End of the Northerners - Dungeon World (Inactive)

Game Master kdtompos

"Ragnarök is the doom of the gods, and the end of the world.
It begins with three winters of wars in Miðgarð. Then Fimbulvetr follows, the winter of winters, with bitter frosts and biting winds. Three such winters will follow with no summer between them.
Then the end will begin...."

Basic Moves


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The Exchange

I didnt mean to post that previous comment at the time, I had started the post, then fell asleep. Just realized that it posted. Im putting my complete comment in the discussion page.


I'm looking for just 1 or 2 more interested players for this game. The group has overwhelmingly decided on:

End of the Northlanders-- You are all survivors in the frozen north; an unforgiving land that walks a strange line between honor and savagery. Furthermore, it's falling apart. Before we even begin I will ask you questions about how you know that the world is ending, where the gods seem to be, and what that has done to this already brutal landscape and culture. Picture gargantuan trolls, gods in disguise, ravaging tribes, and eternal snow.
Norse flavor with emphasis on survival, brutality, and glory in a world falling apart. I will likely introduce new moves to deal with omens or oaths, and we can flavor classes in ways to make them more befitting of Scandinavian Sword and Sorcery.

-Other characters are built, but it wouldn't take long for you to catch up there (we had a long hiatus while I was busy with holiday/family stuff)
-The setting is just now being built by the other players, so there's not much to catch up on
-You get to join in on setting it up, and we're ready to roll

*Links to the game setting and more information can be found in the first post*


Looking for a fourth character if one is willing to become a Norse Legend.

You don't need to be familiar with Dungeon World as I'm happy to help you learn and spread familiarity with this system! You just need a willingness to try.


Read a bit of the gameplay thread and this looks really cool. I'd be interested. Is there any specific type of character that you're looking for?


To be honest, there's not much this game needs in the way of character balance, etc. So anything that strikes you. You can find all of the original classes here. (Click on the "Classes" tab at the top to see them).

If you have a concept in your head that you don't see represented, there's lot of ways to make it work as there are hundreds of 3rd party classes created out there. And I love reflavoring things as well.

The game has just recently began, so there's not a lot defined yet (the group has a HUGE hand in creating the world). So that means you don't have much lore to familiarize yourself with (or could play ignorant of), and you have a wide open door to shape it in ways interesting to you as well.

Let me know what you're thinking, and we can start setting stuff up in discussion whenever you feel ready to do so.


Great - I'm having dinner with my parents in a bit, but will get a basic character idea to you tonight.


I also have managed to stumble over here from DM Frogfoot's DW campaign. Were you still looking for more or are you full up?

Grand Lodge

Hi, I've been reading all about this for the last thirty minutes and it sounds like so much fun!!! I'm kinda new at this whole thing but if you don't mind and still have room I would love to be a part.


1 person marked this as a favorite.

I’ve got the beginnings of a character concept.

The Funeral

Brynjolvar Ironeyes stared at the little boat, and for a second forgot his troubles. At least he wasn’t the old fool,Bryn thought, glad that he didn’t know either man enough to be honored with carrying their boats in this cold. Or the young one. The young fool surely wouldn’t have attacked that beserkr had he not been blinded by youth’s pigheadedness, and the old fool – would he have demanded the duel if he had known it would cost him his son as well?

A gust of wind caught Bryn unprepared and his grey eyes stung, tearing up. Running his sleeve along his nose, Brynjolvar pulled his hat as far down over his brow as he could and still see, looked to his dottir. Ingrid Ironeyes seemed less like him every day, and more like her mother – a more awkward version for sure, taller and wispier than Bryn’s curvy wife, Ingrid had her father’s frame and his mother’s face, with her upturned mouth, perpetually rosy nose and cheeks (especially in this weather) and green eyes. Oh, those eyes, yet to be turned the color of Bryn’s flat grey orbs. And, the Hungry Wolf willing, the change won’t come to her.

Looking back to the smaller little boat, Brynjolvar recalled the looks Ingrid had exchanged with the now dead boy over the last few days, furtive glances that colored her cheeks more than usual, and Bryn had a fleeting thought, one he wasn’t proud of. That boy could have been Ingrid’s husband one day, had he not been so foolish. And what if he’d never gained wisdom? It is a good thing he’s dead.

Bryn slipped a little on a slick patch, and looked down to his boots, suddenly self-conscious of those boots; their mink fur lining, the new, hardly worn soles. They were the boots of someone who had lived in the relative comfort of civilization, the boots of someone who had lived in Landstardt, or somewhere even further south. It wasn’t that Bryn was soft, grown complacent by comfort. He and his family had never been soft. But the boots made him – and Ingrid – a mark, and there were plenty of hard men and women around. Looking to the beserkr that had killed the young fool and the old fool, Bryn decided they should be friends.

-----------------------------------------

Bryn and his daughter Ingrid are the last of the Ironeye clan, a family known in certain circles in Landstardt, the last city of any real size before one hits the true north in which Bryn now travels. The Ironeyes had long been involved in the criminal underworld of Landstardt, where they served a powerful thief’s guild as information brokers. It was well known that when you wanted a secret, you came to the Ironeyes – they family saw everything.
Bryn, for his part, ran a small shop that worked as a fencing operation for the guild’s stolen goods. Being the youngest child of five brothers, he was afforded more freedom to be less involved in the family business, and although he had the same secret as the rest of the Ironeyes (see below), he was left more or less to his own devices, a minor part of the clan’s operations.

The rest of Bryn’s family – his father, his mother, his four brothers and their wives and children, were killed in one night, separate fires consuming their homes, with the families in them. That night, while the fires consumed his family, Bryn and Ingrid were at a sled race, and came home to find their shop, and their apartment above it in flames as well, and after visiting the burning husks of his family homes, Bryn and Ingrid grabbed some money from a stash Bryn’s father had set up and headed out of town.

Bryn, having been isolated from a lot of the Ironeye business, doesn’t know who killed his family or why, but he knows he couldn’t stay in Landstardt. Now, he looks to his daughter with great concern, for he must raise Ingrid to be a great woman, one who will marry a man who will take the Ironeye name, and if Bryn has any say in things, they will grow the Ironeye clan into a great clan again. Bryn will also do his part to reclaim the greatness of the Ironeye name, though he’s not sure how yet. The means are less important than the end goal, in his eyes.

The secret: The Ironeyes (Bryn included) are shifters, able to take the forms of animals. Using the forms of animals, they’ve been able to for generations slip in and out of pretty much anywhere they want to go, and listen in on many conversations. That, and more mundane means such as bribery and blackmail, have allowed the Ironeyes to set up a large spying and information network throughout Landstardt. The change comes along in young adulthood, and the eyes of those affected turn a slate grey, the color of a winter’s sky. Ingrid has yet to undergo the change, and Bryn hopes she doesn’t.

I think that mechanically I’d like to make Bryn a druid/thief hybrid, but I haven’t looked over a lot of the rules yet. He could also just be a really good thief if that is too fantastic.

Also, Bryn’s wife, Isolde, died a few years back, of a mundane sickness. Bryn is still grieving, if he gives himself enough time to think about it.


Sure, we'll cut it off here as it pushes us up to 6 which is pretty full, assuming you all want in still. Tomorrow I'll really get to read through Fighting Chickens concept. And we may be able to set up a type of thief/Druid hybrid.


Considering the 'silent gods' bit, would a Priest from the Alternate Playbooks be possible? The starting moves are listed below. Invocation has some open-ended effects, but the GM does specify how the blessing happens.

Invocation:

When you call out for your deity's aid in a time of need, choose a Blessing and roll +WIS. On a 10+, your deity will intervene on your behalf - the GM will tell you how. On a 7-9, your deity will grant your Blessing, but you will also need to choose a Requirement.

Blessing
•Your invocation manipulates the realm your deity Controls.
•Your invocation commands something your deity Represents.
•Your invocation bolsters your deity's Worshippers.
•Your invocation rebukes your deity's Enemies.

Requirement
•Your invocation is obvious and immediate, drawing attention to you.
•The intervention is subtle or takes a while to manifest.
•Your deity demands something in return. The GM will tell you what.
•The divine experience leaves you dizzy with euphoria (or terror). You take -1 ongoing to Invoke until you have time to pray quietly for a while.

Divine Ward:

When you call upon your deity for protection for yourself or an ally, roll +WIS. On a 10+, grant two of the following effects to the subject of your prayers. On a 7-9, grant one, and your prayers draw unwanted attention.
•Heal 1d8 damage
•Take +2 Armor forward
•Take +1 forward to Defy Danger
•An approaching enemy is driven back.

Lead the Flock:

When you preach to a mob, roll +CHA. On a 10+, hold 3. On a 7-9, hold 1. On a miss, the mob turns on you. Spend your hold 1-for-1 on the following:
•bring people forward and deliver them to you.
•bring forward all their precious things.
•unite and fight for you.
•fall into a frenzy of emotion: joy, sorrow, or rage, as you choose.
•go quietly back to their lives.

Grand Lodge

I was wondering if I could be a sorcerer but with a slightly changed bloodline. It would be kinda like celestial but have spirits instead. Something like...
Ever since I can remember I have had a special connection to the spirits around me. I would often see things that no one else seemed to notice. Some spirits are helpful some are not but most just ignore me.
As she levels up the power gets stronger and she can connect more fully to the spirits around her. There are just a few things I would want to tweak if that was okay.
Like instead of heavenly fire something called like spiritual fire where it does pretty much the same thing I can just decide wether it heals or hurts. Just wanted your thoughts.


I'll address your guys' questions in the Discussions tab, if you'll jump over there. That way we don't keep bumping this thread and can let it fade to the back pages again now that we're full up.

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