Frost giants are cool. Vikings are cool. Norse mythology is cool.
How come there's no truly Norse campaign setting? Least case, not one I've heard of.
Worldblogger
to the rescue!
The
advantage of creating a themed campaign setting comes from how
limiting I'm allowed to be. One of my biggest pet peeves with most
modern campaign settings (Forgotten Realms, Greyhawk, even Eberron)
is how many races, classes, pantheons and whole magic systems that're
shoehorned in, to allow the widest possible option base for the
potential PC. These worlds invariably end up feeling like insane grab
bags, with hundreds of sentient species, five or six competing layers
of contradictory magic and a video-game-esque sense of geography and
worldbuilding – here's the desert place, here's the snowy place,
here's the forest place, etc.
By creating
a campaign setting influenced exclusively by Norse mythology, I can
crack down on the free-range nature of races, classes and redundant
story elements – such as both divine, primal and arcane magic –
under the auspices of adhering to my Norse theme. Not that I can't
deviate here I wish, defy expectations a little, but anyone who
willing runs or joins such a campaign knows what they're getting into
and doesn't seem as likely to demand to play a tiefling sorcerer or
whatever the fuck.
Races:
D&D campaign settings have
this tendency to value race as a key determining factor in a player
character's identity. Going off the Tolkien model, that's
understandable, but there's plenty of rich and vibrant fantasy that
utterly eschews this philosophy. Two of my favorites – A
Song of Ice and Fire and
the Gentlemen Bastards sequence, in particular – are populated
pretty much exclusively by humans. Monsters, beasts and magical
elements are still prevalent in both, but there's no shortage of
invigorating characters or cultures because there's no cat-people,
bird-people or dog-people.
On
the one hand, the tradition of elves and dwarves actually originates
in Nordic cultures and I think it would be totally justified to
include them. On the other hand, very rarely are Nordic elves and
dwarves the protagonists of the great sagas. They're frequently side
characters and quest givers, in most myths that I've read, and I
think that's where I'd slot them.
The
only playable race will be human, with elves, dwarves and giants
relegated to non-player character status. I think the bigger
question, in a Viking-themed game, is one's cultural background –
what kingdom, village or culture they hail from.
Class:
Let's
look at the 5th
edition class list and see if there's anything especially un-Norse
that leaps out right away.
- Barbarian: Absolutely. Berserkers all day long.
- Bard: The tradition exists, but is much less arcane trickster and more heroic skald. Could use a little re-flavor, possibly even a name change.
- Cleric: I think so. The schism exists between the pagan-feeling druid and the traditionally Christian-influenced cleric. That being said, I think lumping the entire Norse religion into one class, along with nature worship, feels off. I think a distinction could be made. Hell, maybe even the Christianization of Scandinavia could be explored.
- Druid: Druids have a place, I think, in a setting based on northern Europe.
- Fighter: The fighter and the rogue work everywhere.
- Monk: This is the first one that really seems to clash with the aesthetic. I think monk's are getting the axe, but like, a cool Viking axe, though. This axe.
- Paladin: This one's a toss up, too. The cleric makes sense to me, assuming they're less the “power-of-Christ” cleric and more the Norse godi, but there's practically no tradition of the crusading knight, the blackguard or really even the Green-Knight-esque warden. Like, if the Christian influence becomes a real thing, I could see something like this, but I'm leaning towards “no.”
- Ranger: I think so. Not a huge tradition, but I think the hunter/tracker is generically European enough that it could fit here.
- Rogue: Absolutely. The rogue fits everywhere.
- Sorcerer, Warlock & Wizard: The elephant in the room. I don't think arcane magic's got any place in the setting at all. The existence of clerics & druids predicates divine magic, but magic deriving from somewhere besides from the gods feels strange and un-Norse to me. It may grieve some players, but I think I'm gonna lose arcane magic. Maybe reflavor the bard as a divine caster, as a skald?
That
being said, I don't think that necessarily means this is a low magic
setting. The Norse actually have one of the few mythologies that
stipulates extraplanar travel. It might be cool to have the Nine
Realms more accessible – have the world speckled with portals to
Jotunheim, Muspelheim, Alfheim and such. Maybe that's the
justification for monsters and magic in the world?
An
unseasonal winter can sweep over a country because a gate to
Jotunheim was opened nearby? A mountain becomes a volcano when a gate
to Muspelheim opens beneath the range? Elves and dwarves have only
entered the world through these gates and trade and war with mankind?
I
mean, this could be extended even further. What if the sky is
actually Yggdrasil's branches, the stars are fruit, dangling from
those branches? That's going a little nuts, but would defeat the idea
this is a fiercely historical world and embrace the fantasy nature of
the setting.
That's
not bad for a lunch break's worth of worldbuilding, I think. Who
knows if I'll ever return to this, but now I'm gonna be thinking about vikings and frost giants and shit all during my afternoon shift.
It's a well-established fact that everything's better with Vikings.




