D&D 5E M:TG Kaldheim = Viking campaign book?

Only if theres a rule that all Mages are women. In the Viking era using magic was considered Ergi (Unmanly) and was a term used as a scolding to accuse someone of being effeminate and submissive (PG 13 Censor tag :)) - the term was enough to trigger a blood duel
There is a famous list of "manly" magical skills. Men sing their magical intention. Manly warriors, no less, sing these kinds of effects into existence.

Vikings have manly magic and womanly magic. Basically warrior magic versus shaman magic. Womens magic seems more sacred, but mens magic is pragmatic.

Compare the British bard! The kinds of things that a male British bard does - foresee and alter the future, manipulate minds with charms and illusions, and polymorph into animals - are the kinds of things that a female viking volva does. Womanly magic. For vikings, someone like Merlin would be a female hero.

But as long as the magic is melee friendly, it is macho enough. For example, magic that boosts AC to deflect sword attacks is fine, like berserks do. Viking masculinity is defined by courage in combat. They dont need to fight, but they need to be ready and able to fight if necessary. Using magic of any kind in combat is ok, as long as they are actually in the combat.

So, to foresee the future of a rival and then to curse the rival to die from a freak accident, is considered non-sporty for a man to do. But if a woman kills a rival this way, and the rival seems to deserve it, that is fine.

That said, vikings have many examples of transgender, so that is fine too. There are men shamans who do womenly magic, and women warriors who do manly magic.The point is the vikings do have gender division, even when individuals can choose which side of it they want to be on.
 
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These two articles are mandatory reading for understanding the popularity of certain MTG settings. 1-10 scale, with 1 being "virtually guaranteed" and 10 being "Never happening". Tarkir is in the middle of the pack at a 4 (Might end up taking a bit but likely to happen) while Kamigawa is an 8 (Stars need to align).


 

I love the Merlin archetype! I am thrilled with Harry Potter. (And have my eye on Strixhaven.)

Heh. I am sure that if I was playing D&D with Viking Era Scandinavians, they would tease me for making some womanly characters who ran away from melee combat and spellcast from a distance.

But they would be fine with my tank wizard who can enter melee. And they would be down with the 4e fullcaster swordmage who only casts spells but who lives in melee.

Paladin is a good example of masculine magic. Who doesnt love smiting?

A bard is vrsatile. Build it for shaman or build it for warrior mage.
 

Are folks really thinking Tarkir would be used rather than Kamigawa if WotC wanted to do a M:tG based "Oriental Adventures"? Would they really use EITHER of them when they could make a new setting from scratch that's actually written by East Asians? (For example, they could buy the rights to a fan-setting like Storm Edge from Tribality, and let Yo Frank do the heavy lifting like Matt Mercer did for Explorer's Guide to Wildemount). Do I even want to open up that can of worms?

There is in fact an existing MTG set that was designed by Asian designers 山海時空 Plane of Mountains and Seas, was a very niche product though developed to launch MTG into the Chinese Market.

I could see it an elements of Tarkir being redeveloped by Asian designers to create a new setting.

I dont think Kamigawa would work, its too closely tied to Japan and the Kami
 

Except that the Norse gods all used magic too (that said, there are stories about O∂inn and Loki assuming female shapes in order to weave their spells).
Remember also that the Norse Seeres is called a völva, or "Wand-Bearer" - very clearly a Magic Wand/Staff using Wizard type character, but also by way of cultural diffusion, by the time of interaction with the Roman Empire, took on a NSFW meaning (and NSFW imagery associated with the translation), despite the two words having completely different roots and meanings.

I doubt we'd get a Kaldheim book so soon after Icewind Dale. Instead, I'm guessing Kaldheim is an attempt to cash in on excitement about Skyrim-esque settings in WotC products. Mine ideas from the Kaldheim set for your Icewind Dale game, or vice versa.

Are folks really thinking Tarkir would be used rather than Kamigawa if WotC wanted to do a M:tG based "Oriental Adventures"? Would they really use EITHER of them when they could make a new setting from scratch that's actually written by East Asians? (For example, they could buy the rights to a fan-setting like Storm Edge from Tribality, and let Yo Frank do the heavy lifting like Matt Mercer did for Explorer's Guide to Wildemount). Do I even want to open up that can of worms?

As stated above, Kamigawa is rather unlikely to come back except as occasional small nods, but Tarkir is actually pretty probable for making a comeback. Tarkir has the advantage of not being an "Oriental Adventures" style attempt at inclusion of stereotypes. I'd hope they would involve Asian designers, but it doesn't have the same baggage as other Asian influenced Settings.
 



For a viking setting, every spell is only verbal, whether spoken or sung.

There are examples of spellcasting without a component, psionically sotospeak. But the examples include spellcasting unintentionally, without realizing one is spellcasting, with an unintended spell effect. The accidental spells have a context, because the person was in fact thinking of that effect, even if only in passing. A spell never "backfires" or becomes "chaotic", but a spell can go off unconsciously. Some witches dont realize they are witches.

A student who is learning how to do magic, needs to learn how NOT to cast spells, as much as learn how to cast spells well.

Verbalizing a magical intention into words, is a central method to mentally focus an intended result. In D&D terms, it is more like vikings never use any spell component − neither v, s, nor m − when casting a spell. However, they do use a verbal as a "spellcasting focus". The mechanics work suitably. Only add the spellcasting ability bonus if the spellcaster is using a "verbal focus".

I am unsure how to handle the accidental spells. It wouldnt use up a spell slot: the mage might even not realize it happened. So it is more like a spontaneous "ritual". For the sake of D&D, maybe it is ok to treat it like the old school Wish spell. The player might express something in passing, and the DM can reinterpret the words out of context, whether to be whimsical, humorous, generous, or to punish the player.

In any case, the verbal focus resembles a bard. The viking bard never uses a musical instrument, but will say (feminine magic) or sing (masculine magic) the spell.



Nine classes feel at home in a viking setting.

The Players Handbook has 12 classes. To set the tone of a viking setting, 9 of them are great or ok enough. The three that feel anti-viking are Wizard, Cleric, and Monk. More on these three later.

Of the nine:

Barbarian is fine. If a subclass can shapeshift fully and partially into an animal, it would be closer to a mythologically accurate berserk. The Barbarian as-is seems ok for a historically accurate one. The berserk is more like a member of a "cult", who did stuff out in the wilderness with other berserks. Essentially, they are repurposing feminine shamanic techniques, for a masculine use in war. They magically become animals to become fierce warriors. Their savagery made them antisocial and crazy, and distrusted by normal vikings.

Bard is all kinds of flavors of awesome. Use divination, charm, animal, and teleportation spells for a feminine shaman (whether woman or man), and use the morale building, combat buffing, healing, and melee magic for a masculine warrior (whether man or woman). The bard class is quintessentially viking.

Druid, in the sense of elemental magic, is not really a viking thing per se. But personifying the elements and manipulating the elements is a giant thing. And humans and giants can intermingle. So a human who learns how to wield elemental magic is possible. For example, weather manipulation is elemental, and there exist a few humans that can do this. Likewise the giants can take beast forms, but this is something that viking humans regularly do. Note: most viking "giants" are Medium human size. Of course, some are as big as a mountain, but might have a sibling who is as big as a human. The giants are nature spirits, and size depends on which natural feature the giant is. The dwarves might also be Druid, as they too take on animal forms, etcetera, and are elemental. Note: Viking dwarves petrify in sunlight, so theres that. Treat direct sunlight as radiant damage, as if a vampire.

Fighter. Of course.

Paladin. If you look at the list of the kinds of magic that viking men do, it has a paladin vibe: healing, enhanced armor class, resurrection, warding away hostile spirits, and so on. Maybe reflavor the "radiant" damage type to something less flashy, but everything else is on point. (Even radiant can work, if you are going for an unusual magical vibe, like elf shine or something.) The "oath" is basically an oath to be courageous, and to defend ones family, extended family, and friends.

Ranger. Like a Druid but gishier. A wilderness hunter-fisher who has contact with giants.

Rogue. Awesome. Especially because vikings are agile unarmored warriors, many "warriors" might be Rogues. Swap the light armor proficiency for a shield proficiency instead. Treat the "longsword" in the sense of a normal vikingsword, as a finesse weapon (like a rapier that slashes instead of pierces). Attacking face-to-face with advantage is excellent. Trickiness is a plus. Cowardly "backstabbing" is dishonorable, so flavor the advantage honorably. The Thief archetype has appropriate mechanics. Elsewhere the Swashbuckler is the best option for an actual "viking", the warrior that sails. Scout works for a wilderness hunter-fisher.

Sorcerer. Sorcerers are innately magical. So are viking mages. The Sorcerer character concept should work, but the actual bloodlines available are awkward. A Draconic Bloodline might work for a rare giant or dwarf who prefers the form of a monstrous snake. If so, the icy cold venom is an appropriate theme, as well as poison and fire. Viking dragons usually have arms only, and slither, and lack legs and wings. There are a couple that have wings too, tho. Wild Magic seems off, as randomly explosive magic isnt really a viking thing. Elsewhere, Shadow Magic might work for a viking dwarf. The gloominess is perfect. Yet the viking dwarf seems antisocial and low Charisma. Perhaps there is an exceptionally charismatic individual dwarf. The dire wolf is possible as an other nature spirit who hangs out with the dwarf. The Divine Soul Sorcerer might work for an elf. There is no celestial plane, and there are no angels. But viking elves personify sunrays up in the sky, and can heal, are fatefully lucky, and are always spellcasters. So they kinda resemble angels. They lack "spectral wings", of course, but can shapeshift into a swan, or other bird, to fly. When home up in the sky, they hover as sunbeams and cloud gleams do. Storm Sorcery can work for some of the few shamans who can manipulate weather. Certain giants and aesir are storm nature spirits. In sum, a sorcerer in a viking setting is ok. Rare but possible.

Warlock. The warlock can feel like a viking shaman. There is no "patron", but the shaman might have a friend who is a nature spirit, even one who was the teacher who taught the shaman how to do magic. If the teacher isnt human, it is probably a giant, or possibly a dwarf, vanir, elf, or aesir nature spirit. The Archfey Expanded Spells work well. But with reflavoring, the Great Old One Expanded Spells can work too − maybe the "otherness" and craziness suggest Ginnungagap and Odin themes. Telekinesis isnt really a viking thing, maybe reflavor how the force happens. Hexblade can work, maybe with an ancestral sword recovered from a grave, and ghostly stuff happening. Chain Pact probably has a friendly nature spirit in a beast form, but it can do magic and can be monstrous. Blade Pact is a plausible pact. If only there was a Staff Pact! Maybe a staff extends the range of a spell.

So, these are Nine. The nine classes that can accommodate viking flavor. In order of frequency, I would estimate the following.

Fighter, Rogue, Bard, Barbarian, Paladin, Warlock, Druid, Ranger, and Sorcerer.



The three classes that dont fit − Wizard, Cleric, and Monk − have much to offer but come with so much baggage, it seems impossible to include them without causing confusion and cultural misrepresention. The Wizard is too bookish, and fixates on preexisting "magical words" recipes. Viking spells are on the fly. The Cleric is polytheistic, not animistic, an organized religion is foreign, and healbot is wrong. The Monk is too Kung Fu. That said, after the viking setting is well understood, and there is a feel for it, it might be possible to tweak and reflavor these three classes. The Wizard in the sense of mind-affecting spells and elemental spells can work, especially if without a spellbook, and without spell components, except for a "verbal focus". Dwarves seem high Intelligence, suit a viking-ized wizard, and they make magic items. The Cleric as a warmage, something like a fullcaster Paladin, can work. If the Monk can somehow be a "wrestler", that is viking.
 
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<snip>

Nine classes feel at home in a viking setting.

The Players Handbook has 12 classes. To set the tone of a viking setting, 9 of them are great or ok enough. The three that feel anti-viking are Wizard, Cleric, and Monk. More on these three later.

<snip>

The three classes that dont fit − Wizard, Cleric, and Monk − have much to offer but come with so much baggage, it seems impossible to include them without causing confusion and cultural misrepresention. The Wizard is too bookish, and fixates on preexisting "magical words" recipes. Viking spells are on the fly. The Cleric is polytheistic, not animistic, an organized religion is foreign, and healbot is wrong. The Monk is too Kung Fu. That said, after the viking setting is well understood, and there is a feel for it, it might be possible to tweak and reflavor these three classes. The Wizard in the sense of mind-affecting spells and elemental spells can work, especially if without a spellbook, and without spell components, except for a "verbal focus". Dwarves seem high Intelligence, suit a viking-ized wizard, and they make magic items. The Cleric as a warmage, something like a fullcaster Paladin, can work. If the Monk can somehow be a "wrestler", that is viking.

Uh… Wizard, Cleric, and Monk ALL fit into a historical Viking context. FULL STOP.


Okay okay, why you ask?

Norse Pantheon Clerics (Tempest Cleric of Thor, Knowledge Cleric of O∂in, Trickery Cleric of Loki, for goodness sake!). The Wizard class is essentially modeled on O∂in himself, and the Order of Scribes Wizard is practically MADE for Rune-based magic.

THIS picture of O∂in is Gandalf's direct inspiration:
The Odinic Wanderer.png

Who does that look like to you besides Gandalf? Elminster, of course!

As for the Monk, The Vikings and Norsemen were no stranger to monastic orders, and certainly not to the allures of the east - The Viking Rus navigated waters between modern-day Finland and Russia and the Black, Persian, and Aral Seas. This is a territory at the crossroads of Eastern and Western culture. Heck, Attila the Hun plays a critical role in the most Viking of Norse Sagas, the Völsunga Saga/Song of the Niebelungs. Even if you don't find that a good enough cause, the Persian/Ottoman/Mughal world is a perfect fit for the Monk class, and the Vikings & Variags were fighting them and trading with them very closely.
 
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"Theros" kicks all kinds of ass, so I'm optimistic that this is a good model for future one-shot setting books.

Having thought about Wakanda far too much the past couple of days, I still think that an Afrocentric D&D campaign setting should be a priority. I don't know M:TG enough to know if it has a setting along those lines.
The Mirage, Vision & Prophecy MtG sets were in Jamuraa.
5e had Tomb of Anihilation, set in Chult.

And then theres an non-WotC afro-fantasy campaign being made by Twin Drums called "The Wagadu Chronicles" which I'm told is pretty cool.
 

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