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Part 2: Player Characters

TODO

Character Classes

Character classes of Midgard

This setting has a few Viking-inspired character classes.

  • Godi:  more than just religious leaders, the godi (male) and gyoja (female) were chieftain-priests, combining political, judicial, and religious authority.
  • Huldra:  a being born from or deeply connected to the wild, often possessing animalistic traits (like a fox tail or hollow back).
  • Runesmith:  a keeper of ancient secrets, a scholar of forgotten symbols, and a craftsman of mystical power.
  • Seer:  a powerful mystic who stands between the mortal world and the realms of spirits and fate.
  • Shield Maiden:  a formidable warrior, known for her courage, martial prowess, and unwavering loyalty.
  • Skald:  a vibrant master of word and deed, a charismatic performer, lorekeeper, and warrior.
  • Viking Warrior:  a fierce and relentless combatant, a master of axe and shield, and a survivor of the harshest lands.
  • Volva:  a powerful mystic and seeress, revered and sometimes feared, who channels the ancient magic of the land, spirits, and the threads of fate.

A Viking can also be a member of the traditional character classes, but with the following considerations:

  • A Northman Cleric would be for the whole Norse pantheon, but may have a particular patron.  As well, Viking clerics may use the axe and spear as weapons, and have a limited spell list.
  • A Northman Fighter would be a freeman who decides to plumb the depths of The Onyx City rather than go summer raiding.
  • A Northman Magic-User has likely traveled to another land to learn the ways of the Forbidden Arts.  They would likely be largely distrusted by other members of Viking society.
  • A Northman Thief may want to hide the fact they are a thief, as honor is very important to Northmen.

Humans from beyond Midgard

Other characters are possible, especially from England, Frankia, Araby, Saxons, etc.  Most will be members of the normal character classes, but there are other classes as well.  Here are some ideas for each:

  • Clerics:   pilgrims and missionaries for The Great Church coming to Midgard to proselytize and search for relics that may have ended up in the hoards of Norsemen.
  • Fighters:   adventurers or veterans of wars who seek their own way to build their own future.
  • Magic-Users:   scholars or apprentices who have heard of great magic and mysteries in the ruins of a city of an unknown people and have come to see for themselves.
  • Thieves:   cutpurses or burglars in trouble with the law, or overheard rumors of a great pile of treasure that someone sneaky enough could make off with.

Nonhumans

Certain nonhuman races are allowed, with limitations (to keep them exceptionally rare):

  • Elves, or Alfar:   an elvish character must have at least a 14 in intelligence, dexterity and charisma, exclusive of any requirements for their character class.  They may only play fighter, magic-user (with a restricted spell list) or thief based classes.
  • Dwarves, or Dvergar:   a dwarven character must have at least a 14 in strength, wisdom and constitution, exclusive of any requirements for their character class.  They may only play cleric (with a restricted spell list), fighter, or thief based classes.
  • Baerhaugr (hill-giant kin):   a people who are not much larger than most humans, but possessed of great strength at the expense of grace.  A baerhaugr must have at least a 16 in strength and constitution, but may not have more than a 9 in dexterity, exclusive of any requirements for their character class.  They may only play a fighter or cleric (with a restricted spell list).