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Good norse campaign setting? Old or New?
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<blockquote data-quote="Mystaros" data-source="post: 2043578" data-attributes="member: 3921"><p>One of the best all-around Norse campaign supplements you are going to find. The 2E Historic resource is probably, well, more historical, but GAZ7 totally captures the flavor of the Norse cultures, and gives you a variety to choose from.</p><p></p><p>Ostland is a traditional Norse kingdom, with thralls, and vikings, and plots, and godar all vying for power and control. It's set on some misty islands in the middle of a cold sea, with access to just about anywhere else in the Known World for raid, pillage, and plunder...</p><p></p><p>Vestland is a more advanced, open, merchantile Norse country. It is on the mainland, bordering Rockhome (the kingdom of the dwarves), Ethengar (the steppes of the "Mongol" peoples of the Known World), and Soderfjord (the third major Norse realm). There is actually a very primitive school of arcane magic. Most of the northern region is dominated by trolls, most of the mountains by dark sorcerous dwarves or giants, and dark elves live in the earthn (not drow, mind you, dark elves...) I think of Vestland as rather like the Skarpsey land of Elizabeth Boyer's Norse-style novels.</p><p></p><p>Then there are the Soderfjord Jarldoms, which are a united realm on paper only. This realm is kind of like the Danelaw of England minus a king, with savage jarls ruling over their tiny domains, clan wars everywhere, and in between, giants, gnolls, trolls, and other monsters causing trouble. When they aren't fighting each other the Soderfjord folk take to Viking like the Ostlanders.</p><p></p><p>The Gazetteer has a complete history, geography cultural notes, runes, and tons of additional rules for use with BECMD&D, though some of it can be ported over to ver3.5 D&D.</p><p></p><p>Oh, and if you like further Norse options, the *really* barbaric types are the three tribes of Norwold, who are more like the Aesir, Vanir, and Hyperboreans of Howard's Hyborian age... no detail on these tribes is presented in the GAZ though. Same goes for the Icelandic peoples of Heldann, who are dominated by the Heldannic Knights, a militant order along the lines of the Teutonic Knights of history. That Gazetteer never got published, though much of Bruce Heard's work on it can be found in the Vaults of Pandius, the official Mystara Web site.</p><p></p><p>Hmmm... and then there are the Norse colonies on the Isle of dawn, which are essentially undeveloped and open territories to do with as you please. The only detailed map of those, however, can only be found on the Known World Trail Maps (Eastern Countries), and there is no real country detail to speak of.</p><p></p><p>Other than that, I'd say the next best would be Ivinia from Harnworld. Good, solid setting, but it, like the Historical Resource Vikings book, is more solidly grounded rather than just plain old Wahoo Norse Viking fun...</p></blockquote><p></p>
[QUOTE="Mystaros, post: 2043578, member: 3921"] One of the best all-around Norse campaign supplements you are going to find. The 2E Historic resource is probably, well, more historical, but GAZ7 totally captures the flavor of the Norse cultures, and gives you a variety to choose from. Ostland is a traditional Norse kingdom, with thralls, and vikings, and plots, and godar all vying for power and control. It's set on some misty islands in the middle of a cold sea, with access to just about anywhere else in the Known World for raid, pillage, and plunder... Vestland is a more advanced, open, merchantile Norse country. It is on the mainland, bordering Rockhome (the kingdom of the dwarves), Ethengar (the steppes of the "Mongol" peoples of the Known World), and Soderfjord (the third major Norse realm). There is actually a very primitive school of arcane magic. Most of the northern region is dominated by trolls, most of the mountains by dark sorcerous dwarves or giants, and dark elves live in the earthn (not drow, mind you, dark elves...) I think of Vestland as rather like the Skarpsey land of Elizabeth Boyer's Norse-style novels. Then there are the Soderfjord Jarldoms, which are a united realm on paper only. This realm is kind of like the Danelaw of England minus a king, with savage jarls ruling over their tiny domains, clan wars everywhere, and in between, giants, gnolls, trolls, and other monsters causing trouble. When they aren't fighting each other the Soderfjord folk take to Viking like the Ostlanders. The Gazetteer has a complete history, geography cultural notes, runes, and tons of additional rules for use with BECMD&D, though some of it can be ported over to ver3.5 D&D. Oh, and if you like further Norse options, the *really* barbaric types are the three tribes of Norwold, who are more like the Aesir, Vanir, and Hyperboreans of Howard's Hyborian age... no detail on these tribes is presented in the GAZ though. Same goes for the Icelandic peoples of Heldann, who are dominated by the Heldannic Knights, a militant order along the lines of the Teutonic Knights of history. That Gazetteer never got published, though much of Bruce Heard's work on it can be found in the Vaults of Pandius, the official Mystara Web site. Hmmm... and then there are the Norse colonies on the Isle of dawn, which are essentially undeveloped and open territories to do with as you please. The only detailed map of those, however, can only be found on the Known World Trail Maps (Eastern Countries), and there is no real country detail to speak of. Other than that, I'd say the next best would be Ivinia from Harnworld. Good, solid setting, but it, like the Historical Resource Vikings book, is more solidly grounded rather than just plain old Wahoo Norse Viking fun... [/QUOTE]
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