Expanding the Northern Reaches: Wizardry of the Greycloaks and Chants of the Witches
by Marc SaindonWhile I mentioned the idea of splitting religion between priests of the Aesirs called the Godi (Clerics) and those of the Vanir called the Spa-Kona (Druids, an idea already in Gaz7 p.26, despite BECMI druids not being a proper Class like in AD&D), another split could be made with 5e magic-users: the Seithr/Seiðmaðr (divination-centric Sorcerer) and Völvo/Völva (who use Arcane magic). The Seithr would be mostly female, adjacent to the worship of the Vanir, found mostly on the isle of Kalslo among the Contrarian Clans of Ostland. Their main attribute would be Constitution, not Charisma, and much of their shamanic-like magic would require a lot of stamina as it involve dances, trances, divination and a fantasy variant of joiking (yes, the free-form singing is Sami, but this is an imaginary world, not an anthropological essay). They would likely have cats or piglets as Familiars. They otherwise play the same role than the Wise Woman optional class in Gaz7 (p.61) and are assumed to be “witches” by foreigners.
The Völvo are the standard Wizard, with the note that magic is (optionally) written is several “Arcane Languages”: standard Alphatian Arcanes (used in Glantri, Alphatia, and the majority of the Known World), Northern Reaches' Runic Script, Azcan Glyphs, Nithian Hieroglyphs, and many lesser known systems. In this optional version, a Wizard gets the opportunity to learn one free 'Arcane language' per level, provided he has put efforts in studying the magic system (it doesn't affect spell slots). You might call them “Galdr” instead of Völvos if too many car jokes bog down the game.
The Völvo's magic is written in Runes. Traditionally, runic spells are carved on staves or standing stones, and logically the bigger the spell, the larger the monument, the more guarded the monument, and the more isolated the location. Some stones might be deep under the sea, or in a dangerous tomb, or on top of a mountain where a manticore now lairs. Ostland Wizards travel a lot to gain new spells, and thus wear a the grey travel attire associated with Odin, earning them the nickname of Greycloaks (although the more modern Vestlander Wizards might call them Greybeards to note their old ways). Ostlanders might be greedy with their hard earned spells, might require favors, a traded spell, or duel over in various forms of challenges. Collecting runic is sort of 'pokémon chase' for many Greycloaks. Greycloak spells are chanted in all stentorian glory of “galdr” songs, so someone like BRIAN BLESSED wouldn't be out of place. Spellbooks are replaces by rune sticks and runes sown in the interior of one's cloak. Tattoos and scarification are also an option. Naturally, wolves, hounds, ravens are common Familiars as they are associated with Odin. Vestlander Völvos are called 'Tallow-Eaters' by their Ostlander counterparts, because their magic is learned at candlelights in books. Vestlander Wizard might be fluent in both Runic and Common Arcane systems by the second level (if you use the suggested magical language option), giving them access to more spells at an easier cost, allowing to bridge two systems of beliefs, but leaving them considered sell-outs by more purist Völvos. They are a bit more discreet, using their indoor voice more often as they study in libraries, and tend to keep calmer Familiars like owls, cats. Vestlander usually have spellbooks, but maybe some knit sweaters and scarves with runic designs as a backup.
Other magic-users might exist, like Warlocks tied in service to the Wyrd and Norns, or those who make pacts with the Troll-wife hags of Ironwood.
(art from: https://www.deviantart.com/shockwerks/art/Odin-the-Wanderer-321650550