Quick Roundup

So for the last few weeks, I’ve managed to write a new post to go up each Monday and Friday, but I missed one. I had a bunch of writing built up and then through a combination of extra training at work and travel, I didn’t get around to writing one.

Big mistake!

Hopefully, I’ll keep on track for the foreseeable.


What’s gone on in the meantime? Dima the Crow got an outing. I was pretty happy with how he played, but we’re levelling up after this first session and I think I’m going to retool a little bit. I didn’t go full bladelock before, and I’m not intending to now, but I think maybe a bit more offence and less defence might be useful. Replacing Armour of Agathys with Hex is looking to be my first step since I can use an Invocation slot for Mage Armour.


I have a plan to sit down at some point in the near future and add some more Magic decks to my list. I have a fair few that I’m quite pleased with how they turned out, I may as well show them off. I’m currently working on a brew for a Frontier Mardu Warriors deck and a Commander Saskia Warriors in a similar vein (but with green for ramp and access to Naya staples).


I’ve started moving my Ginnungagap rules over from Homebrewery to GMBinder. Not a big change exactly, since it’s mostly a copy/paste job, and the rules aren’t exactly extensive, and the need to format them in standard D&D styles is a vanity project. But it’s one I’ve been working on.

I realised I had a few mistakes and the sections need reordering some. And then I can happily work away on Races and get them rounded off.


I’ve found myself reading through different twists on rules for FATE, both for my FATEPunk idea and for the Old Crown. I have a feeling the skill modes from Atomic Robo will be a good fit for the Old Crown if I can work out appropriate modes.

And then I’ve sort of started thinking about the move of FATEPunk from the Pacific to Africa. Started. A bit. Probably too much.


Ginnungagap – The Nine Worlds

Midgard remained highly favoured by the gods, a capital of the Æsr Combine, even as they made their homes in Asgard.
Ringed by the great Jormungandr, a living spaceport, Midgard is a trade hub and for centuries past was a staging point for raids on more distant inhabited systems.
The Niddavalir asteroid ring, home to Dvergr and Nifflungr alike, brings raw materials to the other worlds in Midgard and beyond.
Far out from the central star orbits the great Night City of Svartaelfheim, the home of the Svartaelfr and their Matron, sat on her silver throne.

Whilst many of the Jötnar were pushed into exile deep in the ice cloud, the edge of the Midgard star system remains a part of Jotunheim, and some Jötnar both friendly and hostile can still be found there.

Access to the World Tree in Midgard is found at Mimisbrunnr, on the edge of Jotunheim.

The system of Asgard contains both Asaheim and Vanaheim, the abodes of the two tribes of the gods.
The world of Ljosaelfheim, once called Aelfheim – the original home of all the Aelfr and now only the Ljosaelfr, is also there. Inhospitable to most, tidally locked to the star, the only settlements exist in the deep craters and canyons.

Access to the World Tree in Asgard is found at Urtharbrunnr, near the Norns.

In Niflheim, the system remains thick with nebulous clouds of ice and gas, and primordial rocky worlds. Few travel to Niflheim, and fewer still return.
Helheim is the only settlement in the system, with little to do but keep watch on the aborted experiments and forgotten weapons of the gods.

Access to the World Tree in Niflheim is found at Hvergelmir, near the Nidoggr.

No one who has travelled to Muspelheim has ever returned to tell of it.

Ginnungagap – Come from Afar

For countless millennia, the void of the Ginnungagap was without form, unshaped by life. Slowly at first, then in a rush, the great races of the gods filled the void and created the worlds of mortals.

Travelling slowly from across the Ginnungagap, the gods Buri and Bor found the great sweeping ice cloud home of the Jötnar, and after eventually establishing communication Bor took the Jötunn Bestla for a companion.
Their three offspring, Vili, Ve and Odin, were less willing to engage with their Jötnar cousins, and relations between the races quickly fell into open warfare.

The three travelled deep into the ice cloud and to the far side, where the distant solar winds of the hot stars of Muspelheim laid open a swathe of more temperate systems, inhabited by both Jötnar and their allies the Vanir.
Around one star the brothers found the home of the great Jötunn Ymir, a leader of their race. He had cowed the local Vanir into subservience, and so the Aesir brothers overthrew and destroyed him in their quest for allies.
In a show of strength and power, the three used their combined knowledge and magic to begin changing the star system. They moved the orbits of the worlds and heated the star with their powerful magic.
Eventually breathing life and sentience into the world they most favoured, they created Midgard.

The Vanir were less than impressed, having their worlds moved and awakened by the newcomers, but envoys between the two brokered some peace. The Aesir established a permanent presence in the home system of the Vanir.
After a time, new hostility erupted between these two great tribes of gods. The Vanir took great losses, as they were unused to the tactics of the Aesir, but they were able nevertheless to cause great damage to the defences of the Aesir – after all, the Aesir were unused to the tactics of the Vanir.

A peace was eventually brokered, both recognising their mutual enemy in the Jötnar, and a great cultural exchange began.
It was in these times that much of the life of the Nine Worlds came into being, crafted by the new Æsr Combine.


State of the Ginnungagap

So, how’s this shaping up at the moment?


I started using Homebrewery to pull all the rules I wanted to use together and make them look pretty. I have races set out how I want them, and some work is done on them, but then I got carried away and copy/pasted a lot of stuff together from Unearthed Arcana articles and stuff, and then it became a chore to edit and it all sort of fell down.

So my challenge to myself now is to actually finish off the races, work on the classes properly and make sure I get the setting flavour sorted. I was too focussed on pulling all the disparate rules together that I kind of lost sight of the project, so I’m trying to claw my way back in.

It didn’t help that a bunch of sci-fi D&D settings all showed up in 2017 and made me envy them instead of compare and contrast.


So what have I got done and what makes me stand out a bit there?

I took out the D&D alignment system and replaced it with the freeform honour system from d20SRD. I liked the feeling of it a bit more for the system and for how I wanted the game to behave.

I took the Kenku rules as written in Volo’s Guide to Monsters and I’ve been playing with them a bit. Decided that the Hrafnr (as I’m calling them) should have as much choice as some of the other races, and tweaked around a bit accordingly. I now have two subraces – Huginnr and Muninnr – one focused on thought/Wisdom attribute and one focused on memory/Intelligence attribute.

I’ve looked back at the way elves are described in Norse myths and looked at how they are generally portrayed in D&D and decided to change attribute modifiers around a bit. I’m still deciding whether or not the Dvergr/dwarves should be a thing separate from the Svartaelfr/dark elves, since the Norse myths have the groups as interchangeable. But I think it wouldn’t be D&D without both.

I’ve looked at trying to create a Dvergblod/half-dwarf racial option similar to the Aelfblod/half-elf. I’m looking at Trollblod and deciding whether they’ll be half-orcs or not and if so what Trollr will be – Firbolg or Goliaths maybe.

I also have Niflingr as a page title currently, but what to make these small folk I haven’t decided. Not sure I want halflings running around, and might look to the rules for goblins or kobolds. I’m also debating making them at least semi-aquatic.

And then there’s the doozy – the Thrall option. A subrace available to every race that fills the role of serf/slave in the Norse social hierarchy. In the same way that Infrared citizens in Paranoia have little to no sentience and are used for whatever it is Infrared citizens are used for, the Thralls are vat-grown clone batches used as basic labour. I wasn’t sure about using them, but I have a couple of feasible arguments for their inclusion, and they aren’t a completely abusable resource as I have them written. Plus, having a background as a freed thrall works.


With classes, I have been mostly focussing on more magical elements so far – sorcerer bloodlines, wizard schools, warlock pacts – but so far not really written in a cohesive way. I need to look at spells and stuff too.

Most of the martial and sneak classes are done and I’m happy with them.


I had a major rethink of the cosmology recently. The Norse idea of the Nine Worlds was something I’d pulled together into Nine Systems, but now I’m thinking I should have made it three systems, with nine core worlds spread across them.

With one root of the World Tree in each system, I could easily plug stuff together and be quite happy. I had originally thought that the Asgard system might be impossible to find, but I think now it might be better if Asgard is entirely easy to find, but the seats of the gods in Asaheim and Vanaheim are either empty or missing entirely.


Lastly, I’m still lacking a good starting point for a campaign. I want the characters to be stuck in Fimbulwinter, the point before Ragnarok begins, and I know how I’d end that conflict in setting in a fun way. But that first step is still a bit of a pain, and I don’t want to start off in the middle of adventures without having worked out some of the kinks in the rules.

I’m sure I’ll get there.



Quick rules changes of the Ginnungagap

So, some quick changes and additions:

  • Honour stat – because I feel like it will be important to the setting. I need to work on appropriate tests for it. It will definitely be important with dealing with gods…(Yeah, just going to leave that hook hanging there)
  • Additional skills – Computer Use, Engineering, Navigate/Pilot (I haven’t fully decided the name yer). And then a skill I’m either calling Lore or Skald, see below
  • Skills removed – Animal Handling and Nature (folding into Survival), Arcana, History, Religion (folding all three into Lore/Skald)

I’m still working out some Feats of my own, but I’ll be stealing liberally from Fifth Age for now, whilst I whittle and shape.

Classes of the Ginnungagap

I’ve been reading around what other people have worked into sci-fi D&D rules around the internet, and I’ll be pinching and tweaking and fiddling as I go. A good portion of what I’m working with comes from Fifth Age, though I’m going for a lasers and sorcery setting so there’s the thorny issue of magic to work in somehow.

With that in mind, I’ve sat down again with the classes list and decided what I’m keeping and what will go, though I’m still stuck with some difficult decisions. The Fifth Age uses a Technician class to cover a Medic speciality, and I really like the class, but I’m also wanting to keep the Cleric as an option.


So far the classes I’m happy with are:

Barbarian (though I need to look again at which totems fit the setting)


Officer (Fifth Age equivalent to a Bard – thinking about a name change and tweaks. The Ace variant for pilots uses inspiration dice to power their own abilities, but I don’t really like it. I might move it to Soldier and use superiority dice)

Operative (Fifth Age equivalent to a Rogue)

Scout (Re-skin of a Ranger, or possibly the Savage from Fifth Age, or a combination of the two)

Soldier (Re-skin of a Fighter)


Technician (Fifth Age – has variants for Medics, Mechanics, Robomancers, though I’m not sure how happy I am with that last variant)


Classes that might need come in:

Paladin (though I’m working on a Soldier/Fighter speciality that fits this in there. Maybe a reskin of the Eldritch Knight)



Of course, my potential play group is actually only a handful of people so none of this might matter. We’ll see I suppose.