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| Nordheim Clans:; Tribes of the Cold North! | |
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| Tweet Topic Started: May 16 2013, 08:28 PM (377 Views) | |
| Nialldubh | May 16 2013, 08:28 PM Post #1 |
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NORDHEIMR CLAN BACKGROUNDS: - All characters have a regional clan and family name (-son/-daughter) names except for the dregs of society (they go by the names of dreggjar, sori, úrhrak, utskudd, berme, drägg, avskum, or pohjasakka in Hyperborea). ÆSIR CLANS Wolfraven - Southwest Asgard - Ferocious warriors - hate the Hyperborei and don't get along with Vanir, Neanderthals, or Cimmerians. Njalli - Southeast (Njal's Lands) - Excellent traders - frequently raided by Hyperborea. Trade with Cimmeria and Border Jarldom. Vigrid - Central Asgard Tundra - talented hunters and survivalists. Their mammoth are near unstoppable in battle. Their berserk include Frostragers. Ginnungagap - North - Frozen Lands province. Are known as the great nothing. They have ice ships which travel the northern ice sheets. They are not a numerous people but travel as far as Khitai and trade with the Iseir (Ice Folk). ISEIR CLANS (Is-fólk, ancestor race of the Nordheimr; polar) : Mjrod or Manneskjur - Costal - Western Coast. They trade frequently with the city of the Icerazor Spires and know the location of it (see Frostburn). The bravest wear the teeth of Zeuglodon or Malasynep. Permia (Caribou) - Central great glacier and northern reaches of the Blue glacial mountains. They live a harsh life trading with ice-ship travellers. They battle for existence with Delzommen neanderthals (Frostburn 176), evil Frost Folk, and great snow apes (Yeti). They commonly carry a bonebow. Rimefire (Rjmfyr) - Central east great glacier (north of Asgard and Hyperborea). Mostly sealers and whalers of a little-known northern bay, they are led by benign ice-witches that are constantly being hunted by Hyperborean magik-seekers. They are rumoured to have connections to Uldra as well as the dwarves of the underworld and midgard. They command many secrets of the Blue and Rimefire ice. VANIR CLANS: Hrogrhalli - Northwest coast - Trade with the Iseir both by sea and across the Knurring (growling) river. They have traded and raided as far as Isaland and the boastful lot brag of discovery in lands called Hellaland or Markland. Jarl Ulvstan of the Wolf. Vestagder - North-Central Western Coast - Led by Jarl Starkad a legendary hero of the area. His hold is called Starkadsgarth. They have particular trouble with giants and trolls. Brising - Western Blue Mountains. Clan is led by Jarl Hergrim. They live along the many cataracts of the Howling River, watercourse in the far north of Vanaheim Its source is the glaciers and Vodyanoi ice caves of the far north. His hall is in the town of the Three rivers where the Blue, Howling and one other river come together. The Brising clan has significant trouble with frost giants (and their Tlalusk mounts). Gunnlod - Eastern Blue Mountains - Known for their treachery. Jarl Halvdan the Black. He is rumored to be controlled by an evil Marzanna witch. Their heroes wear the the pelts of Snowcloaks. Himinrjot - Western swampy tiaga and Eiglophian mountains. Jarl Gudrod has many shieldmaidens in his court. They frequently hunt Branta amongst their other prey. Sluvatten - Central swampy tiaga and Eiglophian mountains. Jarl Agder. The strongest Vanir hail from these lands and wear bear pelts. They commonly battle Cimmerians, Neanderthals and beastmen. Vrerre - Southern Blue Mountains - Much forested area. Some of their heroes are rumored to ride Megaloceros. Clan is led by Jarl Álfr. They highly revere fey and spirit animals and their land is overrun with large animals. The jarl has many Knights of the Iron Glacier in his command. Sjolvi - Southern Central West Coast - Jarl Lireigh hails from the village of the same name southwards. Skaun is a village in his realm known for its pit-fighting. This chaotic land is often beset upon by pjuke (goblins) and other nuisance creatures. Sverdsvatter - Southwest Coast. Trade and raid Picts. Jarl Thorfel the Fair rules from the Hall of the Lake Dwellers on the Isle of Swords on an Isle located on a lake. Their heroes wear the pelts of smilodon. Ymirhalli - Southeast Swampy Tiaga and Eiglophian mountains- High trade/raid area with Aesir Jarl Leikn. Ymir is said to reside in the mountains here and their households are supposedly frequented by domovoi and gnomes. Their skalds include Stormsingers. Miajnk - Islands of Umiank - Jarl Hugleik. A violent people of the islands raid frequently as far south as Zingara. Urskan are rumored to live on the islands. . |
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| Nialldubh | Mar 22 2018, 02:35 PM Post #2 |
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Classes of Nordheim It seems to me that Classes for the Vanir and Æsir are wrong, Pirate can be taken by these people, yet it would obviously be seen that Asgard is a land locked country and that this is unacceptable, even stating Pirate (Vanir only) could be helpful, though I think that most raiders of the sea, even if the Vanir had Viking styled longships would just be Barbarians with Profession (Sailor) skill. They can take Climb, Craft (Shipwright), Perform, Spot, Survival (gathering fish) and Swim skills from their Barbarian Class; Perform (Sea Cant) that is, and they can be close to any Pirate in the Seven Seas. Especially if (as in AE), that the Vanir (I presume, not the Æsir) get Profession (Sailor or Farmer) as Background skill, though it disappeared in 2E. I believe Pirates should be a Prohibited Class for the Nordheimers. But, Noble, though not a Favoured Class, should be allowed at first level. Why? Because, on the amount of Petty Kings, Jarls and wealthy people in Nordheim, is no less than in any Hyborian Kingdom. In our modern time, there is silver mines and gold mines in Scandinavia, so as it is with our Nordheimer Culture, these mines will be located and mined supplying great wealth to those who control these areas, plus the other Petty Kings now have good reason to raid further north into the Blue Mountain range. Variant Rule (Vanir): Sea Raider, instead of Track at 1st level for Barbarian, give Skill Focus (Profession (Sailor)) as the bonus Feat, and replace Profession (Farmer) as Profession (Sailor) for Background Skill. Variant Rule Jarl (Noble class): 1d10 hit points, but only get light and medium armour. Remove Bluff, Nordheimer are forthright with their life, and add Move Silently; still hunters of the wild, they need stealth. |
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8:18 AM Jul 11