North of the Wind (Inactive)

Game Master dien

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

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Sorry for splitting this up, but I'm stuck using my phone to type this up. Anyway ...

Jannic is a charmer. He's so upfront about his failings sometimes you can't help but look past them. Deep down, he's incredibly unsatisfied with his "medium" life. Stuck but confortable, Jannic is actually biding his time, whether he knows it or not. There has to be something more to life than ...just this.

That said, he's quick to find the humor in a situation, if only as a reflex reaction to his deep ennui. He serves as a bartender at times, coasting on his charm and family reputation. He's friendly to most, sometimes even genuinely.

Would you allow a winter witch? If so the build will look like this!

As Winter Witch is a Paizo-published archetype, yes, it would be allowed, as per the character creation rules.

GM Dien wrote:

@ 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. ;)

custom made baby seal leather boots. It's gonna be big.

Haladir wrote:

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

** spoiler omitted **

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

Equivalent to 8-point buy.

I'll need to think about this.

Okay, I have an idea...

Bragi Kjarrson, male human bard. I'll put together a background and stat block during my lunch hour later today.

Silver Crusade

GM Dien wrote:

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)

Siegmund is a Ranger


Female Ancient LoreKeeper Oracle of Winter 1
Medium Half-elf / Humanoid (Half-elf)
Init +3; Senses Perception +2, Low-light Vision, Keen Senses,
AC 19, touch 13, flat-footed 16 (+6 armor, +3 dex)
hp 9 (1d8+1)
ER Cold 5 Fort +1, Ref +3, Will +2
Armor Steel Lamellar, Medium
Defensive Abilities Elven Immunities (PFCR 24)
Spd 20 ft/x4
Str 19, Dex 16, Con 12, Int 11, Wis 10, Cha 15
BAB +0, CMB +4, CMD +17
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Extra Revelation (PFAPG 160), Shield Proficiency (PFCR 133)
Skills Diplomacy +6, Knowledge (history) +4, Knowledge (religion) +4, Spellcraft +4
MC Lorekeeper Skills (PFARG 24), Oracle Curse: Legalistic (PFAPG 43 - 44), Mystery: Winter(PFAPG 43), Revelation: Ice Armor, Icy Skin (PFAPG 45)
Traits Fate's Favored (Faith) (PFUCgn 55), Karl
Languages Common, Elven

Ancestral Arm to be chosen.



Merisiel is the Daughter of the Shieldmaiden Hladgerd, her mother's career as a warrior began when Freyr, Jarl of Holgabruor invaded and took over the town of Gesta and killed its Jarl Siward. Freyr put the women of the dead Jarl's family into a brothel for public humiliation. Hearing of this, Sinarilsen Treesinger, an elven warrior of some reputation came with an a few good friends to avenge his sworn brother Siward. Many of the women Freyr had ordered abused dressed themselves in men's clothing and fought on Sinarilsen side. Chief among them, and key to his victory, was Hladgerd.

Impressed with her courage, Sinarilsen courted her from afar. Hladgerd feigned a passing interest and as Sinarilsen arrived during the Yule Festival when human-and-elf unions occur, bidding his companions wait in the Gaular valley, he was set upon by a bear and a great hound which Hladgerd had guarding her home. He killed the bear with his spear and choked the hound to death. The night of the festival had passed and he had to wait the following year to present his request and the gift of the bear skin.

Merisiel was the result of the happy union. She lived happily trough a better part of her childhood raised within the Elven lore her father taught her. As she became a woman in her own right her Father left one night, soon after, never to return. While he did care for his child in a matter of sense he didn't feel any emotion besides obligations to her as many years had passed slowly due to her delayed ageing from her elven ancestry her mother had already passed away.

Left to her own device she took to heart some of the basic training both her parents gave her and went about to become a Warrior in her own right using her considerable physical advantage she was born with. It was also during that times that her powers manifested, that ice sometimes gathered around her to form a strong armor and that she stopped feeling cold.

She went under training with an daughter of one of her mothers friend who was with her during the invasion of Gesta, and in a few shorts years she was a Battle Maiden by her own right. her magical powers having developed with just practice.

Having mastered weapons and spell she left to see the world, and so she arrived to Hofn after a few weeks of travel looking for to search for the Great Sapphire of Yunkai. Once long ago the Goddess Yuelral bestowed the powerful Sapphire to those that would become the sea elves in order to help them raise powerful aquatic gates in order to travel to Sovyrian.

Her father had long ago told her that he too was looking for the precious artifact that was lost during Earthfall



(the image does fit her nicely, Merisiel is a rather stunning looking woman. Her lean body doesn't show her athletic body. She usually like to dress in light furs during the middle of winter)



Merisiel is quiet and softly spoken. Hard to offend and with an easy disposition . She is of course a proud warrior who doesn't like to be told what to do or even that he has no business handling weapons. Her Drive is to accomplish something and to be worthy of both her parents. Her secret desire is of course to be reunited with her father even if she understand that he doesn't care for her in the traditional sense.

GM Dien wrote:

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

Oracle with lame and Metal Mystery would fit really well story wise, but I am having trouble reconciling him having any charisma with the character concept.

Doomguide wrote:
GM Dien wrote:

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

Oracle with lame and Metal Mystery would fit really well story wise, but I am having trouble reconciling him having any charisma with the character concept.

Taking wasting wrecks your likability, though you still have to have the base charisma. (Which, oddly, affects use magic device). You could possibly go dual-cursed to take both drawbacks if you liked the archetype.

I've always found it useful to remember that Charisma really isn't how 'likeable' you are, or how pretty, though it's a stat that can certainly influence that, etc. Instead, to me, Charisma is a stat that measures your force of personality, your 'life energy' in a sense. Which can be turned to positive, friendly means, or to negative, angry means.

The boss who is loved and adored by his employees for the personal attention he gives to them has a high Charisma. The boss who is feared for how he'll rip you a new one for the most minor of errors, who is known for his blistering temper and vicious insults.... also has a high charisma, just in a completely different direction.

Merisiel: I appreciate the use of some of the setting stuff for the backstory and I appreciate the coolness of the bear-story and so forth, but what you've outlined posits more contact between elves and humans than actually occurs in this setting.

@ DM:

Ha my bad then.

How about Daddy left after the festival and a full night of passion?

Craft Ale: 1d20 + 6 ⇒ (9) + 6 = 15

Right, thanks for the positive comment about Eirik's choice of weapon. I have drafted the crunch and am working on his early life. It will be finished by Friday.

Craft (weapon) 1d20 + 5 ⇒ (10) + 5 = 15


OK, boss, here's Digger's submission: Jannic Lykkeman, brewer and scoundrel with hidden dreams. All crunch and fluff in the alias. Hope you like it!

Suthuri here! (^_^) Here is Aviara Mjötviðra: half-elf druid with a tatoo-like birthmark appearing as the World Tree, Ygg'drasil, on her abdomen around her navel. By this sign, she is treated with even higher expectations than most half-elves, as she struggles to come to a sense of her own identity.

I have her appearance, backstory, and personality written up in detail in the alias. I shall work on the crunch as well, and in the mean time, I hope you enjoy reading about the character!

EDIT: For Aviara's deity, I am thinking that the Ygg'drasil itself could be her somewhat aniconic god. Perhaps the wider Golarian personification of which would be Gozreh. Does that sound good for the setting? (^_^)

Vana Bjorndottir was born in an unusual tryst between a half-elven woman known throughout the village for her amazing poultices, capable of curing nearly any wound and one of the village's mightiest warriors. Born a half-elf, even second-generation, Vana was destined to bring great fortune to the tribe, however while giving birth to Vana, an Orc raid occurred on the village, and her mother was unable to tend to the wounded villagers with her poultices. As a direct result, Bjorn, a berserker, was lost to the village, along with several others. This was an ill-omen in itself, however Vana's mother also died during childbirth. Vana was an ill-omen amongst the half-elves of the village, yet the village still looks to her for luck. Surely the jinx of the village must be good for something, eventually... that doesn't mean she gets to live inside the town, though.

Vana is still quite young for a half-elf, barely of age. She has spent her life hearing stories amongst the skalds of how her father died heroically, and her mother failed the village during their time of need. Vana has lived her life seeking the glory that was allowed her father as a bear-sark, while being forced to play the role of her mother. Brilliant, and capable, Vana has pored over her mothers notes, and created a dozen potions of her own. Sadly, she is not as talented as her mother in the respects of healing (which is something she is frequently reminded of). On the other hand, Vana is much more capable in the ways of the warrior, taking up her father's axe whenever she has the chance.

Vana is surprisingly sturdy for a half-elf, able to do most of the human-folk's labors as well as her own. She has the icy blue eyes of her father, and nearly-white blonde hair. She wears a crystalline rose in her hair, left to her by her mother, and a bear-hide mantle, the hood kept down. She keeps a great deal of warm furs on her person, including those that she wears. When combat is a possibility, she comes up with an excuse to carry her father's greataxe which has seen better days. Her chest-furs are lined in pouches filled with alchemical ingredients needed for her extracts to be used on herself, as well as her mother's notes, the edges now filled in with her own scrawlings.

Vana is stubborn to a fault. She does her duty, but is unwilling to stop doing a duty simply because it isn't her job. She believes that the 'luck' she is meant to bring is in the form that she creates. Despite how headstrong she is, it is sometimes difficult to be herself when the entire town views her as a jinx (which is not unwarranted, as a budding alchemist, a great deal of terrible things occur when she experiments). She does not worship any of the gods any more than any other, but still observes hem all and all of their holy days.

Half-elven Bramble-Brewer/Beastmorph Alchemist
High physical stats, very high Int, low wisdom and charisma.
Thrall or Karl, has not been decided (she serves all of the people of the village, I don't have a preference). She is a polytheist.
I'll finish up on the crunch and select spells (or you can select most of them, since it's her mother's work she's working off of!) if I'm selected.

Finally, Pathfinder Zoey and I are interested in joining campaigns together, but have little interest in going solo. Thanks for consideration!

Well, it looks like I stumbled on this one late. Color me intrigued. Let me see if I can come up with a concept I like that hasn't been snapped up by the other applicants.

Working on My info now just wanting to post to get my name up, what happens in the case of death? Wanting to play a Kensai magus but with these stats she wouldn't last long.





Stats: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stats: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stats: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stats: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stats: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Stats: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Is Rerolling allowed?

@ Pathfinder Zoey:

No re-rolls, no. Your stats came out to a 19-point buy; there are people submitting characters who are making do with an 8-point buy. That's part of the nature of the beast with rolled stats, unfortunately. Remember you still get to add your racial stat modifiers.

As for death: it's not likely that at low levels resurrection will be a possibility in game. The Northlands are brutal! But I will more than likely allow new characters to be rolled.

@ Merisiel, or anyone else interested in playing a half-elf who wants a little more setting info:

Sure, the night of passion works. Basically, the elves would not be coming to avenge humans, whether or not they're related; the elves come to the village once a year to trade and to party and to dance and to drink, and the rest of the year the most a human might see of an elf is a fleeting glimpse out in the woods. As far as anyone in the village knows, the elves have no interest whatsoever in the offspring they father on human children. Think of these elves as more like 'fairies' than regular Golarion elves.

Dien, just to make sure I'm not rowing in the wrong direction... Here is the concept I'm thinking about:

I'm thinking of a Human Ulfen Sorcerer. I'd like to make her a Tattooed Sorcerer... which is generally a Varisian option but I was thinking it could be reskinned as using Ulfen Runes and 'tribal' tattooing instead. If that is too much of a stretch, or you just hate it, say so. I can easily go with a more mainstream sorcerer. Second, would it be alright if I went with a Gold Dragon bloodline? With your somewhat 'conservative' take on how the races interact (Elves being much more fae-like and elusive, etc.) it seems like maybe having dragon blood in someone's veins might be a bit too much... so I want to make sure you don't have an issue with it before I crunch it out.
Final question... how open are you to some odd tweaking of class standards? I thought it would be fun to use a viking handaxe (in addition to a boarspear) as a weapon and it turns out that Wiz/Sorc's are not allowed to use axes. Is that something you'd waive or does it require using a feat to beat it?

There sits a cave in the craggy hills that hug the village of Black Tarn in the Ironbound Isles. And in this rough cave with its equally rough-hewn, heavy timbered door, sits a foul-looking and foul-tempered hag named Zarzanna. "The Crone" (as the locals call Zarzanna when they are feeling charitable) is irascible and unfriendly at the best of times. So it came as a surprise to the town when the hag was suddenly seen with an infant. Was the child hers? A foundling? Some distant kin that she had to take in?

Those questions, and more beside, would go unanswered for the next score of years as Zarzanna raised the girl named Rikka. What none of the townsfolk could imagine was that Rikka had the same questions for Zarzanna and received no answers either. What Rikka did receive, on a daily basis, was grueling labor, back-breaking chores, mind-strangling questions that led to occult lessons, and calculated cruelty from the hag. She was under-clothed, under-fed, and overworked. Rikka's days were filled working outdoors - winter or summer - in a thin woolen shift. Her life was a constant struggle against unrelenting cold and deprivation but it toughened her. She grew used to it all: Used to living and working while half-frozen. Used to working through hunger. And used to working magic and answering the hag's incessant questions while frozen, tired, or hurt.(Focused Mind)

Upon reaching her majority, Rikka left the Ironbound Isles to seek the destiny that the hag had been scrupulously preparing her for. Rikka follows the whispering winds and spirit voices on her winding path to meet her fate. How it led her to Hojn, none can say.

Are the Ironbound Isles too far from Hojn or is that close enough to be 'in the region'? I didn't want to step on anyone's toes by saying Zarzanna was THE witch in Hojn so I figured I should set her just a bit farther away. I can move her closer, if that works better for the campaign.

Rikka is a slightly built Ulfen woman with a barely controlled mane of dishwater blond hair and curiously grey eyes. Her clothes are strictly utilitarian. Beneath them, if one were given the opportunity to see, she is decorated with tattoos. The most prominent is a stylized, sinuouns dragon whose tail starts at one ankle. The gold-flecked wyrm winds up and around her leg, across her rear, and up her body - terminating in a snarling head and flexing claws at her chest and shoulder. Leaping along her back, with its ears up the back of her neck and into her hairline, is a stylized line tattoo in black and white of an arctic fox. Other tattoos are liberally placed across her arms and her other leg. They are single runes or bands of linked runes - each one a word or phrase of power.

The hag has trained, honed, and forged Rikka as a weapon, not a woman. Though she is small, the sorceress is hardy and tough - physically and mentally. She considers herself the equal of any warrior and where she might not be able to beat a man physically, she is ready to out-magic or outsmart one at every turn. Due to her strange up-bringing and foster-mother, she never learned to be tactful and diplomatic. She speaks her mind, sometimes colorfully, and a bit too candidly. Rikka is loyal to her friends, fierce in battle, and prone to bouts of grimness. She has the tenacity of a war wolf.

It took many years for Rikka to realise that Zarzanna's cruelty had a purpose - to train the sorceress to be ready to fulfill a destiny of which the Hag would never speak. Those years and Zarzanna's lessons left a wound. Rikka, despite being grateful for the training and the 'home' (such as it was), nevertheless harbors a deep distrust of witches and hags. She cannot help but question their motives - even when they seem completely benign. Add to that her foster-mother's poor social skills... and Rikka finds herself a bit of a pariah and sometimes gets into trouble in social situations.

2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 3) + 6 = 15

@ Suthuri/Aviara Mjötviðra:

Yggdrasil/Gozreh is a good patron/deity/what have you. I dig it.

@ Stormraven:

Questions, questions!

1) Tattooed Sorc: yeah, I'd allow that. Ulfen runes seem like great tattoos to me.

2) Gold dragon: yeah, I'd allow that too, I think, as long as you're not planning on having her visually look like she has dragon heritage. If she starts showing scaled skin or the like, people would probably freak out around her. (The claws-in-combat thing would probably be okay, since people can overlook a lot of things during a fight.) Also, I assume Rikka doesn't know of her draconic heritage?

3) Weapon prof: Eh, I've got to say 'no' to you on something. ;) If you want the proficiency, you'll need the feat, etc.

Thanks! I'll finish her build with that info. To answer your questions:

1. The only 'hint' of her draconic heritage would be the full body dragon tattoo... and since tattooed sorcerer replaces the 1st level bloodline power, she has no claws to raise eyebrows. :) win-win

2. I was thinking her draconic heritage is WAY back so, yeah, she has no clue about it.

3. Regarding the axe, no problem. It was more color and far less important than having her whip around a boarspear. That is suitably viking-sorc for me!

Craft roll (since I'll likely have one): 1d20 ⇒ 19

Minifig here! Sorry it took so long to get this up.

Presenting Knute Iversson:


Knute grew up toddling around his family’s home and butcher shop, playing with the village children and helping his mother, Rikissa, run the shop that sold the meat his father caught on hunting trips. Knute’s father, Iver, was often away for days or weeks at a time, hunting in the bountiful land around Hofn to provide the meat for their livelihood. When Knute turned 9, Iver began to take him on local hunts; he taught Knute the art of a good hunt—moving silently through forest and taiga, loosing an arrow to fly true, and respecting one’s prey. By the age of 14, Knute understood the basics of hunting, and was often taken along on his father’s trips.

Knute was not there on Iver’s last hunt, however. Iver was hunting for “big-game”, and promised to return in a few weeks with enough furs and meat to supply them for months. Rikissa and Knute wished him well as he slipped into the forest. Ålvik, the family hound, padded quietly after.

Weeks later, when Ålvik returned without Iver, tail between his legs, Knute and his mother knew: Iver was lost. Whether through hunting accident, raiding party, or encounter with some fey creature, Iver never returned. Rikissa sank into depression, and Knute was forced to hunt and trap close to home as their stores ran out, trying to just sustain himself and his mother.

With the passing years, Knute grew more skilled at hunting in the forests and taigas near his home. He also grew wiser, meditating in the wilderness and praying to Skaði to return his father. His constant work, both in the shop and out hunting, has distanced him from the village in general, though he remains warm with most of his boyhood friends.

Rikissa eventually remarried a fisherman named Halvar, taking up her old role and selling both his catches and Knute’s game. Knute and Halvar have a friendly rivalry to see who can provide more stock for the store. But Knute’s hunts constantly grow longer and range father, as his innate wanderlust urges him to seek out not only greater game, but an answer to the mystery of his father’s disappearance.

Deity Choice:
I'm currently going with Skaði,the hunting, skiing, goddess, who I’m analogizing to Ketephys-the elven god of the hunt-if that's cool with you, Dien. Erastil if you'd prefer? NG character, so should work either way. Just figured Ketephys (with Weather, Animal, Plant, and Good all under his wings) would fit better and be more unique.


Knute is of medium size for an Ulfen, about 6’2” and 20 lbs. His sandy brown hair is kept in simple braid, and his grey eyes, flecked with dark blue, peer out with a faraway look from under rather bushy eyebrows. Knute’s face is weathered by the harsh climate, already showing the signs of too much wind and cold. He maintains a rather thin, patchy beard that in places amounts to little more than stubble. His hands are scarred from years working with traps, arrows, and knives, and his clothes seem more patches and wrinkles than real clothes.
The avatar almost fits - minus the full beard and the age


Knute has spent more time among pines and crackling fires than he has among people. As such, he tends to prefer quiet, careful, and wary observation to rash action or speech. This is especially true among strangers, unless he’s had a few cups of vjarik. Though slow to make friends, he is warm and loyal towards them, and particularly enjoys discussing his own hunting tales as well as stories of bravery and wit.

Edit: Profession (Hunter): 1d20 + 6 ⇒ (1) + 6 = 7

Looks like I'm not a great hunter yet...

@ ok tks for the info DM. Then 1 night of pure passion it is then... Just one :)

Updated Version Let Me Know If I Need To Change Anything.


Karl Kira Holt Is The Daughter Of Baldar And Asta Holt, She Grew Up In A Military Family Training To Serve The Jarl Like Her Family. She Specializes In Scouting And Taking Enemies Down Quickly.

She Now Lives Alone In Her Home Town Hofn, Working As A Scout, After Her Family Was Called Away To Serve The Jarl. Although She will Never Admit It She Fears The Same Will Happen To Her, She's Never Liked The Idea Of Blindly Following Orders But Knows One Day She Will Have To Follow Her Family And Do Just That.


Kira Is A Human Standing Around 170 Cm Tall And 63 Kg Heavy With Light Blonde Hair And Dark Blue Eyes, She Is Rarely Seen Without Her Battleaxe And Is Known For Her Over-Sized,Fur Covered Gloves And Boots.


Kira Is Slightly Childish And Brash But She Normally Stays To Herself. She Has Grown In Maturity Since Her Parents, The Only Family She Has, Were Called Out To Defend One Of The Fronts For The Jarl They Serve.


Character Sheet

Can We Make Up Our Own Drawbacks Or Use The Pazio Ones If We Don't Take The Extra Trait? I like To Show Weakness In Stats And Roleplay.

Profession ( Scout ): 1d20 + 4 ⇒ (6) + 4 = 10

ProfMidwive: 1d20 + 5 ⇒ (6) + 5 = 11

Sovereign Court

I'll put up a submission today. In the meantime, rolls.


2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (2, 4) + 6 = 12

Thanks for all the submissions, guys. So far we're at 26 people who've expressed interest in some fashion/rolled stats, etc.

Here's who I currently have completed or mostly-complete applications from:

Thrymr Níðingr
Digger Chandler/Jannik
Loup Blanc/Kjell Strongarm
Zack Mwad'Dee/Vimir Break-leg
Oniwaban/Dagrun Torgisson
Hotaru/Vana Bjorndottir
Ragnar Eskildson
Joana/Halla Ingendottir
Jon 164/Siegmund
Suthuri/Aviara Mjötviðra
Minifig/Knute Iversson
Pathfinder Zoey/Karl Kira holt

If you threw in part or most of an application (i.e., you gave me either completed crunch, or completed fluff), and I don't have you listed, please kindly point it out to me so I can make sure my spreadsheet of doom is accurate.

Gotta say, it'll be a hard choice. There's a ton of solid applications here.

For those of you who have expressed interest, you have one more day to toss in a finished application. And the same for any newcomers just seeing things. Thanks folks!

Thanks GM, for the consideration and allowing Yggdrasil as a deity! (^_^)
While awaiting your decision I shall build Aviara's stats, and maybe add one more thing or two to her story.

May the Norns smile upon all! (^_^)

Aye lots of application.

I kinda fell sad when "Into the North - Schrub Squadron" fell appart. I think that it got you interested in creating this game Dien :)

I am just wondering if you would allow to modify scribe scrolls to carve runes to stone tablets instead of the traditional vellum scrolls.

This is sr, Rikka is ready for review...

GM Dien wrote:

I've always found it useful to remember that Charisma really isn't how 'likeable' you are, or how pretty, though it's a stat that can certainly influence that, etc. Instead, to me, Charisma is a stat that measures your force of personality, your 'life energy' in a sense. Which can be turned to positive, friendly means, or to negative, angry means.

The boss who is loved and adored by his employees for the personal attention he gives to them has a high Charisma. The boss who is feared for how he'll rip you a new one for the most minor of errors, who is known for his blistering temper and vicious insults.... also has a high charisma, just in a completely different direction.

I think i am going to stick with cleric. Oracle has mechanical means to cover areas i can cover with RP. Cleric feels less useless as a character. Seems like the Metal mysteries kinda suck unless you are a fighter who just happened to take oracle levels by accident.

crunch statblock:

Human (Ulfen) Cleric of Nethys 1
CN Medium humanoid (human)
Init -1; Senses Perception +3
AC 16, touch 9, flat-footed 16 (+5 armor, +2 shield, -1 Dex)
hp 12 (1d8+4)
Fort +4, Ref +0, Will +6; +2 vs. death
Speed 20 ft.
Melee: heavy mace +1 (1d8+1) and
shortspear +1 (1d6+1)
Special Attacks: channel positive energy 2/day (DC 9, 1d6), destructive smite (+1, 6/day), hand of the acolyte (6/day)
Cleric Spells Prepared (CL 1st; concentration +4):
1st—remove fear, sun metal(DC 14), true strike D
0 (at will)— detect magic , mending, read magic
D Domain spell: Domains Destruction, Magic
Str 13, Dex 8, Con 13, Int 9, Wis 16, Cha 9
Base Atk +0; CMB +1; CMD 10
Feats: Fey Foundling, Toughness
Traits: Spark of creation, Thrall
Skills Appraise +3, Craft (armor) +4, Craft (weapons) +4, Spellcraft +3
Languages Common, Skald
SQ aura
Combat Gear: scroll of cure light wounds, cure light wounds ; Other Gear scale mail, heavy steel shield,
heavy mace, shortspear, artisan's tools, artisan's tools, manacles, 7 gp
Special Abilities
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su) Positive energy heals the living and harms the undead.
Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Destructive Smite +1 (6/day) (Su) Make a melee attack with morale bonus to damage.
Fey Foundling Magical healing works better on you
Hand of the Acolyte (6/day) (Su): As a standard action, melee weapon strikes at foe in 30 ft. Use Wis for att bonus instead of Str.
Spark of Creation: Cost to create magic items is reduced by 5%.

Makes sense! (I wasn't trying to force you to Oracle, just rambling about charisma.)

I'm going to close applications at whatever time I go to bed tonight, heh, which should be about... 4 am on the 25th, PST. Those who expressed interest and want in, you have approximately seven hours.

Aight, I'm crashing for the night. Any last-minute applications that come in by the time I get up to check the boards again will still be considered. *sa-lute*

Argh... Saw this too late. I have a concept in mind, but won't be able to put it down before 10 or so hours. Hoping in a delay by the GM, otherwise happy gaming to all!

I haven't had time to put my character together, so I'll have to bow out. Good luck everyone!

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

Oh wow. I have an obligation now.

Hoping to be still in time, here's Eysteinn, human, failed barbarian turned alchemist.

Fabled are the tales of battle prowess of the Ulfen berserkr, indomitable warriors fueled by an unstoppable rage.
As Eysteinn grew up, he listened to his mother telling him said tales, of Falgrim the Broad, Karl Jonsson the Scourge of Giants, White-Estrid, the linnorm-taming maiden. Among those tales, Eysteinn’s favorites where those of Thorgal Magnisson, the bearer of the famed blade Windsplitter. He liked them the most, for Thorgal was his father.
On his fifteenth birthday, Eysteinn Thorgalsson was to become a berserkr himself, following his father in battle. He was tall, strong and well-trained; but the rage, the unstoppable rage that would make him a true legend, just wasn’t there. Eysteinn had known a happy childhood, a loving and capable mother, a strong father to admire, a two smaller siblings to play with. Never once orcs had raided his town: the battles where a far-away thing, chased by his father on his longboat.
He just… lacked any anger towards the world.

This was shameful for Thorgal and the rest of Eysteinn,’s family, but the boy had many other qualities. First and foremost, craftiness. Once it became evident that he couldn’t be a berserkr, he started shadowing Old Palli, the lame herbalist who got the berserkrs in shape after a fight. The fighters scoffed at the old man, who never was a warrior, but Eysteinn learned from him how to strike where it hurts and how to make tonics out of mountain flowers and goat’s stomach. More important, he knew there were other ways to get the rage…

He went looking for Old Palli’s master, a shadowy figure called Grinmer, whispered of being a secret servant of the trickster god Lokki (uh… Calistria? Norgorber?), who had developed artificial means to cheat the unstoppable berserkergang inspired by Tor in his followers.
Eysteinn studied with Grinmer, and month after month he experimented, until he finally found the concoction that gave him a good surrogate of berserkr’s rage. It was a glorious day for Eysteinn!

But alas, dealing with Lokki’s lot is never without price. Thorgal wanted nothing to do with his son, now that tales of him cavorting with witches had spread. He owed a lot of gold to Grinmer and was unable to pay. He lost his status as a free man, and forced to become a thrall of Gorm Jokullsson, an inquisitor of Tor – to determine whether or not his ways are compatible with the ways of the Ulfen.
But he doesn’t care. Personal freedom can be earned, or bought, and thanks to the teachings of Old Palli and Grinmer, he has the means to do either.

While strong and fierce like most Ulfen warriors, Eysteinn carries himself in a more subtle demeanor, opposed to the boisterous ways of the berserks. He doesn’t want attention on himself – and usually disguises his strength-enhancing mutagen as a generous dose of mead or other spirit “to get my blood pumping before the battle”. He is crafty and clever – he is starting to think that “in a furious rage” may just not be the best way to face adversity – but so far nature is still winning over nurture. Prone to help others using his alchemical talents (both out of kindness and curiosity to see if he is able to), his goals are, in this order: gain his freedom back, gain a place in the berserkr gang of his father, earn Thorgal’s respect back (and regain the surname Thorgalsson in the process), and last, be deemed worthy of Windsplitter, his ancestor’s sword.

Eysteinn is tall and with well-chiseled muscles – not big and broad like most of his kind, but wiry and flexible. He wears the furs and heavy coats of his people (useful to hide vials and potions that might look suspicious) over a light armor. Over a freckled complexion sports a short brown beard that only now, at twenty-two years of age, is starting to look full and healthy.


Male human alchemist (vivisectionist) 1
CG Medium humanoid (human)
Initiative +2 ; Senses Perception +2

/* Defense */
AC 15, touch 12, flat-footed 13 (+3 armor, +2 dex)
HP 10 (1d8+2)
Fort +5, Ref +5, Will +4

/* Offense */
Speed 30 feet
Melee bastard sword +4 (1d10+4/+6, 19/20x2)
Ranged dagger +2 (1d4+4, 19/20x2)
Special attacks sneak attack 1d6

Alchemist formulas known
1st (2/day): cure light wounds, disguise self, enlarge person, shield

/* Statistics */
Str 18, Dex 14, Con 15, Int 14, Wis 12, Cha 11
BA +0; CMB +4; CMD 16
Feats: Brew Potion; Throw Anything; Exotic weapon proficiency (bastard sword); Iron Will
Skills: Craft [Alchemy] +7, Craft [brewing] +6, Disable Device +6, Heal +5, Knowledge [arcana] +6, Knowledge [nature] +6, Perception +2, Survival +5
Languages: Common, Orc, Giant, Skald
Traits: thrall
SQ: mutagen, alchemy
Gear: cold-weather outfit, studded leather, bastard sword, dagger, alchemist’s kit, rope, alchemist formula book (free), 9 gp

What a hectic week but here is the finalised PC, Eirik Torvaldson, cleric of Tor and wealthy son of a lord.

Unfortunately I haven't had much time to view the other characters but what I have seen makes me wish everyone good luck. Its a pretty stellar job and I envy the chosen men.


Woop, I posted from my phone (I thought) but I guess it didn't go through.

Anyway: Airon and Eirik, you're in before the cut-off. Other than that, applications are now closed. I have 28 of you to look at!

I'll be PMing people if I have questions about their applications. I should announce a final group by Sunday if not before.

Thanks to everyone for their interest, and for making this a hard selection.

Airon87 wrote:

Hoping to be still in time, here's Eysteinn, human, failed barbarian turned alchemist.

** spoiler omitted **...

A fellow bear-sark alchemist!

Hokay, folks.

Thanks again for so many great applications, my Spreadsheet of Decision Doom was filled with lots of notes and comparisons and I wish it were feasible to run for a party of twelve or so, but alas, it is not.

Some of the applications that I liked most seemed to be people who were sort of 'misfits' to traditional Ulfen society, and I wound up embracing that, as opposed to the more straightforward Ulfen warriors I originally expected I would pick for the game.

Final choices:

Little Dagrun
Knute Iversson
Rikka Rask
Halla Ingendóttir
Kjell Strongarm

Many honorable mentions to Thrymr Níðingr, Vimir Break-leg, Eirik Torvaldson, Aviara Mjötviðra, and Orald. Your applications were great, rich in Norse/Ulfen setting and detail, and if you are willing to be remembered as potential players should I have a drop, I'd love that.

For those of you who have been accepted, the Discussion thread is now open. For everyone else, good luck with the rest of your games, and I hope some of these characters find homes!

Lo to the chosen I see before me! Call me to arms when that skein is woven.


To those chosen I salute you. Make us proud.

I'd be happy to be considered as an alternate.

Ölr ek varð,
varð ofrölvi
at ins fróða Fjalars;
því er ölðr bazt,
at aftr of heimtir
hverr sitt geð gumi.

Those chosen enjoy.

To the chosen, may the forest favor you, and may the winds be at your backs. Have fun enough for us all! (^_^)
To the GM, thank you for the mentions of honor. Please remember me should you require the services of a skilled priestess!

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