Nordheimr Viking Chiefdoms of Hyboria / Conan and some maps

Emirikol

Adventurer
I did these up for our campaign set in Vanaheim of CONAN's HYBORIA. Any of you doing an Age of Conan game may find them useful. As not all "Vanir" are alike, our players like to use local clans and chiefdom details to add depth. I put in as much Hyborian / Conan canon as I could find sprinkled with historical names. My hope for my players too is that they get past "racial" details for character selection (e.g. human, dwarf, elf..)

How is your viking campaign coming (if you have one or plan to do one)?

Note: The locations are based on the HYBORIAN WAR PROVINCIAL MAPS, not on the inaccurate (but pretty) Mongoose map below. I didn't use any of the Hyborian War characters, but they could easily be substituted. (Link at bottom) http://www.terrablood.com/hw.htm

jh
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ADVANCED NORDHEIMR CLAN BACKGROUNDS
- All characters have have a regional clan and family name (-son/-daughter) names except for the dregs of society (they go by the names of dreggjar, sori, úrhrak, utskudd, berme, drägg, avskum, or pohjasakka in Hyperborea).


AESIR CLANS
Wolfraven - Southwest Asgard - Ferocious warriors - hate the Hyperborei and don't get along with Vanir, Neanderthals, or Cimmerians.
Njalli - Southeast (Njal's Lands) - Excellent traders - frequently raided by Hyperborea. Trade with Cimmeria and Border Jarldom.
Vigrid - Central Asgard Tundra - talented hunters and survivalists. Their mommoth are near unstoppable in battle. Their berserk include Frostragers.
Ginnungagap - North - Frozen Lands province. Are known as the great nothing. They have ice ships which travel the northern ice sheets. They are not a numerous people but travel as far as Khitai and trade with the Iseir (Ice Folk)

ISEIR CLANS (Is-fólk, ancestor race of the Nordheimr)
Mjrod or Manneskjur - Costal - Western Coast. They trade frequently with the city of the Icerazor Spires and know the location of it (see Frostburn). The bravest wear the teeth of Zeuglodon or Malasynep.
Permia (Caribou) - Central great glacier and northern reaches of the Blue glacial mountains. They live a harsh life trading with ice-ship travellers. They battle for existence with Delzommen neanderthals (Frostburn 176), evil Frost Folk, and great snow apes (Yeti). They commonly carry a bonebow.
Rimefire (Rjmfyr) - Central east great glacier (north of Asgard and Hyperborea). Mostly sealers and whalers of a little-known northern bay, they are led by benign ice-witches that are constantly being hunted by Hyperborean magik-seekers. They are rumored to have connections to Uldra as well as the dwarves of the underworld and midgard. They command many secrets of the Blue and Rimefire ice.

VANIR CLANS
Hrogrhalli - Northwest coast - Trade with the Iseir both by sea and across the Knurring (growling) river. They have traded and raided as far as Isaland and the boastful lot brag of discovery in lands called Hellaland or Markland. Jarl Ulvstan of the Wolf.
Vestagder - North-Central Western Coast - Led by Jarl Starkad a legendary hero of the area. His hold is called Starkadsgarth. They have particular trouble with giants and trolls.
Brising - Western Blue Mountains. Clan is led by Jarl Hergrim. They live along the many cataracts of the Howling River, watercourse in the far north of Vanaheim Its source is the glaciers and Vodyanoi ice caves of the far north. His hall is in the town of the Three rivers where the Blue, Howling and one other river come together. The Brising clan has significant trouble frost giants (and their Tlalusk mounts).
Gunnlod - Eastern Blue Mountains - Known for their treachery. Jarl Halvdan the Black. He is rumored to be controlled by an evil Marzanna witch. Their heroes wear the the pelts of Snowcloaks.
Himinrjot - Western swampy tiaga and Eiglophian mountains. Jarl Gudrod has many shieldmaidens in his court. They frequently hunt Branta amongst their other prey.
Sluvatten - Central swampy tiaga and Eiglophian mountains. Jarl Agder. The strongest Vanir hail from these lands and wear bear pelts. They commonly battle Cimmerians, Neanderthals and beastmen.
Vrerre - Southern Blue Mountains - Much forested area. Some of their heroes are rumored to ride Megaloceros. Clan is led by Jarl Álfr. They highly revere fey and spirit animals and their land is overrun with large animals. The jarl has many Knights of the Iron Glacier in his command.
Sjolvi - Southern Central West Coast - Jarl Lireigh hails from the village of the same name southwards. Skaun is a village in his realm known for its pit-fighting. This chaotic land is often beset upon by pjuke (goblins) and other nuisance creatures.
Sverdsvatter - Southwest Coast. Trade and raid Picts. Jarl Thorfel the Fair rules from the Hall of the Lake Dwellers on the Isle fo Swords on an Isle located on a lake. Their heroes wear the pelts of smilodon.
Ymirhalli - Southeast Swampy Tiaga and Eiglophian mountains- High trade/raid area with Aesir Jarl Leikn. Ymir is said to reside in the mountains here and their households are supposedly frequented by domovoi and gnomes. Their skalds include Stormsingers.
Miajnk - Islands of Umiank - Jarl Hugleik. A violent people of the islands raid frequently as far south as Zingara. Urskan are rumored to live on the islands.



siobha10.jpg



There are 20 character races to choose from. These are the three most likely for this area (notlisted are cimmerian, hyperborean and pict).

Nordheimer - Aesir
Norse clan-based cultures. Aesir are blonde reavers and war with the Vanir and Hyperboreans. On the great glacier, they trade, travel, and war on ice-ships.
· Regional Clans: Wolfraven (southwest), Njal (southeast), Vigrid (Asgardian Tundra), Ginnungagap (Frozen Northlands)
· Environment: mountains or tundra
· Abilities: +3 con/-2 dex
· Benefit/Drawback: None
· Religion: The pantheon of the Nordheimr is headed up by Ymir, the frost giant that sprang from the milk of Audhulma, the primeval cow. The giants and Buri, the first man, later sprung from Ymir. Bor, the son of Buri and the giantess Thrya, married a frost giantess, Bestla. Their offspring were Odin and the twins Vili and Ve.
When Odin (war), Vili (intelligence & emotion) and Ve (senses) slew Ymir, the world was created from his body, but Ymir is still worshipped as supreme in the pantheon. All of the other gods exist from the standard pantheon, but they are considered only heroes of part of a story and not yet really gods.
The realms of the cosmic tree, Yggdrasil, are: Nordheim (man), Nidavellir (dwarves and dark dwarves), Jotunheim (frost giants), Hvergelmir (dragons), Muspelheim (fire giants), Alfheim (fey and landvaettir spirits), Hel (the evil dark), and Ysgard (Valhalla and the land of the gods mirror the Asgard and Vanaheim of Midgard (prime material plane). The Nordheimr lands are prophesied to experience a Frostfell advancement of the glaciers and that a snake will devour the world at the end (called Ragnorok).
· Language: Nordheimr
· Magical affinity: Savage bard (UA variant)

Nordheimr - Vanir
Norse clan-based cultures. Vanir are red haired and war with the Aesir and Cimmerians. Most seafaring Vanir hunt by Kayak, however there are Longships. They command a little magic.
· Regional Clans: Vestagder or Starkad* (Western Coast), Brising (Blue Mountains), Gunnlod (Blue Mountains), Himinrjot (Swampy Tiaga)
· Environment: seacoast, mountain, or taiga/forest
· Abilities: +3 con/-2 dex
· Benefit/Drawback: None
· Religion: (see Aesir)
· Language: Nordheimr
· Magical affinity: bard or sorcerer

Nordheimr-Iseir (Ice Folk -Frostburn)
Forefathers of the Aesir and Vanir, they are the original children of the Great Glacier. They are tough people who exist solely by hunting, fishing, sealing, and whaling along the margins of the frozen seas. They live in the harshest portion of the north, and must get along without resources found in other lands, such as wood or iron. The ice folk have devised many ingenious implements such as kayaks, harpoons, parkas and various types of light, portable shelters. They also have mastered the blue and rimefire ices and it is rumored that they have connections to the dark dwarves of the underworld.
· Regional Clans: Mjrod (coastal), Caribou (west), and Rimefire (central)
· Environment: tundra or mountains
· Abilities: +3 con/-2 dex
· Benefit: +2 to notice ice/snow hazards; climate tolerant. May take a giant or fey bloodline (unearthed arcna)
· Drawback: Uncivilized/primitive, illiterate
· Religion: (see Aesir)
· Language: Ice folk (runic)
· Magical affinity: Shugenja, spirit shaman

Neandertal, Eiglophian
They are degenerate men possibly mixed with the blood of apes or other beasts. (See FROSTBURN for details)
· Regional Clans: Macha (west), Haraka (central), Tonda (east)
· Environment: mountains
· Abilities: +2str, +2 con, -2 dex, -3 int
· Benefit: Primitive weapon mastery (+1), climate tolerant. May take minotaur, troll or ogre bloodline (UA)
· Drawback: Not human enough to gain starting “human” bonus feat, etc., illiterate
· Language (illiterate): grunts and other noises
· Magical Affinity: None


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Interesting--I like how you've put in the historical ideas about far ranging trade, that's pretty cool. It might be interesting to play part of some equivalent of the Varangian Guard in someplace like say Nemedia or Ophir.
 

Now there's an idea. I wonder if they'd be better in central or eastern areas. I could see the Turanians having such warriors to fight the Kozaki (or perhaps Kozaki mercenaries fighting themselves).

I think the Aesir would work better than the Hyperborei, but the Vanir might work well in Zingara or Argos..as I think large battle forces would have a hard time making their way all the way down past pictland eh? There would be plenty of landing spots..but not much raiding along the way..then there would be the sweet spot in Zingara!

With the new AGE OF CONAN mmmorrooorpprg coming out, there have been a TON of details for Vanaheim campaigns. I've essentially burned through all of the monsters and themes (including specter cheiftans :) It's been a blast. Vanaheim is a very interesting place for a campaign (D&D or ConanRPG) because you can integrate more magic or less magic at will without affecting game play. We still do low magic (lower magic) D&D rules. Yes, we could go out and buy 72 alternate low magic versions, but the group has told me flat-out no.

jh
 
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I know there are actual "good" viking products out there, but I wanted to work with the stuff that I already have like Hyborian War, D&D's The Northern Reaches, and AD&D's Vikings supplements. Perhaps someone else would care to review other products.

I like to keep the map from the "VIKINGS" AD&D supplement on the wall for inspiration and reference. Normally, I'd have a good historically accurate map on the wall like for other areas of the world.. but I couldn't find a good one from National Geographic.

Do you guys keep historical maps on your game room walls?

jh
 
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I still have that old 2E Vikings supplement as well. I'm running a lower(er) magic campaign right now, some of which has some influences from the Conan rpg. My players are mostly of Viking type descent though their culture is more at the Norman stage than the earlier dark ages period. Their characters are descended from settlers who ended up along with others building a sort of Middle Eastern (more Babylonian than Arab)/ viking settler republic.

I don't put historical maps on my walls but I do collect them, I love them, and I do like those National Geographic series ones in particular.

I think the Vanir/Aesir as you said would be best for that sort--they seem to be bluff hearty venturesome sorts, though I wasn't thrilled by the depiction of Sigurd in "Conan the Buccaneer". I did on the other hand love how they are depicted in "The Ice Worm" and similar stories.
 

The nice thing about that region is that it's so scantily covered (no pun intended) that the possibilities are a lot more open.

Tell us more about your viking campaign. What sorts of adventures?

jh
 

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