These organizations were originally created for another Norse-inspired campaign, but the ideas are strong enough to keep as possible future Latitude material. Treat them as optional factions: useful patrons, rivals, hidden influences, or future campaign seeds rather than established public canon unless an adventure brings them onstage.
The Circle of the Wyrd is a clandestine society of seers, mystics, rune-readers, and druids devoted to preserving ancient knowledge of fate.
They do not think fate is simple prediction. They treat it as a pattern of signs, obligations, choices, and consequences woven by powers older than kings. Members guide rulers, warriors, and adventurers through omens, dreams, prophecies, and carefully timed advice.
In a Latitude campaign, the Circle should usually act indirectly. A warning arrives before a disaster. A stranger asks one precise question. A dream repeats until the heroes notice what is missing.
The Skjaldmeyjar of Jörð are holy warriors and agents of the earth-mother Jörð, remembered as the mother of Þórr.
They defend sacred land, old growth, burial boundaries, rivers, mountains, and the primal order of Midgard. They oppose necromancers, oath-breakers, corrupters of land spirits, and magic that twists fate for selfish ends.
In a Latitude campaign, they can be allies when the party protects the land, rivals when the party carries dangerous magic, or stern judges when victory causes harm that must be repaired.