The Oskopinir Building / Landmark in The Nine Worlds of Heimar | World Anvil
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The Oskopinir

The Oskopinir is a massive arena built for the training of Drengr warriors. It also serves as the trial site for those seeking Holmgang. There are many internal mechanisms and contraptions that allow the arena to be change shape, deploy traps, and more to suit the needs of it's users. Most of these mechanisms are powered by manual labor, but tend to be very complex in their actual function.  

Running the Holmgang Trials

The trials are a public event, that the members of the tribe often enjoy watching. Throngs of people will arrive to watch the event, while players will be escorted under close watch of the guards. All of the matriarch's will be present to watch and judge the event. If the players succeed, the matriarchs will rule in their favor. If the players fail but manage to survive the trials, they will be condemned to execution.   Before the trials can begin, the players equipment will be taken, and they will be split into pairs (or equal groups) chosen at random. Then assign each team a color (red, white, green, or black) Then each team will have it's choice of which trial they wish to face. No two teams can partake of the same trial. In the end, all successful teams advance to the heart trial where they can all work together to succeed. Since this is a single dispute spread across multiple participants united in a cause, only one member of a team has to succeed to advance their team forward and win a ruling in their favor for all of them. The teams must complete a minimum of 2 of the first three trials before attempting the heart trial. If only 1/3 of the teams wins their trial, the entire group loses Holmgang and is executed. All three of the first trials take place simultaneously. Have teams roll to determine who the GM focuses on first Two enormous horns announce the beginning of the trials.  

Strong Trial

This trial is about surpassing the limits of one's physical strength. The goal is to climb the mountain structure and wrestle each challenger on the three platforms. As players ascend the mountain, the platform borders will shrink and the wrestling challengers will grow stronger. Players and challengers win the wrestling match by throwing their adversary off the platform and into the moat.  
This portion of the arena centers on a towering stone structure, built to resemble a mountain. Along the height of the tower are three platforms cut into the structure with rock climbing holds connecting them. The tower itself is surrounded by a wide and deep moat, with a single set of stairs leading up to the first platform. As the officiants lead you up the stairs you hear Thorn Warshrieker call out to you and the crowd:   It is said that in the days of the ancients, the magic of the Worldsoul flowed through each and every man, woman, and child, granting them might beyond belief. One such tale recounts of how our ancestors defeated the armies of the giants by wrestling the spirit of the mountains into submission, and commanding the mountains to fall upon their foes. Contestants, this trial tasks you with the feat of wrestling the spirit of the mountain. You must climb the rock faces, and throw your opponents over the side and into the moat to advance to the next challenger. If you can stake your claim at the top of the mountain, you will have proven you have the strength it takes to reach monumental heights. Good luck.
  Inform players that the best strategy is to knock off the opponnents, NOT TO DEFEAT THEM IN COMBAT. Attempting to do so will increase the difficulty of this challenge signifigantly.  
Platform 1
This platform has two 'mountain of a man' wrestlers waiting for the players. When the horn sounds, have players roll initiative. Treat this interaction as a normal combat reminding players of the Combat Actions and Modifiers available to them. Players may not attempt to climb to the next stage until the wrestlers have been defeated.   Wrestlers

Wrestlers Strong Trial

Initiate Tier


+1 in STR | Base Roll 4 | Health: 40


+1 Grip | +2
 
+1 Brace | +2


+1 Vocation (STR) Wrestler | 5
 
+2 Grapple | 7 (8 w/ grip mod)
 
+1 Unarmed | 6


  d Climb Challenge 1: Athletics + Grip vs DC 10 | 1d6 fall damage if fail.  
Platform 2
This platform has an angry bear named 'Mountain' waiting for the players. This platform is also smaller than the previous one, making it easier to fall off. Treat this interaction as a normal combat reminding players of the Combat Actions and Modifiers available to them.   Bear

Bear Strong Trial

Adept Tier


+2 in STR | Base Roll 5 | Health: 50


+2 Contstitution | +4


+1 Vocation (STR) Bear | 6
 
+3 Claws/Teeth/Unarmed | 9


  d Climb Challenge 2: Athletics + Grip vs DC 15 | 1d10 fall damage if fail.  
Platform 3
This platform has a Blue Blood Mountain Troll waiting for the players. This platform is also smaller than the previous one, making it easier to fall off. Treat this interaction as a normal combat reminding players of the Combat Actions and Modifiers available to them.   Blue Troll

Blue Troll Strong Trial

Specialist Tier


+3 in STR | Base Roll 6 | Health: 60


+2 Contstitution | +5
 
+3 Grip | +6
 
+2 Brace | +5


+2 Vocation (STR) Basher | 8
 
+1 Grapple | 9 (12 w/ grip mod)
 
+2 Tusks/Unarmed | 10


 

Cunning Trial

This trial places the players in a labyrinth of stone walls. Behind the players are a series of four fountains that will begin to pour water out into a large basin. At the sounding of the horn, the floor of the maze will tilt downward toward the fountains and the water will begin to overflow the basin and rise into the maze. The players must solve the maze before the water fills it and drowns them.  
The officiants lead to the doorway of an extensive labyrinth. Before you are various tunnels and paths, all leading to places you can not see. You notice that the bottoms of every wall in the maze are held up by short metal grates with large gaps in between. As you approach the maze you see water begin to pour out of a series of tunnels in the wall and begin to fill a large basin. You hear Matriarch Hel-Oree Clanshun address you and the crowd:   Challengers, before you is a labyrinth with only one path to the exit. Behind you are fountains of water that will continue to flow until you complete the trial. Your task is simple. Solve the maze before the water fills the tunnels and pulls you into it's depths. Every second you waste is one less breath you have remaining. If you are successful, you will have proven you possess a mind capable of leading you through the confusion of life, even when danger is present. May your feet be quick, and your intellect quicker. Begin!
  The player's progress through the maze is divided into seven sections. Players begin at section 2. Every round they must make a Tactics Check to determine if they make it through that portion of the maze. At the end of every round the water level advances one section. The first section acts as a buffer outside the maze before the maze begins to fill. If players succeed their check, they move forward one section. If they fail, they do not gain or lose ground. If they critically fail, they move back one section. If they critically succeed, they move forward two sections. At the end of the maze is a puzzle lock. Players must solve the puzzle before being able to open the door and exit the other side. The water continues to fill every round until the trial is completed. If players remain in an submerged section for three or more rounds, they begin to take 10 drowning damage every round they remain submerged. Players in a section filled with water have disadvantage on their checks to solve the maze or the lock.   Section 2: Tactics vs DC10   Section 3: Tactics vs DC12   Section 4: Tactics vs DC15   Section 5: Tactics vs DC16   Section 6: Tactics vs DC17   Section 7/Puzzle Lock: INT vs DC17  

Quick Trial

This portion the arena contains a specially designed racetrack and obstacle course, designed for both foot and mounted races. This trial, will be a relay race combining the two. The first half of the race is on foot, the second half mounted on 8 legged horses known as sleipinir. Players may choose which team members do which half of the race. The players will be racing against two other teams.  
Once you have made your decision, the officiants lead one of you to the start line where two other runners are already in position. The other of you they lead to a pre saddled, 8 legged horse known as a sleipinir. They help you mount and trot the beast to the middle portion of the track where two other mounted riders wait. Matriarch Tierza Quillclan announces to you and the crowd:   Legend says our mighty ancestor Odin rode upon an 8 legged horse with whom he could cross the whole of the nine realms in a matter of minutes. Today, the descendants of the all-father will continue that legacy as they ride upon the descendants of that fabled horse once called, Sleipinir. But first, our challengers must prove they also can run quicker than the wind by completing this race set before them. Each of you has been given a torch. It is your duty to run this course and carry that torch on to your fellow racer. Should your torch's light be extinguished, you will be disqualified. the race begins at the sounding of the horn. The Norns favor be upon you all.
  For this trial it will be important the GM introduces, FAILING FORWARD. Even if a player fails a check, the GM should narrate in such a way that keeps them in the race when reasonable. Also use destiny rolls liberally.  
Footrace
Begin the trial by having all racers make an acrobatics check. Place the racers in first, second and third according their rolls in order of highest to lowest. Then proceed to the obstacles. At each obstacle have all racers make the associated skill check. All who fail the check have disadvantage on their next placing roll. After each obstacle all racers make another acrobatics check to determine their placement. This process repeats through the whole of the race.   d Obstacle 1 - The Ring Swing | Acrobatics vs DC10 | 1d6 fall damage on failure   Racers must swing across a gulf utilizing a series of rings hung at varying heights. There is a ladder at the far end of the gap allowing racers that fall to climb back on to the track.   d Obstacle 2 - Pendulum Path | 2 checks - Acrobatics vs DC13 | 1d10 fall damage on failure   This portion of the track has two large platforms swinging in opposite directions across a gap in the track. Below are several rows of spikes that will impale any racers that fall. Racers must succeed two checks to cross the moving platforms.   d Obstacle 3 - Arrow Valley | 2 checks - Stealth or Reflex vs DC15 | 1d4 arrow damage on failure   As racers enter this rounded section of the track, archers will begin firing arrows at them from above. Racers must make two successful checks to dodge incoming arrows.  
Mount Race
Place the new racers in their respective placings based on the order which the teams reached the handoff point. Proceed to the obstacles and follow the same rulings used for the foot race above using ride/pilot as the placing skill.   d Obstacle 1 - Obstacle Course | Acrobatics vs DC12   As players ride through this section, crates, stones, pillars, and more will be dropped on them and their mounts. GM determines any damage dealt as appropriate.   d Obstacle 2 - Split Paths | Perception vs DC14   The track splits into four paths leading into four tunnels. Only tunnel number 3 is the correct path. All others are dead ends. Racers MUST succeed the check before moving on to the next obstacle.   d Obstacle 3 - Dismount | Ride/Pilot vs DC 13, Acrobatics vs DC12, Ride/pilot vs DC14   The track ahead is covered by a tunnel with a short entrance. Racers must leap off their moving horse, run across the roof of the tunnel while the horse runs through the tunnel, and remount on the other side. Failure on any of these checks imposes disadvantage on the next one. Only impose disadvantage on the placing roll if the final check is failed.   Players succeed the trial if at least one of them comes in first for either half of the race.  

Brave Trial

The final portion of the Holmgang trials is meant to reveal the depths of the participants heart, and give them the opportunity to examine their own character. All players work together in this trial.  
The officiants lead all of you to the very center of the arena. As they clear the area the platform your on begins to spin at a steady pace. As it does, four large grates begin to rise from the ground and latch together to encase you in a steel cage with no obvious exits. The platform continues to spin as it rises high into the air. Peering through the bars you can see long lines of operators pushing in circles to operate the mechanism, as well as several officiants leading out a horde of wolves to encircle the arena. As the platform rises, so does the center tile of the platform revealing a bell with a long rope attached reaching down to you. The platform rises dozens of feet into the air before stopping abruptly. You hear the voice of Grata Trollbrew address you and the crowd.   Congratulations to you all for completing the physical trials. It takes a unique skillset to reach the final trial as you have. However, this trial tests not your mind, nor your body, but your heart. Long ago, the God Munir gave this wise proverb to our ancestors; "No man has greater love than this, but to lay down one's life for one's friends." [pause for effect] Your trial is this. One of you, must die. The rest will be given their freedom. You will have several minutes to discuss which of you will lose their life to save that of the others. Once you have decided, ring the bell and the cage will drop. If you can not reach a decision, you will all fail the trial and be fed to the wolves below. Today you must all choose between greater life or greater death. I implore you, choose life.
  Set a silent timer for 2 mins. Every time the timer ends, the platform will drop several feet suddenly and trigger a trap that increases the urgency for the players. With every drop, the bell lowers back into the platform. Once players choose a tribute, the platform spins the opposite direction and lowers back to the ground, the wolves are herded back into their dens, and the cage is dropped. The players have succeeded the trial and all are free to go. No one will be executed.   d Drop 1: No trap is triggered   d Drop 2: A grate holding the stones of the outer portion of the platform falls away. The stone tiles plunge into a deep pool beneath the platform. The dark shapes of a large aquatic creature can be seen darting back and forth, waiting for prey to fall into the pool. The stable portion of the platform shrinks. Players standing on the fall away portion may make a Reflex check vs DC10 to avoid falling in.   d Drop 3: Same as above   d Drop 4: The remaining portion of the platform is a metal grate with hay, twigs, and other kindling stiffed beneath it. The drop triggers a mechanism that lights the kindling. The fire slowly begins to burn hotter and creep across the platform pushing players even more to the center. Contact with the fire causes 1d6 fire damage.   d Drop 5: Players have one final chance to ring the bell as the platform drops. If they can succeed a Reflex check vs DC18, they can ring the bell and avoid immediate doom. Otherwise players that did not choose a tribute fail the trial.  

Rewards and Conclusion

 
The thundering horns blast, a great roar rises from the crowd. All stand in pure awe of the champions before them. You look to see matriarch Grata has entered the arena, as well as a team of officiants. Even from a distance, you can see the glitter of gold in their hands.   Grata calls out to you, Congratulations to you all! Despite all odds you have conquered every one of the challenges thrown at you. History will remember this day as a day of triumph, and give testimony to your might, your wit, and the depth of your hearts. Step forward, and receive your well earned marks.
  Players may then come forward and kneel as Grata adorns their forehead with a symbol of victory. As she marks their forehead with face paint, she announces a blessing over each one of them.  
Strong Champions
 
Go forward in might for the brave man shall fight and win, though dull his blade may be.
  d Bear Skin Cloak and Bracers  
Quick Champions
 
Go forward in haste for the brave man shall fight and win, though dull his blade may be.
  Each Champion can choose between:   d Sleipinir Mount w/ saddle   or   d Pair of Ring Blades  
Cunning Champions
 
Go forward with wisdom, for the brave man shall fight and win, though dull his blade may be.
  d Salvaged V.A.L.C.A.R.E Mask  
All Champions
  d Champions Medallion   d Box containing 900 gems to split between all champions.
The Holmgang Trials   There are four trials held within the arena. Each one is designed to test the limits of a certain attribute held in high regard by the Othala Tribe. The principle is that one who is able to accomplish these great feats of mind and body is also capable of righting their wrongs and has earned a second chance in society. The four trials are:   Quick (REF)   Cunning (INT)   Strong (STR)   Heart (SPR)  
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