Expand all - Collapse all

Previous Index Next

Waverider Story - Campaign - Author's Notes

Draknir

Vikings fighting for dragon gods.

Story
The clearing was ringed with stones and silence. Snow fell in slow, drifting flakes, muffling the world beyond the sacred circle. Two warriors stood facing each other, breath rising like smoke, eyes locked in a calm that came only before blood.
The holmgång had been called at dawn. A dispute over an insult too sharp to ignore, spoken in ale-thick fury at the last feast. Now, only steel could speak.
Skarri, daughter of Jorl, stood tall with her bear-pelt cloak draped over her shoulders, axe gripped loosely in one hand. Across from her, Kunn of the Broken Antler clan shifted on his feet, a wide man with a rusted sword and a lip still bruised from the tavern fight that started it all.
Old Haldra, the bonesayer, stepped between them, holding a twisted wooden staff wrapped in sealskin and charms. Her voice was steady despite the cold.
"By the law of the Draknir, this holmgang is called. These two come not in war, but in honor. Let the gods see their truth. Let Myrrhall watch for deceit, and Grendhalyx weigh the blood that falls."
The crowd was quiet. Dozens of clanfolk stood just beyond the ring. No jeers. No cheers. Only watching.
Haldra stepped back.
A single beat passed.
Then Skarri moved.
Her axe came low, fast, but Kunn caught it on his blade with a ring of metal. They circled, boots crunching ice. A slash. A feint. A grunt of pain. Blood splattered red against snow.
It wasn't a graceful dance. Holmgangs rarely were. It was fast, raw, ugly. But beneath the violence was something sacred-two souls offering their fury to the gods, their blades as honest as any oath.
Kunn stumbled. Skarri roared and drove him to the ground, her knee pressing into his chest, axe held above his throat.
"Yield," she said.
He bared his teeth. "Not to you."
She did not hesitate. The axe fell.
Silence again.
Haldra stepped forward and dipped her staff in Kunn's blood, drawing a spiral on the stone.
"It is done. Skarri holds the truth."
The people turned away, respectful. There was no celebration. Holmgång was not sport. It was justice.
Skarri knelt beside her fallen opponent and closed his eyes. She whispered something no one else could hear, then stood and walked back to her clan, her axe red, her honor intact.
In the north, this was the way. Words could wound. But only blades could heal.
A holmgang between two Draknir

Description

Geography and Climate

The land is harsh and rugged, with jagged coastlines, rivers, islands, stormy seas, and thick coniferous forests. Snow covers much of the land for half the year, and the brief summer brings sudden blooms of life and frantic activity. The north is dotted with icy peaks and frozen tundra, while the southern reaches have more arable land and deeper woods.

Society and Culture

The people are raised with the values of courage, loyalty, and independence. From childhood, they are taught to fight, to sail, to hunt, and to make their own way in the world. Though they prize strength and daring, they also value cunning and wit, especially in trade or negotiation. Hospitality is a sacred duty; to share fire and food is to share a temporary peace, even with a rival.

Each person's worth is determined solely by their skill, loyalty, and bravery. This has led to a remarkably diverse society where non-humans such as ogres, elves, and others can rise to prominence if they prove themselves. Warriors are respected, but so too are master shipwrights, storytellers, and traders.

As much as fearlessness is revered, cowardness is universally despised. Calling someone a coward would be a challenge they would be honorbound to answer with a duel.

Ambition is valued, as long as it is ambition for the clan. Personal ambition is seen as a dangerous flaw, and such people will not be trusted.

Political Structure

The country has no king or queen. It is divided into numerous independent clans, each ruled by a Jarl. These clans range from simple family units to powerful warrior societies with longships, thralls, and dozens of villages under their protection.

Every three years, the clans gather at the Althing, a massive assembly held on sacred ground. Here, disputes are settled, alliances are forged, and major decisions are made, though rarely without argument. Ceremonial duels, known as Holmgångs, are common and legally binding. The Althing is also a time of feasting, games, marriages, and trade.

The Althing is held at a different location each time, a different village hosting it. To host the Althing is a great honor, and the host is expected to provide a great feast.

Religion

The people worship the Dragon Pantheon. The Draknir people are very pragmatic about religion, though. If it works, it works, and they'll accept any god they find convenient, and their reaction to other religions tend to be curiosity, rather than fear or enmity.

Raiding and Trade

Raiding is a way of life and a path to glory. Longships with carved dragon heads sweep across the seas, raiding coastal towns and returning with slaves, gold, and treasure. However, they are not mere pirates. Trade is just as important. Northern goods, whale oil, furs, ivory, smoked fish, rare herbs, and skilled craftsmanship, are valued in many markets, including the Great Empire.

Slavery is common, though its nature varies. Most are traded southward, especially to imperial buyers. However, many remain in Draknir, and are typically given more leeway than slaves in other countries. In contrast with other slave countries, slavery is not seen as irreversible, a slave might, through service, competence and friendship be freed, and even become a blood bonded friend.

Incoming Draknir raiders

Whaling and Hunting

In the far north, massive whaling expeditions are both dangerous and revered. Great sea beasts are hunted with enchanted harpoons and sacred rites, and their bones, oil, and meat are essential resources. The hunt is seen as a spiritual journey and a rite of passage, and carries great religious importance.

Magic and Lore

While not known for formal magic schools, the north is home to Runeseers and Spirit-callers, shamans and wise folk who speak with spirits, carve rune-magic, and bargain with the remnants of the old gods and nature spirits. Blood-magic and bone-chants are whispered traditions. Some clans carry ancient heirlooms said to be gifts from the dragon gods themselves.

Military and Warfare

Warbands are loosely organized but deadly, close friends with shared experience. A warrior's armor is often adorned with personal symbols, clan marks, and trophies from foes. Shields are painted with fierce beasts, and axes, spears, and swords are treasured possessions passed down through generations.

Berserkers, warriors who eat a certain mushroom to fight in a trance-like fury without fear, are both feared and honored. But, there is a downside. The mushroom will kill them within a few days, unless given an antidote which is only given to them if the battle is won.

Don't be fooled. While the Draknir value fearlessness and berserks, they also value clever ruses and sneaky tactics. An heroic victory is seen as great, but so is an elegant victory.

The final cut

Festivals and Celebrations

The Dragonwake, held at the summer solstice, honors the gods with great fires, contests of strength, and the telling of heroic sagas.

During the Night of the Veil, when winter begins, offerings are made to Thunrath to protect the dead and keep the spirits quiet through the long dark.

Possible Secrets

The Dragons Did Not Ascend - They Were Bound

The dragon gods are not divine by choice, but prisoners, bound to divine form by ancient runes and sacrifice. Their "godhood" is a cage, not a throne. The runeseers who bound them are long gone, but if the chains break, what wakes might not be a god at all.

A Clan Has Struck a Pact With Zhurak

One of the powerful clans secretly worships Zhurak the Bound Flame, feeding him sacrifices in exchange for unnatural strength, fire-magic, and visions. They plan to challenge the other clans at the next Althing, not with words, but with blood.

A Hero Rests in Hel by Choice

A legendary Draknir war-leader is not in Thunrath's halls, but across the Sea of Fear, in Hel, having willingly crossed it to seek someone lost. If retrieved, he could change the course of history, but bringing him back may awaken something cold and ancient.

Thunrath No Longer Guards the Dead

Thunrath is not answering the rites. Some priests know this but remain silent. The dead no longer go to his halls, but drift, lost, or are stolen by Selyx. The Final Battle may come sooner than anyone expects, because the army of the dead is no longer gathering.

Velmoryx Is Alive, Walking Among the Clans

The god of trickery has taken mortal form, not to help or harm, but simply to amuse himself. He may be a clan elder, a traveling skald, or a half-mad seer, and he is quietly manipulating entire lineages for a joke only he understands.

The Final Battle Has Already Begun

Quiet signs point to the truth: Rauthmarr is not coming, it is happening, slowly and in secret. Small gods are dying. Portents are accelerating. The line between the living world and Thunrath's hall is thinning. The gods are stirring, but the Draknir are not ready.

Adventure Hooks

The Missing Longship

A famed longship, The Bone Swan, never returned from a raid on a southern outpost. Now winter is closing in, and the clan demands someone sail through storm-choked waters to find what happened. The ship's last signal was a burning pyre spotted from a distant cliff.

A Challenge at the Althing

An upstart chieftain invokes the right of open challenge at the Althing, claiming another clan broke ancient law. The accused clan seeks neutral warriors to investigate the truth, before the holmgangs begin and blood seals lies forever.

The Whale That Shouldn't Be

A giant whale beaches itself near a village. Its body is covered in strange scars that do not bleed, and its bones are too old. The villagers call it a blessing from Vaeryss, but the seer smells rot in its soul. Something inside it still moves.

The Frost-Cursed Cairn

A blizzard unearths an ancient cairn high in the mountains. The local clan believes it to be cursed and forbids entry, but old runes on the stones match symbols on a hero's axe from generations past. Inside lies something old and waiting.

The Song That Binds

A wandering skald performs a new saga none have heard, and every time it's sung, another person falls into a deep, dreamless sleep. The skald doesn't know where they learned it. The runeseer says the melody is not of this world.

Clanless

A warrior is found wandering, alone, bloodied, and silent, their clan tattoos burned from their skin. They refuse to speak of what happened, but their presence is drawing wolves, bad omens, and worse things from the dark. Are they cursed-or a warning?

The Bride Price

A wedding is set between two powerful clans to seal a fragile alliance. But three sacred items meant for the bride's dowry go missing en route. If they're not recovered, the union will collapse, and with it, the peace.

Fire in the North Sky

A streak of fire is seen falling from the sky into the deep north, beyond the whale-hunting grounds. Elders speak of sky-stones that once housed pieces of the gods. Now, multiple clans race to find it. The players are hired to get there first, or stop someone else from doing so.

Whale Feud

During a year of bad harvests and famine, a dead whale is drifts ashore between two villages. This huge source of food starts a feud, and the players get involved as a force to tip the balance of the feud.

Previous Index Next