Blog Archives

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

Now On Patreon: Njor Idioms

Yesterday I gave a preview of Njor culture for a fantasy setting. One of the things I often like to do to explore the attitude and tone of a culture is to write up some words of wisdom common among them. Over on my my Patreon, I listed twenty-one common Njor idioms.

Right now the full list of 21 idioms (and all Thursday blog posts) is Patreon-exclusive, because I need to grow my Patreon to keep spending time writing blog posts and other public content. However, once my Patreon funding level hits $1,000/month, I’ll go back to posting my Thursday posts free for all to see here, AND I’ll create and maintain an index page of all my PF2 articles for Patrons, so they can easily access all my online PF2 content!

But here are 3 of those idioms, as a teaser.

Railing against the storm does not stop the snow.

The cleverest fox is still a poor wolf, the strongest wolf is still a poor fox.

Respect your elders. They have survived that which you have not yet faced.

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.

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

Appendix O – Ragabonds

I originally presented the idea of Ragabonds, a form of fantasy migrant culture not built directly off any real-world society or group, in a series of Twitter posts. But some people asked if I had compiled them, so here they are. 🙂

Ragabonds

No one knows the Ragabond Rules’ origin, which state that Ragabond kithpacts must be allowed to travel freely. While many kingdoms that follow the rules allow nearly anyone to travel freely if they didn’t otherwise cause trouble, the Ragabond Rules are respected by numerous tyrannies, totalitarian theocracies, even dragons and devils.

The Ragabond Rules predate the elven empire of Te Astra, the Pact of Akkesh, and even the Tarsian Palatinate, but are not as old as the Jotunlaw or Drakkenjar. Further, while no divination can reveal any reason why, rulers who violate them tend to come to bad ends.

Thus for centuries, Ragabond Kithpacts have wondered freely through lands blessed and cursed, rich and poor, bright and dark. If they interfere in local matters individual Ragabonds lose their protection, but are still excellent sources of trade and news. Of course the Ragabond Kithpacts also have restrictions imposed by the Rules. None may band themselves in armors, gather in numbers more than 120, or be in sight of the same drop of water, green of plant or pinch of earth for more than 90 days or each year. Freedom costs stability.

Each Kithpact addresses these needs in their own way. Some form caravans of pachyderm-carried houdahs, or horse-drawn carriages, or well-laden mules and horses. Others travel in small fleets of nimble boats, or exist as walking nomads, carrying all that they own on their own backs or in travois.

Most Kithpacts have a route they travel over 2-3 years, ensuring they never risk overstaying their time in one place. Even so, these often take them through many different lands, leading each Kithpact to pick up some notes of multiple societies and cultures. A Kithpact is likely to have drawn music, art, language, mysticism, religion, stories, crafts, lore, and traditions from many lands–some from their current route, others from lands traveled centuries ago. Only adherence to the Rules themselves unite all Ragabonds.

Every few years, numerous Kithpacts will gather in a land that allows such things, sometimes called a Pactdom. this is a time of great celebration, but also a risk. As soon as more than 120 Ragabonds are in one place, the Ragabond Rules no longer protect them.While each Kithpact is unique, those of one Pactdom are often similar, and may answer to a single Ragabond Matron, or a Council of Caravan Masters, or the Bishop of Rags. These governments are separate from the Ragabond Rules, but no less rulers of their citizens than any landed nobility.

Most Kithpacts are made up of the same peoples as the lands they travel, and recruit new Ragabonds when their numbers are low. Multiple ancestries and ethnicities are often found within one Kithpact, and their bloodlines are as intermingled as all their culture. Freedom is crucial to all Ragabonds, and the willingness to give up nearly everything to be free is the one thing that is common to all of them. A Ragabond that lacks that drive eventually leaves their Kithpact, and settles down in one place.

Ragabonds are often misunderstood by the cultures they interact with, but not more or less than other foreign lands. They may be seen as flighty for not setting down, or shameless for having little room for modesty, or evil for mixing multiple traditions and religions together. For some Pactkiths, these things are largely true. For others, they aren’t. For many, it depends on the Rangabond. But Ragabonds all have advantages in wide perspective and eclectic training, because they move freely through lands where others dare not, or cannot.

The Rules

The Ragabond Rules state that Ragabonds must be free to travel, trade, talk, sing, craft, perform, and be free of harm or harassment.

These protections last only as long as the Ragabonds themselves do not violate the Rules, requiring them to wear no armor, gather in no number greater than 120, and to take to action to harm the bodily person, wit, or livelihood or any they encounter unless the Ragabond believes doing so is mandatory to keep their own body, wit, or livelihood secure, and even then only in even and minimal measure. This doesn’t mean Ragabonds are all pacifist or vegetarian (though some are). A hungry Ragabond is free to hunt if needful to nourish themselves, and free to study fighting and use it whenever threatened if they fear there is no hope for peaceful safety.

The Ragabond Rules also require Ragabonds to shun for a year and a day any of their own they find to have broken the Rules willfully or foolishly. Those shunned spend that time unprotected by the Rules, though they may (or may not) still travel with their Kithpact.

Ragabonds are treated with suspicion in major towns and cities in Merothia, but seen as trade and news lifelines in smaller towns and villages–though if local youth choose to become Ragabonds themselves rather than aid in their parent’s farms and shops, that can breed ill-will with the abandoned families. Older empires tend to see them as annoyances–not a danger, and not worth struggling against, but not a group you are happy to see walk down the road. Less established groups and marginalized people often welcome Ragabonds as kindred in their lack of towns and walls, though this feeling isn’t always reciprocal.

Support My Patreon
The more support I get, the more time I can spend on writing things like this. 

If you enjoy any of my articles, please sign up, for as little as the cost of one cup of coffee a month!

Worldbuilding Week: Merothian Emnities

We’re continuing Worldbuilding week with a look at who the Merothians as a group hate, and who hates them. They say you can judge people by their enemies, so this both helps form a background a player can draw from, and gives guidance for things like common bane weapons and favored enemies. It also helps a GM know what to use for “Merothian” combat encounters.

We already did a brief history of Merothia here, discussed Merothian traits characters could take here, and looked a Merothian culture here.

Merothian Enmities

Merothia was once a powerful coalition of proud baronies, feared by its foes and respected by its allies. Free Knights were well-known champions of freedom and liberty, and honored in every city that looked toward the light.

But now, everyone (except dwarves) look at Merothia as a failed land and see Merothians primarily as peasants who proved they cannot manage (and do not deserve) self-rule.

Some Merothains are bitter about this. Others aren’t, but know that in lands outside their own they are likely to be seen as bumpkins, idiots, or worse small-minded villains who seek only to steal the silverware.

In the days of the High Barons of Morothia, the three great threats to peace were mountain giants (and their orroc minions), orc raiders, and the garm. The epic tails of clashes against these forces are still told around bowls of donnersop, and most of the few remaining relics of Old Merothia are weapons carried into battle with names like Wolfsplitter or Jotunslayer. Orcs and orrocs, in particular, often raided into once-peaceful Merothians settlements when the Baron Kings fell, and though that was generations ago the memory of the Merothians survivors runs deep.

Because of the constant wars with orc and orroc tribes, many Merothian communities dislike and mistrust orcs and half-orcs, especially those from the Raudak. Though the orcblooded people of the Raudak have no direct connection to the orcs who plundered Merothia at the end of the Age of Tyrants, the fact the Raudak hold many Merothian towns as protectorates and has entirely taken over the few major Merothian cities near it causes current-day Merothians to heap the hate and fear of ancient orc tribes onto the modern-day Raudaki.

Though the old Jotun mountain giants appear to be gone, their degenerate offspring the stone giants and hill giants (and even larger tribes of orrocs) now control much of the Basalt Mountains. Such giants can raid with impunity into some Merothians towns, and are a constant threat to others. The orc tribes that answer to them, and the orroc who share giant blood, are much more likely to be actually encountered than a true giant, but the distrust, fear and hate for all these groups runs deep.

As the Njor often raid down from the north and clear have some Jotun blood, some groups of Merothians are suspicious of any Njor. However, the fact that Njor Giantslayers often travel into the central Basalt Mountains seeking to kill off specific storied villains of giantkind cause many Merothians to appreciate the value of a friendly Njor. A single Njor, or a couple of Njor travelling with other races, are more likely to be viewed in friendly terms than a band of multiple Nor, at least until livestock begin to go missing.

Though true garm are extremely rare since the Age of Tyrants, their close cousins the worgs and winter wolves remain threats throughout Merothia. If anything these canine creatures hate Merothians even more than the Merothians hate them, and worg shamans often gather small warbands together during storm season to destroy as many Merothians villages as possible.

Become a Patron!

Hey folks, do you enjoy the content on this blog? I can only take the time to do longer things like this, because I have patrons supporting me! Why not become a patron, and support the creation of more free material! Or you could even become a sponsor, and get me to link to YOUR content!

Worldbuilding Week: Merothian Cultural Touchstones

We’re continuing Worldbuilding week with a look at little cultural notes or “touchstones” that GMs and players alike can use to build on Merothian themes. We already did a brief history of Merothia here, and discussed Merothian traits characters could take here. While the history was pure prose (with no rules to speak of), and the traits were solidly in the realm of rules (though with flavor text, of course), these cultural touchstones include elements of both.

Merothian Cultural Touchstones

There are some common elements of Merothains society that cross the boundary of a single village or group. Some are tied to specific rules elements, but others are just ideas a GM can hang a story or encounter on, of a player can use to craft a particularly “Merothian” background.

Arming Sword

The legendary Free Knights of Merothia carried a distinctive blade known as an “arming sword.” Similar to a longsword, an arming sword has a shorter handle with a cruciform hilt and a large lozenge-shaped pommel. Classically, Merothian knights carried an arming sword for use with shields, and had a greatsword for use in situations where heavier blows were required. This set them apart from most other sword-using elite warriors of the era, who carried bastard swords and adjusted their grip as needed.

Arming swords act like longswords with the following exceptions:
*A Medium arming sword deals 2d4 damage (and arming swords were not normally crafted in any other size)

*Because it is designed to work best with one hand, attacks using two hands with an arming sword suffer a -1 penalty to confirm critical threats.
*Because it is so well balanced and offers a firm grip with one-handed attacks, critical hits with an arming sword deal 2 additional point of damage (after all other calculations).

Community Granna and Granther

Generally every Merothian community has an elder woman and elder man respectfully known as “Granna” and “Ganther” respectively. These are often, but not always a married couple, and some communities have more than one of each (generally resulting in using the gran honorific as a title, such as “Granna Maeth” and “Granna Hilde”). They often act as receptacles of oral lore, teachers and babysitters of the very young, and impartial, unofficial arbitrators of minor community arguments. Though not officially in positions of rulership, these are seen as town elders, and are generally included in any community planning meeting so their opinion is heard (though traditionally they don’t then weigh in on the right course of action, just give historical context and opinions based on their own experiences).

For Merothians being a Granna or a Granther is not explicitly about age, which is why they don’t automatically accord the same title to any centuries-old dwarf or elf they encounter. Instead, Granna and Granther are revered because they continue to survive despite having lost the vitality of their prime, and must now act with the knowledge they are closer to death and less able to save themselves. This distinction is well understood by most dwarves, but is often lost on elves of Te Astra and Te Essar who often feel they should all be treated as even more revered than the eldest of humans.

Donnersop

Whenever anyone hunts, farms, butchers, kills, weaves, tans, or otherwise crafts or gathers materials, scraps are given to Granna and Granther. If the scraps are edible, they are generally turned into a soup by one of the these two elders. If they are a fabric or covering, they are sewn or weaved into a quilt or shawl. If they are wood, they carved into something useful, or if metal adapted to a new purpose with a stick and rawhide.

Granna and Granther uses these items for their own upkeep, but also give them out as needed to families having trouble, or call for an event where a segment of the community comes and enjoys these patched- and stewed-together offerings.

Both the tradition of giving scraps, and the materials made from them, are known as donnersop, a uniquely Merothain word. When offered up to a segment of the community for communal enjoyment, this also becomes a time when tales are told, history recited, old songs sung, and initial long-term plans discussed.

While character’s can’t normally “buy” donnersop, they can receive goods worth 1-5 gp or less as donnersop if they seem sufficiently destitute, and worth aiding. Meanwhile a character who donates as little as 1 sp a week of material to a community’s donnersop stores gains a +2 circumstance bonus to Diplomacy checks to gather information in that Merothian community.

Weapon Inscriptions

Merothians often inscribe letters onto their weapons, a practive that dates back to the Free Knights of Old Merothia. These are usually letters in Celestial, though older traditions use letters in Fey. The letters are generally just the first letter of several words that are a phrase or motto important to the weapon user. Many famously use CMAS which refers to the ancient knight’s cry corie meroth aeter sang, Celestial for “The Heart of Merothia Bleeds Eternally,” a promise that the Free Knights would suffer any hardship to fight for freedom and justice. Current Merothains often don’t speak either Celestial or Fey, and may ask an Abthanian priest or a druid to translate a phrase meaningful to the individual into letters.

Those familiar that own an heirloom arming sword with such an inscruiption consider it an object that must be maintained, and given to a family member who has proven the willingness and ability to use it. Since Merothians communities often can’t afford to make new swords, the inscription tradition has been extended to the more common axes, spears, bows, and knives poorer Merothians depend on to protect themselves.

While most inscriptions are not magical, for 15% above the normal cost of a scroll, a magical inscription that functions precisely like a scroll can be etched onto a weapon as an inscription. This is normally only done by Merothian spellcasters with strong ties to Old Merothia, most often druids, Abthanian priests, and witches.

Become a Patron!

Hey folks, do you enjoy the content on this blog? I can only take the time to do longer things like this, because I have patrons supporting me! Why not become a patron, and support the creation of more free material! Or you could even become a sponsor, and get me to link to YOUR content!

Worldbuilding Week: Merothian Traits

We’re continuing Worldbuilding week (which started here) with a look at traits available to Merothian characters.

Merothian Ethnic Traits

These are all traits available to characters that are Merothian, and who were raised in Merothia or a neighboring region where it was known they were Merothian. These serve both as specific tweaks to character abilities that help players with Merothain PCs feel like their backgrounds matter, and as data points to help reinforce to players a culture and tone for Merothia in general.

Blessed are the Humble (Faith trait). Even the gods seem to know that Merothians have gotten a raw deal. If a divine spellcaster casts a spell with harmless in the saving throw or SR entry, treat that spellcaster’s level as being one higher when determining the spell’s effects (including amount healed, duration, and so on).

Born to Serve (Race trait). Since the fall of the High Barons, numerous groups (most often spellcasters from Te Essar) have made adjustments to Merothian bloodlines to make them better servants, often in an effort to prove Merothains are an inferior race of humanoids. Your family comes from such an altered bloodline. When you aid another in combat, your aid another bonus is +3 rather than +2. For skills, your aid another bonus is equal to 1 + 1/10th your total aid another skill check.

When you make an aid another check to help a nonhuman creature with a humanoid subtype you have never aided before, roll 1d20. If the result is a 20, this trait actually increases your aid another bonuses by +1 for all creatures of that subtype.

Distant Kin (Family trait). You have an extensive family of Merothian relatives who are commoners, peasants, and serfs. When in a settlement that has a population of at least 500 Merothians, in Merothia or a neighboring region, if you make a successful Diplomacy check to gather information you also find a distant cousin who may help you. Calculate how many followers you would have if you had the Leadership feat. This is the maximum number of cousins you can find over your career (though as your leadership score goes up, so do the potential number of cousins you are put in contact with). These cousins are randomly assigned npc class levels by the GM based on what follower slots you have remaining, are within one step of your alignment, and begin with an attitude of friendly.

Hard to Kill (Combat). Most Merothian families have more than one ancestor who survived outrageous wounds and long odds to live long enough to have children. The trait for survival is often passed on. Add your character level to the negative number of hit points you must reach before dying.

Old Magic (Magic). There aren’t many Merothian spellcaster left, but tales of the Witch-Knights, Green Mages, and Holy Kirks make it clear there were once many eldritch traditions in Merothia. Some of that old lore has been passed down to you, allowing you to occasionally surprise a foe with a different way of doing things. Once per day (plus once per day per 5 caster levels) when you cast a spell that is not the highest-level spell you can cast, and the foe succeeds at a saving throw, you can force the foe to reroll the saving throw. If the foe fails this second save the spell takes effect, though if it deals damage it deals minimum damage, and if the spell is not instantaneous its maximum duration is 1 round.

Used to It (Social trait). Things often suck for Merothians, and to survive they have had to simply learn to manage under harsh conditions. When you have a penalty of -2 or more that applies to d20 checks (such as attack rolls, skill checks, saving throws, and so on), as a move action you can cut that penalty in half for one round. You can’t reduce the same penalty from the same circumstances multiple times.

Become a Patron!

Hey folks, do you enjoy the content on this blog? I can only take the time to do longer things like this, because I have patrons supporting me! Why not become a patron, and support the creation of more free material! Or you could even become a sponsor, and get me to link to YOUR content!

Worldbuilding Week: Merothia

So, this week I am planning on putting up a set of four linked posts that are an example of how I like to combine game rules, broad mythology, and a selection of small details to build an element for an RPG campaign setting.

This week I’ll be going over Merothia, a region appropriate for PC origins and adventuring in a fairly typical fantasy-style Pathfinder RPG game. I’ll also be mentioning a lot of things that tie into Merothia but don’t get full write-ups just yet, which is also often how I expand a world — toss out details to players, and see which ones they find interesting enough to justify my spending more time on them.

Merothia

Once, Merothia was a series of 27 semi-independent baronies ruled by the High Barons, who had significant autonomy in all local matters (and could even wage war on one another to a limited extent), but who all swore to obey a single Baron King in all dealings with foreigners. Merothians were fiercely independent and had strong dedication to building a world that was “fair,” and it was often said “Twelve Merothians will starve rather than eat unevenly sliced bread.”

In the Age of Quests, this fierce independence generated numerous heroes and small bands that kept Merothia safe. During the Age of Tyrants, it lead to most of Merothia being conquered by the elven nation of Te Essar. Since the end of the Age of Tyrants, Te Essar’s near collapse and the rise of Te Astra and the Silent Empire have left Merothia largely fragmented.

Most regions of Merothia are now officially protectorates of some foreign power, but generally only those in the far west that answer to the Raudak and those in the south-east that are oppressed by Te Astra actually see any benefit for the taxes they periodically send to their distant foreign rulers. The notable exceptions to this are villages in north-central Merothia that have managed to become official Craft Homes to the dwarven Clan League, which enjoy significant advantages for their formal membership (though it is much more common for a Merothian town to have strong alliances with the League rather than be able to claim Craft Home status).

Merothian settlements that aren’t formal protectorates fall into a few broad categories. Some towns have powerful enough local rulers (usually a retired crusader, Njor raider, mid-level Tarsian merchant-prince, minor aething half-blood Te Astra or even Te Essar noble with casual support from their homelands, or someone who also happens to run a nearby Abthanian church or monastery) to maintain independence, though generally under restrictive rule that favors a small non-Merothian upper classes. Other towns and villages have agreements with varying levels of officialness with bandit bands, raiders, local petty tyrants (ranging from hags and dragons to powerful priests or other spell casters) or monster packs.

Notable and well-known exceptions to this trend are the Free Harbor of Auvant, which uses the combination of its access to natural harbors and river routes and distance from any similar ports or major political entities to make enough money to buy mercenaries that keep its ruling council at least nominally in charge; and Whurrak, the mountain holdfast that carefully enforces equality for itself and the Merothian towns and villages that support it economically.

True Merothians rulership in the style of old may only still exist in far-off Presthor, if the storied last Merothian Free Barony across the sea (supposedly locked in an endless crusade that keeps its knights and nobles from returning to Merothia proper) even exists.

Merothians

Ethnically, Merothians are humans descended from the High Barons of Merothia, before that suzerain’s fall. They are generally typical in human appearance, with a trend toward light tan skin tones, darker hair and eye color, and thick shoulders, hips, wrists, and ankles. Those with more Njor blood tend to be taller, those closer to Te Astra and Te Essar tend to be thinner and paler (though not as fair as aething half-bloods), and those close to a port or harbor are often darker skinned, and may even be mistaken for Tarsians or Akkesh.

Become a Patron!

Hey folks, do you enjoy the content on this blog? I can only take the time to do longer things like this, because I have patrons supporting me! Why not become a patron, and support the creation of more free material! Or you could even become a sponsor, and get me to link to YOUR content!