Saga of the Taighean Dubha - a Reign of Winter PbP (Inactive)

Game Master Mark Sweetman

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Dotting, brb.

Dotting for interest with a Gnome Cleric of Gozreh. I will get a stat block and some basic info up later this evening.

As a gentle reminder to all - if you can hide away the bigger blocks of text for submissions behind spoilers it will help keep the thread clean and make it easier for me later on to review.

Please keep questions in the open though - as others may have a similar query and it's easier to answer once than multiple times.

Sigurd Sigmundson - thanks for the app and will review in a batch a bit later.

twilsemail - as above and thanks.

Ashe - noted, thanks for the sub.

LastName / Amyric / Oterisk / Luke_Parry / Tirion / Cuan / Fiallain / Skorn / Daynen - welcome welcome all, look forward to when your thoughts solidify from a lump of clay into sculpture.

Anthony - People of the North has probably the best and easiest to access entry point for Dwarven culture in the North - though Lands of the Linnorm Kings also has some good information. I've put a partial blurb from People of the North below for you. But ultimately you can write it without any direct Golarion knowledge and if selected we can massage anything that needs to be modified to suit the setting.

Dwarves from People of the North:
In the eastern region of the Lands of the Linnorm Kingdoms called Hagreach, dwarves share the mystically warm valley of Summerglen with fey creatures. These dwarves are unusually expressive and emotionally warm, perhaps due to some quality of the valley itself, though their instincts to protect their home and their fey allies remain well honed. More typically clannish—but still friendly—dwarves inhabit the Kodar Mountains, most notably the Kopparberget mine in Southmoor.

Dwarves of Golarion?

Sorry - missed a couple of queries:

Amyric - piecemeal armor is ok as long as you aren't gaming the system.

Skorn - bear druids / wolf druids / skinchangers all are a good fit for the tone and location.

Love / Shifty / Willow - greetings and welcome.

It actually is a bit of both Theme and Mechanics...

I think I have a Medium Armour that gives Full 30 Move with the other stats of a Breastplate I created by accident...

I was going for this Leather with Iron reinforcement concept for it...

Amyric - if the system is used to create something that is mechanically better than the base armors - then I would frown upon it. You've always got the choice of selecting an armor level (say chain shirt) and just describing it differently fluff wise.

Basic character info:

Female gnome cleric of Gozreh

15 pt stat buy
Str 10
Dex 10
Con 12
Int 12
Wis 16
Cha 13

knowlege religion
know nature

Northern Ancestry
Animal Friend

Animal Affinity


Her story
Willow grew up deep within the Border Woods, learning the faith and
woodcraft of her parents and their parents before them. A curious
young lass, Willow was usually to be found outside of their burrow
style home, exploring the nearby areas and attempting to make friends
with every little creature that she found. She particulary exasperated
her parents by always bringing home some sick or injured animal that
she would find and insist upon nursing back to health.

Willow would have been quite happy to have stayed living deep within
the woods, except for the recent incursion of strange and vicous wovles
to the area. After Willow and her parents returned home after a trip
to Heldren, they found their meager livestock slaughted, their home dug
into and large paw prints all around their little home and barn. Too
afraid to stay, her parents gathered up what little could be salvaged
and made the trip back to Heldren with the intent to reluctantly resettle

Rather unhappy with living in the town, even one as small as Haldren,
Willow is constantly making trips back into the edge of the woods.
Being a young adult now, she is considering leving her parents and
spending some time adventuring on her own.

Sovereign Court

Alright, I would like to tender an application for Olaf Erikson, a CG Human (Ulfen) Bard (Savage Skald).

I am posting his (15 point buy) 'crunch' now, and will post the 'background upgrade' information as soon as I have had a chance to craft something worthy :-)

Initiative: +2 [+2 Dex]
Senses: Perception +2
Speed: 30 ft

AC: 12 (10 + 2 Dex)
Touch: 12 (10 + 2 Dex)
Flat-footed: 10 (10)

Hit Points: 9/9

Fort: +2 Ref: +4 Will: +0

Str 16(+3) Dex 14(+2) Con 12(+1) Int 12(+1) Wis 7 (-2) Cha 14(+2)

Common, Skald, Hallit


Base Atk: +0; CMB: +3; CMD: 15

Greataxe: +3 to Hit; Dmg 1d12+4; crit 20/x3; Type S


Skill Points per level:
Sorcerer: 6 (Class) + 1 (Intelligence)
Acrobatics +6 (+2 Dex + 1 rank + 3 class skill)
Appraise +1
Bluff +3 (+2 Cha + 1 Int)
Climb +3
Craft(Any) +1
Diplomacy +0 (+2 Cha -2 Wis)
Disguise +2
Escape Artist +2
Heal -2
Intimidate +5 (+2 Cha + 3 Str)
Knowledge(Arcana) +2 (+1 Int + 1 Bard)
Knowledge(Dungeoneering) +2 (+1 Int + 1 Bard)
Knowledge(Engineering) +2 (+1 Int + 1 Bard)
Knowledge(Geography) +2 (+1 Int + 1 Bard)
Knowledge(History) +2 (+1 Int + 1 Bard)
Knowledge(Local) +2 (+1 Int + 1 Bard)
Knowledge(Nature) +2 (+1 Int + 1 Bard)
Knowledge(Nobility) +2 (+1 Int + 1 Bard)
Knowledge(Planes) +2 (+1 Int + 1 Bard)
Knowledge(Religion) +2 (+1 Int + 1 Bard)
Perception +2 (-2 Wisdom + 1 rank + 3 class skill)
Perform(Comedy) +6 (+2 Charisma + 1 rank + 3 class skill)
Perform(Dance) +6 (+2 Charisma + 1 rank + 3 class skill)
Perform(Oratory) +6 (+2 Charisma + 1 rank + 3 class skill)
Perform(Percussion) +6 (+2 Charisma + 1 rank + 3 class skill)
Ride +2
Sense Motive -2
Spellcraft +5 (+1 Int + 1 rank + 3 class skill)
Stealth +2
Survival -1 (-2 Wisdom + 1 Racial)
Swim +3


Northern Ancestry (Campaign):
One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north.

Benefit: You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

Frostborn (Regional):
Long nights in the frigid winters of the north have inured you to cold.

Benefit: You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.


1st: MWP: Greataxe
1st(Human Bonus Feat): Skill Focus: Knowledge(History)

Racial Abilities:
Heart of the Wilderness:
Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Class Features:
Bardic Knowledge (Ex):
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Inspiring Blow (Su): A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance.

This performance replaces fascinate.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Spells Known:

Cantrips: Detect Magic, Light, Mending, Message, [b]Prestidigitation

1st (0/2 used): Cure Light Wounds, Expeditious Retreat

First attempt at a list of applicants (apologies if I have anything wrong or misrepresented):
Balodek - ? Oracle of Winter
twilsemail - Half-Elf Summoner (Wild Caller)
Kagehiro - Ulfen Barbarian
scranford - Ulfen Inquisitor (Witch Hunter)
Tenro - Orc Tetori Monk
Namtarou - Dwarf ?
Doomed Hero - cursed vikingr hero
Meowzebub - Gnome Knife Master Rogue
stormraven - ? Runic (Tattooed) Sorcerer
EbenTheQuiet - Interest noted
Spazmodeus - Interest noted
einroy - Interest noted
John Woodford - Varki ?
Black Dow - Ulfen Monk (Glima Master)
Feral - Ulfen Paladin
Restless Cherry Blossom - Elf Witch (White-Haired)
GeraintElberion - Interest noted
Sigurd Sigmundson - Ulfen Oracle (Ancestors)
Ashe - Angel-Blooded Ulfen Paladin of Tyr
LastNameonEarth - Interest noted
Amyric Tuskryn - Varki Ranger (Guide)
Oterisk - Interest noted
Luke_Parry - Ulfen Bard (Savage Skald)
Tirion - Interest noted
Cuan - Interest noted
Fiallain Bo'airr - Interest noted
Skorn - Ulfen Druid
Daynen - Interest noted
Anthony Krast - Dwarf ?
PoorWanderingOne - Ulfen Fighter (Tactician)
Shifty - Interest noted
Willow Earthsong - Gnome Cleric of Gozreh

32 potential applicants inside of 12 hours from posting the Recruitment thread... safe to say this might be a popular AP eh?

Just to restate in case people get intimidated by the list - no one is guaranteed a spot, all spots are open. Recruitment doesn't close until Feb 20th, and later applications will be viewed in the same light as early ones - so don't feel like you need to rush into things.

Lastly... I am likely considering running a couple of groups, with 5-6 players selected per group.

Dark Archive

DM - Voice of the Voiceless wrote:

Sorry - missed a couple of queries:

Amyric - piecemeal armor is ok as long as you aren't gaming the system.

Skorn - bear druids / wolf druids / skinchangers all are a good fit for the tone and location.

And what about Menhir Savant? After reading the Player's Guide with all its references to fey I got to wondering about Ley Lines. If you are not already planning to include them I'll focus on a shamen druid.

And while I have your attention - My other idea is for a cleric - maybe a speak carrying one eyed cleric, but Oden does not exist in this world right? We are using the Galeron pantheon exclusively, correct?

will the groups be in the same world concurrently, or will these be separate games where players of one group wont meet players of another group?

DM wrote:
32 potential applicants inside of 12 hours from posting the Recruitment thread... safe to say this might be a popular AP eh?

I'm rather fond of the northern based adventures. That and anything pirate related.

yeah one of these days i will get to play a draugr pirate or viking... one day.... *sniff*

Just filling in some blanks for ya...

stormraven - Human (Ulfen) Runic (Tattooed) Sorcerer (tentatively Gold Dragon bloodline)

Tenro wrote:

yeah one of these days i will get to play a draugr pirate or viking... one day.... *sniff*

And just for that, here are the pigs from the muppet show as vikings while singing 'In the Navy'.

video link right here :)

Great work on the opening post for recruitment! I might steal more than a few ideas.

I will think long and hard for that one. The Grungir Forest has me looking intently at a druid character, born of the forest on a moonless night... We'll see!

I'll go ahead and express interest, and see if I can come up with something worth consideration.


Skorn - anything Paizo published is fair game, and obviously Menhir Savant has a great tie to the tone and setting. As to gods - I am using the Golarion pantheon but lines can be bent if needed. If you'd like to worship a Wotan expy - then I would set him up as a Demigod. Just give a thought to which realm he'd live in and what his domains would be - and if selected we can massage appropriately.

Tenro - campaigns would share nothing apart from an OOC thread. They would play through the AP separately without any crossover.

stormraven - noted, I'll update the big list later on.

Dreaming Warforged - glad you enjoyed it, and look forward to crystallization of thought.

bi0philia - Interest noted.


And I am going to have to withdraw...

My Arena Of The Gods, the LotR Homebrew, Jehova's Arena and the Iron In The Snow PbPs are going to be my focuses for a while.

See you later everyone!

Ok so I can play... Oy Vey. Though I did link to the wrong Armour.

It basically is themed around Wander being a Ulfen instead of Varki. And a Viking who was trained to being a Boarding Warrior and the Armour is designed around them being able to maintain Mobility in all cases.

DM - Voice of the Voiceless wrote:

bi0philia - Interest noted.


mechanically, he'd likely be an Ulfen human. A magus, with the hexcrafter archetype. The loose concept is that i'd likely take the vigilante witch hunter trait. He comes from a family with a history of aggressive preists/ witch hunters. He learns to use witch-like abilities in his battle against the evildoers of Irrisien.

another idea i'd like to run with is the bladebound archtype, if you'd allow me to make it a bit more theme appropriate. It states it's always a one handed slashing weapon, rapier or sword cane. Anyway with a bit of refluffing it could be something like a Battle/Handaxe?

I'm thinking this is a bit of a family heirloom and is infused with some sort of Ancestral and or Linnorm magic, with it's own goals to challenge the witches of Irrisien , and has laid in wait until someone worthy wields it.

any thoughts?

bi0philia - I would be happy for the bladebound archetype to be reskinned to a axe-bound or bludgeon-bound if that's what you're after.

DM - Voice of the Voiceless wrote:
bi0philia - I would be happy for the bladebound archetype to be reskinned to a axe-bound or bludgeon-bound if that's what you're after.

wonderful, I'll see what i can do in the morning.

off to bed for now!

A Battle/Hand Axe is a Legal Choice for Bladebound regardless... As is a Boarding Axe.

VoV! Very happy you are doing this. The pdf is available now and I must squee that the description of Rasputin must die

Will be posting later for your consideration. Skula, Skorpa, Skalk A little something to get y'all in the mood. Read the translation, it fits the game.

from Daniel Stewart is a fun little fellow...I will probably need to tweak him somewhat, but I just wanted to get him out for consideration...

I'll likely be swapping out Defensive Strategist as a trait for Bred for War; seems as if the Torag requirement on it is no longer applicable (at least, on the SRD this is the case). Bred for War is a far better fit, regardless.

Well safe to say you have garnered a great deal of interest! I can't recall seeing a recruitment thread that has peaked my interest quite this much.

Will you be looking for a balanced group/groups, or simply the X number of best entries?

I've got no idea what I am going to go for I'll need a good long read through the players guide first.

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Lloyd - indeed, Rasputin Must Die! is part of the AP that I await with clammy handed anticipation.

Gaer - noted and look forward to the nitty gritty.

DM Carpe - I'll be looking for some degree of intra-party balance, but it won't necessarily be the o'erarching requirement. Ultimately well constructed and thought out characters / personalities are the driving desire.

I MUST GET MY FOOT IN THE DOOR. I don't think I've ever drooled so much over a recruitment post, I can't imagine what the gameplay would be like.

I'd be really interested in playing a Dwarf or a Gnome, and milking it thematically for all it's worth. I'd be interested, OP, if you could help me tie my PCs to the lore, or where to start reading for something Gnomish or fey flavored in Nordic texts. If I make a submission I want it to be a good one.

I wrote a character for Kingmaker, Bastagar Swiftthicket, that I intended to explore the darker sides of the bleaching and play a bit more sombrely than most Gnomes, having begun the bleaching and seeking to bargain with otherworldly spirits (fey, witches, what have you) to buy back his youth. I filled his inventory with trinkets from all parts of the inner sea, got a wonderful sketch of a gnarled old spriggan-type and posted for all of a week in said game before it died. I'd be keen to play him here, a gnome on anywhere from the rogue, sorcerer to arcane trickster spectrum, preferably with a cruel streak.

Failing that, I'd happily play a dwarf fighter or rogue, a grubby miserly proud creature that embodies everything humans dislike about dwarves and a somewhat backwards code of honour that I'd surely be able to develop over the course of a campaign like this.

I'll work on fleshing out Bastagar seeing that you've left the recruitment window open so long. Accepted or not I'm pretty excited to get writing.

Twigs - thankyou for the kind words, and I hope that I can live up to expectations once the AP proper is actually begun.

In direct response, and also as a general comment - Norse and Slavic mythology (which is the core of alot of the inspiration of the background) have a very healthy connection to the world of the fey, spirits and such.

Some related real world reading would be the Vættir and Aesir / Elves of Norse tradition. Also the treatment of the fair folk within A Midsummer Night's Dream is one that I would hold in keeping with the theme.

Another wealth of inspiration is Slavic Mythology from which the AP will be drawing a lot of it's influences.

@Voice: A brief tangent before I ask my actual question -- have you ever played anything under the Savage Worlds system? It's not terribly relevant, but there was a very Viking-focused setting released (Hellfrost) that is absolutely amazing. It's worth checking out if you ever get the chance (assuming you haven't already).

As to my actual query, I am just curious about the starting location for the adventure. I had intended to have Garak be a (somewhat) permanent fixture in the area for the past half-decade or so. Is it still going to be Heldren but transplanted, or will this be an altogether new locale?

Question, VoV... perhaps I'm over-thinking this but I have to ask.

VoV wrote:
tell me a story, in character

Do you want my character to tell a story (a monologue more or less) or are you looking for a tale that is a sample of my prose chops written as I would in the gameplay thread?

Kagehiro - I have indeed played some Savage Worlds, but haven't seen Hellfrost before.

As to location - I do plan on transplanting Heldren wholesale, but will likely need to make a few tweaks to populations, etc to suit the change in initial tone. I won't know exactly how much is needed until I get the first AP volume in my hand - but I expect it will be relatively minor (especially given that the AP takes flight and won't be staying still for long). Feel free to set yourself up as a direct local - or a local of one of the nearby towns / villages / cities. If you're selected then we can always make some touch ups once the final AP comes out.

The actual location in Golarion is just visible on this map. If you start in the Lands of the Linnorm Kings and look on the Eastern tip of the Grungnir forest there is a river that runs through it. Heldren will be located just South of where the river forks in the plainsland there.

Nearest Golarion towns / cities are:
Delmon's Glen (just north of the river) - a gnomish trading village under the eaves of the forest.
Whiterook (to the east a little way) - an ulfen village under frequent attack from Irrisen and protected by a living vine wall.
Kopparbarget (in the mountains to the southwest) - a large dwarvish mine with a frontier trade town next to it.
Solskinn / Tomgruv / Jol (to the West, and South of the Grungnir forest) - all Ulfen dominated urban areas - Tomgruv is a farming village, Solskinn is in an idyllic valley but suffers under a shadow plague, and Jol is a larger city.

stormraven - the intent was for your actual proposed character to tell a story as they would if they were telling an NPC in the game thread. It could directed at the fourth wall as a monologue, a boast in a tavern, ghost story to scare children or divine prayer to a god. It could be a personal tale, a retelling of an ode, or a ribald joke.

The idea for me is to get a little writing sample and a bit of an insight into your character's thoughts and way of being.

Grand Lodge

Half-Orc Witchguard. Let me know if I can fit in! Thanks

CromoftheBloodhammer - all you need to know and what is required to put in a submission is laid out in the first post on this thread.

Grand Lodge

Sorry, I'm new to this.
Abandoned in a forrest by assumedly human mother, named Cailleach Cosantóir by the witch who found, raised and trained him. Indifferent twoards humans and orcs alike, and genuinely ignorant of customs of society. CG, looking for a ward to defend, and also, friends!

Grand Lodge

Basically, Cailleach Cosantóir, Half-or Witchguard/Ranger

How long will you have the thread open? I'm working on a female Ulfen Fighter but between school and a sick kid (plus having to research for the character) I'm a little slow getting it all together.

Tenro wrote:
will the groups be in the same world concurrently, or will these be separate games where players of one group wont meet players of another group?

Thank you for the detailed info about where specifically we will start.

Also, if you addressed my question quoted above, i believe i have missed it. It is in reference to the possibility of multiple groups.

Hi there DM VoV, dotting for interest and I've got a question: I'm strongly considering a wild-themed Cavalier, but curious about mounted combat possibilities and your preferences as a DM -- will I be seriously shooting myself in the foot if I apply with a mounted character?

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DM - Voice of the Voiceless wrote:
Tenro - campaigns would share nothing apart from an OOC thread. They would play through the AP separately without any crossover.

Twilightrose - you've got a while, I won't close the recruitment until I get the PDF of the first volume - which will be on the 20th of February.

garabbott - not having the AP I can't speak with confidence, but I would expect a mixture of internal and external adventuring. A cavalier or similarly mounted character would likely be mixed in effectiveness... unless you went with a small race and a medium mount of course.

Crom - I'm put up a little guide to the submission later on to give you a hand.

Grand Lodge

Thank you. This is literally my first day on the boards. I'll work on elaboration, and fleshing the story out more, but this is one of the adventures that really caught my eye, the setting and the tone you are looking to purvey is perfect for this character I've been mulling around in my mind.

Liberty's Edge

Ok, them creative juices are FLOWIN now. got me a nice(well, not so nice, really) changeling witch comin' up, and I LIKE the looks of things so far. You want dark? I'll GIVE you dark. You want grim? I GOT grim. You want nordic/icelandic themed? Wikipedia don't fail me now!

Grand Lodge

Cailleach Cosantóir

The Ulfen girl rushed through the woods frantically, tears streaming down her fair face. She wasn’t sure what to do with the screaming babe she held, but she knew she didn’t want anything to do with it. The abomination, the shame, the monster. . .
The monster that had her eyes.
She kept running, crying, hoping that no one had followed, and finally came to a glen. Secluded and serene, she figured this would be the perfect place to abandon the babe and feel no shame. She placed the infant on the ground, and sent a prayer to Torag. As she went to leave, she cast a final glance at the child. It had stopped crying when it saw her, and she saw deep back into the childs eyes. Her eyes. The eyes she’d never forget. She spun quickly and never looked back. . .


Shortly thereafter, a Witch of the Moon (Gealaí Maor) found the baby on a hike to gather herbs. She decided that the baby, being half-orc half-ulfen, would make for an excellent warden, and decided to raise the child on her own in the woods.

The child quickly grew, and quickly learned the lessons, and the importance of protecting his ward. He learned hunting, fishing, and herbology from the witch. More importantly he learned combat, and was trained to hear the whispers of the moon. But before he mastered anything, his time with his Matron Mother was cut short. One afternoon, after a successful hunt, he returned home to find Gealaí cold, and still like the ice growing outside. He tried to shake her, to wake her, to no avail. This was when he left home. To the cities and towns Mhamó told him so much about in his youth.

Half-orc witchguard/Ranger build. Two handed weapon ranger wielding a bastard sword, and a bow. There isn’t any conceivable reason for me to have a breastplate at lvl1, being of the ilk I am, so he wears scale mail for now.

Open to ideas, unwavering when it comes to his ward, and ignorant of customs. (doesn't really understand why people see him differently) Chaotic good,

If 15 point:

Str : 16
Dex : 12
Con: 12
Int: 10
Wis: 14
Cha: 11

This is what I've come up with tonight. If you would like elaboration or anything else please let me know! Its a work in progress.

Absolutely Mjölnired at work right now mate, started on some crunch and fluff last night but turned into a Saga!

Will hopefully find the time over the weekend (provided I'm not offshore...)


Went ahead and consolidated everything into this profile. If you'd still prefer to keep everything as an in-thread spoilered post, I can easily oblige. I have yet to work on his gear, but that can be remedied soon.

VoV - Would you allow a sylph character? (Please don't kill me for asking a question already explicitly answered.) I only ask because I have a winter-witch concept that I think the sylph would fit very well, and this is the campaign for a winter-witch.


Yes, it's me with another female witch, but dammit, witches are supposed to be women, especially in a campaign like this! Also, no one else has applied with one, which is just ridiculous.

Gist of the character is...
Female sylph Witch(Winter-witch)

Feat: Extra Hex
Hexes: Fortune/Misfortune, Cackle
Skills: Spellcraft, Use Magic Device, Knowledge:Arcana, Heal, Profession: mid-wife.

What provided inspiration for the character is the mixing of Ulfan and Tian cultures via the Path of Aganhei and this Yuki-onna, particularly the story where the man marries the yuki-onna, only to have her melt away when he breaks his promise. I wondered, what about the children? And, this character came to be. Other sources of inspiration include Pople of the North, Lands of the Linnorn Kings, Jade Regent, Winter's Reign, and my desire to make a witch that rocks the combat casbah.

Very general background, to be refined if approval or comment is given.

Always did the northern lights call to Hamall. For hours he would watch the witch-lights dance, and vow that one day he would journey to them. Alone among his father's sons, he forsook the sea and traveled to Kalsgard and found a place among the guilds that specialized in travel across the Crown of the World.

While scouting ahead one day, a sudden blizzard overtook the caravan, and Hamall and his companion became lost. In the howling wind, he thought he saw a beautiful girl standing over the body of his friend, and when she came for him, he knew that death had come, for no man can outrun the frozen spirits of the north. And so he knelt, and waited. He would not attempt to cheat fate, but would look it in the face and die beneath his beloved lights.

And so she came, and she was beautiful and cold as the crown on which she stood, and the witch-lights danced her eyes. "I had meant for you to join your friend, but will not hurt you because you do not fear me. And because you think my lights are beautiful, I will spare your life. Tell no one what happened here, or death will surely come."

Soon the storm passed, and Hamall was able to rejoin the caravan. There were mutters, but many a man had died in a storm, with friend and fire only feet away, and so the incident was forgotten.

On the journey home, the caravan came upon a wagon, abandoned and buried in the snow. Looking for goods to plunder, the guides found the owners of the wagon, frozen beneath their blankets. Only a girl survived, with raven's hair and skin like the midday snow. Some said to leave her, but Hamall cared for her and claimed Yuki as his own.

In time the two came to live in Unaimo, at the base of the High Ice. For though Hammal loved the lights, no man can live where they do. For once winter comes, the Crown is forbidden to all but spirits and the dead.

Life was good, for no man knew the Crown like Hammal and Yuki bore him many children. Then one night, as the children were asleep, and Hammal and Yuki watched the lights dancing in the sky, Hammal told his wife the story for his first crossing, and of the woman that he saw. At once he felt his wife begin to shake, and as the tears rolled down her face, she spoke her last to him, "Oh did I not tell you, that should you tell anyone death would come!" And the tears grew bigger and bigger, and she melted away.

The next day Hammal sold everything he owned, and took his children south. He would answer no questions and would not look at the crown he once claimed as his own. At Kalsgard, he bought passage and prepared to continue south, but as the ship exited the bay, it turn to the north, and Hammal once again saw the lights of his wife's eyes dancing in the sky. A word to the captain and the ship turned about. The family returned to shore and Hammal visited his brother's hall.

His return was met by jeers. Who was this man to return after all these years. Erik took up his father's sword. Hammal would redeem his honor with blood, and with it buy a place for his children. But Hammal would not raise his own. "My battle-sweat is frozen. My suffering is not yet passed." And as his brother's sword swept down, to the side it turned. Twice more the stroke fell, and twice more it turned aside. "You are cursed! For your blood cannot be taken, nor will you take another's. Be gone then, until your debt is paid and your blood is mine to claim."

And so Hammal and his children left the house of Erik, and bought space near the jade-quarter and lost themselves in that space between worlds, where a child's oddities might be explained as being from the 'other' that lived nearby. For all Tian are strange and their powers difficult to comprehend, and all Ulfen are savage and swim through snow like otters.

As Norðrljós grew older, she began to feel the draw of the lights for which she was named, and wonder at things like fate and destiny. And so she learned of Pharasma, who the Tians call the Mother of Souls and the Ulfen the Lady of Graves.

And so her youth was spent at the threshold of this world, sometimes helping to open and other times closing it gently. Learning, as she did, to feel the strands of fate and to see the cycle in the turning of the seasons.

Eventually her thoughts were drawn to the east to the endless winter of the lands beyond. For here the seasons did not shift, and the cycle was stuck, like a wagon wheel that would not turn. The more she learned the more it occupied her thoughts, and the more she came to dwell upon the endless winter.

In time the obsession became too great, and she told her father that she must go, for winter was calling. When Hammal heard this, he simply nodded. "This is your doom. Follow it and prosper. Break it and sorrow."
*edit. Okay I got a bit distracted there. This is a lot longer than intended.

Answers for boons.:

1) See above. Also, destiny. It is her fate to be here.
2) See above.
3) See above. Also, Ulfen and Tian look quite different from each other. Each assumes that weirdnesses are a result of 'those people'.

4) Norðrljós is very stoic. People are born and die, and each life is, on the whole, insignificant. However, each soul is very important in the great cycle. To Pharasma, a soul's deeds or station does not matter. Whether beggar or king, each enters and leaves the the same: naked and alone. And each deserves the same consideration. Her servant takes the same view. To some, this comes off as cold or disrespectful, usually those in the prime of their lives far from either of her doorways. However, to those near birth or death, whether their own or someone they love, she is a kind voice that is never too busy. Like her mother, and the psychopomps that serve her goddess, Norðrljós can be persuaded or enticed by things that interest her, though not enough to violate proprieties. Falling snow, particularly with a wind to swirl it brings out a childish delight in her.

5) Positive:
Grave holds no mystery. All men must die, and when they do they will be judged by one neither capricious nor rule-bound. Extensive experience with, and meditation on, the nature of life and death has given her a calm acceptance the inevitable.

Scales are balanced. As Pharasma judges all souls equally, so does Norðrljós judge the living. Each creature is judged on it's own merits. Though this doesn't require her to ignore facts, like Jadwiga are hostile to outsider Ulfen, it does that she can judge a creature on its own merits.

Who are you the proud lord said? In a land where honor is life and fame the only true currency, Norðrljós just doesn't get it, or care to. To her, these things are inconsequential amusements, like making snow-angels or dancing through moon-beams.

True-oath Due to the nature of her parents relationship, Norðrljós finds it difficult, agonizing really, to break a promise or oath. Technicalities don't matter in this regard. If she promised, then the intent must be fulfilled.

All is vanity
With such a focus on death, dooms, and inevitability. It is easy for her to become despondent and listless. Why act when all will come to nothing. Why care when all die and are separated?

6) Norðrljós mostly looks like a mixture of Ulfen and Tian, which is mostly what she is. Obsidian-black hair, snow-white skin, angled blue eyes, thin but tall. Dress tends to either be for aesthetics, when about her own business, or function, when acting as mid-wife or body-tender, as the cold doesn't bother her much.

Her comportment is generally that of one pre-occupied, but with enough time for whatever you need. Whatever I/we/you are/were doing, it isn't that important. The benefits and drawbacks of this are largely similar to her attitude towards many things. If you're used to being ignored, its great. If you're used to being the center of attention, it's puzzling, aggravating, or infuriating depending on how you take it.

7) Norðrljós carries an ivory flute from her parents. Her father bought the tusk and carved the rough shape, while her mother tuned it. It was given to her when she expressed frustration at not being able to make her little girl voice make the wind sounds mother's voice made.

8) Traits are Spirit-guide, Confidante to the Oppressed, and Child of the Temple. Yes, I know I can only have two, but I can't decide which two quite yet.


To the mother, the girls of houses give praise!
To the hunter, the runner of trails gives praise!
To the north star, the autumn leaf gives praise!
To the hammer, the blood-worm lord gives praise!
To the lord in iron, the feeder of ravens gives praise!
To the hammer, the blood-worm lord gives praise!
To the north star, the autumn leaf gives praise!
To the hunter, the runner of trails gives praise!
To the lady, the sons of heroes give praise!

Lloyd Jackson wrote:
...I only ask because I have a winter-witch concept that I think the sylph would fit very well, and this is the campaign for a winter-witch...

I was tempted, but I literally just wrapped up a RL Kingmaker campaign where I had played a Winter Witch. Made it to 18th level, and is now the Queen of Frostgate to boot! Much as I enjoyed the character, it would be a bit much to follow up over a year of that with a similar character. Having said all of that, I was still slightly tempted... ;>

*Edit: it was also an immense kick in the nether regions to read the Reign of Winter announcement while on the cusp of wrapping up our Kingmaker.

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