Difference between revisions of "ASGARD"

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(CITIZENS OF ASGARD CITY)
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=== CITIZENS OF ASGARD CITY ===
 
=== CITIZENS OF ASGARD CITY ===
:~ '''[[Alfrigg son of Dvalin]]''' -- A dwarfish smith and owner of the [[Ore Else]] smithy. [Brokk] Rezohra
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:~ '''[[Alfrigg son of Dvalin]]''' -- A dwarfish smith and owner of the Ore Else smithy.
:~ '''[[]]'''
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:~ '''[[Brokk]]''' -- ''Son of Alfrigg''
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:~ '''[[Rezohra]]''' -- ''Sorceress of the Second Circle''
 
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::~ '''[[Helmold]]''' -- ''Wolf Familiar''
 
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::~ '''[[Hrund]]''' -- ''Spear-maiden & Valkyrie''
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::~ '''[[Dwenn]]''' - The Lucky
 
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Latest revision as of 18:20, 2 May 2020

THE NINE WORLDS

ASGARD.jpg

* ASGARD * -- THE FORTRESS HOME OF THE AESIR

When the time came to create a Godrealm for themselves, the fierce warriors and dedicated protectors of Northern Europe crafted Asgard, a world as challenging and dynamic as they themselves were. Lush green pastures, thigh-high with fertile grasses, run along the bases of great majestic mountains whose snow-capped peaks stretch far into an impossibly blue sky. Great sea-lakes encompass vast portions of the realm, with deep fjord inlets, black pebble beaches and sheer glacial cliff walls on their shores. Raging rivers crisscross the land, with more peaceful tributaries feathering out from them to provide water for the realm’s cities, villages and halls.

At the center of the realm is the city of Asgard, surrounded by the Plain of Idavoll where the residents of Valhalla come each day to practice their warcraft. The final battle of Ragnarök is prophesied to take place on this plain.

AXIS MUNDDI: YGGDRRASSIL

Yggdrasil, the World Tree, serves as the Axis Mundi for Asgard, as it did for Vanaheimr and Alfheim before their severing. It serves as the supernatural “spine” of the Norse frame of reference, existing on a spiritual and metaphysical level that those with sufficient Legend can perceive as clearly as a human can perceive a mundane tree.

Asgard (and the other Godrealms) nests in the great spirit-ash’s branches, while around its trunk are located Midgard (i.e., the World) and the Norse terrae incognitae: Jotunheim (home of the frost giants), Nidavellir (home of the dwarves), and Svartalfheim (home of the svartalfar). Its roots even stretch “down” into the Underworld.

Those who can perceive Yggdrasil (primarily Gods, Titans, Scions or dead souls of the Aesir’s religion) know it to be a tree unlike any other.

Its trunk is so great as to seem to be a nearly flat wall of light gray bark that, as suits the ancient ash’s age, is rough and scaled with long diamond-shaped crevices so deep a man could hide inside them.

This rough texture provides adequate handholds for those who would climb its heights—or descend to the depths of its roots— although such a journey might take a mortal several lifetimes, assuming he were even able to perceive the tree in the first place.

Yggdrasil’s leaves are verdant and shaped like a long, slim pointed oval. These leaves are constantly nibbled at by four great stags that stand taller than a man at the shoulder and have antlers as broad as a house. (For each stag, Storytellers may use traits for an elephant on p. 331 of Scion: Hero). Yggdrasil is tended by the three Norns: Urd, Verdandi and Skuld. These women spend their days near the Well of Urd, weaving the tapestry of Fate, as well as fulfilling their duties to maintain the health of Asgard’s Axis Mundi.

Yggdrasil can be used by Gods (Legend 9 or higher) to move between Asgard and the World. This is done not by a simple touch, as with many Axes Mundi, but by physically climbing the tree itself while spending a point of Legend and focusing on the location one desires to attain. By climbing down Yggdrasil in Asgard, a God who desires to travel to the World can chose any ash tree whose location she is aware of and, after spending the required Legend, will find herself descending that tree, rather than Yggdrasil. Similarly, by spending a point of Legend and scaling any ash tree that has previously been used as a link to Yggdrasil, a God finds himself arriving (after a lengthy climb) in the Sacred Fortress of Asgard. The ash tree must be alive; dead wood, no matter how freshly harvested, will not work.

ONE OF THREE

For many centuries, Asgard and Alfheim (which is inhabited by the alfar) both remained connected to Midgard and the other realms via Yggdrasil. Recently, however, Alfheim’s connection has also been severed. The separation came almost exactly with the advent of the Titans’ siege of the Overworld.

GREAT WALL

Asgard (the Godrealm) is bordered on all sides by great stone walls that are as wide as Scandinavia’s most majestic mountains and twice as high. Where the Godrealm’s seas stretch for thousands of miles, the wall itself reaches deep into the watery depths and still stands a uniform height above its surface, giving it the appearance of a single height no matter where it is encountered. The circumference of the walls is so great that, while they ring the Godrealm, any given portion seems perfectly straight.

These walls were designed to protect the Godrealm from the gigantic Titans, in the early days before their imprisonment. Strangely enough, the walls were crafted by one e of the Titan avatars in disguise as a mighty jotun, who agreed to craft them in six months in exchange for the hand of Freya in marriage. The Aesir did not believe the task could be completed in the allotted span, even by the giant and his workhorse Svadilfari. When it appeared he would complete e the task (and thus claim one of their number for his own), the Aesir sabotaged his efforts by sending Loki in the form of a mare to tempt the stallion away from his work. Without his horse, the jotun could not finish the final gate in time and lost his s opportunity for a divine bride. After discovering the Gods’ trick, the giant vowed revenge, just one of the many reasons Utgard-Loki and his companions cautiously side with Surtr against the Aesir.

* BIFROST * — THE RAINBOW BRIDGE

Asgard Art 1.jpeg

Asgard is unusual in that not only does it connect to the World and the Underworld through its primary Axis Mundi, but it also is the home of Bifröst, the Rainbow Bridge. Guarded (and activated) solely by Heimdall, the Rainbow Bridge can transport any being from Asgard to any destination in the World (including terrae incognitae), or visa versa. As long as Heimdall lives, no other being can control the bridge, although it is prophesied that, during the end times, Surtr will destroy Heimdall and take control of the bridge, which will collapse under the weight of the fire giant army attacking Asgard.

WELL OF URD

Beside Yggdrasil is a well so deep that the waters are thought to come from the heart of the Underworld, stretching into the depths of death itself. The Well of Urd is ancient, far older than the walls around Asgard, or the cities or halls therein. It is as old as Asgard itself.

The Norns use the water from the Well of Urd to feed Yggdrasil. Those who drink from its waters are strengthened mentally, but the Norns will not allow others to drink from it without sacrifice. Odin gave his eye (which now rests at the bottom of the well) for the right to drink from it each day and the Norns will expect similar sacrifice from others who would share in its bounty. Those who are able to bargain for a drink will find themselves similarly gifted. For 24 hours after drinking water directly from the Well, characters are given access to the Prophecy Purview equal to (the drinker’s Legend rating – 1). This effect wears off after 24 hours. Water carried away from the well is refreshing and delicious, but has no supernatural benefits.

* Valaskjálf * -- ODIN'S HALL

Near the Well of Urd stands Valaskjálf, the silver-roofed great hall of Odin. Within its walls stands a granite throne, carved all over with gripping beasts and adorned with runes that read “From Here All Becomes Clear.” Hlidskjalf is Odin’s prized possession—second only to Gungnir, his great spear. While sitting in this massive stone seat, the Far-Seer (and those gifted with Epic Perception) truly can perceive what is happening at almost any other location at that time. As Odin’s throne, other Gods do not usurp his place lightly, although on occasion he has given permission for others to use Hlidskjalf’s power.

Any individual with even a single dot of Epic Perception is given the benefit of the Epic Perception Knack Clairvoyance while sitting upon Hlidskjalf. This Clairvoyance is limited to the realms under Norse influence, as well as the World (Midgard). It cannot peer into other pantheon’s realms, nor can it perceive into the wrongness that is a Titan.

There is no activation cost to use Hlidskjalf, but those who attempt to use Odin’s throne without his knowledge or permission will quickly find themselves on the wrong side of the All-Father. It is not impossible to gain Odin’s permission to use Hlidskjalf, but only for quests that directly affect the Aesir’s wellbeing (or potentially that of their Scions.)

BREIDABLIK -- BALDUR'S HALL

On the most beautiful hilltop of Asgard— poised in a location that receives both the first and last rays of the sun—is the gleaming hall of Breidablik, home to Baldur. Breidablik’s silver walls and golden roof seem perfectly suited to the location, as striking and irresistible as their owner himself. Surprisingly, few other of the Aesir visit Baldur in his demesne. While the surroundings are lovely to behold and those who serve Baldur are flawless in their hospitality, even the Gods can become uncomfortable when surrounded with such unrelenting perfection.

SESSRUMNIR -- FREYA'S HALL

Beyond Breidablik’s gleaming hill stretches a great plain of fertile golden grasses, Fólkvangr. At the center of that plain (which emulates those of her homeland, Vanaheimr) stands Freya’s hall, Sessrumnir, which nearly rivals Breidablik for beauty. Unlike Baldur’s home, however, Sessrumnir’s beauty is like that of Freya herself— fierce, bright and eminently real. The wooden walls gleam with a healthy glow, the fire crackles in a lively fashion, and the rooftops ring with the sounds of hearty laughter or the roar of approval as her guests engage in good-natured games of skill and combat against each other.

Unlike his sister, Freyr keeps no permanent home in Asgard, preferring to spend what free time he can in his beloved Alfheim (where he held reign before being assimilated into the Aesir). With the severing of Alfheim from Yggdrasil, Freyr is likely among the most interested in discovering what happened to his former home.

BILSKIRNIR -- THOR'S AND SIF'S HALL

Opposite the Fólkvangr lies an expanse of plains known as Thrúdvangar, the Fields of Strength. As befits such a title, these lands are the territory of Thor, God of Thunder. He and his wife, Sif, make their home in an expansive hall that comprises more than 500 rooms. This abode, called Bilskirnir, or “Lightning,” is the largest single building in all of Asgard, dwarfing even Gladsheim with its rambling corridors and multitudinous chambers. Many of Thor’s children make their home in Bilskirnir as well, including Thrud, his daughter by Sif, and Magni and Modi, his children by the giantess Jarnsaxa. Despite Sif’s legendary Charisma, the presence of the offspring of her husband’s affair causes no small amount of tension in the Grain Goddess’ life, perhaps explaining why Thor created his hall large enough to allow plenty of room for each to avoid the other.

FENSALIR — FRIGG’S HALL

In stark contrast to the gleaming hills and fields of other Aesir halls, Frigg’s haven is far to the south in a marshy fen. While this might seem a strange location for Odin’s wife (and the matriarch of the Aesir) to choose, the swampy locale is home to many of the most potent plants with which Frigg makes medicine and magical potions to aid the Aesir (and her chosen Scions). This seeming contradiction well suits the Norse Goddess of Magic and Medicine. Those who brave the murky waters surrounding her hall often discover more than they had set out to about the world around them and about themselves.

HIMINBJORG — HEIMDALL’S HALL

While Baldur lays claim to Asgard’s most beautiful hilltop, Heimdall’s home is on the realm’s highest peak. From Himinbjörg, his mountain home, he can see and hear anything that happens in Asgard or the area just outside its Great Wall. In this way, Heimdall keeps watch over the Godrealm, blowing his Gjallarhorn, a magical horn, to warn of imminent attack.

Bifröst, the Rainbow Bridge, enters Asgard at threshold of Himinbjörg, allowing Heimdall to keep guard over it as well.

LANDVIDI — VIDAR’S HALL

In the furthest reaches of Asgard, through thick black forest and tall clinging vegetation lies a small, impeccably defensible stronghold. Its walls are thick stone, its gates hewn of oak planks the girth of which rival any found in Midgard, and within its cellars are provisions and weapons enough to provide for its single-occupant through any siege or war. Landvidi is the solitary home of Vidar, the God of Vengeance. There, he retreats when the distrust and suspicions of the rest of the Aesir become too great a burden to bear, to spend his time in solitary meditation upon the fates that he (and the rest of the Aesir) knows await them all.

** ASGARD CITY **

Asgard City.png

Asgard is both the name of the Godrealm and the name of its central city. While the realm itself is epic in proportion, the city is not unlike a bustling medieval city of Northern Europe. Tall walls made of closely fitted stone separate it from the Plain of Idavoll, which surrounds it on all sides. In each direction, there is a massive gate of hewn oak planks bound by iron bands as wide as a man’s hand. The gates are enchanted to resist fire attacks, a legacy of the Aesir’s long-standing feud with Surtr and the fire giants.

Within Asgard’s city walls dwell not only the majority of the Aesir themselves, but a plethora of minor Gods, demigods, lesser immortals and other supernatural beings. Also among them linger the souls of the dead who were neither slain in battle (and thus destined for Valhalla) nor evil enough to be sent to Helheim, but who instead serve the Aesir in one form or another. The city bustles with activity. Dwarves who have sworn fealty to the Aesir labor to manufacture goods, weapons and fine art at sweltering smithies that would roast any mortal man who drew too near. Nimble weavers, spinners, seamstresses and embellishers work their craft, creating fine linen, silk and flax gowns, tunics and trews for the inhabitants of Asgard. Butchers, brewers, cooks and bakers labor round the clock to provide food for their tables. The inhabitants of Asgard take great pride in their crafts, whatever their crafts are, and idleness is rarely seen.

https://watabou.itch.io/city-viewer

Places of Interest

~ Odd Husband Inn (Grimsward) -- owner Viphine
~ Hollow Dandelion Tavern (Darkwall) -- owner Grumrol Trollcoat

CITIZENS OF ASGARD CITY

~ Alfrigg son of Dvalin -- A dwarfish smith and owner of the Ore Else smithy.
~ Brokk -- Son of Alfrigg
~ Rezohra -- Sorceress of the Second Circle
~ [[]]
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VISITORS

~ Þórormr -- Cruach Scion of War & Storms {sometimes called: Loucetios}
~ Sigimar -- Norse Companion and sometime Fighting Agent of Þórormr
~ Helmold -- Wolf Familiar
~ Hrund -- Spear-maiden & Valkyrie
~ Dwenn - The Lucky
~ [[]]
~ [[]]
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GLADSHEIM -- THE HALL OF THE GODS

Inside the city walls of Asgard stands a massive stone building, by far the largest in the city. From the outside, it appears large enough to easily house several hundred human-size visitors (or dozens of giant-sized foes) without feeling crowded. Inside, it is even larger.

The building itself consists of a great hall, kitchen, food and wine cellars, sleeping quarters and storage rooms, sufficient to house the Aesir and whatever company they should play host to. Those who enter Gladsheim from Asgard most often do so through a single massive oak door that opens onto the great hall (although numerous smaller doors service the kitchens and other portions of the building). While standing in the great hall, visitors will notice not one, but two massive doorways— the one they entered, and another which there is no sign of from outside the building. The second doorway leads to Valhalla, Home of the Slain. Only Gods (beings with Legend 9 or greater) may pass through this doorway into Valhalla.

The great hall of Gladsheim is where the Aesir gather for serious discussion and for social intercourse. It is also where the male Aesir gather to engage in such manly activities as drinking, eating, drinking, wrestling, drinking, storytelling and, occasionally, drinking. Its walls are made of close-fit stone, sturdy enough to withstand the feasting and good-natured fighting of even the strongest Gods, and the ceilings are warm thatch supported by beams as big around as a man’s waist. Rush lamps light the hall, since its stone walls are unbroken by windows. At each end, a massive stone fireplace lends light and warmth to the hall.

The great hall is furnished with a massive trestle table of carved oak, which fills the center of the room. Sturdy oak benches with leather cushions run along each side. The table is set to feed a hundred, but the food thereon never spoils, allowing the Aesir and their guests to sup whenever suits their desires.

At one end of the great hall, massive wooden chairs are arranged near the fireplace. The largest of these is reserved for Odin, but there is seating enough for all the Aesir and whatever company they might play host to. Several great hounds normally lounge near the hearth, each as large as a pony. They appear lazy and slow when at leisure but are fierce hunting beasts that can easily bring down a nemean stag—or a more human foe—at their master’s command. (Use the traits for a young fenrir from p. 317 of Scion: Hero. Great hounds’ Sense Legend ability works not on Scions, but on giants of any kind. Great hound blood does not possess the ability to augment Strength and Stamina, but great hound fangs can be used similarly as a Birthright. Great hounds do not gain Attributes or Purviews for killing Scions. With Storyteller approval, great hounds can act as Birthright creatures for Scions of the Aesir [Creature ••••, Relic •], though they can only be obtained at Gladsheim or through direct interaction with one of the Aesir.)

At the other end of the hall rests a gigantic floor loom, which appears to be operated by invisible hands. The pattern on the tapestry being woven consists of countless gripping beasts and interlaced people and animals, some large and imposing, some so small as to be barely visible to the naked eye. The patterns represent the history of the World, with each individual being represented as they are born and their figure not completing until their death. Some figures (Gods, Titans, Scions and others with extensive life spans), stretch throughout the tapestry, while others make only fleeting appearances. The tapestry pools in great folds along the floor around the loom, but continues out a nearby nondescript door similar in size and shape as those that lead off to the kitchens and sleeping areas. But, those who choose to follow the cloth’s length will discover an entire realm beyond the doorway, one vast room after another, each filled with cloth. The architecture of each room becomes progressively more primitive as they stretch farther away from the hall, and the cloth becomes simpler, with fewer individuals portrayed. The patterns, however, also become stronger and bolder farther back in “time”. Following the tapestry to its endpoint would take hours, possibly days; the number of rooms is nigh infinite. Those who do so, however, might find the story of the first Titans captured there, although how the loom could have recorded this history before it, the hall or Asgard itself was created is a mystery.

THE PLAIN OF IDAVOLL

Surrounding the city of Asgard is the Plain of Idavoll. This expanse is hundreds of miles wide and as flat and even as a courtyard. It is upon this plain that the einherjar spend their days in battle and where the final battle, Ragnarök, is prophesied to occur. Four roads, one in each of the cardinal directions, stretch out across the plains. Those who travel upon these roads are safe from harm by those who fight on the plain, although this prohibition is likely to fail when the final battle begins.

THE SACRED GATES

Between the city and the advent of the plain are a series of more than 500 freestanding stone gates, each taller than a jotun and wide enough that 800 warriors could march out of them, shoulder to shoulder. And march they do, for these gates (like the doorway in Gladsheim) lead directly to Valhalla. Only the noble slain may pass through them, which they do each morning, charging by the thousands out of the stone passages to spend the day fighting—and dying—on the great expanse of the Plain of Idavoll.

Each evening, as the sun sets, the wounded are made whole and the dead brought back to life, and the entire army marches back through the stone gates, to spend their evenings feasting on roast boar and drinking and celebrating their day’s victories.

VALHALLA - HALL OF THE SLAIN

ARRIVING IN VALHALLA

There are only four ways to gain entrance to Valhalla: in the company of the valkyries, through the Underworld, through the Sacred Gates or through the door in Gladsheim. Only the door in Gladsheim or the presence of one of the valkyries will allow those who are still living to enter, however.

VALKYRIE BORNE

All those who are slain in battle are promised a place in Valhalla in the afterlife. Some, those who are deemed most valiant, are taken directly from the battlefield to Valhalla by the valkyries on their flying wolves. While it is possible for the valkyries to escort a living person into Valhalla, it is extremely rare for them to do so. Under no circumstances will a valkyrie consider conducting a person who has never been in physical combat before. (If all other negotiations fail, they will demand the individual who has not done so enter into combat with them to prove himself before agreeing to carry him to Valhalla.) Nor will they consider those who do not possess the Brawl, Marksmanship or Thrown Ability. (Gaining some competency in one of these Abilities would, obviously, be an option, but it might take a while.) And finally, the valkyries favor Scions of War. At least one member of the negotiating party must either be a Scion of a God who has War as a Purview, or be a Scion with War as her own Purview. One War-favored Scion can negotiate for her entire Band, but each individual must separately fulfill the other two qualifications.

Meeting these qualifications is no guarantee that the valkyries will agree to shuttle Scions to Valhalla. These are only the minimum standards that must be met before any further negotiations are possible.

UP FROM HEL

Those who die on the field of battle but are not chosen by the valkyries must make their way through the Underworld and the Feasting Hall in order to reach Valhalla. After passing through the lands of Helheim and feasting alongside the einherjar in the Feasting Hall, a fallen warrior walks through a long stone tunnel at the far end of the hall, which is decorated with woven hangings commemorating all of history’s battles. (Weaving said tapestries is but one part of the duties assigned to those souls who do not die in battle but who are not wicked enough to deserve Helheim.) At the end of this interminably long hallway lies the gate from the Underworld to Valhalla. No soul may pass through this gate in the opposite direction, it leads only out of the Underworld. Nor is this passage available to any who have not yet died. As per the description of the Feasting Hall, only an empty table and an indignant valkyrie await those living souls who try to make their way to Valhalla from the Underworld.

THROUGH THE GATES

Likewise, the 540 Sacred Gates that provide passage from Valhalla to the Plains of Idavoll are usable only by those who have passed into Asgard through them. Therefore, should a Scion find a way into Valhalla and then exit to the Plains through one of the Sacred Gates, he would be able to re-enter Valhalla back through that same gate. Attempting to enter Valhalla through a gate other than the one through which he has exited it (or trying to enter through a gate when he has not yet visited Valhalla) will result in passage being denied. He will find himself walking through the gate and out the other side without having entered the Hall of the Slain.

THE GLADSHEIM DOOR

Perhaps the simplest route to Valhalla for those who do not belong there is through the Gladsheim Door. Any individual with a Legend of 9 or higher may pass through this doorway into Valhalla at will. The catch, of course, is that Gladsheim is the home of the Aesir, and it is rare that at least one of them is not present there. Entering Valhalla without their blessing is a stark affront to the Norse Gods, and likely would bring them to blows with one who tried such an act.

Even if none of the Aesir are present in Gladsheim’s great hall when such an act is taken, one of their servants (including the great hounds) would likely witness the act and make certain the information was quickly shared with Odin and the others.

VALHALLA PROPER

Valhalla (literally, “hall of the slain”) is a subrealm of Asgard. It consists of a gigantic great hall, easily large enough to seat every member of the einherjar host at one time, and it contains 540 major hallways, each ending in one of the Sacred Gates and similarly massive in height and breadth.

The building itself is akin to Gladsheim in structure, with massive stone architecture and sturdy furnishings built to withstand the punishment that an eternity of the World’s fallen warriors can dish out. Food and drink are not cooked by servants as in the rest of Asgard. Rather, it magically appears on the tables of Valhalla’s great hall at sunset each night in sufficient quantities to sate even the hungriest of warriors. Whole roast boars as large as an ox appear and fill the tables until they groan under the weight. Kegs of ale and mead flow non- stop to fill each warrior’s drinking horn. At times, Odin and the other Aesir join the noble slain in their feasting, which ends at dawn each morning when the einherjar return to the Plain of Idavoll to fight once more.