Fantasy Grounds License Type: Ultimate Game System: D&D 5th Edition Day of week and time: Every other Sunday at Noon 12:00pm CST Term: Paid, $25 per player, per session Voice software used: Discord
A 5th Edition Adventure Path A cohesive storyline, memorable NPCs, imaginative set-pieces, moral conflict, action, adventure, politics! – The Northlands Saga is an epic Viking themed campaign! –
Where raging storms sent by malevolent spirits of the Ginnungagap howl from the Far North and bury steadings and towns alike under several feet of snow, while unnamed things of tooth and shadow hunt those who dare to emerge and brave the cold. Where the blood of fighting men and women sings in harmony with the death cries of the spear-din, and the clash of wood and steel when the shield walls meet. Where enchantments older than the race of Men linger in barrow fields and primeval forests waiting to ensnare the unwary or the foolish. This is the realm of the Norns, where they measure and cut the threads of a man’s wyrd.
This is the Northlands.
What is it? The Northlands Saga isn’t just an epic adventure path for a GM to throw Viking-inspired monsters and challenges at his players, it’s a full campaign setting providing a homeland and base of operations from which players can launch the careers and life paths of their created characters within a Viking inspired setting.
Set in the campaign world of Midgard by Kobold Press, in this game you will find new PC races, sub-class options, and equipment, rules for players on how to handle things like fate and death speeches, setting information, Viking gods, and much more.
Prologue The Northlands Saga Adventure Path assumes that the characters begin in service of some kind to Olaf Henrikson, the Jarl of Halfstead. If any of the adventurers are not a member of the household, then the character should be associated to it in some way, possibly as a seasonal hanger-on (which is especially appropriate to wanderers from outside the Northlands). The Northlands are not like other fantasy settings. Rulers and others in positions of authority simply do not hire adventurers to solve their problems; they either take care of things themselves or send members of their household to see to the situation.
Having the characters all in the service to the same Jarl allows for the party to have a solid foundation. Not only do they have similar goals and directives, but they also will likely know each other, if not since childhood, then at least from the mead hall of their jarl. Even outsiders would have had time to fraternize with the locals before the adventure begins. Being in the service of a jarl is not a lifelong commitment: the Northlands culture does not operate in that way.
... from there, this becomes your story.
This is an epic long-term campaign going all the way to 20th level, for D&D 5th Edition. It will be played every other week on Fantasy Grounds VTT and Discord.
Unfortunate! I am unavailable that time on Sundays, I would have been very interested though.
Definitely going to be an Epic campaign.
As I am doing the 5e conversion myself it is giving me a chance to fine tune the adventure as well to balance it more around the final character makeup and to give it a more sandbox feel.
This looks like a good time! Might need to brush up on my Norse.
Could you make a guess on the ratio of RP to combat in this campaign?
It definitely contains a lot of combat, being the hardest/toughest section of the Midgard world. We do expect to lose characters along the way. However, it has great moments of RP, they usually come in sections, for example the entire first part has a lot of interaction between the group and the Jarl's householders and daughters, gives you a chance to interact with them and the setting for quite a while before throwing you into conflict.
I would say 70% combat and 30% RP
That is pretty much how it runs, you have large sections of RP right before long and extensive task and/or set pieces. Of course you still have inner group RP even then.
There are also The Things that you will get to occasionally attend once you have earned the right. As well as becoming land owners and earning prestige for your own future jarlhood.
The campaign takes place over many, many years and is not a A - B - C type campaign as it is more spread out between happenings.
Here is the players guide and house rules that will be in play, to give you a better ideal of the setting and campaign.
Fantasy Grounds License Type: Ultimate
Game System: D&D 5th Edition
Day of week and time: Every other Sunday at Noon 12:00pm CST
Term: Paid, $25 per player, per session
Voice software used: Discord
A 5th Edition Adventure Path
A cohesive storyline, memorable NPCs, imaginative set-pieces, moral conflict, action, adventure, politics!
– The Northlands Saga is an epic Viking themed campaign! –
Where raging storms sent by malevolent spirits of the Ginnungagap howl from the Far North and bury steadings and towns alike under several feet of snow, while unnamed things of tooth and shadow hunt those who dare to emerge and brave the cold. Where the blood of fighting men and women sings in harmony with the death cries of the spear-din, and the clash of wood and steel when the shield walls meet. Where enchantments older than the race of Men linger in barrow fields and primeval forests waiting to ensnare the unwary or the foolish. This is the realm of the Norns, where they measure and cut the threads of a man’s wyrd.
This is the Northlands.
What is it?
The Northlands Saga isn’t just an epic adventure path for a GM to throw Viking-inspired monsters and challenges at his players, it’s a full campaign setting providing a homeland and base of operations from which players can launch the careers and life paths of their created characters within a Viking inspired setting.
Set in the campaign world of Midgard by Kobold Press, in this game you will find new PC races, sub-class options, and equipment, rules for players on how to handle things like fate and death speeches, setting information, Viking gods, and much more.
Prologue
The Northlands Saga Adventure Path assumes that the characters begin in service of some kind to Olaf Henrikson, the Jarl of Halfstead. If any of the adventurers are not a member of the household, then the character should be associated to it in some way, possibly as a seasonal hanger-on (which is especially appropriate to wanderers from outside the Northlands). The Northlands are not like other fantasy settings. Rulers and others in positions of authority simply do not hire adventurers to solve their problems; they either take care of things themselves or send members of their household to see to the situation.
Having the characters all in the service to the same Jarl allows for the party to have a solid foundation. Not only do they have similar goals and directives, but they also will likely know each other, if not since childhood, then at least from the mead hall of their jarl. Even outsiders would have had time to fraternize with the locals before the adventure begins. Being in the service of a jarl is not a lifelong commitment: the Northlands culture does not operate in that way.
... from there, this becomes your story.
This is an epic long-term campaign going all the way to 20th level, for D&D 5th Edition. It will be played every other week on Fantasy Grounds VTT and Discord.
Game Link: https://startplaying.games/adventure/clj0ymj1f000208mzcaou2c5u
Professional DM (30+ years of experience)
Professional Game Master - BWatford | StartPlaying
Unfortunate! I am unavailable that time on Sundays, I would have been very interested though.
Definitely going to be an Epic campaign.
As I am doing the 5e conversion myself it is giving me a chance to fine tune the adventure as well to balance it more around the final character makeup and to give it a more sandbox feel.
Professional DM (30+ years of experience)
Professional Game Master - BWatford | StartPlaying
Looks fun.
Great DM as well.
This looks like a good time! Might need to brush up on my Norse.
Could you make a guess on the ratio of RP to combat in this campaign?
It definitely contains a lot of combat, being the hardest/toughest section of the Midgard world. We do expect to lose characters along the way. However, it has great moments of RP, they usually come in sections, for example the entire first part has a lot of interaction between the group and the Jarl's householders and daughters, gives you a chance to interact with them and the setting for quite a while before throwing you into conflict.
I would say 70% combat and 30% RP
That is pretty much how it runs, you have large sections of RP right before long and extensive task and/or set pieces. Of course you still have inner group RP even then.
There are also The Things that you will get to occasionally attend once you have earned the right. As well as becoming land owners and earning prestige for your own future jarlhood.
The campaign takes place over many, many years and is not a A - B - C type campaign as it is more spread out between happenings.
Here is the players guide and house rules that will be in play, to give you a better ideal of the setting and campaign.
Player's Guide - Myth-Weavers
Only 2 slots left available out of 6 now, so those wanting to jump onboard this, spots are going quick.
Professional DM (30+ years of experience)
Professional Game Master - BWatford | StartPlaying