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| culture:organizations [2024/10/16 11:51] – Ron Helwig | culture:organizations [2026/07/04 00:38] (current) – Add creature images and culture pages Seraphina | ||
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| - | Some organizations, | + | ====== Organizations ====== |
| - | [[dm: | + | 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. |
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| + | ===== The Circle of the Wyrd ===== | ||
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| + | The [[dm: | ||
| + | |||
| + | They do not think fate is simple prediction. They treat it as a pattern of signs, obligations, | ||
| + | |||
| + | 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. | ||
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| + | ===== Skjaldmeyjar of Jörð ===== | ||
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| + | The [[dm: | ||
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| + | They defend sacred land, old growth, burial boundaries, rivers, mountains, and the primal order of Midgard. They oppose necromancers, | ||
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| + | 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. | ||
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| + | ===== Using Them in Latitude ===== | ||
| + | |||
| + | * Keep them rare and mysterious until an adventure needs them. | ||
| + | * Let local people disagree about whether they are protectors, zealots, or old stories. | ||
| + | * Use them to create choices, not to take choices away from players. | ||
| + | * Keep the DM-only pages protected because they contain motives, secrets, and campaign hooks. | ||
| - | [[dm: | ||