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
Played63 times
Cloned14 times
Created
128 days ago
Last Updated
3 days ago
VisibilityPublic
Animal Shapes
Animal Shapes
Transmutation
Details
SchoolTransmutation
Level8
Casting Time1 action
Range30
DurationUp to 24 hours
Description

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

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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