
GM Dien |
1 person marked this as a favorite. |

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.
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.
-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.
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.
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.
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 Níðingr |

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
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.

Helikon |

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.

DFang |

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.

GM Dien |

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.

El Ronza |

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. =)

Loup Blanc |

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.

Zack Muad'Dweeb |

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

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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

Hotaru of the Society |

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!
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

Thrymr Níðingr |

Building a little more onto the shell, gives me a rough framework to drape the later details onto.
Feats: Rugged Northerner, Power Attack
Skills: Climb, Handle Animal, Intimidate, Perception, Profession (Farmer), Sense Motive, Survival
Traits: Thrall, Orphaned
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?

Haladir |

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

Zack Muad'Dweeb |

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

Jason Lynch |

Submitting Ragnar Eskildson
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.

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

Doomguide |

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.

Joana |

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
"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.
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.
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 |

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

Eirik Torvaldson |

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?

GM Dien |

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.

"Little" Dagrun |

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.
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.

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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:
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:

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Personality:

Suthuri |

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! (~_^)

Vimir Break-Leg |

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

Doomguide |

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

Loup Blanc |

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.
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
Dagger
Sling
--10 bullets
Armor
Chain shirt
Other Gear
Cold weather outfit
Masonry tools
Money
19 sp
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.

Minifig |

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.

Thrymr Níðingr |

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
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.
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.
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.

GM Dien |

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)

GM Dien |

@ 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.)

Digger Chandler |

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

Digger Chandler |
