Njor Games and Sports

I’ve done two Njor posts now, one with base notes about Njor culture and one with 3 Njor idioms (with a link to the Patreon version of the article that has 18 more idioms!). But I have TONS of Njor-notes in my files (having used variants of them in 3 different campaigns I have run), so I thought I’d keep compiling and offering Njor articles.

Today, we look at some common Njor games and sports, which I think are another great way to flesh outa culture.

Bear Hunt

Supposedly inspired by older contests utilizing actual bears, the Bear Hunt game is a popular way to get young Njor some simulated combat experience. An experienced warrior plays the part of the “bear,” (often wearing a big, silly bear hat that somewhat obscures their vision), wearing a belt with 3 or more red flags that dangle to just short of the ground, and armed with a mop soaked in red dye. A circle, normally 30 feet in diameter, is marked on the ground and the Bear cannot leave it. “Hunters” must dash in, try to grab a flag (there are normally at least half as many flags as Hunters), and get away. The Bear attempts to hit Hunters with the mop. If hit, the Hunter must rush back out of the circle. If an arm or leg is hit, it is bound down before they can go back in. If the head is hit, a thin cloth is tied over the eyes to reduce vision. If the torso is hit, the Hunter must chug a mug of strong ale before rushing back in. Anyone hit three times is out. Whoever grabs the most Bear flags before the last flag is taken, or all Hunters are out, wins.

Dugr

Dugr is the most popular form of wrestling in the Njorlands. In some regions it is so popular professional Dugr wrestlers can make a living just from the sport, and sometimes conflicts between clans, groups, and even city-states can be settled by champions engaging in a series of Dugr matches.

The rules are specifically designed to allow competitors of different sizes to compete against each other by using different tactics. Njor don’t much care about a Dugr match being “fair,” but they do want it to be “interesting.”

A Dugr field consists of a 10-foot square pit 4 feet deep, with a 5-foot path around it. At each corner and the midpoint of each side of the outer square are 5-foot tall posts, each topped by a rod 10-feet long balanced at its midpoint.

Two Dugr contestants enter on opposing sides, and have one arm of their opponent’s choice lashed to a rope strung between them. There is 20 feet of slack in the rope between the contestants. The contestants may not wear hand, arm, foot, neck, or head coverings, or capes or cloaks. Wrestling begins when a horn is blown, and consists of 1 round with no breaks.

If a contestant touches the bottom of the pit, or steps out of the path around the pit, or knocks a rod off a pole, they lose. If a contestant touches their opponent with anything other than the rope, they lose. (Wrapping the rope around your fist to punch someone is allowed, but risky as the rope can slip.) If a contestant changes what side of the path they are on, their opponent must also change what side they are standing on within a three-count given by the crowd, or lose. If this happens when you are standing on a corner switching fully to either side counts, but if on a side just switching to standing on a corner doesn’t.

Normally a local considered honest and sharp-eyed is mutually agreed-upon to serve as a judge. For more contentious matches, each side proposes five judges, each side pick two of the other sides’ proposals to be put in a random selection, and then three of the four are randomly selected to judge and judgements are made by majority vote.

It’s common for heavy betting to take place around Dugr matches.

Flights

Flights is a form of archery contest. A ramp is set up, edge-on the the contestants. A basket of dyed rawhide balls of different colors is dumped on the high end of the ramp. Contestants must shoot only one or more specific colors which are announced just before the balls are dumped (often tan or fire-blackened), getting one point if the knock a ball off the ramp and two if they stick their arrow into the rawhide, but forfeit if they hit even a single ball or a forbidden color. The archers keep shooting until all the balls are off the ramp or reach its end. The exact length and pitch of the ramp, number and color of balls, distance from the ramp, number of arrows each archer gets, and whether the archers go one at a time or all at once vary both by region and based on the expected skill of the archers.

Some regions have similar games but for thrown rocks, slings, and even hurled axes.

Mallets

A large field is set up, longer than wide, with a basket half buried at each narrow end, on its side so its open mouth faces the field. A large rawhide ball is placed in the center of the field. Two teams of people armed with wooden mallets rush the field, one from each end, and try to use the mallets to hit the ball into the basket on the far side from the one they entered on.

In some regions, that’s the entirety of the rules. In others, its forbidden to hit each other with the mallets, there’s a pause if anyone is knocked down and each time a basket is scored, the number of players per team is limited, or the collective weight of all the members of each team must be nearly equal. Nearly all Njor consider the rules common in their region to be reasonable, fun, and wise, and rules only found elsewhere to be dumb and boring.

Pit Fighting

Less popular than Dugr and banned by more civil Njor settlements, pit fighting remains common enough for all Njor to be familiar with it. Pit fights take place in a 10-foot-square pit, 4 feet deep(which also often serves as a Dugr pit). Four 10-pound stones are placed in the pit, one at each corner. Two, three, or four fighters jump into the pit at the corners. The first one to lift more of the stones out of the pit than any other fighter-still-standing has lifted out, wins.

The rules for what weapons and armor can be taken into a pit vary by region, but the most common are that no weapon may be longer than the length from fingertip to elbow of the shortest fighter in a given match, only one weapon may be anything but a club, shields are disallowed, and helmets are encouraged.

Normally pit fighting does not have judges, as the terms of victory are self-evident and there really aren’t any other rules once you’re in the pit. While pit fighting is more popular than Dugr in some Njorlands, and professional pit fighters exist, no one ever settles larger conflicts with pit fights. In fact, pit fighting is more likely to create disputes between factions than end them.

Tafl

There are multiple forms of tafl games popular in Njorlands, including some that have up to 5 players (1 central player, and up to 4 outer players who get 1 move each per 4 central player moves). Tafl is seen as a game of sages, leaders, hunters, and people who are dangerously clever.

A form of Ale Tafl is popular at celebrations, where each player must drink a small cup of winter ale (ale that has been frozen and the ice thrown away, so its alcohol content is higher) after each move, and falling over is considered forfeiting.

Tides

Only common near large bodies of water, in Tides a number of weights with ribbons are thrown into the water and allowed to sink, then 2 or more swimmers dive after them and bring up as many as they can within a set timeframe. In some variants, different colors of ribbon are worth different values. The colder the water, the shorter the timeframe, and some Njor play Tides after drilling a whole in an iced-over lake.

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 24, 2023, in Adventure Sketch, Microsetting, System Agnostic and tagged , , , , . Bookmark the permalink. Leave a comment.

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