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Forge of Fury/Norse/BG3 Inspired Advice.
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<blockquote data-quote="Yaarel" data-source="post: 9268897" data-attributes="member: 58172"><p>Coasts, mountains, forests, and swamps. Sounds about right. Dont forget the northern lights. They can be stunning.</p><p></p><p>The Finns are animistic as well.</p><p></p><p>If going for a Nordic feel,</p><p></p><p>The most important thing is to avoid the Christianization of Norse and Suomi (Finn) texts: things like "gods", and "worship", and "prayers", and "churches". These are Christian concepts of the sacred. These never happened.</p><p></p><p>Among the Norse, the only formal traditional spiritual leader is a shamanic "psychic", always a woman.</p><p></p><p>Some families have a "hof", which is a shrine in their home to offer food to a nearby nature spirit who is a "friend" (vinr). Every person does their own thing, and certain traditions might run in certain families.</p><p></p><p>The Nordics are surrounded by nature. Nature is alive. Natural features are "persons".</p><p></p><p>The Norse interact with all "nature beings" (vættir), like jǫtnar and æsir, in the same way. Ideally as friends. Ragnarǫk is natural, like a cataclysmic event from global warming. Albeit in this case, a global cooling.</p><p></p><p>None of these nature beings except humans are biological species. They are more like the apparitions and manifestations of ghosts, but these ghosts sotospeak emanate from specific mountains, rivers, forests, etcetera. They dont exist as separate beings. They are more like a mountain making an outofbody spirit journey to roam thru the land, and then reverting back to the mountain afterward. The apparitions come and go mysteriously, such as a giant emerging from a fog and vanishing back into it. In D&D terms, one is more likely to encounter them ethereally, and in this sense, they are called the "hidden" folk, being present but normally unseen. Only the magically powerful ones can materialize their chosen outofbody form. It is possible for a mountain to become an actual human of flesh and blood (there is a saga about this), but this is rare. In other words, the D&D Fey creatures are more like a mountian or a forest creating a temporary avatar to interact with the world nearby, and then revert back.</p><p></p><p>The classes that work well enough are: Bard (without instruments, albeit Sámi use a drum for family and community divination rituals), Paladin (honorable warrior magic), Druid (especially for the nature beings), Barbarian (emphasizing its Primal magic), Ranger, Fighter. Scout Rogue is fine. Make all Nordic magic psionic. It is all done by power of the "mind" (hugar, irregularly plural in the sense of "mindforces"), and the "shape" (hamr) of the mind, being the strength of ones self-image and visualization. The Sámi describe this as a human having two souls, the soul of the body and the soul of the mind, and it is the mind soul that can roam freely and exert magical influence.</p><p></p><p>Psionic magic, primal magic (done psionically), paladin magic (done psionically), Fey beings that appear and vanish mysteriously, zero "worship", cautious friendships among various nature beings.</p><p></p><p>Culturally, the Norse care about appearance and create extremely high quality well-made artistically colored clothing. Typically, outer garments are wool, and under garments are linen. The Norse dont wear furs, but some shamanic individuals do. Generally they are surprisingly technologically sophisticated, including shipbuilding, metalwork, textiles, and so on. Extended families are very close, interact as siblings, and look after each other. Each family has its own warriors, like a clan militia. The males are obligated to defend the family in combat, and the women can do so if they choose to. They rely on hunting and fishing for food, especially during winter. Cattle is mainly for milk. They are animists, and magic permeates every aspect of their life.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9268897, member: 58172"] Coasts, mountains, forests, and swamps. Sounds about right. Dont forget the northern lights. They can be stunning. The Finns are animistic as well. If going for a Nordic feel, The most important thing is to avoid the Christianization of Norse and Suomi (Finn) texts: things like "gods", and "worship", and "prayers", and "churches". These are Christian concepts of the sacred. These never happened. Among the Norse, the only formal traditional spiritual leader is a shamanic "psychic", always a woman. Some families have a "hof", which is a shrine in their home to offer food to a nearby nature spirit who is a "friend" (vinr). Every person does their own thing, and certain traditions might run in certain families. The Nordics are surrounded by nature. Nature is alive. Natural features are "persons". The Norse interact with all "nature beings" (vættir), like jǫtnar and æsir, in the same way. Ideally as friends. Ragnarǫk is natural, like a cataclysmic event from global warming. Albeit in this case, a global cooling. None of these nature beings except humans are biological species. They are more like the apparitions and manifestations of ghosts, but these ghosts sotospeak emanate from specific mountains, rivers, forests, etcetera. They dont exist as separate beings. They are more like a mountain making an outofbody spirit journey to roam thru the land, and then reverting back to the mountain afterward. The apparitions come and go mysteriously, such as a giant emerging from a fog and vanishing back into it. In D&D terms, one is more likely to encounter them ethereally, and in this sense, they are called the "hidden" folk, being present but normally unseen. Only the magically powerful ones can materialize their chosen outofbody form. It is possible for a mountain to become an actual human of flesh and blood (there is a saga about this), but this is rare. In other words, the D&D Fey creatures are more like a mountian or a forest creating a temporary avatar to interact with the world nearby, and then revert back. The classes that work well enough are: Bard (without instruments, albeit Sámi use a drum for family and community divination rituals), Paladin (honorable warrior magic), Druid (especially for the nature beings), Barbarian (emphasizing its Primal magic), Ranger, Fighter. Scout Rogue is fine. Make all Nordic magic psionic. It is all done by power of the "mind" (hugar, irregularly plural in the sense of "mindforces"), and the "shape" (hamr) of the mind, being the strength of ones self-image and visualization. The Sámi describe this as a human having two souls, the soul of the body and the soul of the mind, and it is the mind soul that can roam freely and exert magical influence. Psionic magic, primal magic (done psionically), paladin magic (done psionically), Fey beings that appear and vanish mysteriously, zero "worship", cautious friendships among various nature beings. Culturally, the Norse care about appearance and create extremely high quality well-made artistically colored clothing. Typically, outer garments are wool, and under garments are linen. The Norse dont wear furs, but some shamanic individuals do. Generally they are surprisingly technologically sophisticated, including shipbuilding, metalwork, textiles, and so on. Extended families are very close, interact as siblings, and look after each other. Each family has its own warriors, like a clan militia. The males are obligated to defend the family in combat, and the women can do so if they choose to. They rely on hunting and fishing for food, especially during winter. Cattle is mainly for milk. They are animists, and magic permeates every aspect of their life. [/QUOTE]
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