Homebrew Norn Race Details

The norn are a race of 9-foot tall humanoids living in the northern mountains. They are an individualistic society of hunters and great warriors. Each also possess a connection to the great spirits of the wild: Bear, Leopard, Raven, and Wolf. They can use this connection to transform into were-form with greater combat prowess.

Fiercely Competitive

Norn culture is highly individualistic with a focus on personal success and glory—particularly when gained from the hunt or in a battle. The norn do not fear death as they believe the bold and strong can achieve immortality, but they do fear they will be weak and end up forgotten. As a result each norn seeks to prove themselves, to build their legend through feats of individual valor and great victories. Every norn hopes their legend will be told by the skaald and celebrated at a moot with story and song. Norn usually have a great sense of personal honor, for a norn without respect from others is already forgotten. For many norn, the focus on prestige means they're willing to accept any challenge which will prove their worth. They will never give up on their battle, quarry or friends, even if it means years spent tackling a strong enemy or difficult task. Yet for other norn the pursuit of prestige translates to bragging, bullying, unwise snap decisions and an unwillingness to listen to reason.

Norn are a hearty, proud people—quick to anger but then quick to forgive. They are, by their nature, a race of optimists, keeping a positive outlook even though they have been driven from their homelands. A setback is seen as just another challenge to overcome. They respect those who can best them in a fight so brawling among norn is common. Drinking alcohol, often to excess, is also a large part of norn culture. Being drunk and fighting is not an uncommon combination, for example, norn alemoots feature competitions of 'skill' which require the competitors to be very drunk to compete.

In modern times, the norn hold an annual grand moot, called the Great Hunt. The Great Hunt features a dangerous beast for fighters and hunters to try to kill, as well as what is usually at a typical moot. In order to join in on the Great Hunt, a norn must prove himself worthy by presenting a trophy from a recent kill. The norn also hold, at least historically, a specialized moot called an alemoot, which specializes in testing how much one can drink and still complete an obstacle course of sorts.

A norn might proudly trace their worthy ancestors through many generations and may pass a common name through a family (such as Olaf Olafsson, seventh son of Olaf) but a great ancestry and family connections do not grant automatic respect to a norn. Everyone is judged not by their lineage or associated group but by what deeds they have done. As a result the norn are often tolerant of an individual to whom other races might treat with hostility by association, for example the Sons of Svanir are tolerated. There is no such thing as infamy to the norn. For example, a norn who achieves respect from their peers through deeds that might be considered "underhanded" by human standards has still accomplished what the norn value most, and is seen as equal to a norn who has performed more "respectable" acts.

Two norn will marry, but only if they are of equal status. During the wedding, someone must speak on behalf of the couple in order to show that they are a worthy match for each other.

Despite the cold of their homes, the norn are often only lightly clad. This exposes skin which is frequently elaborately tattooed in Scandinavian/Norse style motifs.

Shamans of the Wild

The norn have a shamanistic religion where they revere totem animals of the Spirits of the Wild, the spirits of the strongest, bravest, wisest, or most cunning animals of the Shiverpeaks. The Great Spirit is Bear, who is seen as the strongest of all the spirits and is said to have granted the norn with the ability to 'become the bear'. The worship of the spirits Snow Leopard, Raven and Wolf is also prevalent because of the assistance they gave the norn in the past on their exodus south. There are many other totem spirits among the norn, such as Ox, Eagle, and Wurm, but they are not as widely revered.

Each spirit has any number of shaman. A shaman devotes themselves to a spirit's sacred area, serving as guardians to that area and teachers of the lessons of that spirit. The four most important spirits have huge Spirit Lodges built in their honor in Hoelbrak; these are governed by the most powerful shamans, the Speakers of Hoelbrak. Each spirit animal has a Havroun shaman, a single norn with a connection to the spirit through the mists.

As with other aspects of their lives the norn take an individual approach to their religion. Groups of norn, such as families, larger lodges or isolated homesteads tend to revere a particular animal spirit over the others, calling forth its special attributes so they might emulate it. This means in some areas a particular spirit is well known where in others it is not. There is some tension between the adherents of some spirits; for example, adherents to Bear might see Raven's approach as deceptive and therefore weak and dishonorable.

The norn draw strength from their totem beasts, calling on them in battle and enabling the transformation of the norn to their were-form. They do not worship the spirits as greater beings but venerate them for the strength that they bring to the norn that calls them.

While they do not worship or revere the Six Human Gods, they do acknowledge them and their power. However, they do not refer to them by the names humans give them; instead, they refer to them as the "Spirits of Action" as a whole and by what they govern individually; for example, Balthazar is War, and Kormir is Knowledge

Norn Names

At birth a norn is given a first name by their parents. A norn's surname varies over time. Initially, it is the first name of their mother or father, followed by -sson or -sdottir (for a boy or girl respectively). Once they have started growing their legend, a norn will pick their own surname, reflecting their accomplishments.

Given Names: Eir, Braham, Knut, Gaerta, Sif

Childhood Surnames: Eirsson, Sifsdottir

Adult Surnames: Whitebear, Stegalkin, the Sun Chaser

Norn Traits

Norns share a number of traits in common with each other.

Ability Score Increase

Your Strength, Constitution, and Wisdom scores each increase by 1.

Age

Norns have lifespans slightly longer than humans. They enter adulthood in their late teens and can live slightly longer than a century, though few die of old age.

Alignment

Norn are highly individualistic, placing great emphasis on personal honor and deeds and so tend toward chaotic alignments. Since they judge an individual based on personal deeds, this pushes them towards neutrality.

Size

Norn are between 8 and 9 feet tall and weigh between 340 and 400 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Natural Hunters

You have proficiency in the Survival skill.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born

You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Become the Wild

Chose a beast to represent your totem animal. You may channel the spirits of that beast as a bonus action to undergo a transformation that lasts for 1 minute. You grow to size large and polymorph into a were-hybrid of it gaining temporary hit points equal to twice your character level along with the following benefits:

  • Bear: You gain a claw attack that you can use to make unarmed strikes, dealing slashing damage equal to 1d8 + your Strength modifier. You have advantage on Athletics checks to initiate or maintain a grapple and on claw attacks to deal damage while grappling. In addition, you have advantage on Perception checks that rely on smell.
  • Leopard: You gain a bite attack that you can use to make unarmed strikes, dealing piercing damage equal to 1d8 + your Strength modifier. If you move at least 15 feet before hitting a creature with your bite attack, the creature must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. In addition, you have advantage on Stealth checks that rely on moving silently.
  • Raven: You gain a claw attack that you can use to make unarmed strikes, dealing slashing damage equal to 1d6 + your Strength modifier. You may make a single claw attack as a bonus action. In addition, you have advantage on Perception checks that rely on sight.
  • Wolf: You gain a bite attack that you can use to make unarmed strikes, dealing piercing damage equal to 1d6 + your Strength modifier. You have advantage on the first attack you make with the bite each round if at least one of your allies is within 5 feet of your target and the ally isn't incapacitated. In addition, you have advantage on Perception checks that rely on hearing.

Once you use this ability, you can't again until you finish a short or long rest.

Languages

You can speak, read, and write Common and Giant.

Previous Versions

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