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 |
Zone of Truth
Enchantment
Details
School | Enchantment |
Level | 2 |
Casting Time | 1 action |
Range | 60 |
Duration | 10 minutes |
Description
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.