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Building my Vanity 5E: Legacy of Freya
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 9839670" data-attributes="member: 43283"><p>Thanks for your thoughts. Happy to hear anything further.</p><p></p><p>The setting for these rules is... post-apoc?... so I, happy to drift a bit from the traditional. Maybe I will take a Paladin and swap a bit of their abilities or something.</p><p></p><p>Because of my discomfort with cultural appropriation, as well as my lack of solid Norse history, etc I decided to go with the setting being Vanir-derived. As I understand it, the Vanir are a giant question mark in a lot of respects, so I feel like I've got room to play.</p><p></p><p>[SPOILER="Premise of the setting"]</p><p>Basically, the setting is Norse-adjacent. Freya has her own sort of Valhalla (Fólkvangr) and had to marry Odin to calm down the war between the Norse and the Vanir. However, Freya was also aware, in something of a meta fashion ('cause of magic yo) of the role the Norns played in locking her into an endless cycle of repetition. So she decided to try and break it. Fólkvangr became a home/refuge, not just for Norse and Vanir dead, but also for others from across the planes. Some of Loki's get also found a home in Fólkvangr. The ... Valkyrja (is that the proper/better term for what we usually write as Valkyrie?) were more than mortals but less than gods. And, over time and outside their "normal" selection and ferry duties, they also had families. The off-spring of these unions were also extra-heroic, given who their parent were.</p><p></p><p>Seithr (my chosen anglicisation of Seiðr) was widely practiced in a variety of forms and held an important part in the lives of... Fólkvangrians?... both those that were chosen from the slain, as well as the offspring of Valkyrja.</p><p></p><p>Eventually, Ragnarök arrived, as it always did and a chunk of Fólkvangr emptied out. However, those that had been born there, those that had sought and been granted refuge... they were immune to the call. So Freya's plan sorted worked. Before Ragnarök, of course came Fimbulwinter. When Fimbulwinter descended, everyone worried because... ya know... death by freezing. However, it turns out that the svartálfar were more clever than folks thought and previously unknown/sealed passages opened up and provided underground refuge for the duration of Fimbulwinter and Ragnarök.</p><p></p><p>These passages and underground refuges twined through the roots and branches of Yggdrasil and weren't always the safest of places. Explorations seemed to indicate that they went to other realms, and it was speculated that the passages utilised Yggdrasil in some fashion.</p><p></p><p>The svartálfar themselves were never seen and it's unknown if they were simply allies of the Norse/Vanir, or also subject to the Norns. Over time, as practice of Seithr evolved, new areas were unlocked and new learnings were gained.</p><p></p><p>Eventually, in some unknown fashion, the refuges which had been sealed against Fimbulwinter and anything that might have survived outside, opened to a land that had once been known but was now reborn into something different. [/SPOILER]</p><p></p><p>So... yeah. Kinda post-apoc but not. More hopeful than post-apoc tends to be. Instead of "everything used to be great and then they broke the world and now it all sucks", it's "things were good, Fimbulwinter sucked, and now we've got the tools to really make the world different".</p><p></p><p>The world is a giant unknown and characters will be exploring to fill in the gaps, make new alliances, etc. Old ruins to explore (thanks Fimbulwinter), monsters and stuff to fight (thanks Yggdrasil, svartálfar refuges, and crazy requests for sanctuary that were granted), and all the other traditional adventuring stuff. Most of the setting is unstated, free for whomever to populate however desired. I've got an idea for a map, which I may or may not include.</p><p></p><p>All of this is in the back of my mind as I'm working through the rules base. So a ...Valkyrja?... class would be nice in terms of tuning the rules to match more with the setting, but... it's not a make-or-break thing at this point.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 9839670, member: 43283"] Thanks for your thoughts. Happy to hear anything further. The setting for these rules is... post-apoc?... so I, happy to drift a bit from the traditional. Maybe I will take a Paladin and swap a bit of their abilities or something. Because of my discomfort with cultural appropriation, as well as my lack of solid Norse history, etc I decided to go with the setting being Vanir-derived. As I understand it, the Vanir are a giant question mark in a lot of respects, so I feel like I've got room to play. [SPOILER="Premise of the setting"] Basically, the setting is Norse-adjacent. Freya has her own sort of Valhalla (Fólkvangr) and had to marry Odin to calm down the war between the Norse and the Vanir. However, Freya was also aware, in something of a meta fashion ('cause of magic yo) of the role the Norns played in locking her into an endless cycle of repetition. So she decided to try and break it. Fólkvangr became a home/refuge, not just for Norse and Vanir dead, but also for others from across the planes. Some of Loki's get also found a home in Fólkvangr. The ... Valkyrja (is that the proper/better term for what we usually write as Valkyrie?) were more than mortals but less than gods. And, over time and outside their "normal" selection and ferry duties, they also had families. The off-spring of these unions were also extra-heroic, given who their parent were. Seithr (my chosen anglicisation of Seiðr) was widely practiced in a variety of forms and held an important part in the lives of... Fólkvangrians?... both those that were chosen from the slain, as well as the offspring of Valkyrja. Eventually, Ragnarök arrived, as it always did and a chunk of Fólkvangr emptied out. However, those that had been born there, those that had sought and been granted refuge... they were immune to the call. So Freya's plan sorted worked. Before Ragnarök, of course came Fimbulwinter. When Fimbulwinter descended, everyone worried because... ya know... death by freezing. However, it turns out that the svartálfar were more clever than folks thought and previously unknown/sealed passages opened up and provided underground refuge for the duration of Fimbulwinter and Ragnarök. These passages and underground refuges twined through the roots and branches of Yggdrasil and weren't always the safest of places. Explorations seemed to indicate that they went to other realms, and it was speculated that the passages utilised Yggdrasil in some fashion. The svartálfar themselves were never seen and it's unknown if they were simply allies of the Norse/Vanir, or also subject to the Norns. Over time, as practice of Seithr evolved, new areas were unlocked and new learnings were gained. Eventually, in some unknown fashion, the refuges which had been sealed against Fimbulwinter and anything that might have survived outside, opened to a land that had once been known but was now reborn into something different. [/SPOILER] So... yeah. Kinda post-apoc but not. More hopeful than post-apoc tends to be. Instead of "everything used to be great and then they broke the world and now it all sucks", it's "things were good, Fimbulwinter sucked, and now we've got the tools to really make the world different". The world is a giant unknown and characters will be exploring to fill in the gaps, make new alliances, etc. Old ruins to explore (thanks Fimbulwinter), monsters and stuff to fight (thanks Yggdrasil, svartálfar refuges, and crazy requests for sanctuary that were granted), and all the other traditional adventuring stuff. Most of the setting is unstated, free for whomever to populate however desired. I've got an idea for a map, which I may or may not include. All of this is in the back of my mind as I'm working through the rules base. So a ...Valkyrja?... class would be nice in terms of tuning the rules to match more with the setting, but... it's not a make-or-break thing at this point. [/QUOTE]
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