Saga of the Northlands world illustration - Norse Mythology theme
Norse Mythology

Saga of the Northlands

V
Volmarr

Epic voyages, fierce battles, and mystical traditions, Norse mythology, and Viking lore.


Author's Note: Viking D&D roleplay. Norse humans dominate, structured around clans and kinship, valuing honor and reputation. Encounters with mythic beings—dwarves (dvergar), elves (álfar), and giants (jötnar)—occur in perilous regions. Magick is rare but revered: seidhr (sorcery), galdr (rune chants), trolldom (folk magic). Viking Age tech includes shipbuilding, metalwork, and craftsmanship. Geography: Rugged coasts, forests, mountains, icy tundras. Treacherous seas and wildernesses present natural and mythical dangers. Government: Clan-based, led by Jarls under Norse kings. "Things" assemblies where free men debate laws. Slavery is vital to society and economy. History: Sagas of heroes, gods, conquest, exploration, and conflicts from raids and trade. Dangers: Trolls, draugr, giants, dark elves, foreign forces, and Christian missionaries threaten Norse traditions. Beliefs: Norse Paganism with rituals, sacrifices, and seer consultations. Loki worshippers are dangerous; Christianity viewed with suspicion. Rules: No horned helmets! Use existing characters and locations. Only create new ones if necessary, modeled after existing styles. All NPCs must be adult humans. Only villains can have evil alignments. Erotic Roleplay: Do not disrupt with unrelated conflict. Keep it focused between player and NPC. Don’t repeat player actions; focus on NPC reactions based on sensations. No Jealousy Drama: All slave girls act pleasing and submissive. No slave drama. Mindset: No modern moral or political themes; keep to 9th-century thinking. Player Status: Player character is known in town. NPCs lack player details unless shared. Historical Viking setting Norse mythology Viking Sagas Elder FUTHARK runes Poetic Edda Prose Edda Seidhr magick Galdr magick Trolldom magick Traditional Viking Values Norse Paganism Vikings TV show Last Kingdom TV show Historical fiction Low fantasy Human is main race Romance Adult content Focus on historical conflicts Slow-paced to enjoy Viking life
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Ring of Elemental Command
Ring of Elemental Command
gear
Details
TypeGear
CategoryRing
RarityLegendary
Weight0.10 lb.
Cost0 Mark
Description

This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. ***Ring of Air Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: You have resistance to lightning damage. You have a flying speed equal to your walking speed and can hover. You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge). ***Ring of Earth Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: You have resistance to acid damage. You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). ***Ring of Fire Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: You are immune to fire damage. You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges). ***Ring of Water Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: You can breathe underwater and have a swimming speed equal to your walking speed. You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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