave.
Title: NORDICA
Post by: CYMRO on March 24, 2006, 08:24:52 PM
The cultural outlook I am using for Nordica is The Aesirismal, a fabulous rendition of the Norse Golden Age written by yours truly.

With Nordica being a low magic setting (by Core standards), the runes are meant to be a source of power.  The simplicity of my runescars is a balance between flavor and mechanical soundness.  Not all fit with the commonly held interpretations of the runes, but such is the burden of game mechanics.  Wasting a rune on a Ride check or Handle Animal check does not fit the ideal of the rune system, which is what Nordica is all aboot. Ideals.  
Title: NORDICA
Post by: Arnkel on March 24, 2006, 10:31:55 PM
Makes sense now that you put it that way :P
Title: NORDICA
Post by: CYMRO on March 26, 2006, 01:33:29 AM
Quote from: ArnkelMakes sense now that you put it that way :P

  :eek: I made sense???  Someone call the Retrophrenologist!!! :knock:
Title: NORDICA
Post by: Xeviat on July 19, 2006, 03:51:24 PM
I'm very much interested in norse myth, though I haven't taken up the time to really study it indepth. I probably should, due to my norse ancestry and my interest in it.

CYM, do you plan on continuing this setting?

How close to Ragnarok is this suposed to take place?

Will you be using the divine entries out of D&DG, or have you made your own?

What will the elf and dwarf stats look like?

What will the primary conflicts that the players will be dealing with be? Are they going to perform raids on other local peoples, take part in vast battles, or deal with the mechinations of the deities?
Title: NORDICA
Post by: CYMRO on July 19, 2006, 04:31:36 PM
QuoteCYM, do you plan on continuing this setting?

Absolutely.  It has taken a back seat to Altvogge and some fiction I am working on, but expect updates soon.

QuoteHow close to Ragnarok is this suposed to take place?

Nowhere near, as Ragnarok is only one potential future event.  This setting coincides with the Norse Silver Age, after the binding of Loki, but before his and Balder's redemption.

QuoteWill you be using the divine entries out of D&DG, or have you made your own?

My own, as the DDG entries do not fit the Norse traditions I am familiar with.

QuoteWhat will the elf and dwarf stats look like?

Epic!
Expect alfs to be glittery and dwarves to turn to stone when exposed to sunlight (if they do not have a Tarnkappe).  
But these are both VERY powerful types of beings.

QuoteWhat will the primary conflicts that the players will be dealing with be? Are they going to perform raids on other local peoples, take part in vast battles, or deal with the mechinations of the deities?

Politics and raids, king-making and thing-mending.  Giant attacks and dragon depredations.  And the games Odin plays...
Title: NORDICA
Post by: So-Keher on July 19, 2006, 07:40:26 PM
Quote from: CYMRO presents the Cabbage CavalcadeVALAS
â,¬Â¢ +2 Strength, +2 Constitution: valas are tough and strong.
â,¬Â¢ Giant blood: valas are not subject to spells or effects that affect humans only, such as charm person or dominate person.
â,¬Â¢ Medium: As Medium creatures, valas have no special bonuses or penalties due to their size.
â,¬Â¢ Vala base land speed is 30 feet.
â,¬Â¢ Low-Light Vision: A vala can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
â,¬Â¢ Cold Acclimated: valas have a +2 racial bonus on saving throws against all cold spells and effects. Valas are accustomed to enduring low temperatures.
â,¬Â¢ Powerful Build: The physical stature of valas lets them function in many ways as if they were one size category larger.
Whenever a vala is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the vala is treated as one size larger if doing so is advantageous to him.
A vala is also considered to be one size larger when determining whether a creatureâ,¬,,¢s special attacks based on size (such as improved grab or swallow whole) can affect him. A vala can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of abilities and spells that change the subjectâ,¬,,¢s size category.
â,¬Â¢ Automatic Language: Vinn. Bonus Languages: Common, Draconic, Giant

AM I missing something, or is this extremely unbalanced? I think there sneeds to be some sort of LA, maybe a +2.
Title: NORDICA
Post by: CYMRO on July 19, 2006, 08:25:19 PM
Compare to XPH's half-giant, then notice that Nordica humans get 2 bonus featsees at first level, and it balances out pretty well.  They are after all the scions of gods and giants.
Title: NORDICA
Post by: So-Keher on July 19, 2006, 08:34:25 PM
Quote from: CYMRO presents the Cabbage CavalcadeCompare to XPH's half-giant, then notice that Nordica humans get 2 bonus featsees at first level, and it balances out pretty well.  They are after all the scions of gods and giants.


Ok i see what you mean but there doesn't seem to be any con to being a Valas. All they have are bonuses to various skills, checks and abilities. A drow for example gets spell-like abilities, +2 to several abilities and great proficiencies but this is all countered  by -2's, a level adjustment and especially daylight sensitivity.

I don't have a reference to XPH's half-giants could anyone pst them for me/tell me where to get info on them?
Title: NORDICA
Post by: CYMRO on July 19, 2006, 09:03:57 PM
The XPH h-g is close, though they take a hit to dex, they get stomp as a psi-like ability, 2 bonus power points, are fire rather than cold acclimated, and have an LA+1.

And you are right, there is no drawback to beling a vala.  I am of the school of thought that playing non-human should not have an instant handicap.  From the perspective of Norse tradition, the only drawback to the vala race was that for many generations their dead were denied passage to Asgard.  
Title: NORDICA
Post by: So-Keher on July 19, 2006, 09:14:49 PM
Of course,its your decision. I just wasn't sure how a level one vala warrior would do against a level one elven warrior. THe loss of acceptance into Asgard howeve ris an excellent idea, especially if you and your players believe in a world that is just as dynamic as ours. For example, it remains a big issue today whether sinning will deny your acceptance into Heaven (or any other after-life), and also with the  dharma/karma theory as a basis of religious belief.
Title: NORDICA
Post by: CYMRO on July 19, 2006, 09:27:39 PM
Quote from: So-KeherOf course,its your decision. I just wasn't sure how a level one vala warrior would do against a level one elven warrior. THe loss of acceptance into Asgard howeve ris an excellent idea, especially if you and your players believe in a world that is just as dynamic as ours. For example, it remains a big issue today whether sinning will deny your acceptance into Heaven (or any other after-life), and also with the  dharma/karma theory as a basis of religious belief.

The elf, being an epic creature in Nordica would kick her vala ass.   :chair: :crazy:

Title: NORDICA
Post by: So-Keher on July 19, 2006, 09:43:41 PM
:fish:
Title: NORDICA
Post by: Kindling on July 25, 2006, 08:38:50 AM
This setting looks like so much fun!

Please post more, especially fluffy stuff about various nations or regions or whatever.
The classes, races and runes have all whetted my appetite, but now I want the actual meal of the setting itself... :P
Title: NORDICA
Post by: Lmns Crn on July 25, 2006, 10:35:48 AM
I'm intrigued, though I agree with Kindling here: this is all very interesting, but I want to hear more about the core of the setting now.

The runescars are interesting, but am I right in reading that you get one rune only when you take the feat, and to get another, you have to take it again? And is there any way we could get some sample sketches of these runes?
Title: NORDICA
Post by: CYMRO on July 25, 2006, 03:22:06 PM
Quote from: Luminous CrayonI'm intrigued, though I agree with Kindling here: this is all very interesting, but I want to hear more about the core of the setting now.

The runescars are interesting, but am I right in reading that you get one rune only when you take the feat, and to get another, you have to take it again? And is there any way we could get some sample sketches of these runes?

You are correct about how the feat works.


[spoiler=RUNES]
ANSUZ  BERKANO  KENAZ  DAGAZ  ELWO
FEHU  GEBO  HAGALAZ  ISA  JERA
LAGUZ  MANNAZ  NAUDHIZ  INGWAZ  OTHALA
PERDRO  AIRH  RAIDHO  SOWEILO  TIWAZ
THURISAZ  URAZ  WUNJO  EIWAZ  ELHAZ
(http://www.angelfire.com/planet/nordica/images/runes.jpg)
[/spoiler]
Title: NORDICA
Post by: Lmns Crn on July 25, 2006, 03:29:45 PM
Looks like Angelfire isn't being cooperative with hosting. Try imageshack?
Title: NORDICA
Post by: CYMRO on July 25, 2006, 03:43:14 PM
Quote from: Luminous CrayonLooks like Angelfire isn't being cooperative with hosting. Try imageshack?

Looks fine from here. ?!
You must be using IE.

Try here (http://www.angelfire.com/planet/nordica/pcnordica.html)


Title: NORDICA
Post by: Lmns Crn on July 25, 2006, 03:51:43 PM
Quote from: CYMRO.  Have you heard the good news about cabbage?Looks fine from here. ?!
You must be using IE.

Try here (http://www.angelfire.com/planet/nordica/pcnordica.html)
Okay, I see 'em now. Awesome.
Title: NORDICA
Post by: Wensleydale on July 26, 2006, 05:09:51 PM
Great stuff. Actually, I think I'll take you up on your offer to use the Runescarring system... suitably modified to suit a class system, of course. :)
Title: NORDICA
Post by: CYMRO on July 26, 2006, 05:11:36 PM
Quote from: Golem011Great stuff. Actually, I think I'll take you up on your offer to use the Runescarring system... suitably modified to suit a class system, of course. :)

It certainly has that possibility.  I look forward to seeing the result.
Title: NORDICA
Post by: Wensleydale on July 26, 2006, 05:25:02 PM
:D also love your avatar. Well, I love it if it really is Lord Vetinari...
Title: NORDICA
Post by: CYMRO on July 26, 2006, 05:26:49 PM
Quote from: Golem011:D also love your avatar. Well, I love it if it really is Lord Vetinari...

From Paul Kidby's The Art of Discworld, that is, indeed, Lord Havelock Vetinari, and Wuffles.
Title: NORDICA
Post by: Wensleydale on July 26, 2006, 05:28:21 PM
Thought so. It was Wuffles that gave it away.