Beyond Ragnarok
A wiki for the Slavic Lands campaign setting and the Beyond Ragnarok campaign.
Campaign
The past (the campaign session logs), the present (ongoing plot threads), and the future (the party’s quest plans).
Plot Threads
Key plot elements of the campaign.
Quest Log
The party’s to-do list.
Session Logs
Logs of all recorded sessions.
Setting
Regions of Midgard and extraplanar realms, and the people and monsters that inhabit them.
Regions
The lands and nations that play important roles in the campaign.
- Template
- Byzantium — Wealthy and decadent, though still powerful, empire.
- Cherkessia — Magically advanced nation-state in the Caucasus Mountains.
- Chernigov — Major principality of the Russian lands.
- Crimea? — Mongol Khanate located on a peninsula to the south, beyond the steppes.
- Germany? — Loose confederation of quasi-feudal regions.
- Kiev — Major principality of the Russian lands, not ruled by a scion of Rurik.
- The Kievan forest? — Great forest to the south of Kiev, inhabited by goblins.
- Novgorod — Largest and northern-most of the Russian principalities.
- The Pripet Marshes — Deep and perilous swamp-land that dominates the forest region between Kiev and Novgorod.
- Poland? — Aristocratic kingdom to the west of the Russian lands.
- Smolensk? — Major principality of the Russian lands.
- Southern steppes? — Vast grassland to the south of the Russian lands, where tribes of Turkic nomads dwell.
- Varangian lands? — The lands to the north, inhabited by Varangians?.
- Kara-kum desert? — inhospitable and arid land, far to the southeast.
Planes of Existence
Realms beyond the world of man.
- Acheron — A boundless expanse of airless void, through which great cubes of iron float.
- Asgard? † — Home of the Norse gods, where the fortress of Valhalla stands.
- Celestia? — Great mountain in the heavens, dwelling-place of angels and other servants of Good.
- Cocytus? — Madness-inducing realm of twisting caves and howling icy winds.
- Gehenna? — Infernal realm of snow and volcanic ash, inhabited by demons.
- Jotunheim? † — One of the realms of Midgard; a vast land of ice and snow, gripped by an unending blizzard.
- Malbolge? — A layer of the great Abyss; a realm where the land itself lives and spews disease.
- Muspelheim? † — Subterranean domain of fire and stone, inhabited by dwarves and elemental creatures.
- Niflheim? † — Cold land of the dead, ruled by the goddess Hel.
- Stygia? — A frozen plane ruled by demons.
- The Other World † — Gray and bleak afterlife of the Slavic lands, ruled by the god Volos.
- The Realm of Air? — The elemental plane of air; an infinite sky, where djinn dwell in great flying cities.
- The Realm of Fire? — The elemental plane of fire; a sea of burning oil and magma, home of the evil efreet.
- The Realm of the Deep? — The realm beyond the depths of the world’s oceans, home of nereids and other beings of water.
- The Shadow Realm? † — Dark, distorted mirror of reality; the world of what-may-be.
- Yggdrasil? — the World Tree, which links the Nine Realms of Norse myth.
Organizations
The organizations and groups that the PCs have encountered, or that play important roles in the setting and the events of the campaign.
- The Cult of the Fallen Trickster — Secretive organization dedicated to bringing back the dead trickster god.
- The Orthodox Church — The eastern branch of Christianity, state religion of Byzantium and a powerful presence in Kiev.
- The new faith of Nikolai the All-Father? — The cult of Odin, reborn as worship of the newly ascended mortal mage Nikolai.
- The Acolytes of the Bear Guardian — A druidic order based in the northernmost reaches of Kievan lands, followers of a near-divine bear avatar of Nature’s power.
- The druids of the northlands? — Loose alliance of druidic circles, scattered across the Varangian lands to the north.
- The Church of Volos — Influential clergy of the Slavic god of the earth.
- The Church of Svarog? — Magically powerful and politically active priests of the mighty sun god.
- The Kievan Guard? — Standing army of the principality of Kiev.
- Vasily’s network? of spies and informants — Contacts, followers, and henchmen, amassed over years of adventuring and a determined campaign of influence-spreading, now spanning much of the Slavic lands and the realms beyond.
- Juliane’s contacts? — A growing stable of useful acquaintances, followers, and hangers-on.
- The von Scherbach family? — Noble house to which Albrecht belongs.
- The Assassins’ Guild of Kiev — Pragmatic and efficient killers for money.
- The Dolgorukiy trading company? — An expansive trade empire that dominates much of trade along the Dnieper River.
- Isidor’s trading company? — A profit-making enterprise, based in Novgorod, that hides nefarious depths; run by a demon in disguise.
- The Aerial Hussars? — Polish paramilitary brotherhood, who ride celestial birds and fight for Good.
- Followers of the Iron Triad — Those mortals who follow the three paths to power, as taught by a trio of former celestials.
- The celestials of the heavenly realm of Mount Celestia? — Angels and other beings who serve the cause of Good.
Bestiary
Notes taken by Vasily and Nikolai on various creatures that the party has encountered.
Party
The player characters, their cohorts and minions, and their holdings and possessions.
Player Characters
The current party roster.
- Albrecht — scion of German nobility, mighty warrior and bane of mages.
- Boris — Kievan assassin extraordinaire, killer of gods, wielder of artifact sword of time.
- Nikolai — scholar of the arcane and the new god of magic.
- Sven — Varangian druid, protector of Midgard and wielder of apocalyptic weather.
- Taras — unwilling traveler through time and space, faithful warrior of Loki.
- Vasily — wizard and loremaster, trickster without compare, co-leader of Loki’s cult.
Cohorts
Characters who have willingly chosen to follow or serve the PCs.
- Juliane — beautiful young bard (and, lately, spymistress) with allegiance to Albrecht.
- Kai — Varangian? druid with an interest in arcane lore, who follows Vasily.
Minions and Servitor Creatures
Characters or creatures who are bound to the PCs' service.
- Dor-Niran-Ainalen — fallen celestial, mortal enemy of Albrecht, now bound to his service.
- Neek? — a fire mephit, companion and pet of Taras.
- Icarus — unique guardian construct, formerly owned by Johann Grimm, inherited by Albrecht after his uncle’s death.
- Brass Colossus — powerful (but inactive) golem, found by Vasily in the course of his dimensional travels.
- Evil Seaweed — an aquatic plant monster, captured in the Realm of the Deep? and trained as a guard creature.
Possessions
Stuff the party has (other than each character’s personal equipment).
- Planar Attunement Rituals — the secrets of creating forked rods for plane shift to various planes.
- Party Inventory — an assortment of shared property.
Bases
Strongholds, hideouts, and other bases of operations at the party’s disposal.
- Acheron Cube Base — a relatively small cube of Acheron, owned by Nikolai. The party’s primary base.
- Novgorod Tower — an old guard tower along Novgorod’s southern border.
- Johann Grimm’s Home — a hidden stronghold, inherited by Albrecht after his uncle’s death.
- The Skidbladnir — a massive flying ship, commanded by Vasily, that acts as a mobile base.
Activities
Ongoing activities, endeavors, projects, etc.
- Standard Operating Procedure — in effect unless otherwise specified.
- Research Projects — delving into arcane secrets and the mysteries of the universe.
- Endeavors — business ventures and similar practical affairs.
Rules
New and modified game mechanics and content.
Characters & Classes
Rules for creating and advancing characters.
- Character Backgrounds — regions or cultures from which a new character can hail, available 1st-level classes for characters of each background, and a list of regional feats.
- List of Allowed Classes — all the base and prestige classes available for player characters in the campaign.
- New & Modified Classes — changes to classes, custom versions of classes, and entirely new classes in Beyond Ragnarok.
- Fractional Base Bonuses — a change to the way base attack and save bonuses are calculated.
- Additional Character Rules — aging, etc.
Character Options
Feats, skills, and other options for player characters.
- Feats Index — a list of all the feats available for player characters to take.
- New & Modified Feats — changes to published feats, and entirely new feats.
- Improved Class Abilities — new optional enhancements to existing class abilities.
- Epic Feats — feats available to epic characters.
- Skills — changes to the way some skills work.
- Gods & Domains — available gods for characters to worship, and new and modified domains.
- E20: Epic Progression Rules — character advancement after reaching 20th level.
Spells & Magic
Spell lists, modified spells, and other rules related to spell casting.
- Spell Lists — complete lists of spells for every spell-casting class in Beyond Ragnarok.
- New & Modified Spells — a list of all the spells that have spell description pages on this wiki.
- Magic Rules — modified rules, new mechanics, etc., related to magic and spell casting.
Adventuring
New and modified rules for exploration and combat.
- Combat — general combat-related rules.
- Underwater Combat — a summary and refresher on rules related to fighting underwater.
- Disease & Poison — a complete reworking of the disease and poison rules.
- Vision & Light — new rules for light levels and spells of light and darkness.
Equipment
New mundane gear and magic items.
- Armor — several new kinds of armor.
- Alchemical & Superior Items — new equipment.
- Magic Items — new magic items in Beyond Ragnarok.
- Planar Artifacts — objects with strange planar properties, left behind by the effects of the “chaos ooze”.
Other Rules
House rules that don't fall into any of the other categories.
- Alignment — Beyond Ragnarok uses a slightly different approach to alignment mechanics.
- Death & Resurrection — a change to the way that level loss works.
- Item Crafting — rules concerning the creation of magic items.
- Monster Rules — game mechanics related to certain monsters.
- Spontaneous Information Generation — mechanics for the PCs to figure things out.
- Divine Rules — how gods work in Beyond Ragnarok.
- Research — rules for researching things.