Wednesday, December 6, 2023

Thor Encounters, Part II

Temples (Hofs) of Thor

Form (d6)
A fitting location for those who are down-to-earth and strong!
1. Mead hall
2. Tavern
3. Horgr (stone shrine)
4. Lone tree
5. Hut
6. Shrine

Node (a Natural Place of Power, see Volume II)
- Chance of hof actually being located in one (25%)
- Chance of hof having one nearby instead (33%)

Sacred Space (d20)
The area will reflect at least one Thorian concept.

1-2. Stand up to giants and other oppressors
3-4. Show honor and courage!
5-6. Become strong, not some girly-man
7-8. Enjoy strong drink and sport too!
9. Hallowing, Borders
10. Fertility
11. The oak
12-20. All are emphasized!

Special Properties (for all of Thor's hofs)
At the Hof: Any strong and honest Norse present can gain a +1d3 bonus to rolls that reflect its sacred space (per table above), up to 3 times per day. 
Sacred Times: When it is sacred to Thor at the hof- battles, competitions, exercise, drinking, fertility, or the like, all strong and honest Norse spellcasters can reroll their magical side-effects, up to 3 times per day, but must take the second result. Those who specifically follow Thor can gain a +1d2 bonus to their Strength as well, and may even pick which magical side-effect results they wish to use. 

Special Temple (Hof) Inhabitants
The mighty do congregate.

Vikings (1d12, 50% chance)
Mve: 40’, AC 6, HD 1+2, Attk: 1, Dmg: by weapon, SP: +1 per odd level when engaged in daring action, Sve: F1, AL: varies

Berserkers (1d6, 33% chance)
Mve: 40’, AC 9*, HD 1+6*, Attk: 2*, Dmg: by weapon +2*, SP: berserkergang (included in stats*) for 2d6 rounds, up to level x 2 times per day, save vs. spell to stop early, Sve: F2, AL: varies

Dwarves (1d10, 25% chance)
MV: 30’, AC 4, HD 1+1, Atk: 1, Dmg: by weapon, SP: dwarf traits & also special abilities- see the upcoming Volume V, SV: F1, Mor: 9

Sacred Animal (1d6, 25%)
Roll 1d6: [1-2] bear, [3] bull, [4-6] goat

(Each square = 5') 
It is a tavern: the Hammer of Good Sport.
Its focus is: Show honor and courage!
At the hof: +2 to all rolls related to its focus for free and just Norse.
Sacred times: 
drinking contests, battles (see above).

Common Room: All upright folk are given a hearty greeting upon entering. Those who are not will be glared upon. 5 vikings sit and stand about the place, singing loud and strong, often how they are "Warriors of the World Tree". 4d6 Norse townsfolk can also be found about the place,  equally ready for mirth or a fight!

2. Bar: Thorarin Arnorsson resides here (from Part I). He offers a wide variety of drink, as long as it's Lucky Hammer ale. Those who complain about that or his only wearing a loincloth will be challenged to an arm wrestling contest! His Strength is 17 and he is quite vigorous about calling those who fail to do so 'girly-men'.

3. Sanctum, etc. This area is used by Thorarin as his office, bedroom, calisthenics area, and kitchen. Dhothurima the mountain dwarf-maid does most of the cooking and cleaning here, a good ally and faithful follower of Thor, noted for her dwarf strength too (16). 

Next week: Quests of Thor, in Part III!