Nordheim The Nordheimir Nordheimir are fierce fierce warriors, warriors, proud and and honourable. With white hot enthusiasm enthusiasm they pursue pursue life, facing death fearlessly fearlessly with a song on their lips. They are giant men who valued honour, honour, loyalty and reputation reputation above all things, for their land is harsh. harsh. Even the women are strong, running households households while the men war with each other across the icy plains plains and mountains. War is an essential ingredient in the life of the Nordheimer. War is their economy. War is their social setting. War is their religion. religion. War measures courage. War measures honour. War measures manhood. Thus, the the Nordheimir Nordheimir favour favour the barbarian barbarian class
Variant Rule Howard's Nordheimir live in a tundra land, frozen to the point where agriculture is pointless, thus they are hunters and gatherers, plunderers and raiders. For most of the Nordheimir, their lands are landlocked. Even the Vanir, some of whom live on the coast, have not really really discovered long sea-voyaging. sea-voyaging. The background skill of Profession Profession (farmer or sailor) listed in the Conan the inappropriate for most Nordheimir. Substitute Intimidate Intimidate instead. Roleplaying Game rulebook is inappropriate The hairy, fur-bedecked fur-bedecked Nordheimer barbarian barbarian is an intimidating intimidating sight. sight.
Nordheimer Barbarians Nordheimir make fantastic barbarians, for their entire savage culture is predicated upon bloodshed and survival of the fittest. Nordheimir barbarians barbarians usually usually keep Survival maximised maximised to make use of their Track ability. Spot is somewhat important important in this savage land, but most Nordheimir do not bother much with Listen, Hide and Move Silently. Nordheimir are are more concerned with valour and honour than than stealth. Ambushing the enemy is not really their way. They are an artistic people, so ranks in Craft is appropriate, appropriate, as are ranks in Intimidate, for the Nordheimir are simply intense, intimidating intimidating people. Jump and Climb Climb is useful useful to them, so a few ranks in these skills skills are appropriate, appropriate, although they are not as skilled in climbing as their southern neighbours, the Cimmerians. A social people, the Perform skill skill is important important to them. They like to sing, tell stories and create create poems. poems. Those with at least 10 ranks in a Perform skill are called skalds and earn a +1 bonus to Reputation for every five ranks they possess in each Perform skill. Most Nordheimir take the Fighting-Madness Fighting-Madness feat feat and any other brute force feat they can. They rarely bother to finesse with weapons – instead they just bash their way to a bloody conclusion. Feats such as Power Attack, Improved Sunder and so on are appropriate for a Nordheimer barbarian. The savage savage scout (page XX), XX), the clan clan chief (page (page XX), the shaman shaman (page (page XX), the war war chief (page (page XX), the harrower (page XX), and the berserker (see Conan: Free Companies ) are all excellent class combinations for the Nordheimer barbarian. Clan chiefs must prove their worth as a barbarian barbarian warrior before they can claim their blood right as the son of a king or chief.
Nordheimer Borderers Nordheimir borderers are a rare breed. He is usually the best hunter in the village and usually functions as a scout for the warriors. warriors. They often lead the warriors on hunts for meat or on raids against enemies or rivals. These are the Nordheimir who are in love with their environment, focused upon stealth and opportunity. opportunity. They are uncannily attuned attuned to their environments, able to seemingly hear ice and snow creak and move, able to spot faults and safe passages across ice bridges and across frozen lakes. Although Survival is always maximised, maximised, the Nordheimer borderer also focuses on Listen, Spot, Hide and Move Silently, in that order, as aids to his function in society. Nordheimir borderers borderers take Fighting Madness and other power feats, for although they appreciate stealth, they are stil stilll Nordheimer at heart. heart. When push comes to shove, the Nordheimer Nordheimer borderer intends to send his foe to Valhalla in a bloody splash. splash. Bow and arrow are a coward's coward's weapon, so
the Nordheimer borderer usually chooses the two weapon fighting style or the Nordheimer power attack style (see page XX). The wild hunter (page XX), the runner (page XX), the guide (page XX), the skirmisher (page XX), the scout (see Conan: Free Companies ) and the outlaw (page XX) are all excellent class combinations for the Nordheimer borderer. The wild hunter is perhaps the most common of the class combinations.
Nordheimer Power Attack Combat Style The Nordheimir are not precision combatants. They fight with brute strength and brutal savagery. They rip through armour and shields with powerful blows and few can stand up to them for long in battle. 2nd level: You hit armour with such brutal strength you add +1 to all armour piercing scores with your sword or battle axe. 5th level: You are treated as having the Improved Sunder feat, even if you do not meet the normal prerequisites. 11th level: You are treated as having the Improved Critical feat with any sword or axe (excluding hatchets or throwing axes), even if you do not meet the normal prerequisites. This ability remains even if the borderer has more than 7 levels in barbarian. Special: Nordheimir do not go unarmoured into battle. This combat style can be used even in medium or heavy armour. •
•
•
Nordheimer Nomads Nomads are a prohibited class for the Nordheimir. They do not herd animals nor are they horsemen. The class is inappropriate for Nordheimir characters in their native land.
Nobles Nordheimir do not have nobles. They are prohibited from taking the class at first level. Nordheimir who later become a nobleman must multi-class into it. Nordheimir do not respect nobility as it is practised elsewhere in the world. A man is judged on his character, not on his lineage.
Nordheimir Precedence Position
Control Over
Primary Arena
Social Status
King Chieftain Chieftain's Family Hirðmaðr
Clans or Tribes Clan or Tribe Clan or Tribe
Political Political Social
Enforcement of Chieftain's or King's will Popular Opinion Religion, Culture Althing or Thing Personal lands Personal lands Master's lands Master's lands
Skald Goði or Godar Lawspeaker Leiding Hauldr Løysing Thrall
4 4 3
Base Legitimate Power +25 +20 +20
Maximum Power
40 40 30
Political
3
+15
30
Social Social
3 3
+15 +15
30 30
Social Economic Economic Economic Economic
2 2 1 0 -1
+15 +10 +5 +0 –
20 20 10 0 –
King: A king is a chieftain who has consolidated more than one tribe or clan under his rule. Chieftain: The chieftain is the head of a tribe or clan, usually owning around 18 farms. The chieftain has the social responsibility to enforce the laws of Nordheimir society. A chieftain is expected to be generous in all things and to protect the honour of the clan against outsiders. The
chieftain must be a good leader, a powerful warrior, an excellent speaker and able to inspire his men. He is required to attend any Things or Althings or he loses his position. Hirðmaðr: The Hirðmaðr are the loyal followers of the king or chieftain, those who have sworn Allegiance and fight by his side. Skald: A skald is a Nordheimir poet, a scholar who retains the oral history, culture and traditions of the clan. Goði: The Goði (or Godar) is a Nordheimir scholar. He has a chieftain like role in addition to religious duties. See Conan: Hyboria's Finest for more details. Lawspeaker: Usually a skald, a lawspeaker is a Nordheimir who has memorised the laws of the Thing or Althing. He recites the laws at the outset of these gatherings to ensure the laws are remembered and obeyed by all present. Leiding: The leiding is a man who rents or leases his land to another in return for payment in food. The leiding is usually a wealthy land-owner or farmer and his tenant can be anyone from a former slave to a chieftain. He is a free man with all the rights and duties of such in Nordheimir society. Hauldr: The hauldr is a true free man with full rights and duties in Nordheimir society. The hauldr owns his own land and has a hereditary right to that land; his family has owned the land for at least six generations. Most people in Nordheimir society belong to this class of people. Løysing: The løysing is a bondsman, a slave who had been set free by his owner because of hard work or exceptional service. He is usually still dependent upon and owes duties toward his former owner. The children of løysing parents are free. Members of this class often participate in raids and military excursions in order to supplement their wealth. Wealth is not dependent upon social status in Nordheimir society. They can make and bear weapons, and have many rights under Nordheimir law, such as participation in the Althing or Thing. The only right they lack is a hereditary right to land. Thrall: A thrall is a slave; thralls are not protected by the law but are treated as property. Killing a slave is not murder, so the killer need only replace the slave if it was owned by someone else. Children born of slaves are the property of the owner of the mother. Slaves work hard and the only thing they are allowed to own is a knife. Slaves are captured during raids into Pictland, Asgard, Nordheim, Cimmeria, the Border Kingdom and Hyperborea. Other Nordheimir might become slaves if they find themselves unable to pay the mulct (fine) imposed by the Althing or Thing, or if a Nordheimir is unable to provide for himself and/or his family.
Scholars Nordheimir scholars are a rare breed. Nordheimer shamans, known as godi in Vanaheim and godar in Asgard, tend to be more political than religious, taking a chieftain-like role as well as ensuring the proper ceremonies are conducted for any given event. Religion tends to be a personal event among the Nordheimer, but even they have their oracles, much as the Cimmerians do. A Nordheimer can only take the scholar class by virtue of his bloodline, his wealth and his Reputation. If he is found lacking in any of these three areas, then he will not be chosen for this role. The character must be descended from a king or shaman, he must be wealthy as Nordheimer measure wealth and his Reputation must exceed 10 before he can multi-class into scholar. Worship is conducted outdoors around places such as beneath guardian trees, near sacred wells or within sacred arrangements of stones. The Nordheimer shaman focuses on Divination sorcery styles almost exclusively, although a few branch out into Cosmic Sorcery and/or Hypnotism. Mostly, they take the bonus feats and bonus skill points in lieu of new styles and further advanced spells once they have learned the Divination sorcery style. These scholars will focus on Knowledge skills (as many as possible) and Perform skills (to convey their knowledge).
Soldiers Nordheimir soldiers take a more studied approach to their warfare than the standard Æsir or Vanir warrior. Still a 'barbarian' by nature if not by class, the Nordheimir soldier should take the Fighting-Madness feat to emphasise the fury lurking beneath his otherwise studied manner. The berserker (soldier/barbarian) from Conan: The Free Companies is perfect for these frenzied warriors of the north. Their racial bonus to swords works well with the soldier class motif. Taking soldier instead of barbarian allows the character to focus and specialise in his weapon of choice, building on that racial modifier in a manner a barbarian cannot do past 7 th level.
Nordheimir Pirate Technically speaking, pirate is not prohibited to Nordheimir. However, to capture the flavour of Robert E. Howard's world, pirates should not be allowed for first level Æsir and most Vanir. Asgard is land-locked. A true pirate culture would be nearly impossible to sustain in Asgard. At higher levels, presuming the Æsir left Asgard, the character could realistically multiclass into pirate. The Vanir really have not developed ships like the Vikings did, their Viking-like culture notwithstanding. This is not to say that a Vanir tribe could not become more Viking in tone and actually develop a Viking-style war ship. Most Vanir, however, live in land-locked villages and tribes. Only coastal Vanir could realistically develop a first level pirate. These Nordheimir should take Profession (sailor) as one of their background skills.
Nordheimir Thief The Nordheimir are notorious raiders and warriors. Although rarely of the pick-pocket sort, many are indeed thieves. With their racial boost to Constitution and negative modifier to Dexterity, Nordheimir thieves are most suited for Constitution-based thieves. They take ranks in Concentration, Climb, Swim and Survival. They often take feats such as Athletic, Brawl, Carouser, Diehard, Endurance, Fighting Madness, Great Fortitude, Hard*, Pain Driven*, Self-Sufficient, Toughness or any other feat with a Constitution prerequisite. Their bonuses to Hide, Listen, Move Silently, Survival and Spot also lend themselves well to raiding and thieving in outdoor cold environments. A Nordheimir thief will not realistically put ranks into Open Locks or Disable Device, as there would be little chance the character could have practised or even experienced a true lock or trap. Of course, once the character has been to civilisation for a while, he can and should pick up those skills. Some Nordheimir thieves lurk on the glaciers, working in tandem with an ice nymph (see page XX for the nymph multiclass progression for temptresses) to victimise wounded Nordheimir. The Ruffian (page XX), Bounty Hunter (page XX), Crime Lord (page XX), Wolf of the Desert (page XX), Wastrel (page XX), Grimalkin (page XX) and Minder (page XX) concepts are all appropriate multi-class progressions for the Nordheimir. The wolf of the desert wanders the tundra and the great glaciers and female grimalkin often learn the Dance of Atali spell from Conan: The Scrolls of Skelos. Bounty hunter Nordheimir usually take the Nordheimir Ice Storm Combat Style from Conan: Hyboria's Fiercest . * indicates a new feat presented in this volume.
Nordheimir Temptress By far the most common type of temptress found in Nordheim is the shield maiden (see page XX), a warrior-woman who fights alongside the men, giving rise to legends of the mighty Valkyries who fight alongside Ymir. Status in a Nordheimir community is determined by combat prowess and wealth, and often wealth must be won through combat. Giant red-haired or blonde women in armour and wielding a warsword with deadly proficiency is not an unknown site in that cold land. Nordheimir temptresses are not content to marry and run a man's household while the men war with each other across the icy plains and mountains. The Nordheimir temptress wants to run with pack and spill the blood of her enemies alongside the men.
Another type of Nordheimir temptress is the ice nymph who wanders the glaciers in naught but a wisp of gossamer. A third type is the vamp. Nordheimir vamps learn the Dance of Atali spell from Conan: The Scrolls of Skelos . The vamp often arises from a captured or enslaved Nordheimir who manages her escape and decides on revenge against the world of men. The Manhunter (page XX), Nymph (page XX), Manipulator (page XX), Vamp (page XX) and Shield Maiden (page XX) are appropriate Nordheimir multi-class options. The nymph progression indicates a Nordheimir who runs naked on the glaciers, often tempting the wounded into following them into ambushes.
Ruins in Nordheim The Nordheimir are fierce warriors, proud and honourable. With white hot enthusiasm they pursue life, facing death fearlessly with a song on their lips. They are giant men who valued honour, loyalty and reputation above all things, for their land is harsh. Even the women are strong, running households while the men war with each other across the icy plains and mountains. War is an essential ingredient in the life of the Æsir and Vanir. War is their economy. War is their social setting. War is their religion. War measures courage. War measures honour. War measures manhood. This predilection for war has left behind many ruined villages. Fighting, plague and famine wipe out entire settlements. The frozen tundra often preserves the villages far longer than they would survive in a more humid climate, but still, the remains do not last long because they are mostly built from perishable materials, such as turf from the tundra. Nordheimir villages are encircled by earthworks, usually ditches and mounds. Most wealthy Nordheimir homes are longhouses with a fire pit or hearth in the centre. A poor man's house is three- or five-yards long and rectangular in shape. Grain storage buildings are built on stilts with a ladder to the door. The Nordheim also built saunas, workshops, barns and meat-drying sheds. Artefacts are the most easily recovered item in Nordheim. Most artefacts are highly decorated, often with a dragon or bird-of-prey motif, as well as stylised patterns.
Nordheimir Character Kit Male Costume Nordheimir men wear trousers, tunics, coats and cloaks, usually made from hide, leather, worsted wool or linen. Most wool are dyed red, blue, brown or yellow, although if the natural colour is pleasing the wool might not be dyed at all. Work boots are also included in this kit.
Female Costume A Nordheimir woman wears a full-length tunic of wool with an oval neckline and long sleeves. Over the tunic, she wears a wool apron-dress (tubular if Vanir, wrap-around if Æsir) suspended from the shoulders by a pair of oval tortoise brooches. Over this a long-sleeved coat pinned at the solar-plexus with another brooch is worn. A fabric belt is optional. Straps hang from the various brooches to hold personal items, such as tools, knives and combs. A Nordheimir woman also has knitted stockings and short boots. Characters may also include a cloak and a hood among their initial belongings. She completes her costume with a fillet (optional).
Weapons Player Characters of any class may choose any two from the following list of weapons: broadsword, battle axe, hunting spear, war spear. The character also receives a leather helmet reinforced with pieces of metal, including a piece of iron or steel over the nose (treat as a steel cap), a mail shirt and a large shield made of wood and covered in leather hide or bearskin. A round metal hump is place in the centre of the outer face of the shield to protect the hand holding the shield. Characters also receive a comb made from antlers, small tools to clean their fingernails and ears. Any starting money is either sewn onto or into the character's clothes or
worn on a necklace or kept as a silver bracelet – amounts of silver needed are sliced off the bracelet when making a purchase.
Æsir Names Æsir names are usually Nordic in form. Surnames are not usually hereditary. If a surname is used it usually is simply the father's name, such as Aevar Svensson, or Aevar, the son of Sven. Aevar's son, in turn, might be Hrothgar Aevarsson. Girls do similar things, such as Aegilieif Svensdaughter.
Female Æsir Names Aase Alfhildr Arselma Auda Brita Danica Edit Gonnora Grimhilde Gum Gunnhild Haldana Hayliegh Inginn Injerd Kadlin Keki Magnild Odd Olof Rania Rika Runill Sierida Thorbiartr Truda Vaetilda Vigdis
Aegileif Aricka Asdis Audhild Brunhild Diss Edney Gorm Groa Gundrea Gunnild Haldora Haylye Ingiridr Ite Kari Kelcee Magnilde Oddfrid Olve Ranveig Rinda Ryngewar Sifled Thorborg Uald Valda Volva
Aese Arikka Astridr Audhilde Brunnehilde Dotta Edonia Gragas Gudfinna Gunhild Gunnilde Halea Hedvig Ingolv Jaldrud Katreena Luta Malmury Oddny Osk Raven Ringwar Saeunn Thjodhild Thordis Ulfhild Valgerd Ydany
Ailsa Arnfrid Astrud Bothild Brynhild Driva Eir Grelauga Gudny Gunhilde Haili Halei Hel Ingrede Jodis Katrina Madrene Norberta Odindis Ota Reginleif Rona Salbjorg Thokk Torne Una Vandrad Ydenia
Alfdis Arnkatla Asvoor Brenda Dalia Dyna Elfgifu Grid Gudrun Gunilda Hailiegh Hayleigh Helga Ingrida Jord Katryna Maerita Norna Ola Ove Reynilda Ronnaug Sela Thora Torny Unne Vebjorg Ydonea
Alfgifu Arnthrud Asvora Brisingamen Dalla Eda Elle Grimhild Gulli Gunne Hailye Hayli Ingibjorg Ingrith Jorun Keirstin Magna Nud Olga Randi Ricci Runa Siegrid Thorberte Tove Uppsala Vendela Ylwa
Aevar Alfaster Askel Athulf Bern Einraedi Erek Eryque Faste Garth Gert Glum Gymir
Aflaeg Alfgeir Asketel Balli Berse Eistein Eric Evynd Fenris Gaute Giertjof Gnup Gyrdh
Agdir Alfrigg Askr Banke Dusi Eldgrim Erlend Eyjolf Fili Gautvid Gilby Gunnfrodr Haakon
Agmund Alphege Assur Bardi Dyri Emund Erric Eyrar Finnbogi Geirfinn Ginnunggap Gunnolfr Haeringr
Male Æsir Names Aage Alaf Amhlaoibh Asvald Beini Eileifr Eowils Errict Eysteinn Finnvid Geirolf Gjuki Guthlac
Adils Alfarin Amunde Aswarth Bergelmir Eindride Erech Erych Fafner Fogl Gemmel Gleipnir Guttormr
Hafleikr Hunrodr Ingmar Isolfr Jolgeir Kleng Luloecen Mikkel Olle Ormr Ovaegir Randi Riodhr Saemund Suni Sverting Thilfr Thorgaut Uisdean Vandrad Vifil
Hafnar Hvergelmir Ingolf Ivar Kaeti Knud Lutr Mjolnir Olof Osferth Ozur Randver Rodfos Salte Surtr Syr Thjostolfr Thorgest Ulfketill Vebjorn Vig
Hafthi Hvitr Inguar Iwar Kalman Kodran Magni Mordr Omolf Osketel Pallig Raud Rolf Scula Svadi Teit Thoralf Turstin Ulfr Vedmundr Vigfus
Hagen Im Ioli Jarl Ketilvast Kolfastr Mani Munan Onund Ossur Palne Raynor Rudo Sidroc Svartlingr Thambarsk Thorberg Tyrell Ulmer Vegeir Vigot
Hakr Ingialdr Isi Jaroslav Kjarr Logi Margad Munin Opir Osten Radorm Reyni Rutland Sigbiorn Sven ThDrbjorn Thorbiartl Tyson Unni Vert Vindr
Hrothgar Ingjald Isleifr Joalf Kjotvi Lothen Melsnati Myrkjartan Orgunleidi Othen Ragni Ring Saefari Summarliethi Sverre Thialfi Thorburn Ubbi Vaerdalen Vidar
Vanir Names Vanir names are Nordic in style, similar to the Æsir.
Female Vanir Names Aasina Alfifa Bertha Bodilla Britta Dagmar Dalr Ema Eryka Frija Geirlaug Gunnell Haliegh Herdis Hildr Holmfried Hyrrokkin Idunn Jofrid Katrinah Maere Medana Noma Oddveig Osla Ronalda Swanild
Aesa Audumla Bestla Borghilda Brunhilda Dagne Disa Erica Freydis Frikka Gerd Gunnhildr Hallbera Hetha Hillevi Hrafnhild Idalee Idunnr Joreid Keirsten Maerta Mengi Norn Odindisa Ottkatla Rudda Swonild
Agnis Auduna Biorg Borgny Bryngerd Dahlea Dota Ericka Freyja Fylgja Gerdie Gunnilda Halldis Hidegunr Hiordis Hrodny Idone Inge Jorunn Keirstyn Magnhildr Meregrota Noss Olaug Quenell Runild Syn
Aldis Baugeid Bjadmynja Botilda Brynhilde Dale Draupnir Erikka Frida Gale Gunhilda Gunnildes Hallfrid Hilda Hlif Hulda Idonia Isgerd Kaia Kelcea Magnilda Mista Oda Olge Rind Rusila Thara
Alfeid Bera Bjorg Brendie Bylgja Daleah Drott Ermingerd Fridgerd Garda Gunild Halfrid Hallgerda Hildegunn Holda Hvarflod Idony Jaddvor Katla Kelcey Malmfrid Nanna Oddbjorg Oluva Ringuar Sverra Thir
Alfhilde Bergljot Bodil Brit Cvenild Daliah Ecgfrith Errica Frigg Geira Gunnborg Hali Herbjorg Hildigunnr Holle Hymir Iduna Jarnsaxa Katrena Lyngheid Maria Nidbjorg Oddnaug Ormhild Rogned Swanhilda Thjodhold
Thola Unni Velaug
Thorberta Vaetild Ydeneye
Thorbertha Valborg Ydon
Thorbjorg Valdis Yggsdrasil
Thordia Valgerdr Yngvild
Thordissa Var Yrsa
Alrik Anstill Asrod Avang Beinir Bui Durin Fenrir Fotr Galar Geir Haldan Hogne Hran Hromund Ketilmund Kolbyr Kvasir Njall Ofeigr Omar Rorik Teitr Thorbjorn Thorketill Ulfmaerr Vermund Vinandr
Alviss Anund Aswith Bakli Bergthor Buri Eigil Festi Fraethi Galli Haflidi Halldor Holmstein Hrifla Hubba Kjartan Konal Modor Njorthrbiartr Ogmund Onam Rothwell Thidrik Thorfredr Tyrkir Vagn Vidfari Yngvar
Amund Anurend Atle Balder Brodir Byrie Eilaf Fleinn Freyvid Gamelus Hafr Hjorvardr Holvast Hrimthurs Hugin Kjolbye Kori Muninn Notker Ole Ormarr Royd Thiodulfr Thorgeif Ubba Valgard Vidkunn Yric
Andvari Aric Atzer Baldr Brondolf Derek Eilif Floke Fridleif Gammell Hagall Hlenni Hord Hringr Hunbogi Klakkr Kormakr Mysing Nute Olen Orn Sali Thjalfi Thorgeirr Ufi Valr Vifill Yver
Male Vanir Names Alfgeirr Anicho Arick Auliffe Bardr Brotulfr Dreng Eyvindr Flosi Fridmund Gardar Hakon Hodur Hradi Hrolf Iarund Kolan Krodo Naddodd Nutt Oliver Rimbert Salmundr Thorarin Thorir Ulfketel Vegard Vigard
Alfr Anketil Arild Auun Baugi Bue Dufgall Faxi Forsetti Gaetir Gauti Hal Hofn Hrafn Hrollaug Ketilgrimr Kolbeinn Kuanbyr Nidhug Odward Olyn Ringerike Tayte Thorbert Thorkeld Ulfkil Veleif Vili
Socio-Political Arenas Factions and Types [[[ Boxed Tex ]]] 'Let the people snarl! The mercenaries are ours, and the Black Dragons, and every rogue in Poitain swears by you. Your only danger is assassination, and that's impossible, with men of the imperial troops guarding you day and night.'
Robert E. Howard, Phoenix on the Sword [[[ End Box ]]] In order to control one of the Hyborian age nations, you must have some basis for power. The Socio-Political Arenas are these bases of power. They are used to gain power and retain power. These Socio-Political Arenas are also used to cause rivals to lose power. Socio-Political Arenas are divided into national and general categories. Criminal Influence, for example, crosses racial boundaries – a character with criminal connections has dealings with thieves and thugs in Zamora, Turan, Brythunia, Corinthia and so on. National Arenas, however, are tied to a specific race/region and to a group within that region or race. There is no general Noble Arena, for example – there is Aquilonian Nobility Arena, Stygian Nobility Arena and Turanian Nobility Arena. Each is obtained separately.
There are also specialised Arenas, which are special subfactions within a race or nationality. The Black Ring and Hyperborean Witchmen are examples of this sort of specialised group. Specialised Arenas are indicated by italics in the Arenas and Factions table. Games Masters can create additional Socio-Political Arenas as needed for their individual campaigns.
Socio-Political Arena Descriptions Each Socio-Political Arena is described as follows: Description: A short précis of what that Arena entails Obtained by: How a character might gain access to this Socio-Political Arena. Contacts: Common contact types Pressures: What other Socio-Political Arenas this Arena can exert pressure on. Resources: A table showing what resources that Socio-Political Arena offers. The DC on the table indicates what sort of abstract influence check it takes to access that resource (see Abstract Influence Check on page XX).
Nordheim (Asgard and Vanaheim) The frigid northlands are not suited for agriculture, and the Nordheimir do not practice farming. The Nordheimir do not herd animals either. They hunt for their livelihood as befits a warrior race. Dependent upon wildlife, their villages, built using whatever materials are close at hand or can be readily raided, are usually near known animal trails and water. In the center of these villages stood the largest and longest of the many buildings. Characters choosing to have Social Power in these arenas must choose to have Æsir or Vanir arenas – a character cannot have a generic 'Nordheimir' Social Power.
Æsir or Vanir Jarls (Political) Description: Jarls are the upper classes of Nordheimir society, the wealthiest of the people. The Nordheimir have many kings, for each village is like a kingdom unto itself. A king is any local warrior who could maintain a following, using both income and honour to hold onto that following. The king always leads his warriors into battle, which means that most Nordheimir kings die young, but with barbaric honour and pride. A king is chosen during the Thing. Obtained by: Following an Æsir or Vanir chieftain or king into battle, gaining great wealth Contacts: King, chieftain, servant, slave, relative of king or chieftain, any Nordheimir jarl Pressures: Any Æsir or Vanir Resources
Requisitioning a scouting party Requisitioning a raiding party Order a Thing to be held; raising an army Establishing a trade agreement or non-aggression pact; combining efforts from two chieftains, kings and tribes Establishing a multi-defence treaty; combining efforts from three chieftains, kings and tribes Declaring war on a minor power; combining efforts of four chieftains, kings and tribes Breaking a major treaty; declaring war on a major power; combining efforts of all chieftains, kings and tribes
D C 10 12 15 20
30 40 50
Æsir Althing or Vanir Thing (Social) Description: The Nordheimir have a democratic method of dealing with legislative and social issues. This method is called the Thing or Althing. War is an essential ingredient in the social life of the Æsir and Vanir. War is their social setting. War is their religion. The Althing or Thing is a social setting of war, the arena in which most social combats are fought.
Obtained by: Being a free man in Nordheimir society, having a lot of Nordheimir friends Contacts: Any Nordheimir free man (karl or jarl). Pressures: Any Æsir or Vanir Resources
Advice; local news Hear rumours from across Asgard or Vanaheim Have a case tried or settled with the loser paying mulct (a fine) Have a case tried or settled with the loser being enslaved or exiled Become the Law-Reader; declaring war against a minor power Become chosen as king or chieftain Declaring war against a major power
D C 10 12 15
20 30 40 50
Æsir or Vanir Economic Description: War is an essential ingredient in the life of the Æsir and Vanir. War is their economy. However, they also trade and, in the southern reaches of Nordheim, farm the land. Along the coasts, fishing is also an economic industry. They are also active slavers. Obtained by: Owning or working land in Asgard or Vanaheim, having Nordheimir friends, supplying raw materials to a clan or village Contacts: Land-owners, land-workers, slaves Pressures: Any Æsir or Vanir Resources
Access to basic needs Trivial use of a village's resources; access to cheap weapons and armour Access to a village's stores; access to average weapons and armour Use of a village's resources; access to quality weapons and armour; minor raiding of a neighbour's economy Major raiding of a neighbour's economy Cutting off supplies to a jarl or chieftain Generating a slave revolt
D C 10 12 15 20
30 40 50
Nordheimir Government The Nordheimir are ruled by kings, who can be any warrior able to maintain a following, as chosen during the Thing (or Althing), which is the democratic body that deals with legislative or social issues. The Jarls are the upper class, the wealthiest of Nordheimir. They are followed by landowners, then land-workers, then the slaves.