Firstly, there's an interesting discussion occurring in the comments ofyesterday's Worldblogger about the Norseness and inclusion of arcane magic and specifically the wizard in the theoretical campaign setting. Please, share your thoughts on the matter down there!
A few ideas simmered overnight. In no particular order:
- The random Yggdrasil idea has been growing on me; that the celestial heavens are actually composed of Yggdrasil's branches. I like the stars as glimmering fruits, maybe even have day-stars or something, as opposed to one centralized sun, that wilt or close at the onset of night. Maybe the tree's trunk stands over the northern pole and its boughs reach out and encompass the entire northern hemisphere or something. There might even be a way to combine this with the Ymir's skull myth. Maybe the gods planted Yggdrasil's seeds in dead Ymir's skull?
(A hasty
Wikipedia search has revealed the existence of Sól, the Norse sun
deity, that striking the sun would probably remove the need for. She
doesn't seem super relevant, from a cursory glance, to the
machinations of men or the pantheon.)
- Not a huge revelation, but I think despite prevailing cultural thought about how the gender politics during the Viking Age might have been, I'm gonna continue Mooncrash's 100% random sex assignment. No trumped up “historical accuracy” is gonna justify sexism here. Plus, this.
- The big thing that's been percolating, I think, is more a setting theme than anything else. I want this setting to focus on exploration.
So much of
what we perceive of the Viking Age is dominated by images of plunder
and rapine. I'd be lying if I said that's not one of the main
attractions for me, at least initially, to the aesthetic – bold,
barbaric warriors, pillaging the fat lands of Europe and being
compared unfavorably to sea-wolves – but that's a very shallow read
into the accomplishments that Dark Ages Scandinavia gave European
culture at the time.
Trade is
such a huge part of the Viking's contribution – interconnecting
nations and peoples that never would have had any contacts, shipping
goods and slaves along these routes, inter-populating the world.
Sure, they were raiders and slavers and bloodthirsty conquerors at
times, but the inroads the Vikings carved, with their superior
seafaring technology and far-ranging exploration, is way, way more
culturally significant than horns on helmets and bearded axes.
I mean, to
get technical, I think the first real “adventurers” in the
medieval period, as a D&D player would think of an adventurer
were Norse and Germanic mercenaries, like Harald Hardrada or the
Varangian Guard.
In short,
I think I'm going to place a greater emphasis on the Norse people
striking out and making contact with other cultures for the first
time. Rather than extensively mapping the entire world, I think I'm
gonna map the region or small continent than the “Vikings”
originate from and imply, via the salty rumor of mythical sailors,
the distant lands and strange peoples that can be found far and away
across the ocean. In the way that previous Edge of the Empire
assumes your party is the rough-and-tumble crew of a smuggling
vessel, I feel like this setting can be constructed, assuming your
the rough- and-tumble crew of a Viking longship, bound for trade,
plunder and exploration across the sea.
More as
this stuff trickles in. Thanks for reading and lemme know – do you
think I should use arcane magic in my fictional, fantastical
Scandinavia?