Show pageOld revisionsBacklinksBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Religion ====== In this campaign world, old Norse beliefs remain powerful across Scandinavia and the lands where Norse travelers have settled. Most people know stories of the Æsir, Vanir, jötnar, land spirits, the dead, and the strange beings that live at the edges of human settlement. ===== Gods and Powers ===== The gods are not treated as ordinary nonplayer characters. They are powers behind oaths, storms, fertility, battle, poetry, death, prophecy, craft, sea travel, and household life. Their influence is usually felt through custom, omen, priestly duty, saga, sacred place, or consequence. ===== Campaign Cosmology ===== For D&D play, the campaign can blend Norse ideas with game cosmology, but the Norse frame should remain visible: * **Æsir** are associated with rule, battle, wisdom, poetry, oath, and social order. * **Vanir** are associated with fertility, prosperity, magic, sea, land, and seasonal abundance. * **Jötnar** are old powers of wilderness, danger, chaos, ancestry, and the forces beyond human control. * **[[creatures:landvaettir|Landvættir]]** and local spirits matter because places are not empty backdrops. ===== At the Table ===== Religion should shape choices without forcing a single answer. Characters may make offerings, keep oaths, fear taboo places, seek omens, ask a [[culture:gothi|goði]] for guidance, or suffer social consequences for mocking sacred obligations. ===== Related Pages ===== * [[creatures:landvaettir|Landvættir]] * [[culture:gothi|Goði]] * [[culture:drengr|Drengr, Víkingr, and Níðingr]] ===== Sources ===== * Jackson Crawford: https://jacksonwcrawford.com/ * Hurstwic history articles: http://www.hurstwic.com/history/text/history.htm culture/religion.txt Last modified: 2026/07/04 00:55by Seraphina