North of the Wind (Inactive)

Game Master dien

Ulfens and tigers and bears, oh my. Except no tigers.

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Listen!
We have heard of the heroes of our line,
Of the princes of our people,
Who long ago won glory by their mighty deeds...

The skalds of the Lands of the Linnorm Kings tell many tales of heroism... Sagas of the sons and daughters of the proud Ulfen people. Will you be among them?

"To Survive the Snows" is a homebrew campaign seeking Ulfen heroes, set in the far north of Golarion, revolving around events happening in a relatively small coastal town called Hofn.

As a GM, I am looking for players strongly interested in roleplay. I hope to run this as a cinematic, rules-light game that feels like a story, and not just a game; where the players will have a sense of the struggles and challenges their characters face, and where victories will feel hard-earned and worthwhile. That doesn't mean I simply intend to throw high-CR monsters at the PCs... rather that I want this to be more emotionally engaging than just a series of combats. I am looking for players who can RP, not just with the GM, but with each other. The campaign will probably be on the low-magic and low-loot side of things.

General Campaign Rules

-Maps will be handled via Google Drawings.

-A posting rate of 1/day is ideal. If you have gone more than 48 hours without posting, your character will be GMPCed as needed.

Setting details

This is taking place in Golarion, but in a relatively small section of Golarion, and characters should be native to the region. While the rest of the world is out there-- somewhere-- probably-- it has little to no direct bearing on the lives of your characters. In the local region, a few things are different from 'normal' Golarion:

-Elves are considered mysterious and otherworldly creatures, more like 'spirits' than flesh and blood. They're regarded as mostly benevolent, but fickle; to be treated with respect and deference lest they be offended

-Dwarves are also considered somewhat otherworldly, though more relateable than elves. There is more contact between the dwarves and the humans, and a good deal of trade. Human children are sometimes fostered among the dwarves, and vice versa. Still, a dwarf is not a 'human', and not really a 'person' in the same way that humans think of each other. They are to be placated and treated politely, and you would certainly offer one the food of your hearth if they came calling, but an Ulfen in this setting would consider it strange and disrespectful to call a dwarf their personal 'friend'

-The primary gods worshiped in the region are aspects or variations of the 'real' gods of Golarion (but would be familiar to Norse mythology fans). Tor is a god of battle (called Gorum in the rest of the world); Odyn is a god known in other lands as Nethys, etc. If you want to play a divine character, pick a god from the traditional Norse pantheon, and suggest their Golarion analog for domains. If you can't find an existing Golarion god to be a match, tell me the Norse god you're thinking of and we can pick reasonable domains for them.

-There are three primary social castes in the local culture: thrall, karl, and jarl. You will take one of these castes as a campaign trait; see below for more details.

Character creation rules

-Characters start at level 1. I'll accept submissions for any Paizo-published finalized, existing class (none of the new ACG classes, in other words) and archetype, but common sense applies: a gunslinger is not something that makes sense in this setting, etc.

-Available races: Human, half-elf, dwarf, half-orc. I encourage human submissions primarily. The other three races will have cultural baggage. However, I don't want to stifle all variety, so I'm leaving those options open.

If you want to play a half-elf:
Half-elves occupy an interesting position in this Ulfen culture. They are products of human-and-elf unions that occur at one specific time of year, when the elves and the humans meet for a festival, and they are always born to a human mother, and raised in the human culture. They are regarded as 'good luck' tokens, somewhat blessed, a symbol that their mother had the favor of the fey. Many of them display a talent for magic. However, there are high expectations placed on them to bring 'good luck', and, should the village experience bad luck... they're often the first to be blamed, as well. Many half-elves wrestle with being seen for their blood rather than who they personally are, and also wrestle with some personal anguish as they inevitably outlive their immediate, human family. Some half-elves leave to try and make contact with their elven relations. It's unknown whether any of them have ever successfully done so.

If you want to play a dwarf:
You have two options as a dwarf: one is to be an outsider to the human culture, visiting the village at the start of the campaign; the other is to be a fosterling. As a fosterling, you would have left your own home at a young age (about ten years old, in human terms, although that is twenty-five chronological years), and been taken in by a human family in the village, with the understanding you would stay there for the next ten years as well (until your mid 'teens'). The purpose of this fostering is to create a segment of dwarves who understand the human culture and can be trade liasions and diplomats.

For a 'native' dwarf: In their own right, the dwarves find the humans mystifying and strange: flighty and short-lived creatures, prone to whimsy, primitive, poorly educated, and a little bit stupid in that they choose to live on the freezing surface of the earth. However, human trade provides valuable goods such as meat and seafood, and humans breed like the devil's own business, so it's good to keep up amicable relationships. The dwarves regard humans with some patronizing condescension, and feel that they must offer a 'good example' to the unfortunate humans, and maybe lift them out of their shabby lot in life.

If you want to play a half-orc:
You are almost certainly the product of rape, unfortunately. Orcs raid the human villages from their mountain strongholds and from their ships, and they take away many as slaves, never to be seen again. They also rape humans of both sexes, though only women have to live with the consequence of unwanted pregnancy. Few of these unfortunate children are actually born, and of those, fewer still see adulthood. A mother who kills her half-breed child is largely considered to be doing the 'respectable' thing. Those few who do survive, whether due to a mother's soft-heartedness or some other reason, face a good deal of stigma growing up, and are pushed, by default, into the 'thrall' caste. The thrall trait is almost a guarantee if you wish to play a half-orc, but if you have a great backstory reason for why you're treated as a regular citizen, I may permit 'karl' instead.

-Stats will be generated by rolling. You will roll 2d6+6, six times, and arrange the stats as you please, before racial modifications.

-Starting Gold: Average for your class. Additionally, if you have a rank in one of the following skills (Craft (Any), Sleight of Hand, Perform (Any), Profession (Any)), you may make a single skill check with your application. The result of the check will be bonus gold you can add to your starting amount.

-Traits You take one of the campaign 'traits' as described below; you may pick one additional trait besides that. No drawbacks.

Thrall:
Thrall: You are a slave, basically-- or at the least, a second-class citizen. You may have been taken as spoils of war in a raid on another village, or you may have been born a thrall to thrall parents, or you may have been made a thrall due to inability to pay off a debt, or as sentence for a crime, or... The long and short of it is that you are not a free citizen: you are obliged to obey the commands of your master, and are expected, in a general fashion, to do as told when given orders by any free person. (However, you are paid for your labor (even if less than a free citizen makes), and it is possible to buy your freedom, or to win it in a deed of daring...) There is some limited legal recourse in case you are being horribly mistreated by your master.

A lifetime of labor as a thrall has made you hardy and rugged, able to weather whatever life throws at you. You gain a +1 trait bonus to all saving throws, and you also gain one free skill point per level to be placed into a Craft or Profession skill.

Karl:
Karl: You are a free man/woman! Though you still have to work for a living, unlike the jarls, you have control over your own destiny and may choose to what jarl you swear your oaths of support and loyalty. Your life is not easy, but you walk with your head as high as any, and know that you have as much right as any other to stand before the gods when you die and to be judged on an honorable life.

Once per day, you may re-roll a failed saving throw. You must use the second result, even if it is worse. You also gain one free skill point per level to be placed into a Craft or Profession skill.

Jarl:
Jarl: Where other people must slave and labor, you are of better stock: your family commands respect, power, and wealth. They own many cows and sheep (tended by thralls and karls, of course), and their longhouses are the envy of lesser men. You dress in silk brought at great cost from long trading voyages; you wear gold and silver jewelry, and you are always well-fed, and your opinions listened to.

You start play with an extra 500 GP, and you gain a +1 trait bonus on checks made to influence the attitude of other Ulfens.

-Languages: Nobody speaks Taldane (Common) as a default, but everybody speaks Skald instead, which is the primary language of the region.

-Alignment: I really hate people playing Stupid Evil. Apply with an evil character if you like, just please don't be that person intentionally screwing over the party in pointless fashion and then going 'but it's my alignment!' Same thing applies for Chaotic Neutral.

-Your application MUST INCLUDE: At least one separate, whole paragraph each for backstory, appearance, and personality. Build is great, but this right here is what I decide players based on. This is, obviously, essentially a VIKINGS!!! campaign... so if you're applying with barbarian or fighter Leif Vikkson #205, this is the area where you can show where you are more than just a beard and an axe, but an interesting character.

I look super-favorably on people doing some reading into actual 'Viking' culture to get an idea of the sort of things that your character's life entails... even if Viking is kind of a misnomer. I'm trying to do my own reading on it as a GM (though please don't expect total historical accuracy from me, as this is a) a hobby, and b) fantasy). While the Ulfen society is nominally patriarchal, female characters are just as welcome as males for purposes of creating ass-kicking, raging, smirking, beer-swilling berserkers, as well as any other class you might like to play.

The campaign is not going to go forever-- it'll cover a few level-ups, most likely; I anticipate perhaps six months real-time, but nothing is set in stone.

I think that's everything. Applications and questions: go.

Applications will close Friday the 25th, unless I choose to extend it.


Thrymr has heard your words... and will weigh them before casting my runes.

Note: character profile is his previous incarnation. He'll be taken back into the shop and re-wired before being ready for review

Rolls:
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 6) + 6 = 18

Statline: 18, 16, 15, 14, 13, 8 - will order once I figure out what class to be.


Well the rumination was quick - I'll be putting forward the following:
Order of the Hammer (Harrow Handbook) Cavalier with the Huntmaster archetype (Animal Archive)


Highly interested! I'm in a campaign in Ulfen lands, but I play a foreigner. Been really wanting to dig deeper in. RP heavy games are my favorites. I'm put of town visiting a buddy but I'll get my full submission up soon.


May as well roll to get the mind sparking.

2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11

Hot damn! I've got some spicy ideas ...


Let the runes be cast!
I will ask the gods for some inspiration!
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 3) + 6 = 15
17,16,15,15,12,11
Well at the moment the runes are undecided if I walk the way of the witch, the druid or the oracle.


I can't resist it ...definitely a rogue.


2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 2) + 6 = 11

Cool, I can roll with this.

I'll go for an arcane class, probably witch or sorcerer. Can I use a wordcasting variant? I've read through it in UM and it's the ancient form of modern spells. If not, that's fine as well.

Grand Lodge

Stats: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stats: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stats: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stats: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stats: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stats: 2d6 + 6 ⇒ (6, 4) + 6 = 16

Not bad. i am thinking a 1/2 elven Oracle of winter :)

DM: Only 6 month of game time? really??


Glad to see there's some interest! And lots of very heroic stats, too.

@ DFang: Hmm, I'm not terribly familiar with the wordcasting rules. I'm looking them over right now-- the concept sounds cool, I'm just not sure how much work they'd be to learn as a GM. I'll give you a definite answer tomorr... er, later today.

@ Algar: Eh, like I said, not set in stone. If we get to the end of the initial story arc I have planned and people are still really engaged, it could go longer. PBP is a flexible beast, after all.


2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14

Averages across the board. Huh.

No idea what that looks like. Possibly a monk or paladin, one of those MAD classes... Hmm. I'll let it stew and see what I can think up. =)


I too shall cast the runes and see what they portend...

2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (2, 6) + 6 = 14

15, 14, 12, 10, 9, 8. Ouch. I'm not sure what I can do with this, if anything--an 11 point-buy? Maybe be a town layabout, but that's about it.


dice: 2d6 + 6 ⇒ (5, 3) + 6 = 14
dice: 2d6 + 6 ⇒ (4, 5) + 6 = 15
dice: 2d6 + 6 ⇒ (3, 1) + 6 = 10
dice: 2d6 + 6 ⇒ (5, 1) + 6 = 12
dice: 2d6 + 6 ⇒ (4, 1) + 6 = 11
dice: 2d6 + 6 ⇒ (1, 1) + 6 = 8

13 points, not much better.


I'm definitely interested, but I'm going on vacation soon and won't be back until the middle of next week. When would the game start up?

dice: 2d6 + 6 ⇒ (5, 1) + 6 = 12
dice: 2d6 + 6 ⇒ (1, 1) + 6 = 8
dice: 2d6 + 6 ⇒ (2, 3) + 6 = 11
dice: 2d6 + 6 ⇒ (1, 1) + 6 = 8
dice: 2d6 + 6 ⇒ (4, 6) + 6 = 16
dice: 2d6 + 6 ⇒ (1, 3) + 6 = 10

The Exchange

Cool, I've just finished GMing this sort of game. I used the second edition Vikings book from TSR to help with backgrounds and I only allowed two non humans and two spellcasters. Definitely interested, so lets see what the dice say.

2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14

They look good. Will get back to you, Fendrith.

Cheers


Dotting for interest. Submission soon.

Stats: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Stats: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Stats: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Stats: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stats: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stats: 2d6 + 6 ⇒ (3, 1) + 6 = 10


This seems like a suitable avatar. Will come back to this later tonight. Still deciding a class. How do you feel about kobold's spell-less ranger?


A friend and I may well be interested, depending on how many people you allow. I'll have to check with them, but dotting for interest for now!

dice:
Stats: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Stats: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Stats: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stats: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Stats: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Stats: 2d6 + 6 ⇒ (1, 2) + 6 = 9


Building a little more onto the shell, gives me a rough framework to drape the later details onto.

Crunch:
Str: 18, Dex: 8, Con: 16+2, Int: 13, Wis: 14, Cha: 15
Feats: Rugged Northerner, Power Attack
Skills: Climb, Handle Animal, Intimidate, Perception, Profession (Farmer), Sense Motive, Survival
Traits: Thrall, Orphaned

Fluff:
Dog is a Karelian Bear Dog (Bjornhund)
Weapon of choice is a cutter mattock, backup weapon is a boar spear
Armor is Hide

GM Dien - if I start as a thrall, do I assume that he's beholded to the jarl of the village?


I am interested! Let's roll and see what shakes out...

Dice Rolls...:

Stats: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stats: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stats: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stats: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Stats: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stats: 2d6 + 6 ⇒ (3, 2) + 6 = 11

EDIT: Well, that sucks: 13, 13, 11, 11, 11, 9.

Equivalent to 8-point buy.

I'll need to think about this.


So I'm thinking half-orc barbarian (scarred rager). This is what I've got so far.

backstory:
Farald Faraldsson was trudging home through a rapidly darkening forest after a long day felling trees when he heard the wail of a child in distress. Following the sounds, he found a young boy cornered by a wolf. Faraldsson leapt to the child’s defense and chased away the beast with his axe. Even in the dim light, the woodcutter could see that the boy was grievously wounded - the wolf had cut deep gashes in his face and savaged his right leg.

Faraldsson gathered up the child and hurried home to the cabin he shared with his wife on the outskirts of Hofn. It was only by the light of the hearth-fire that they discovered that the foundling was half orc, most probably abandoned by a birth mother who could not bear the burden. Faraldsson and his wife were were shocked, but decided to tend to the child; it seemed doubly cruel to save the boy only to cast it out again. Besides, with the injuries he had sustained, he might not survive the night.

But life’s spark burned hotly in the boy; he lived on despite the wolf’s mauling. Faraldsson and his wife had dearly wanted a child, had prayed for one - perhaps this little half-breed was their answer from the gods. Despite the scandal their actions would inevitably cause, they adopted the child and named him Vimir


Submitting Ragnar Eskildson

Attributes:

2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (3, 6) + 6 = 15

I'll be building him from now, but my initial thought was to have an eidolon resembling a Linnorm.

OBS: I've been told summoners are OP - I don't really much care for the build, so long as I have a Linnorm. If the build is too powerful, feel free to tell me to nerf it somehow.


This seems really interesting. Let's see how it goes:

Dice Rolls:

Roll 1: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Roll 2: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Roll 3: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Roll 4: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Roll 5: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Roll 6: 2d6 + 6 ⇒ (6, 5) + 6 = 17

I'm thinking I'll probably go with dwarf barbarian.


Love the Viking culture. I am thinking a priest that follows the path of Wayland. Wayland was a smith whose skill and knowledge grew to rival the dwarves with predictable norse results for his love life, sanity and freedom. Hijacking some of his story as a way to spread it. Odyn\Nethys as his patron. I am thinking Magic and Destruction.

It is said that Orald heard the voices of the gods, that Odin or perhaps Loki whispered secrets in his ear. He learned to smelt iron from peat and forge steel from iron. His knowledge of runes allows him to bind the spirits of fire and ice to his creations. His name spread as his knowledge grew. however his pride grew beyond proportion. He was lured to a neighboring Jarl's household by the promise of betrothal to the Jarl's comely daughter, but was instead drugged, hamstrung and chained to an anvil. He was forced to live in thrall to lesser men, all the time he plotted bloody revenge.

2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (2, 1) + 6 = 9

hmm well that is crap... not sure how to make much of a functional character out of that.


2d6 + 6 ⇒ (4, 6) + 6 = 162d6 + 6 ⇒ (6, 1) + 6 = 132d6 + 6 ⇒ (1, 4) + 6 = 112d6 + 6 ⇒ (2, 4) + 6 = 122d6 + 6 ⇒ (2, 3) + 6 = 112d6 + 6 ⇒ (2, 4) + 6 = 12

Background:
"My name is Halla. They call me Halla Ingendóttir, daughter of nobody. My mother was a thrall and had no husband. When her belly swelled, no man stepped forward to claim me. I suppose he was a traveler, a guest at my master's stead or a wandering ruffian, who had his pleasure and was gone long before he could have known he had left a seed behind. My mother never told me. She never told me anything."

"They say I was born dead, came out with the cord wrapped around my neck like a noose around a hanged man's throat. Many of the women said it was as well, being the daughter of no one as I was and the dark hair on my head marking me as of impure provenance; the fates meant ill for me, and they might as well claim me sooner than later. But one old midwife untangled me, took me outside and plunged me into the snow, rubbing off the blood and afterbirth with handfuls of ice. The cold of the land was stronger than the cold of the grave, and I cried out. Then she took me inside and wrapped me in cloth and gave me to my mother. It wasn't until after I was washed in snow and had taken my first breath that they saw the purple mark on my shoulder...."

Only a few generations ago, Ulfen longboats regularly plundered the Southern lands, taking treasure, supplies -- and slaves. Today, except for the raiders of Broken Bay, the Linnorm Kingdoms present a more civilized face to their southern neighbors, but the populace is still laced with those whose coloring and features betray the ancestry of other peoples and tribes.

Among these is Halla Ingendóttir: although born in the north, her dark hair and pale olive tint to her skin mark her as a child of thralls and not a pure-blooded Ulfen, but her difference is far more than physical. Since before she formed conscious memories, she has been haunted by dreams, of laughter and dances, swirling scarves of bright colors, and voices speaking a language she's never heard but understands just the same. She has come to known one voice above all others over the years of her life: a woman named Maeve. She was an ever-present playmate and guardian, expecially after her mother fell through thin ice one late spring and was drowned in the pond. Maeve taught her songs and steps of dances she could barely perform in her heavy cloth boots. The other thralls thought she was fey-touched or bewitched and kept their children away, but as long as she had Maeve for company she didn't care.

By the time she had lived through fifteen winters, she was judged strong enough to work in the fields during the short growing season, and her time for songs and dances was over. The master of the farmstead pushed the thralls to plant as soon as the frozen ground would not break the plow and to harvest through every hour of daylight before the frost returned and robbed him of his investment. When she sleeps, she is too tired to dream.

Mechanics:
Halla is a Possessed Oracle with the Ancestor mystery. Her possession dates from her revival by the midwife; the spirit of her ancestor, a Varisian woman abducted into thralldom by Ulfen raiders, took the opportunity to return to the world of the living at that moment between death and life. As such, I chose Varisian as her Tongues curse language in place of the standard list.

Her high roll will go to Charisma, of course; the rest are so alike it hardly matters where they end up. Skill ranks are still very much in flux. Oracles aren't terribly skillsy, especially ones with 11 Int, so I'd likely just see about filling in anything missing in the party in the way of Knowledge or face skills. Knowledge skills I will fluff as Maeve informing her of things Halla herself has never been taught and has no way to know.

Physical Description:
Halla is somewhat slight for an Ulfen, although she would be considered rather tall among most other peoples of the Inner Sea. The past few years of field labor have lent her strength and left her hands calloused. In her native land, her most striking feature is her black hair that earned her the nickname Lilleravn ("Little Raven"), which she dislikes intensely. It also means that she stands little chance of blending into a crowd, so her natural comportment is not to cringe but to stride with her head high and her eyes challenging, as if daring someone to question whether she belongs. Her habitual expression is one of distance and wariness; no telltale creases around her mouth or eyes suggest that smiling or laughing is a common occurrence with her. When Maeve is in charge, her face and expressions grow more animated, and her eyes flash with energy. A birthmark on her left shoulder is a purple mark in the shape of a butterfly; it manifested when she was revived as an infant and the spirit of her ancestor Maeve, a Varisian follower of Desna, was reborn in her. She is unaware of the religious significance of the mark.

Personality:
Halla has two separate personalities. The Ulfen Halla Ingedatter is cool and stoic, like the land itself. She accepts pain and hardship as simply part of the landscape, something to be accepted and inadmissible of memory, like the late frost that kills the crop. Maeve, the spirit of her Varisian ancestor, is fiery and passionate, quick to both laughter and anger. Both personalities share a deep resilience and sense of self, a refusal to be cowed that is the core of their connection.

Enjoying, as she has, the constant company of Maeve, Halla has never formed a true friendship with a living being. While she has considerable force of personality, she hasn't learned how to channel that into a mode that pleases others. She is blunt in speech and distant in manner, in a way that makes it difficult for her to relate to others in a comradely manner. Maeve always knows what Halla is feeling without being told so she has no experience in communicating emotionally with words.

Halla is stoic, and Maeve is stubborn. Both see revealing vulnerability or asking for help as a weakness. She is slow to trust and slower to accept the charity of others.

That same stubbornness, however, gives her resilience and determination. She will not give up on a goal, no matter how many obstacles interpose themselves; she will pick herself up, find another way around, and keep going.

In Maeve's spirit burns a passion for the underdog. While Halla might be inclined to keep walking past an injustice and avoid getting involved, Maeve will not let her rest about it. As such, she is likely to act compassionately, albeit somewhat coldly and reluctantly. When Maeve is more in control, as in combat, she is more likely to take risks to help others.


Zack Muad'Dweeb wrote:
So I'm thinking half-orc barbarian (scarred rager). This is what I've got so far.

Background:
Farald Faraldsson was trudging home through a rapidly darkening forest after a long day felling trees when he heard the wail of a child in distress. Following the sounds, he found a young boy cornered by a wolf. Faraldsson leapt to the child’s defense and chased away the beast with his axe. Even in the dim light, the woodcutter could see that the boy was grievously wounded - the wolf had cut deep gashes in his face and savaged his right leg.

Faraldsson gathered up the child and hurried home to the cabin he shared with his wife on the outskirts of Hofn. It was only by the light of the hearth-fire that they discovered that the foundling was half orc, most probably abandoned by a birth mother who could not bear the stigma of such a child. Faraldsson and his wife were were shocked, but decided to tend to the child; it seemed doubly cruel to save the boy only to cast him out again. Besides, with the injuries he had sustained, he might not survive the night.

But life’s spark burned hotly in the boy; he lived on despite the wolf’s mauling. Faraldsson and his wife had dearly wanted a child, had prayed for one - perhaps this little half-breed was their answer from the gods. Despite the scandal, they adopted the child and named him Vimir.

Appearance:
The wolf’s attack did not claim Vimir, but it has marked him for life. His face is criss-crossed with scars which give him a permanent half-scowl and he walks with limp, which inspired the epithet “Break-Leg.” Still, Vimir has grown into a tall, rangy youth and working with his father as a woodcutter and carpenter has given him impressive physical strength. His arms and shoulders are powerfully built from hauling lumber and swinging axes and mauls.


So I will build a cleric of Thor. I'm thinking of strength and glory as the domains, although I may look at the subdomains for that.

How does earthbreaker sound for his favored weapon? Sort of like a greathammer.

Also I'd like to take the Jarl trait, but have my PC as the son of a hersir. Hersir were the chosen warriors of the highest nobility, almost equivalent of Jarl in rank if you agree. I believe that is Queen Elvanna but let me know if that all fits. Then I can decide equipment and gear.

Eirik will be looking to make a name for himself and find a suitable weapon to match his ambitions to outdo his father.

How does that sound?


Oh and apologies for calling you Fendrith, GMDien. Not sure where that came from. I don't usually do that.

Cheers

Silver Crusade

How do you roll dice on the messageboards?


Answering some specific questions (if you asked me something and I don't address it below, I probably missed it, so nudge me):

@ DFang

After consideration, I'm going to say no on the wordcaster thing. I'd rather focus on the story I'm telling than on making sure I'm GMing a new-to-me magic system correctly.

@ Fair Tuon Clawed

For simplicity's sake, I'm going to say no. Nothing's wrong with that class, but I said Paizo-only, and if I start making exceptions I'll be stuck having to check every 3rd party thing anyone wants to bring.

@ Thrymr Níðingr

You could be owned by any of the well-to-do townspeople (there's several families, at least, that count as rich and powerful enough to be 'jarls'), but yes, you may certainly be the thrall of the goði/town's chieftain.

@ Ragnar Eskildson

Summoners CAN be kinda OP, but they can also be really cool conceptually. I'd like to see the guy with the Linnorm, so rock it on out.

@ Eirik of Haegeld/French Wolf

Yep, that backstory is fine. I'd allow earthbreaker as his favored weapon.

@ Jon

Look in the 'how to format your text' box that appears just below your reply box.

General stuff:

Wow, glad to see so many interested parties. I must say, the stat variation is crazy-- I like the 2d6+6 method because it usually results in fairly balanced, middle-of-the-road stats.... yet we have everything from Haladir and Doomguide's 8-pt buys (ouch) to several 40-point buys (!). Ya, rly.

I'm not going to make any changes to the stat generation method as that would be penalizing people who rolled super-well, but I will say that if you're still interested in the game despite winding up with a woefully low stat spread, then you're probably the sort of person that I'm interested in having as a player, because that does show me you want to play your character, and not awesome stats.

Later tonight I will probably put up a summary of the applications I have received so far.


I have a concept in my mind of a witch woman working as a thrall in the outscirts as a midwive.


Background:
"Little" Dagrun was always a bit different. Of slighter stature than most of his peers, he was further distinguished by his enormous appetite for knowledge and voracious reading. Preferring his books to physical activities, he nonetheless applied himself as best he could to the lessons taught by his father, Torgi the Blue, a warrior of no small renown. Dagrun's relatively small stature, however, left him with less aptitude than either of his brothers when it came to heavy weapons and armor, even though he was quicker and more coordinated than either of them.

Recognizing that his youngest son would not be a warrior in the traditional sense of their people, Torgi helped the lad learn to play to his strengths, focusing on light melee weapons that were better suited to Dagrun's agility, and spending a fair amount of time on archery. In defiance of the prevailing social customs, he also made sure the boy received a solid education. There were books about social and military history, mathematics and engineering, and the composition of the natural world, and discussions with some of the more learned people of the region to answer any questions that the books (and Torgi) could not.

The boy took to all of this quickly, developing a fighting style that involved techniques, such as disarming foes, or tripping them, rather than just trying to deal as much damage as possible. He would also talk over dinner of battles and strategies, fortifications, siege warfare, leadership styles of past battle-leaders, and defensive habits of certain animals and how those habits might be applied to war.

His size, using a "child's weapons", and spending a lot of time reading gave Dagrun the social equivalent of the plague, however, and he was alone every moment that he wasn't being picked on. Though he was generally a good-natured sort, the brighter bullies left him alone when they realized that they were intellectually outclassed, for fear (which Dagrun encouraged) that he might plot some sort of intricate revenge that they'd never see coming until it was too late.

As a man, "Little" Dagrun (the name stuck, as in his full growth he is still smaller than most of his peers) does all he can to show that knowledge and fighting don't need to mutually exclude one another, and while his methods have not caught on within his society as a whole, he has the respect of his friends and family, and that is enough for him.

Appearance:
"Little" Dagrun stands 5'8" tall, and weighs 165 lbs, with the lean build of a distance runner. He has shoulder-length, unkempt blond hair, and clear blue eyes. His clothes are often rumpled, and he is usually in need of a shave. He is frequently covered in wood shavings from time spent working on his various "devices", and he usually has ink stains on his fingers, as well. He will often be found staring off into space, chewing on his lower lip as he considers some point of historical lore...

Personality:
Dagrun is a polite, intelligent young man, with the slight social awkwardness of someone who prefers books to people. Despite this, he is friendly in his own way, and fiercely loyal to his friends and family. He is driven by the desire to learn and experience things, and to apply whatever he learns to a better understanding of combat and warfare, for the protection of his people. He can be sarcastic, but some of the sting is taken out by the realization that he fully expects to get as good as he gives. He is single, and the thought of relationships both appeals to him and terrifies him, because as much as he'd like a woman, he isn't sure he'll find one who can be understanding of the fact that she'll often come in second to his desire to know things...

Crunch:

Lore Warden Fighter 1
Init +3; Perception +2
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 Armor, +3 Dex, +1 Dodge)
HP 11 (1d10+1)
Fort +3, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +4 (1d6+1/18-20 x2)
Melee Dagger +4 (1d4+1/19-20 x2)
Ranged Longbow +4 (1d8/x3, 100 ft.)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 18, Wis 13, Cha 10
BAB +1; CMB +2; CMD 15 (+1 against trip/disarm)
Feats Weapon Finesse, Dodge, Iron Will
Skills Craft: (Siege Engines) +9, Intimidate +8, Kn. (History) +8, Kn. (Engineering) +8, Kn. (Nature) +8, Perception +2, Swim +5, UMD +5
Languages Common

Gear Rapier, Dagger, Studded Leather
--------------------
Special Abilities
--------------------
Armor and Shield Proficiency: Light

Weapon Proficiency: Proficient with all simple and martial weapons
-------------------
Traits/Racial Features
-------------------
(Magic) Dangerously Curious - +1 to UMD checks, and it becomes a class skill.

(Social) Bruising Intellect - May use Intelligence modifier in place of Charisma modifier for Intimidate checks.

Silver Crusade

2d6 + 6 ⇒ (5, 2) + 6 = 132d6 + 6 ⇒ (1, 4) + 6 = 112d6 + 6 ⇒ (4, 2) + 6 = 122d6 + 6 ⇒ (5, 5) + 6 = 162d6 + 6 ⇒ (1, 6) + 6 = 132d6 + 6 ⇒ (3, 6) + 6 = 15

Background:

Spoiler:
Siegmund was raised on the outskirts of town by the village furrier Uther. Siegmund's earliest memories are of Uther warning him of the dangers the town presented, and making him swear never to venture there. As he grew up Uther taught him the ways of the woods, where to hunt, what to eat, how to trap, and how to track.
As Siegmund grew Uther became frail and during the past winter Uther took ill and became bed-ridden. Siegmund tried to care for Uther as best he could, but the winter especially harsh and food was hard to come by. Realizing that Uther would die without food and the herbs necessary to treat his illness Siegmund decided to travel into the town to seek help. He decided to enter the town under the cover of darkness, grab what he needed, and beat a hasty retreat back to Uther's cabin partly because he didn't want to leave Uther unattended for too long and partly because he was terrified of the horrible people who lived there and the awful things Uther had said they would do to Siegmund.
As he entered the town he saw a small shop with different birds and other small game hanging from the ceiling. Siegmund broke down the door and stuffed his pack with as many animals as he could carry. As he exited the building two guards saw him. He attempted to flee as they shouted and drew swords, but the commotion had awoken several of the villagers and drawn other guards to the scene. He tried to fight back against the mob as they shouted things like, "Kill the mutt!" and "Where'd that monster come from?" The fight was brief, but violent and by the end Siegmund was unconscious and stuck in the stockades.
The next morning he pleaded with his captors to go talk to Uther and ask him whether he knew Siegmund. A guard went to seek out Uther and found that he had passed in the night. He relayed the news to Siegmund, who was devastated. Later Siegmund found that he was to be presented to the Jarl as a thrall. Hearing what had happened, the Jarl took some pity on Siegmund and sent him to serve where he was best equipped to serve, under the Jarl's Huntsman.

Appearance:

Spoiler:
Siegmund is a half-orc and while this revelation is new to him, it is fairly obvious to anyone who sees him. His skin is darker than than a typical human's, but doesn't have the green hue of an orc's. His tusks are fairly prominent, as are his pointed ears, jutting jaw, and protruding brow. His hair is shaggy and unkempt and he has a short beard. Only sixteen he still has a lankiness about him, but his body is fit due to him spending much of his time hunting, fishing, trapping, and marching around the woods.


This is Helikon.
Runa is a thrall to the village cleric, working as his serving girl and also doubeling as a midwive. Orphaned after an orc raid, she has been blessed, or cursed by the ancestors.
Crunch human female witch.
Paizo won´t let me change picture, but will add backstory and more tomorrow!

Silver Crusade

Personality:

Spoiler:
Siegmund blames the people Hofn for Uther's death. This slightly misplaced hatred has lead him to become more solemn and introverted. He speaks only minimally to his masters, and his lack of interaction with others makes him weary of other races as well. However, the pain of his loss is still fresh, and he may one day meet someone who could retore in him some faith in humanity. As of now his main goal is to escape captivity and live in the woods he knows and loves. (I thought he might be ordered to help the party by the Jarl. He would join because it might give him a chance to escape, or freedom might be offered if the quest is successful, and through the course of the adventure he may form a friendship with a PC or NPC).


2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (2, 5) + 6 = 13

Not bad, I'm thinking either a wizard or cleric, of Loki.


Dot. This sounds awesome.

2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 5) + 6 = 12

Alright! I've got a half-elf druid I would like to adapt for this.
Lady Freya's and the All-Father's blessings to all! (~_^)


(Zack Muad'Dweeb here with a more fleshed out submission.)

Background:
Farald Faraldsson was trudging home through a rapidly darkening forest after a long day felling trees when he heard the wail of a child in distress. Following the sounds, he found a young boy cornered by a wolf. Faraldsson leapt to the child’s defense and chased away the beast with his axe. Even in the dim light, the woodcutter could see that the boy was grievously wounded - the wolf had cut deep gashes in his face and savaged his right leg.
Faraldsson gathered up the child and hurried home to the cabin he shared with his wife on the outskirts of Hofn. It was only by the light of the hearth-fire that they discovered that the foundling was half orc, most probably abandoned by a birth mother who could not bear the burden. Faraldsson and his wife were were shocked, but decided to tend to the child; it seemed doubly cruel to save the boy only to cast it out again. Besides, with the injuries he had sustained, he might not survive the night.

But life’s spark burned hotly in the boy; he lived on despite the wolf’s mauling. Faraldsson and his wife had dearly wanted a child, had prayed for one - perhaps this little half-breed was their answer from the gods. Despite the scandal their actions would inevitably cause, they adopted the child and named him Vimir

Appearance:
The wolf’s attack did not claim Vimir, but it has marked him for life. His face is criss-crossed with scars which give him a permanent half-scowl and he walks with limp, which inspired the epithet “Break-Leg.” Still, Vimir has grown into a tall, rangy youth and working with his father as a woodcutter and carpenter has given him impressive physical strength. His arms and shoulders are powerfully built from hauling lumber and swinging axes and mauls.

Personality:
Now that Vimir has reached adulthood, he has begun to chafe under his status as thrall. He's prone to brooding, torn between wanting to do right by his adoptive parents (thralls themselves) and a desire to break free of his second-class status.

Throughout his life, Vimir's parents have tried to teach him forebearance in the face of others' hostility. Vimir has grown up with few friends and often despairs that he will never gain the respect, or even tolerance, of the people of Hofn. He is eager to prove himself, perhaps even win his freedom


Updated Ragnar's profile.
Need to flesh out the eidolon Mordant's stat-block, and a few more details on Ragnar's appearance. Will be added over the next 2 days.

Craft(shoes): 1d20 + 5 ⇒ (20) + 5 = 25


cast the bones:

2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (2, 1) + 6 = 9


Which campaign trait is appropriate for a fostered dwarf?


@ Sarpadian: Not thrall; you could be an 'ordinary' dwarf, and thus a karl; or a dwarf being raised by a prominent family, and thus a jarl.

@ Ragnar: Wow those are some pretty nice shoes you must have made. ;)


Doomguide wrote:

Love the Viking culture. I am thinking a priest that follows the path of Wayland. Wayland was a smith whose skill and knowledge grew to rival the dwarves with predictable norse results for his love life, sanity and freedom. Hijacking some of his story as a way to spread it. Odyn\Nethys as his patron. I am thinking Magic and Destruction.

It is said that Orald heard the voices of the gods, that Odin or perhaps Loki whispered secrets in his ear. He learned to smelt iron from peat and forge steel from iron. His knowledge of runes allows him to bind the spirits of fire and ice to his creations. His name spread as his knowledge grew. however his pride grew beyond proportion. He was lured to a neighboring Jarl's household by the promise of betrothal to the Jarl's comely daughter, but was instead drugged, hamstrung and chained to an anvil. He was forced to live in thrall to lesser men, all the time he plotted bloody revenge.

So that is background.

Appearance: Orald was once a tall, handsome man, wooed as much for his appearance as his skill. His eyes bear a strange lilt from an unknown heritage. Since his maiming, he has changed greatly. His leg never properly healed, leaving it a twisted agonizing mess. A slave brand mars his face, and his arms and chest are heavily scarred from working unprotected in front of the forge. He wears his ragged black hair long to conceal his face, and the hate in his eyes.

Personality: The bombastic nature of youth has given away to a bitter middle age. Years chained to a forge have withered Orald's body, making it hard and ugly. His mind is as twisted as his form. Hate blazes uncontrolled in bursts and his former keen intelligence has evolved to a kind of low cunning. With every day he resembles a troll more and more. He pictures the face of his captors in every strike of the hammer, and his formidable will is focused on the knowledge that surely THIS blade will be the one that kills them.

Craft: Weapons or armor. craft: 1d20 + 5 ⇒ (20) + 5 = 25


After some consideration of what to do, I present the first draft of my submission: Kjell Strongarm. His father was a Thrall who was freed; as such, Kjell is still not yet a free karl, but his children would be. I went with the Thrall trait, as it seemed more fitting.

Crunch:
Kjell Strongarm
Male human barbarian (brutal pugilist, drunken brute) 1
CN Medium humanoid (human)
Initiative +1; Senses Perception -1
- - - - -
DEFENSE
- - - - -

Armor Class 15, touch 11, flat-footed 14 (+1 Dex, +4 armor)

Hit Points 15/15 (1d12+2+1)
Nonlethal Damage 0
Condition Normal

Fortitude +5, Reflex +2, Will +0
- - - - -
OFFENSE
- - - - -

Speed 30 feet

Melee Unarmed strike +4 (1d3+4)
Melee Dagger +4 (1d4+3/19-20)

Ranged Sling +2 (1d4+3/50 feet)

Special Attacks Rage
- - - - -
STATISTICS
- - - - -

Strength 16, Dexterity 12, Constitution 15, Intelligence 9, Wisdom 8, Charisma 10

Base Attack Bonus +1
Combat Maneuver Bonus +4
Combat Maneuver Defense 15

Feats Improved Grapple, Improved Unarmed Strike

Traits Heavy Hitter, Thrall

Trained Skills
Acrobatics +5, 1 rank
Craft (masonry) +3, 1 rank
Handle Animal +4, 1 rank
Intimidate +4, 1 rank
Survival +3, 1 rank

Languages Skald

Equipment:
Weapons
Dagger
Sling
--10 bullets

Armor
Chain shirt

Other Gear
Cold weather outfit
Masonry tools

Money
19 sp

Background:
Born the child of a freed thrall, Kjell was unfortunate enough to find himself in between social statuses in life. Though he isn't technically beholden to any man, Kjell is still a second-rate citizen at best, and a layabout ne'er-do-well at worst. Since his youth he's been prone to fighting and violence, and he's better in a fight than he is with a chisel and hammer. Still, Kjell hasn't managed to cause too much trouble in the village, and while he seems to get drunk every night, the fights he gets in are always fair. He works as a mason, helping to keep the buildings in repair and set stones in place for new ones when necessary, and although most of the karls and jarls of the town look down on him, he serves his purpose along with everyone else.

Appearance:
The life of a freedman thrall is still a hard one, and it shows in Kjell. He's a large man, broad of chest and shoulders, and strong of arm--as befits his moniker. His hair is long and unruly, his beard the same. He wears the typical furs and wool of the Ulfens, and is seemingly always wearing his mail shirt, one of the only possessions to his name. He moves without much grace, and often looks just a tad lost, at least until there's a tankard in his hand. One look at his hands shows that he lives a rough life of hard work and plenty of fistfights.

Personality:
Behind a gruff demeanor, Kjell really isn't a bad man. He's certainly more free-spirited than a thrall ought to be, and everyone agrees it would have been better for one more generation to be between him and servitude. Kjell isn't much of a talker, and comes across as rather simple-minded, but he's a hard worker, and enjoys the simple things in life--a good story, a good mead, and a good brawl.

Of course, this is preliminary right now. I'll expand it in the days to come, and create an alias if accepted.

Craft (masonry): 1d20 + 3 ⇒ (4) + 3 = 7
Looks like Kjell doesn't have the luck of Ragnar or Orald when it comes to crafting.


I love this idea. After my tabletop game lost steam, I'd been waiting for something on the forums to start PbP-ing, and this piques my interest.

Let's see what the rolls have to say, though.

2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (4, 5) + 6 = 15

Yeah, I'm definitely interested. I'm currently thinking either a ranger or a bard. Probably a ranger. A big-game hunter from around Hofn sounds like fun.

Question: When it comes time to get an animal companion, would you be amenable to opening up the list so I can take the elk (or Megaloceros)? I've always liked the idea of a ranger astride an elk instead of a horse (or accompanied by the omnipresent wolf or small cat). Plus, in this setting, and as a big-game hunter, it just feels right (coming across a creature too majestic to hunt, or a particularly worthy quarry that is chosen as a companion instead of a trophy). Not to mention the possible synergy with Mammoth Rider prestige class, way down the line... Even if you aren't cool with opening the list, I might take Beast Master just for that; I'm getting excited just thinking about it.

But I digress. I'll post something more substantial in the next 24 hours.


Backstory:
Thrymr was not born to Hofn, he tore free of his caul on the ice in a village now lost to the snows. In his youth holmgang took his father and blood feud his mother and the rest of the village. To a slavhandlare he passed, and from there to Hofn - where he was bought to work the fields. Long years working frozen earth shaped Thrymr as though from clay and the hardship of the north was as a kiln to harden him into one worthy of his Ulfen blood. He had no name bar yngling or pojke until his sixteenth year.

He was ploughing the field ready for the rye crop and the falling sleet meant he was alone bar the farmer's hunds and coos... it was not until the starving iss bjorn savaged a calf that it was seen. It was said that his bellowed challenge was heard across the village... and by the time others responded they found Thrymr bloodied and near broken, and the bjorn dead - mattock head buried to the haft in the bear's thick skull. His jarl named him Thrymr for the cry, and for saving his coos - gifted a bjorn hund to him. Thrymr knows his place and does not fight his station. The snow and cold are his kinsmen, his hund all company he needs and his strength able to be proved on stubborn and unyielding soil.

slavhandlare - slave handler
yngling - youngling, pojke - boy
iss bjorn - polar bear

Appearance:
Thrymr is built like a bear, less than six feet in height but with broad shoulders and barrel chest thickened with cords of muscle. A bear skin forms the most of his outer wear - once white, but now yellowed and browned by age and use. Thick brown hair pulled back to a ponytail and a fulsome beard frame a sun weathered and worn face. Conscious of his size he moves slowly and with caution indoors, though he leverages his weight outside.

At his side is a spear with a thick blade for hunting, and the mattock that is used in the field... though the scarring on the weapon's haft indicates that it's use is not limited to peacetime.

Personality:
Belieing his size, Thrymr at peace is quiet and softly spoken. Hard to offend and with an easy disposition he is contented. This does not mean he is a man of half measures though, and his ideas reflect an understanding of the savagery of the land he lives in - and a belief that strength of arm and spirit are the true measures of a man.

However if roused to anger or in the company of drink he is a man transformed. Barrel chest capable of projecting tremendous volume he holds sway with battle cry or skaldic tale, and his strength is brought to terrible effect with mattock in hand. Skulls are split with the ease of a broken stump and limbs cleft like cutting frozen roots.

Etymology:
Þrymr or Thrymr - means 'uproar', and was the king of the jotnar that stole Mjollnir. In this case it reflects his size and volume of voice, while also harkening to the strength of the jotnar - which he shares.

Níðingr - means 'nothing'. In this case it reflects that as a thrall he is of no clan, and has no bloodname. He chose the name for himself, claiming the insult and turning it to a badge of internal pride.

Note: alias is not updated, and unless needed I'll leave the crunch as the relative abstract presented above. If selected I'll have it all ship-shape near instantly.


Thanks again for all the interest, guys-- so far we have 23 potential applicants, and a number of applications that are either completed or mostly completed. Lot of high-quality writing and a lot of attention to setting, which pleases me.

Keep 'em coming; I won't decide anything until the 25th.

Completed-or-partially-completed applications:

Thrymr Níðingr, a huntsman and thrall with a faithful hound companion (cavalier)

Kjell Strongarm, resident town drinker and frat boy (I kid, I kid) (barbarian)

Vimir Breakleg, scarred half-orc carpenter seeking respect and freedom (barbarian)

Little Dagrun, Hiccup the one who fights smart, not hard (fighter)

Ragnar Eskildson, that guy with the linnorm! (summoner)

Orald, the disgraced crafter-and-priest out for revenge (oracle?)

Halla Ingendottir, intermittently possessed by a family member, these things happen (oracle)

Siegmund, the surprise half-orc hunter (not sure of class)

Runa, thrall to the village priest (witch)


@ Minifig: Vikings riding elks are pretty cool.... Yeah, I think I could see my way to opening up animal companions for rangers. One of the games I play in allows rangers to pick from any of the druid animal companion list as well, and that seems alright to me.

So, to put it out there officially:

Rangers' animal companion list is extended to include the druidic animal companions as well.

(GM reserves the right to stomp on anything she feels is broken/cheesy, etc.)


I'll get the crunch up soon, but it's on paper at least. But here's that delicious fluff.

Backstory:
Jannic Lyykeman was the son of a brewer who was the son of a brewer who was the son of a brewer ...you get the idea. At one point in the village's history, Jannic's grandfather and namesake developed an ale recipe that the Jarls so loved they made him a karl. Jannic's father learned the family trade and enjoyed a free life his own father had only recently acquired. He worked hard, enjoyed his time off, and even married one of the town's prettiest girls. From this union our Jannic was born. From an early age Jannic was concerned in his own way with the class system. He was free ...but others were more free. Unlike his father or grandfather he thought not to simply be thankful for not being a thrall, he wondered what it was that made the Jarls so special.

It wasn't their minds, that much he was sure. As Jannic developed he became aware he was more intelligent than most all those mush-headed fops. It further darkened his perception of the class system. Why were fools given such license to rule? His father discouraged such thoughts ...with emphasis. Jannic swallowed his anger and learned what he could. He found himself adept at languages, picking up both the elven and dwarven tongues, and more recently Taldane. Jannic tells few people he thinks about leaving. He has a good life as a brewer laid out for him. But something isn't sitting right.


Jannic's appearance:
Jannic has always had angular, almost delicate features. Lobg and far leaner than most beefy Ulfen, Jannic had to learn to move fast when the stronger kids started throwing punches. Often these punches were in retaliation for some supposed hanky panky with the puncher's favorite girl. His hair is a rich brown, worn long as is in fashion. His beard is ...perhaps more precisely trimmed, but his near ice blue eyes get most of the attention. Jannic normally wears utilitarian, easy clothes designed for comfort. Though the opulence of Jarls catches his eye, he relates it too much with their privilege to want to emulate it.

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