Norse Mythology
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
Played | 61 times |
Cloned | 12 times |
Created | 117 days ago |
Last Updated | Yesterday |
Visibility | Public |
Divine Word
Evocation
Details
School | Evocation |
Level | 7 |
Casting Time | 1 bonus action |
Range | 30 |
Duration | Instantaneous |
Description
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: - 50hp or less: deafened for 1 minute - 40 hp or less: deafened and blinded for 10 minutes - 30 hp or less: blinded, deafened and dazed for 1 hour - 20 hp or less: killed instantly. Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.