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Pathfinder 1E Reasons You’re Gonna’ Want The Northlands Saga Complete

Greg V

First Post
Reasons You’re Gonna’ Want The Northlands Saga Complete

The Northlands Saga Complete is the new campaign guide and adventure path being released by Frog God Games through Kickstarter (here). It’s being releases in versions for both Pathfinder Roleplaying Game (with the adventure path for levels 1-20) and Swords & Wizardry Complete (with the adventure path for levels 1-13), with the possibility, depending on the Kickstarter’s success and fan demand for a future version in 5e. (Frog God has already released six 5e books, here, here, here, here, here, and here, so we’re definitely leaning in that direction). However, to make all this happen, first we’ve got to make the goal on this first Kickstarter to fund production of the initial versions.

With guys like Ed Greenwood involved in this project and over 800 pages of pure game content (layout is still underway, so we don’t have the final page count yet), there’s no reason not to want it (well, yeah, it’s expensive, but see the above 800+ pages, campaign guide and complete adventure path, Ed Greenwood, stitch-bound by a printer of college textbooks for extreme durability and shelf-life, potential for use as an improvised bludgeoning weapon, etc., etc.). But we still thought maybe we could give you a few more reasons to punish your wallet and abuse your game bookshelf for ~10 lb. of pure viking gaming awesome.

So here goes….

Reason #1. The Hall of the Hearth Stone

Hall of the Hearth Stone - concept.jpg
(concept art)

Where the Storm River splits into two branches stands a great stone of pitted black rock that is as hard as iron yet seems to float and bob upon the waters like a giant cork. This rock is known as the Hearth Stone, for legend holds that it was the home of the first Northlanders following Swein Sigurdson, the mold and forge from which the gods made them, and the center of the Northlands. If this is true, it happened so far back in the distant past that none can truly call it naught but legend, save those who come there to call upon the gods, and the godi who have built a mighty godshouse that spans the river.

From one side of the mighty Storm River to another, a massive construction of wood, the only bridge that crosses that great river, straddles both forks of the waterway and brings pilgrims to stand directly above the Hearth Stone. A clan of godi whose ancestors spent 40 years constructing it manages this godshouse/bridge. Pilgrims are allowed entrance, provided they give an acceptable donation. Once inside, they see one of the wonders of the Northlands, for every inch of the structure is carved with depictions of the gods, as well as monsters, villains, and heroes. The entire history of the Northlands can be seen here, and as new events of import occur, they are added, even if a new room needs to be constructed. Young members of the Hearthsons clan spend the early years of their adulthood traveling the Northlands to learn of — and often participate in — important events.

The Hall of the Hearth Stone is a magnificent structure and one of the true wonders of the Northlands. It is a massive wooden bridge that rises high above and spans the waters of the Storm River where they split into two runs at the Hearth Stone itself. The huge construction allows pilgrims from either side of the river to walk across and stand directly above the sacred Hearth Stone below. Over time, additional spans have been added until the whole actually consists of four bridges that meet over the river: one from the north bank, two from the south bank, and one from the central island. The base of each bridge rises from large halls appropriately named the North Hall, the Central Hall, the South Hall, and the Auxiliary Hall. The bridge climbs steeply from the halls to a peak height of 120 feet over the center of the river. In addition to these large structures, the massive frame of the bridge itself supports eight additional halls. These are the central Hall of the Æsir directly above the Hearth Stone, the largest Hall of Memory with its radiating wings, the next-largest Hall of War, and then the smaller Hall of the Vanir, Hall of Tears, Hall of Glory, Hall of Shades, and the largely shunned Hall of the Ginnvættir.

It wouldn’t be a proper adventure path without at least part of it taking place at this sort of location…so, of course, it does. Look for your PCs to become very familiar with the ins and outs of the Hall of the Hearth Stone and the Hearth Stone itself in NS9: Daughter of Thunder and Storm, which is included in The Northlands Saga Complete.
 

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Greg V

First Post
Reason #2. The Bearsarker

'Cause there's nothing quite as uncomfortable as a naked viking growing fangs and biting your face off...

Bearsarker (Barbarian Archetype)

While the gods do not normally interfere in the lives of mortals, save for the most heroic, there are those who have been touched by the gods and granted power through them. Most commonly, these are the godi, represented in the Pathfinder Roleplaying Game by the cleric, druid, and oracle classes. However, some are not merely granted powers, but are transformed by the contact with the gods. Some of these mortals so altered are the Bearsarkers, a cult dedicated to the worship of Wotan and the glory of the spear-din.
The Bearsarker Cult is a sacred order of men and women who have dedicated their lives to Wotan. There are many reasons they choose to do so, but the most common is that they feel an intense desire to enter a savage fury and commit rampant acts of slaughter. This urge to rage is even greater during battle, and so in order to control this drive and have a place in society, the Bearsarker Cult of Wotan has formed.

Through esoteric arts, ritual drunkenness, and great personal sacrifice, the Bearsarker not only tames his inner fire, but learns to become a whirling spirit of death and destruction, when the time for such action is called for. Most do not live long, especially when one considers that their rituals are fairly violent and often result in severe injury and maiming. It is not unusual to find a Bearsarker who has plucked out one of his own eyes to gain wisdom, or who has spent time meditating while hung on a tree of woe.

Members of the cult undergo extensive training in order to learn to control their rage, as well as training in religion and the esoteric arts. Although inwardly highly meditative and thoughtful people, the outward appearance of the Bearsarkers gives others pause, considering the reputation of the cult for great savagery barely contained, as well as incredible feats of stamina and strength. As per their religious dictates, Bearsarkers do not bathe except for rare ritual purification purposes, clad themselves only in a loincloth and bear robe, and never cut their hair or beards. This shaggy, unkempt and wild appearance is the means by which the cult is known, and seeing a Bearsarker on the other side of a battlefield has been known to turn the morale of even the most hardy of warriors. Also despite, or because of, their sacred status, Bearsarkers are afforded a great deal of leeway in their actions and behavior.

Note: Bearsarkers must be good- or neutral-aligned, must maintain the unkempt appearance of their faith, worship Wotan above all other gods, remain honorable, forsake marriage, children and wealth, and live to serve the Northlander people as a whole. Breaking any of these tenets results in a loss of class abilities until the character can undergo purification through an atonement spell. Members of this archetype automatically suffer a –4 penalty to their Charisma score.

Fury of the Gods (Ex): This works the same as a barbarian’s normal rage class feature; however, the number of rounds per day a Bearsarker can rage is equal to 4 + his Wisdom modifier rather than Constitution. He gains additional rounds at the normal rate. Also, Bearsarkers gain Knowledge (religion) as a class skill. This replaces rage.

Berserk Fury (Ex): At 2nd level, a Bearsarker that enters his fury of the gods inspires fear in enemies who witness it. Any enemy who sees this display of savagery must make a Will save (DC 10 + 1/2 the Bearsarker’s level + the Bearsarker’s Wisdom modifier) or become shaken for the duration of the Bearsarker’s fury. Each additional Bearsarker in a fury at the same time adds +1 to the Will save DC to a maximum of +5, but one Bearsarker must be chosen who leads the fury to determine its duration and whose Wisdom modifier is used to determine the save DC. This ability replaces uncanny dodge.

Naked Fury (Ex): At 3rd level a Bearsarker who is not wearing armor and is lightly encumbered gains a +2 dodge bonus to AC. This bonus increases by +2 every three barbarian levels thereafter. This replaces trap sense.

Unarmed Fury (Su): At 5th level, a Bearsarker’s hands actually transform into bear claws while in a fury. The Bearsarker cannot wield any weapons but gains 2 claw attacks that deal 1d6 points of damage + both the Bearsarker’s Strength and Wisdom modifiers. The Bearsarker can suppress this transformation if he chooses to do so, but each round he does so reduces the number of rounds he can use his fury of the gods that day by 1 round. This replaces improved uncanny dodge.

Fanged Fury (Su): At 7th level, whenever a Bearsarker uses his unarmed fury ability, he gains the benefits of a greater magic fang spell (cannot be dispelled) granting him a +1 enhancement bonus to his claw attacks and any other natural attacks he may have (through the animal fury rage power, for example). This bonus increases by +1 every three barbarian levels thereafter. This replaces damage reduction.

Rage Powers: The following rage powers complement the Bearsarker archetype: come and get me*, flesh wound*, good for what ails you*, inspire ferocity*, knockback, liquid courage*, roaring drunk*, smasher*, and terrifying howl.

*See Pathfinder Roleplaying Game Advanced Player’s Guide
 




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