It’s been 299 years since Ragnarok came and failed. Through a combination of betrayals and carefully executed plans, the Aesir managed to thwart Loki, and recapture the renegade god. Valhalla and the other realms that be were saved, but the world of men suffered mightily, and those that live on earth must find a way to survive in their ravaged world. The scarcity of resources and the uncertainty such situations breed has left many great nations in ruin, and the remaining ones at each others’ throats. In such bleak and uncertain times, nothing is sacred.
Regions and Nations
- Midga: The land where men built their first cities and civilizations has been in a state of decline since Loki’s failed Ragnarok. The once great united Kingdom of Midga is no more, and only a patchwork of warring city-states remain. The rival cities constantly shift their alliances and plans, seeking to advance their own agenda first and foremost. A dozen city-states have risen to prominence, and it is they who contend for the fate of Midga both with each other and the interference of outside world powers.
- Kingdom of Versa: A mighty, aggressive world power that always seeks to extend its borders. Ruling almost all of the land west of the Great Divide, Versa is one of the world’s three great powers and the sworn enemy of Auren. The Versans have no use for outdated traditions, and their King is one of the most innovative and ambitious rulers the world has seen in centuries. This innovation and ambition is manifest in the hosts of their vast army, which is led by their legendary Royal Lancers.
- Auren Empire: An Elven-dominated nation built by the House of Hohenzaren from the wreckage and remnants of the fallen Elven Kingdom of Loral. The Empire rules all lands east of the Great Divide. Auren is one of the world’s three great world powers, and the sworn enemy of Versa. Auren is ruled by the Hohenzaren Emperor, but even the Emperor himself must respect the power and authority wielded by the Count Electors, the leading nobles of the Empire. Auren is a nation that is dominated by conservative and reactionary politics, and they see their imperial designs as nothing more than a logical counterbalance to the out-of-control ambitions of Versa. Auren’s military is an even match for their Versan foes, and the great Auren forces are led by the magnificent Imperial Guard.
- Kingdom of Caeldain: Founded by the Dain clans on the Isles of Cael Camas, Caeldain has grown to be one of the three great world powers. Caeldain rules the Isles of Cael Camas, and also holds a handful of colonies at the southern edge of the Great Divide. While not as powerful as their rivals Versa and Auren, Caeldain’s location removes them from the frontlines of Versa and Auren’s perpetual wars. Caeldain is ruled by the King of Caeldain, but the Clan Chieftains also exercise considerable authority. While Caeldain’s military may not be as large or infamous as their Versan or Auren counterparts, their Highland Swords units are famous throughout the world.
- Dwarven Holdout Territory: While the once world-dominating Dwarven Empire has passed into history, broken during Ragnarok and then finished off by the territorial ambitions of Versa and Auren, a handful of Dwarven towns deep in the mountains of the Great Divide continue to carry on the traditions and ways of their dead nation. However, due to their isolation in the central mountains, and surrounded by the conquerors of their empire, these Dwarven cities are no longer in communication with the remaining Dwarven colonies in Midga.
All of the Aesir, as well as the Norn, Ymir, and the Nidhogg are selectable as patron deities.
Humans: the dominant race in Midga, Versa, and Caeldain; same rules as normal DnD apply; no patron deity in particular, although Versa has proclaimed Wotan (the Versan version of Odin) as the patron deity of their kingdom
Elves: the dominant race in Auren; same rules as normal DnD apply; patron deity is Freyr
Dwarves: the dominant race in the Dwarven holdout lands, as well as the remnant Dwarven colonies in Midga; same rules as normal DnD apply; patron deity is Thor
Orcs/Half-Orcs: the Orcs were created when the Aesir cursed the mortals aligned with Loki after the failed Ragnarok event—these cursed men became the first Orcs; same rules as normal DnD apply (except for origin story); patron deity is Loki
Gnomes and Halflings: the Gnomes and Halflings are actually sub-castes of the Dwarven race, with the Gnomes forming a scholar caste and the Halflings the religious caste; same rules as normal DnD apply (except for origin and racial placement); patron deity is Thor
Valkyries: servants of the Aesir, and collectors of the souls of fallen warriors; the Valkyries are an exclusively female race, although they may have offspring with humans, Elves, and Orcs/Half-Orcs (with all male children being of the father’s race, and all female children being Valkyries); patron deity is Odin, although many are associated with Freyja—Valkyrie Racial Rules:
- +2 Charisma, +1 Wisdom, -2 Strength
- “Wings of the Valkyrie”: once per day, a Valkyrie may select a worthy warrior near death and bestow either 1d10 (levels 1-10), 1d20 (levels 10-15), or 2d20 (levels 15-20) temporary HP on them, allowing the continue to fight with honor
- Life expectancy: immortal (but can be killed in battle); Valkyries reach their majority at age 18
- Physical appearance: always fair complexioned; stand between 5’5” and 6’3”; weigh slightly more than a human female of equivalent height due to increased muscle mass
Giants: Giants come in one of two sub-varieties: Mountain Giants and Rime Giants; the type of giant, as well as a giant’s height and life expectancy is determined by how far the Giant’s lineage is removed from that of the family of Thrym, a great Rime Giant and the first lord of the Giants. Giants further removed from Thrym’s family line are more likely to be Mountain Giants, whereas those more closely related to Thrym’s line are usually Rime Giants; the Giants have 2 patron deities—Loki and Ymir—Giant Racial Rules
- +2 Strength, -2 Charisma, -1 Intelligence, -4 to all attack rolls vs. Einherjar
- “Granite Blood”: Giants get a +7 bonus to all Fortitude saves
- Rime Giants: their skin can take on the appearance and characteristics of ice
- Life expectancy: ~500 for Rime Giants, 300-400 for Mountain Giants; all Giants reach their majority around age 20
- Physical appearance: Rime Giants stand about 50 feet tall, Mountain Giants stand between 20 to 40 feet tall; all weigh a significant amount; almost all have beards
Einherjar: the Einherjar are the souls of fallen warriors who died in glorious battle; Valkyries escort these souls to Asgard, where they feast in the halls of Odin and Freyja and engage in ritualistic battle every day; in the wake of the averted Ragnarok, many of the more idealistic Einherjar have left Asgard and wander the earth in search of purpose or a battle they can believe in; the Einherjar have no patron deity in particular, but tend to be associated with Odin, Tyr, Thor, and Freyja—Einherjar Racial Rules:
- +1 Strength, -2 Charisma, +4 to all attack rolls vs. Giants and Trolls
- All Einherjar are male, and as they are dead, they cannot father any children, but they may still have relationships with mortals
- “Call of Valhalla”: once per day, an Einherjar can inspire all allies in a group for a number of turns equal to character level; this inspiration grants +1 to all saving throws and +1 to all attack throws to all the Einherjar’s allies in the group
Trolls: Trolls reside in their underground haunts and caves, rarely venturing above ground without cause or purpose; Trolls are usually renowned for their information dealing talents, as well as their appetites; their patron deity is Loki—Troll Racial Rules:
- +2 Constitution, -2 Charisma, -4 to all attack rolls vs. Einherjar
- Life expectancy: around 250 years
- “Death from Below”: once per day, a Troll can burrow underground and travel (character level x 10) feet while underground and strike at an enemy from below; the targeted enemy is considered flat-footed, flanked, and taken by surprise
- Physical appearance: most trolls have grayish or brownish skin color; some have alot of hair and thick beards, whereas others have no hair at all; the average height is between 4’0” and 5’0”, although almost all Trolls tend to hunch over, making them appear slightly shorter than they are; all Trolls tend to be quite husky in terms of weight