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
Wall of Thorns
Wall of Thorns
Conjuration
Details
SchoolConjuration
Level6
Casting Time1 action
Range120
DurationUp to 10 minutes
Description

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

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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