Midgard DM Reference

Unfortunately, this reference was a) not intended for outside consumption and b) was translated from a MS Word document. That means that much of the information contained here is just as a reminder for myself. Also, as in any good campaign, several premises shifted to accomodate new player input. C'est la vie.
  1. Elemental Charts
    1. Relation To Alignment
    2. Combinational Transformations
      1. Implications
  2. Midgard Structure
    1. Things to do
    2. Glossary
      1. Time
      2. Direction
    3. Name Giving
      1. Name Resource
      2. Norse Name Parsing
    4. Racial Derivations
    5. Corpses and Rebirth
    6. Clothing
  3. Ideas
    1. Monsters
    2. Weapons
    3. Traps
    4. Metals
    5. Ores
    6. Gems
    7. Spells
    8. Assorted

Elemental Charts


Relation To Alignment

qg

Lawful Good

Regeneration

C + Good = ig

Preservation

Reptiles

 Good = g

 

Plants

H + Good = cg

Birth

Insects

Kg

Chaotic Good

Rebirth

Law + L = qd

Creation

Animals

C + L = id

Glow

Ice

 LIGHT = d

Glory

H + L = cd

Fire

Wood

Chaos + L = Kd

Youth

Humanoids

 Law = q

 

Golem

 COLD = i

Frost

VOID

Neutrality

True Earth

 HEAT = c

Flame

 Chaos = K

 

Morphers

Law + D = qD

Old Age

C

C + D = iD

Beam

Crystal

 DARK = D

Gloom

H + D = cD

Blaze

Coal

Chaos + D = KD

Destruction

Slimes

qP

Lawful Evil

Life Draining

C + Evil = iP

Death

Undead

 Evil = P

 

Trolls

H + Evil = cP

Decay

Corroders

KP

Chaotic Evil

Life Warping


Combinational Transformations

Earth

COLD

DARK

HEAT

LIGHT

 

Air

Fog

Utgard

Thunder

Svartalfheim

Shimmer

Muspelheim

Lightning

Alfheim

C + H = Vortex up

D + L = Storm down

Water

Friva

Woden

Gyoll

Hel

Lava

Swergholm

Vivir

Vanaheim

C + H = Storm up

D + L = Vortex down

Air + Water

 

Snow

Jotenheim

Smoke

Niffleheim

Steam

Trondheim

Rainbow

Asgard

C + H = D + L =

Vortex & Storm

Implications

Since earth does not mix with anything, there is no mud.

What about senses? D + Air might be sound. Taste? Touch? Sight? Sound? Smell?

Fire is not fed by air nor doused by water. Nor does it give off smoke.

Wood neutralizes crystal, and vice versa.

Luminice neutralizes Coal, and vice versa.

Opposite elements attract. Make it a cube law.

 

So opposite elements can be used as: a) timepieces, b) warning devices, c) barriers, d) traps

 

Sight

Humans can see in Light and Void, but not Dark.

Demi-Humans can see in Light and Dark, but not Void.

Bad Guys can see in Void and Dark, but not Light.


Midgard Structure

Gods in center of planet. Midgard as body of Ymir.

People do not excrete waste when eating lardore.

All poisons are made from minerals. Animal poisons are rare and extremely nasty.

All languages are spoken. Only Norse Runes exist, and all races employ them. Mages know how to use these to create magic.

Caverns getting brighter as you descend (smattering of pressure activated luminice)

 

Take Oaths on weapons.

Must learn to start speaking swedish and Norse.

Large creatures should be spotted / presence should be felt on a session by session basis.

Frequency and occasions of divine sightings. Exclusively Norse mythos.

High level adventurers should take powerful magic items from low level guys.

Gate like doors (i.e. raise and lower, not side to side).

 

Waterfall. Frivafall (which becomes snow). Lavafall (which becomes steam).

Scrolls are written using runes.

Winchets, Distillates, Activations

Lakes are formed are with small pieces of True Earth nearby (which deactivates the coral), or water repulsive rocks, etc.

 

Sacred ground. Temple waterfalls? Scrying glass? Kneeling. Kissing Ground.


Things to do

How do we handle directions? Up, down, ????

Flesh out Doc on Runoc Magic. Spell-channeling?

What about witches on this world? Want them, or not? Shaman, etc?

Are there cursed magic items?

Travel medium? No wagons, only sleds... Lizard sleds?

Where do shadows fit in a world of light and dark?

What are the 9 world in the tree?

Asgard

Niffleheim

Jotunheim

Vanaheim

Trellheim

Muspelheim

? Alfheim

Hel

Utgard


Glossary

alda bergr Defence of Men
alfablot Charm of Elves
baudhillie Ruler of Battle
bragarfull Leaders Cup. Oaths are sworn over the cup.
baragarmal Poetic Diction
burial mound Traditional Vanir burial. Has door and wooden figures.
farmantyr God of Cargoes
friggabi Giver of Freedom
froblod Sacrifice of human victims.
ginnunga Deceit of Magic
herfjoturr War Fetter
hoddmimir Treasure of Mimir = Wisdom.
holmganga Sword duel used to settle disputes. Also a form of augury, used with prisoners before an undertaking.
mjoduidr Mead Tree
modraniht Mothers Night
njardalog Bath of Njord
orms einbani Sole Slayer of the Serpent
pyre Traditional Aesir burial
seidr Witchcraft ceremony performed by the volva
skarparmal Poetic Diction
stars Chunks of luminice wedged in the ceiling
thurse giant
uru A divine metal
valknut Tetrahedron (three interlocked triangles)
veraldar world (something of Men)
vitazgjafi Certain Giver (said of a field)
voluspa Soothsaying of a volva during the seidr.
volva Seeress
wallet Where food is carried. Also other valuables.
weregild Recompensation. Usually payment of killer to survivors of the slain.
"ale brewer" the sea. Also a reference to Aegir.
"Heimdall head" a sword
"Horse of Odin" Yggdrasil
"Kvasir's gift" poetry
"leaf falling" image of man dying permanently
"ship of Ull" a shield
"swear on the Gyoll" an unbreakable oath
"sword of Heimdall" a head
"three plates" placed at birth for the Norns
"tooth gift" present given to a small child
"Be not silent, volva." "I have spoken unwillingly, now I must be silent."

Time

Wakes and Sleeps replaces Day and Night. Thus, Noon and Midnight become Midwake and Midsleep. There is no dawn or dusk, at least not downside.

Sunday= Ymir's Wake
Monday= Loki's Wake
Tuesday= Tyr's Wake
Wednesday= Odin's Wake
Thursday= Thor's Wake
Friday= Frigga's Wake
Saturday= Surtur's Wake

A year is ten weeks.

Direction

upside and downside are designations for up and down.

North= Nord
East= Est
South= Sudd
West= Vest

Name Giving

All things have names. In particular, weapons have names which must be known before their powers can be activated.

 

Things which have names:

People

Animals

Weapons

Items

Lands, Zones, Regions

Villages

Clans

Groups

Rite of Passage Names?

 

Need Lore Check to discover names for magic weapons.

Name Resource

Male

Female

Place

Other

Hagbard

Hakon

Hjalmar

Hrafnkell

Hymir (giant)

Ingjald

Lodbrok

Olaf Tryggvason

Ozurr

Ulfr Uggarson

Rerir

Scyld Scefing

Thorbiorn Brunarson

Thord

Vendel

 

Helgi

Hyndla (giantess)

Ingimund

Gisla

Sigrun

Sigyn

 

Aggersborg

Djeberg

Gnipahellir (Cliff Cave)

Hvergelmir (River)

Stenqvista

Thrandheim

Trellesborg

Vadgelmir (River)

 

Gjallerbru (Echoing Bridge)

Groenasund (River?)

Hildigoltr (Battle Pig)

Hildisvin (Battle Swine)

Laradr (Shelterer)

Sviagriss (Swedish Piglet)

Valsgarde

 

 

 

 

 

 

 

Norse Name Parsing

Gnipahellir Cliff Cave
Nidhogge Dread Biter
Mostraskegg Bearded Man of Most
Skrymir Big Fellow
farmantyr God of Cargoes
fimbulvetr Great Winter
laevateinn beneath the doors of the dead
Darradarljoo Spear Lay
Skald Poet / Poetic

Story names: -argadr, -bok, -drapa, * Edda, * Saga, -skald, -skvida, -veda

Sagas: Eyrbyggla, Floamann, Fridjofs, Heimskryngla, Hrafnsmal, Pidrik, Vigaglums, Ynglingatal

Names: Flateyjarbok, Helgasvida, Hymiskvida, Primsvida, Ragnarsdrapa

Combinational Conjugation: when adding of -r use -a conjugation on preceding word. So, Pole of Mimir becomes "mimameidr".

alda Men / Mankind
alf Elf
aka Drive
angr Grief
-armal Diction
askr Ash Wood
aurr From a spring
bani Bane, Slayer
baud Ruler
berg Defense
beyla Mead, Bee
bjorg
bod(e) Bode
bragi Leader / Foremost One
brid, brig
brising Brightness / Fire
-bru Bridge
-brynd Spring
bursti Boar
byggvir Barley
dur Day?
drasil Horse. Yggdrasil = Horse of Odin.
ein One, Single, Sole
fax Mane
fjord Fjord
fjoturr Fetter
freyr Lord
freyja Lady
frig Freedom
frodr Wise, Fruitful
full Cup
gabi Give, Giving
gard Garden?
gelmir River
gjaller Caller, Echo
gjolp Howler
goltr Pig
greip Grasper
grad
grid Field?
grind Gate
griss Piglet
gudr Battle
gullin Golden
haddr Woman's Hair
hall Palace
heim Earth / Land
her War
hlid Battle
hlokk Battle
holm Home
horr Flax
howe Hollow, Valley
helf
karl Old Man / Servant
kvas Strong Beer
lingar Family
(a)log? Bath
logi Fire
lundr grove
mar(r) Sea
meid Pole
men Necklace (i.e. Brisingamen, Menglad)
modr?- Mother / Mothers
more Moor
niht Night
vc-nir
odr Fury and Intoxication
orm Serpents
pont Pond / Point?
-r of
rata Nibble
reid Chariot, Thunder
salir
sceaf Sheaf
sig Victory
skegg Beard?
skialf Throne / High Seat?
strand Strand
sund waterway?
svart Darkness
svia Swede / Swedish
svin Swine
syr Sow
tosk Tooth
tyr God
ull Glory, Majesty
vista Vista
wif Women
wut Fury and Intoxication

Racial Derivations

All racial stock is now in some way connected to the Norse Gods.

Jormungandr (Midgard Serpent) is father of all dragons. Dragons fathers of all serpents.

Dragons are Great Wyrms, and bore through the ground (rather than fly in the air).

Also, elves are supposed to be Light Elves and dwarves are supposed to be Dark Elves, risen like maggots from the body of Ymir and graced with form and intelligence. Maybe we can incorporate racial adjustments / alignments like this...

Note that Guntir are powerful clerics and illusionists.

Dwarves and Gnomes as central power figures. Xorns rule, dude!

Half-orcs and half-elves are not common.


Corpses and Rebirth

Humans get stuck to the Yggdrasil tree for rebirth. Other races are buried, etc.


Clothing and Armor

All clothing is in some way equivalent to armor; most are constructed using metal bases.

In fact, no normal clothing is worn. The closest is skins and furs. "Armor" = "Clothing"

 Furthermore, there are several classes of armor:

Blood Armor

Alignment Armor (i.e. Law armor and Chaos armor)

Plant Armor (rare and powerful)

Void Armor (even more rare and more powerful)

Clothing made from void / vacuum / earth is impervious to harm by the appropriate elements.

L/D objects are invisible.

H/C objects are ?

Storm and Vortex armor? Oooh: opposing opposites.


Ideas


Monsters

 All monsters are derived from the alignment chart. They will also have another flavor added, which will consist of:

A metal, gem, or ore

A pure elemental connection

All normal animals regenerate each Wake unless the bones are broken! YES. In fact, most "monsters" will regenerate unless their flesh is burned / bones are broken. Makes sense for bludgeoning weapons for clerics. Wheelah! We might even have bad guys who've harnessed this power... (vampires)

Magic Eating Monsters (?)

Metal Eating Monsters (Rust Monsters)

Pure Metallic Monsters (Copper insects)

Pure Rock Creatures (Obsidimen). Bones = distillates.

Alternative Senses (Motion sensing. Screeling, bats, etc.)

Fungi

Lizards

Vermin (Rats, ?) Need burrowing creatures

Vermin Controllers

Luminice-worms

Light-eaters and accompanying shadows. Dark-eaters. Hot and Cold eaters.

Nasty-Ass Scavengers

Elemental Eaters. Elemental spewers.

Bone monsters which regen flesh.

Seeker creatures.

Bait creatures. This could be funny if the players are the bait...


Weapons

Magnetite weapons, definitely

Coalava and Luminite in combat. Slings, tipped arrows, etc.


Traps

Traps: Teleporters, Warders, Mental, Illusionary, Time, Direction, Senses, etc.

Elemental traps. Floor with luminice, ceiling with coal spikes.

Blocks which cause vortices.

Wood bridge = crystal devastation.

Stalactites.


Metals

Here's the beginning set of metals and ores. Convert herbs to earth of some sort? We'll also need to compile the current magical items (i.e. ioun stones, luckstones, etc.)

Lesser Power = 1/ Greater Powers = 2 / Special = 4

Metal:

 

+1

+2

+3

+4

+5

Copper

+1

0 / 0 / N

-

-

-

-

Silver

+3

2 / 0 / N

1 / 0 / N

-

-

-

Electrum

+6

3 / 1 / N

2 / 1 / N

1 / 1 / N

-

-

Gold

+10

5 / 2 / N

3 / 1 / Y

4 / 2 / N

2 / 1 / Y

3 / 2 / N

1 / 1 / Y

2 / 2 / N

0 / 1 / Y

-

Platinum

+15

8 / 3 / N

6 / 2 / Y

7 / 3 / N

5 / 2 / Y

6 / 3 / N

4 / 2 / Y

5 / 3 / N

3 / 2 / Y

4 / 3 / N

2 / 2 / Y

pumice


Ores

-stone, -rock, -ore, -ite, -ine, -on

-um, -er, -d

-ate, -ire

Ore:

Effect:

Activation:

Aerock

Creates breathable air

Fire

Aquate

Create podable water

Fire

Lardale

Nourishes humanoids

Water

Luminice

Gives off light

An ice like rock = solid light

Pressure

Hematite

Cures damage

Water

Inerton

Unaffected by all magic

Existence

Magnetite

 

 

 

Coral

Absorbs / disburses liquids

Touch / Pressure

 

 

 

Transvestite

Changes gender

Contact

Hermaphrodite

Neuters

Contact

Strand

Stringy elastic substance

Inherent

Igneon

Moldable resiliant substance

Cold / Heat

 

Repulsing (water, air, earth, fire)

Absorbing / Nulling

Bending / Warping / Redirecting

Increasing (Stats, Die rolls, etc)

Potion Effects

Protection / Scroll Effects

Attenuate / Amplify

Senses

Transmutation / Transformation

Possession

Crushing and inhaling

Dust spreading

Pressure / Expanding

Heating / Cooling

Mix with (element, etc)

Lighting on fire

Touch to (flesh, etc)


Gems

Gems:

Effect:

Activation:

Agate

Safe and restful sleep

 

Amber

Cures Diseases

 

Amethyst

Prevents Drugging

 

Beryl

Wards off foes

 

Bloodstone

Weather Control

 

Carbuncle

Dragon's Sight

 

Carnelian

Protection From Evil

 

Cats' Eye Agate

Protection From Spirits

 

Chalcedony

Wards Off Undead

 

Chrysoberyl

Protection From Possession

 

Chyrsolite

Wards Off Spells

 

Chrysoprase

Invisibility

 

Coral

Cures Madness, Staunches Bleeding

 

Diamond

Invulnerability vs. Undead

 

Hematite

Heals Wounds

 

Jacinth

Protection From Fire

 

Jade

Musical Skill?

 

Jasper

Protection From Venom

 

Jet

Soul Object Material

 

Lapis Lazuli

Raises Morale

 

Malachite

Protection From Falling

 

Sunstone

Wards Off Spells

 

Moonstone

Causes Lycanthropy

 

Olivine

Protection From Spells

 

Onyx

Discord Among Enemies

 

Peridot

Wards Enchantments

 

Ruby

Good Luck

 

Sapphire

Boosts Magical Abilities

 

Sard

Benefits Wisdom

 

Serpentine

Aids Wile And Cunning

 

Topaz

Wards Off Evil Spirits

 

Turquoise

Aids Horses / Animals (shatters)

 

 

 

 


Spells

Earth related:

Spider Climb

Earth Scry

Earth Swim

Coral Fly

Airy Earth

Activation related

Pressure

Combat related

Crystal Shards = Magic missile


Assorted

Earthbergs? Earth rivers?

Magic 3D maps. Maps as infectious passing?