Map of Innangard, the innermost region of Tyndra
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Map of Innangard, the innermost region of Tyndra
On Magic
Magic is Everywhere
Magic in Tyndra is heavily tied to the elements, the land, and spirits – it is, simpy speaking, everywhere. Most inhabitants of Tyndra carry an innate spark of magic in them as well.
Deities might also grant powers, as they themselves have taken and accumulated the magical essence of the world and risen to powerful beings. Thus, power can be taken from the land itself or channeled through faith.
Magic is Knowledge
Magic can also be learned, as it is – at its core – knowledge and understanding of the world. Magic and science are not necessarily distinct in Tyndra. For example, knowing the healing, harmful or otherwise useful properties of plants can be considered part of magic or witchcraft. Imbuing a weapon with special properties requires the knowledge of how to incorporate magical components into the process of forging.Magic is understanding the fabric of the world.
Magic is Language
An important part of practicing magic is focussing and manifesting its power, which can be achieved through symbols, script, speech or song. For example, a magical item may be inscribed with runes, unleashing their enchanment once their meaning is read aloud. Magic may just as well lie in the specific cadence of a song. The right words spoken with certain intent can summon immense power.
Magic is Practice
Magic may exist, but how do you make it happen? When casting a spell, think about the ritualistic aspects of it. Your character may chant words or sing a song, carrying magic that resonates within those who listen. Or perhaps the magic lies in certain glyphs, shapes and patterns carved on objects, or gestures drawn through the air.Does a spell require the essence of certain components, or do you offer a sacrifice to some entity? Where andhow do you draw your magic from, and what makes it uniquely yours?
Hi and welcome!
I made this blog to share the homebrew & worldbuilding stuff I’ve been cooking for my own DnD campaign, as well as document the campaign’s progression (it will start soon, after a few years of preparing for this - I’m very excited! :D ).
This setting is inspired by scandinavian folklore and norse myth & legends. There are many “viking-themed” DnD supplements out there, but none fit what I wanted to play - often too gritty for my tastes and focussed on human vikings, Ragnarok and so forth. So here is Tyndra! A norse fantasy setting taking place on a colorful world of magic and wonder, home to elves, dwarves, trolls, and many more. If you want to learn more, I invite you to follow and check out my blog.
Disclaimer: this is an inclusive place for all except racists, white supremasists, homophobes and the like.
The map of Tyndra, as of now (WIP). My norse fantasy DnD setting.
The Past, Present, Future. Order, Chaos, cosmic forces. Balance and Distruption. All the fibers of the world, the threads of life, woven together, eternally. Tyndra is no place for the classical aligments between good and evil. Order and chaos are the primary forces, the fabric of the world. One cannot exist without the other.
This is a map of the south-eastern little peninsula of Innangard.
The campaign will start soon and two of my players are beginning their adventure here. They will receive this map I made when we play their first session.
Skills
For the Tyndra setting, two small tweaks to the skills of the D&D 5th edition have been made. Religion (Int) and Arcana (Int) have been combined to Mystery (Int), as there is no stark distinction between these two areas on Tyndra. In addition, the skill Culture (Int) was added. As History (Int) provides knowledge about the past, and Persuasion (Cha) serves to charm and convince others based on your personality, Culture (Int) is meant to fill the gap of an intelligence-based skill to navigate social environments.
Culture. Your Intelligence (Culture) check determines how well you know different customs, manners, laws, dialects, and diplomacy.
Mystery. Your Intelligence (Mystery) check measures your ability to recall lore about spells, rites and prayers, myths, magic items, higher beings, and divine powers.
Tyndra Lunar Calendar
A week in Tyndra is 9 days long, and one month consists of 3 weeks = 27 days. Each month is one lunar cycle. The months are: Vitmånad - White Moon Frostmånad - Frost Moon Sadmånad - Sowing Moon Stormmånad - Storm Moon Blommånad - Bloom(ing) Moon Solmånad - Sun Moon Donnarmånad - Thunder Moon Hoimånad - Hay Moon Fallamånad - Fall Moon Haustmånad - Harvest Moon Blodmånad - Blood Moon Thokamånad - Fog Moon