Cultures Not Species: Njor Culture

For many years now, I’ve been looking at worldbuilding with cultures and societies defined not by species (ancestry/origin, whatever term your ttRPG uses), but with cultures. Most (though certainly not all) fantasy settings have a mix of species living in most big cities and regions, so why define them as being from specific species-oriented kingdoms? Yes, that’s how Tolkien did it… but that doesn’t mean it’s the best way.

Nor do I feel any flavor has to be lost by focusing on multi-ancestry cultures, rather than monospecies groups. A lot of tropes in fantasy can easily apply to regions, guilds, orders, religions, and sects, rather than being tied to a single species, and much like there are sub-cultures within real world societal groups, we can explore sub-cultures within our larger regional/sectional cultural idea.

Here’s an example, a short beginning sketch of a multi-ancestry culture adapted from several old campaigns of mine where I used from variant of this.

The Njor

The Njor (/niˈɔr//njɔr/)are a culture found in the Northern Reaches, ranging from the Thalassic Ocean in the west (and in some cases settlements within and west of the ocean) to the Barrow-Steppes in the east; and from the zastruga in the north to (west-to-east) the Daggerports, the Midland Kingdoms, Merothia, the Allemarche, Wroklaw, and to Old Belavarus to the south. Note that the Njor are not a unified kingdom, and though the term Njorlands is often used to describe territory largely controlled by Njor groups, its borders with other regions are approximate at best.

Further, Njor groups self-identify into a wide range of clans, tribes, city-states, and domains held by independent chiefs, gyothi, jarls, and kings which are no bigger than typical baronies in the Middle Kingdoms or Allemarche. As personal allegiance is typically more important to Njor than loyalty to a group of government, but loyalty to a broader clan, kith, or sept can overshadow even personal allegiance, non-Njor often find the links of interlocking obedience and faithfulness confusing at best, and actively contradictory at worst.

Common Njor Ancestries

The most common ancestries among the Njor are dwarf, giant, goblin, hobgoblin, human. Less common but not surprising ancestries include elf and halfling. Individuals with mixed ancestries are common and generally not considered oddities, including a large number of giantblooded (with giantblooded goblins often seen as the source of hobgoblins, and giantblooded halflings thought of as the origin of the Stoutist clans of halflings), dragonblooded (who often seem to have draconic influence from some source other than parentage, such as being born on the day a dragon was slain, or marked by draconic constellations when coming of age), and trollblooded (which are generally attributed to the old High Trolls, regenerating giants of great culture and smithing skill). 

Not every Njor settlement has all these ancestries of course. Njor underground and mountain holdfasts are often a mix of dwarf, goblin, and hafling clans as their lesser stature work well in tight tunnels where every foot of headspace must be carved from the rock at great effort. Hill settlements tend towards taller Njor ancestries, and those in the most frozen regions lean towards humans and orcs. 

Njor Honor

Honor is highly prized in Njor culture, but honor is not defined in the same way by Njorlanders as many other cultures.

Njor honor was defined by Skatti Grandmother Salmon as “Being true to your Way and your Word, and hiding neither in common life.”

While that is self-evident to most Njor, many Te Astran and Allemarchan scholars have spend lifetimes analyzing what it means. In short, a Njor is seen has having a path in their (their “Way,”), which they must stick to the core principles of. A Njor blacksmith is expected to take all smithing tasks seriously, and to never intentionally act to make smithing less famous, less trusted, or less respected by others. Similarly a Njor ruler is expected to look after their lands and their people, Njor thieves are expected to be true to the art of thievery and their thieves’ band, and Njor soldiers are expected to take the art of fighting and warfare seriously and as important and worth doing right.

Note that a Njor being honorable is not the same as being blameless. “You can’t shame a wolf for killing your sheep, but you can’t mistake it as kinfolk, either.”

Njor Virtues

In addition to holding honor (as they define it) in high regard, Njor strongly value cleverness, courage, honesty, luck, martial prowess, sagacity, thrift, and tenacity. Of course often cleverness and honesty are at odds, but to Njor there’s rarely an actual conflict between the two. If someone is extremely clever about their dishonesty, that’s a virtue. If they are prosaic, clumsy, or even just unsuccessful with dishonesty, that’s a personal failing.

The Njor attitude to mysterious powers often varies based on how those powers are presented. If a wizard seems to be a clever sage, their powers are an extension of those virtues. A warlock granted strange powers through no act of their own might be seen as lucky. A cultist who tricks people into being blood sacrifices to fuel their own power could well be accused of lacking honesty and thrift.

Going Wolfing

Life in Njorlands is often harsh, and sometimes the crops do not produce as needed, the cattle are sickly or have suffered too many loses to wild creatures and monsters, the coffers are empty, and trade is poor. If a settlement or even single household is close to the edge of failure, one or more of its members may choose to mark their face with the rune of the wolf, and become a raider in richer lands. The wolf-rune on the face is an indication that the Njorlander is no longer following the path of their normal life, but has become an animal for survival. Known as “going wolfing,” this activity is seen as rational and acceptable, and a Njor is not blames for acting like a wolf when marked as a wolf. By the same token, no one is blamed for treating a wolfing Njor as an animal — killing one on sight is reasonable and not treated as murder, much as killing a wolf stalking your sheep is not seen as murder.

Of course, non-Njor generally don’t care about such distinctions, and when wolfing raiding bands strike down into richer bordering lands to the south or east, the targets of those raids both tend to attribute the savagery shown to all Njor, and to blame the settlements the wolfings came from holding a grudge long after the wolf-runes are removed.

Support

A number of folks have asked about helping me cover my medical expenses as I recover from my pulmonary embolism, and prepare to battle my cancer. While I’ll do a GoFundMe if I absolutely have to, and expect there to be more product bundles to raise funds come April, the main way to support me right now is to join (or increase your pledge level) at my Patreon, or make a direct contribution at my Ko-Fi.

Thanks, folks.

Owen

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About Owen K.C. Stephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is a full-time ttRPG Writer, designer, developer, publisher, and consultant. He's the publisher for Rogue Genius Games, and has served as the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the Editor-in-Chief for Evil Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps. He has a Pateon which supports his online work. You can find it at https://www.patreon.com/OwenKCStephens

Posted on March 22, 2023, in Microsetting, System Agnostic and tagged , , , , . Bookmark the permalink. 1 Comment.

  1. Very interesting stuff. I like it! I don’t do monoculture species (for the most part… demons, devils, dragons and undead are, for the most part monocultured, but even they have the exception or three).

    Boosting the BoH signal again… I hope it helps out, buddy.

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