The Northlands Saga (Inactive)

Game Master Something Wicked

Hearing I ask from the holy races,
From Heimdall's sons, both high and low;
Thou wilt, Valfather, that well I relate
Old tales I remember of men long ago.

[Loot] | [Roll20] | [Hero Points]

Seal Coast Map | Northlands Map | Player's Guide

Rations: 57



Hagalaz, Hail! Our Northlands Saga game is down a player, and so I am recruiting one player to fill this open spot. The group is currently in a voyage into the Far North (the arctic) on a quest to avenge the murder of their former jarl. Your PC is likely a member of the crew.

The Northlands Saga Complete is a campaign setting and an adventure path all set in the Frog God Games’ game world of the Lost Lands. Far at the northern edge of the world map where the continent of Akados connects to the frozen polar continent of Boros are the lands of the Northlanders huddled around the often-frozen North Sea and verging upon the gray-green swells of the Great Ocean Ûthaf that circles the northern portion of the world.

The Northlands are a realm of rugged frontiers on the very edge of the arctic wilderness where the people of the North contend against the horrors of the icy wastes with little more than sinew, iron, and their own mind’s worth. Here is a realm of gameplay for a classic Viking saga or adventures in the gritty north envisioned by Leiber or Howard. It is a land of epic sagas, savage creatures, and heroes of mythic proportions, and it is ours to play in.

This is a game steeped in Norse mythology and tradition, in which the players will play as vikings. It is a massive book (over 800 pages) with a built in campaign guide and adventure path running from levels 1 through 20. The adventures are separate modules written at different times, but all taking place in The Northlands, a setting of Frog God’s creation. Will we complete the adventure? I have no idea. But, we can certainly have fun trying.

So if you’re interested in the campaign idea and you’re brave enough to step beyond the world of Golarion, into the harsh and unforgiving world of the Northlands, then please check out our campaign page, which includes a custom player’s guide. There’s also additional information in my profile that you’ll need to be familiar with, as there are tight restrictions on race and class selection. A lot to read, I know, but don’t get attached to any character concepts until you’re familiar with the criteria.

Here are the absolute vitals:

Class Restrictions: The following are the only allowable classes, archetypes permitted in my discretion.
--Barbarian
--Bard (only the Skald archetype found in the unofficial player’s guide)
--Fighter (check out the Huscarl archetype in our unofficial player’s guide)
--Ranger (non-spellcasting archetypes)
--Hunter
--Skald
--Slayer
--Warpriest
--Oracle. Permissible Oracle Mysteries are Ancestor, Battle, Metal, Nature, Stone, Succor, Waves, Wind, Winter, and Wood. Permissible Oracle Curses are clouded vision, consumed, lame, tongues, and wasting.

The group has lost its skald, and the only other spellcaster is a warpriest. The group could use a magical class, so I highly encourage considering the available spellcasting classes. But also note that Northlanders are martial-oriented, so even an Oracle should have some combat acumen.

Reflavoring class abilities to match the themes of our campaign is allowed, even encouraged.

No Third Party Options. Other than the adventure itself, of course! Our unofficial player’s guide contains some new options presented by the adventure, including archetypes, feats, and traits.
Races: Human only. Alternate racial traits only allowed with GM approval.
Build Rules: 15 point buy. Your lowest stat, after racial modifiers, cannot be below 8. Starting Level 6.
HP: Max at first level, ½ + 1 thereafter.
Starting Wealth: 8,000 gp. We are using automatic bonus progression from Unchained. Equipment available to you for purchase in our starting location (Silvermeade Hall, just outside of Halfstead in Hordaland) includes technology up to the level of High Middle Ages as described in our Unofficial Player’s Guide. Items such as full plate armor, crossbows, rapiers, and gunpowder weapons are not available. It is assumed that much of your starting equipment was obtained through bartering or handed down from family or friends. Combat mounts are non-existent, though riding mounts (horses) are common enough. Any currency will be in hacksilver (hs) with lower denominations made up of sp and cp as needed.
Alignments: Good preferred. No evil.
Feats: No Leadership. All characters receive one bonus feat of their choice at first level. Being human, this means you gain another bonus feat on top of your normal racial bonus. You must meet any prerequisites for your chosen feat.
Traits: Two, both of which must be a campaign trait, albeit from different categories (basic, magic, social, or regional).
Unchained Rules: Background Skills (everyone gains one bonus skill point at level 1 to place in Profession (farmer)), Automatic Bonus Progression
Posting Requirements: These games are marathons, not sprints. I would hope for at least one post per weekday, for a minimum of five posts per week. I tend not to post on the weekends.

You do not need to build a PC or create a profile at this time. Instead, I'd like to hear your proposed build and, more importantly, get a feel for the character you are creating. Thus, I would like to see a background story and a sample post showcasing your character in a roleplay situation. I value roleplay over "roll-play", and I am seeking players who feel the same.

Recruitment will remain open one week, depending upon interest. If there are multiple applicants who satisfy the stated criteria, I will allow time for the other players to offer their recommendations in private before making my selection. I invite you to explore our Gameplay and Discussion threads to get a feel for the expectations and playstyle. I will do my best to answer your questions in a timely manner. This is a lot of information, I realize, but in the end I hope it results in a quality game with unique roleplay opportunities.

Join us, dear player, and carve a name for yourself with mind’s worth and wound-hoe, blood-ember and bravery. Seek us in the shieldwall, where the spear-din is thickest, and the battle-sweat flows freely. We’ll be there and, we hope, so shall you.


ill dot with an Oracle, clouded vision curse. Dueling sword build probably.

She's a warrior mage, young and recently lost her family to a tragic incident. In that short time shes made a big name for herself as a mercenary who always gets the job done

She's the stoic type, cold and distant.

She enjoys the cold

Her only living relative is her murderer brother, whom she wants dead and actively strives to not be

Ill have more once i read the material a bit


I'll rebuild this character as a Skald 6

It's late. I need to read the player's guide to develop a backstory.

cheers


I've done quite a bit of reading over the last couple of hours and I am very impressed at the game you have thus far. I would love for a chance to jump into such a rich campaign. As such, I present Eldgrímr Hallgrimsson for your consideration.

The last and first time:
It was like a white sea, frozen in time and sparkling with radiance from the sun. Immense in proportion yet made of the tiniest specks of frozen water. Why doesn't it crash down now? The snow clung to the mountaintop like a blanket, it's brilliance being shown by the same heat that would cause it to crack and bury everything underneath it. A beautiful, tragic death. It will make for a beautiful painting. It will make for a terrible story. Would the sisters truly be so cruel?

"Eldgrímr?.." The soft-spoken voice pulls at him and he slowly looks down to the base of the mountain. He closed his eyes, letting the nonsensical thoughts dissipate. The sisters are not cruel. They are not compassionate either. A death is a death.

"Eldgrímr?" Again he is pulled, his gaze shifting away from the mountains and across the landscape. What a silly thing for him to be doing, wondering about something that would come to pass. What will happen will happen, worrying will not change that.

"Eldgrímr." The voice is accompanied by an urgent squeezing of his hands, and his gaze finally snaps back to the moment at hand. Astrid met his gaze with a pleading look. She was so patient and gentle. So loving. So forgiving. But today was her day. She should not have to endure what he knows. Not today.

"It is with this braid I vow our union..." The words roll off of Eldgrímr's tongue like honeyed water, filling the entire valley with his resounding base. Both of their families look on with joy as the final step of the wedding finally takes place. Eldgrímr wrote the words himself and had read it countless times. They were written beautifully and his voice only made them that much more magical. But the words tasted bittersweet as they left his mouth.

"We will build a future together..." Eldgrímr holds her from behind, head resting on her shoulder. The fire crackles in the corner, filling the room with warmth. They both have soft and happy smiles as their hands rest on her bulging belly.

"We shall go forth without reservation..." Eldgrímr and Astrid run, laughter ringing out across the mountains, chasing after a young girl with the same bright green eyes as Astrid. She scrambles through the snow, keeping ahead with peels of joyous laughter.

"We shall be together in our darkest hours..." A crack resonates, and a scream shatters the air. Eldgrímr and Astrid break into a sprint. Eldgrímr's joy slips away while Astrid's changes to fear as they peak the crest of the mountain.

"And our hearth shall find peace..." Astrid was bent over, clawing her hair with her mouth open in a soundless wail of despair. Eldgrímr looked on from atop the hill with a grim sorrow as she grieved. The bloody heap in her arms stained her shirt and the snow, her tears falling onto it and mixing into pink.

"I shall hold nothing from you..." Astrid screamed at him, pounding his chest with both fists and pushing him. Her mouth form the same words over and over again. You knew! You knew it would happen! You knew! Her strikes grow weak as her legs buckle and she collapses to the floor in despair and helplessness.

"Until death due us part." Eldgrímr sits and stares out the window at the sunset. Astrid stands at the door, burdened with the weight of the final bag. The house looks like an empty shell of itself as she stops, gazing at him one final time. She looks like she wants to say something, a single tear rolling down her face as she walks out the door. "Until death due us part..." She says for the last time.

The families cheer and Astrid's radiant smile brightens the whole valley as Eldgrímr finishes his vows. "Until death due us part." She says for the first time. A single tear rolls down Eldgrímr's face. He turns and looks back at the frozen mountaintop in all of it's dangerous and mysterious glory. But by the gods, is it beautiful.

Character:
Eldgrímr is a skald who experiences visions of the future. Some call him blessed of the Norns, others called him cursed of the Norns. Regardless of the truth he has had to make peace with the incredible burden that is his knowledge of wyrd. Our fates are what they are, be they unfair or heroic or just or cruel. But this is the life we have. There is no bargaining that can be done, no amount of struggling to create change, and most importantly no amount of grieving that can lesson the pain. All that can be done is to live well. Take what you have and grip on as tightly as you can, enjoying the brief flash in this mortal coil for as long as we have been given. It is all we have, after all. So you might as well enjoy the hell out of it while you can.

Mechanics:
Eldgrímr will be a Skald with (GM permission pending) the Fated Champion archetype. He will have the Hnefatafl Player and Tale Spinner campaign traits, and will make use of the Spellsong feat to tackle the issue of using arcane magic in this setting.


Submitting for a Hunter, follower of Freyr.

Character thoughts:

Looking at taking elf-blooded and (social) Huscarl to Jarl Olaf as traits. The idea is that he'd be a hunter/tracker who during "normal" times, works to bring in meat and pelts for use/trade, but also serves as a scout in battles, and a (minor) healer.

Finnviðr Torgisson was born and raised around Halfstead, trained by his father, Torgi Asgersson, as a hunter and tracker. The family are devout followers of Freyr, and he spent almost as much time in prayer and offering as he did training outside, and as such has learned to call upon Freyr's blessing at times. He likes his work, as it keeps him outdoors, being active and contributing to the well-being of the Jarl and his city.

His elf blood makes him a bit... mysterious isn't quite the word I am looking for, but a touch alien... he's got a sort of sense of "otherness" about him, and it is recognized by those who meet him. The stories of where the elf-blood came from are not clear, even within the family, and over the years, Finn has heard a few different versions. The one he likes the most is that one of his female ancestors, Signy Borghildsdottir, was known as a great spear-maiden, who on one occasion, during a raid, saved the life of a Nuklander elf, who agreed to share his bloodline with her, not by way of sex, but by way of a ritual conducted under a full-moon, in the forest. The story tells that after the ritual, Signy's eyes were changed and she began to answer to Alvilda, meaning "elf battle". Members of her bloodline are known for having sharp eyes, and Finn is no exception.

A hale, robust young man with a pleasant disposition and generally positive outlook, Finn is a team-player who firmly believes in working hard for the betterment of the group, but is also entirely comfortable following tracks out into the woods on his own, or with his companion, Gapa ('big eater'), a hunting hound. He's polite and respectful, but prideful enough to insist on the same in return and get annoyed when he perceives that it is not happening. While he is a man in the eyes of his people, he is still young (18 summers), and is in that sort of boy-to-man transitional period.

RP sample:

Finn crouched near the track, which was clear as could be in the snow, and studied it for a moment. He looked up at his father. "A bear, father. Young, from the look, and moving fast. Fleeing something, maybe?"

His father glanced down at the track, then returned his gaze to their surroundings. "Sounds right, boy. What would most likely make a young bear run?"

Finn thought for a moment. "Wolf pack... but we've seen no wolf tracks. Another bear? Bigger, and not its mother or father. Or... hunters." He looked around them, eyes moving slowly as they took in the details. "There!" he said, pointing to a partially obscured track a few feet away. "A man... grown. Large feet, and deep impression. He's big, or carrying a lot. Maybe both. He was running, at an angle to flank the bear, drive it... east, towards the riverbank."

His father gave a smile, and a single nod. "Good. And since the Jarl has called for a stop to bear hunts, let's see if we can find this man and his friends. There are at least two, and one of them has a spear. You're getting better, boy. I'm proud of you."

With that, father and son stood and quietly pressed on, bows at the ready, eyes sweeping from side to side, ready to face whatever came, together.


Skald 6

Traits: child of heroes

Backstory: son of a famous skald. Need to learn more about the current crew. If that doesn't work, he'd be from another community.

Example post 1

Example post 2

Example post 3

Example post 4


Backstory and such for your viewing pleasure.

Aisling Frostwing background:

I remember that night like it was yesterday...Snowing,cold...I was out hunting, something my family was well known for; strong warriors and hunters. Our family owned a small farm, usually tended by my mother and father, while , brother Tristan did his medical work. I was considered a prodigy from birth, gifted with magic and dedication to the blade.

Today though...everything felt wrong. Blood stained the area outside the house, i rushed in...My brother and his damned obsession with dark arts.

Inside pools of blood all over, mom and dad...dead on the floor. Tristan stood over them, laughing like a maniac. I drew my sword and charged him, losing focus as anger clouded my mind and blade. He was the better fighter...He knocked me out, Good bye little sister... i don't know why but he didn't kill me. But those were his final words.

I reported the happenings to officials, declaring Tristan an outlaw. I remained the sole heir of the family name. Though the reputation mattered little to me, i had revenge on the mind...

appearance and personality:

Aisling carries many of her family traits Pale skin and stark white hair, her eyes are a dull violet. She has little sense of style preferring to dress practically and for combat, though she carries a face mask and deep purple cloak on her person.

Shes cold and distant, highly focused on missions, revels in combat and strives to grow stronger. She has a way about her, focused and quick to plan out strategic decisions, speaking properly and convincingly. She has a strong sense of justice, after her loss.

build idea:

generally a combat mage, swift and good variety.

pure oracle either battle or metal with clouded eyes.

spells will generally be healing and offensive spells

skills points in stealth, survival, generally hunting based skills


Well met, applicants! Thank you for taking the time to consider our game and prepare characters. Recruitment can be a difficult process for players, but is especially difficult for me as a GM knowing that I cannot accept everyone.

Since I've encouraged spellcasters, and each applicant so far has proposed a spell-casting class, I want to emphasize how rare magic is in the Northlands, and how special are those who wield such power. Let me here provide a discussion post that appeared early in character development:

GM Wicked wrote:
The Lion Cleric wrote:
Where would a skald (of the magical variety) learn his kennings? The second one is obvious, training with a wise woman, but how do the men train? Would the wizard/mage apprentice fit in the setting in a certain degree, or are they way too frowned upon, even if they are skald-like?

This is a good question but, by virtue of the rarity of such things, one for which there isn't a straightforward answer. Our campaign guide tells us that skalds tend to hide their magic abilities where they can, or else fashion them as divinely-granted. Wherever your skills come from, they probably wouldn't be from anywhere "civilized," as much as that term can apply in the Northlands. Note we begin near Halfstead, which is the largest and most "cosmopolitan" settlement in all the North. So, while there wouldn't be any schools of magic, you have more options than you'd find elsewhere.

Innate powers, like sorcery, are plausible, and self study could work. You could really get creative here. Perhaps you entered the feared Moors and Barrow Lands and stumbled upon an ancient Andøvan (a long-dead people) artifact, stealing it from a burial mound. Removing it from the dead might have unlocked its latent magic, or perhaps it was cursed and grants you arcane power as a punishment instead. Perhaps you already died once but were revived, but during your death sleep encountered Wotan himself (whether real or imagined) but upon reviving you have these powers. You could also have associated with a witch in the wilds, learning something about his or her dark arts (while cunning women are women, there are other spellcasters lurking around with no gender requirements).

Any spellcasting, skald or otherwise, will make you exceptionally unique, as magic is quite rare. Any spellcaster, but Skald in particular will be feared, sometimes shunned, thanks to its arcane flavor, but also greatly respected . . .

An important aspect of any character who employs magic is how their power has actually served as a limitation growing up (and surviving) in the Northlands. Do consider how, if selected, you might explain your powers to those who would fear and shun you.

Here are the applicants thus far:

Aisling Frostwing, Oracle, submitted by Ammon Knight of Ragathiel
Eldgrímr Hallgrimsson, Skald (Fated Champion), submitted by CampinCarl9127
Finnviðr Torgisson, Hunter, submitted by Oniwaban
Óbjarni, Skald (Dragon Skald), submitted by Jubal Breakbottle

Recruitment remains open until Friday. At that time, I would like to submit the list to my players for consideration and comment before I make my decision early next week.


GM Wicked wrote:
Well met, applicants! Thank you for taking the time to consider our game and prepare characters. Recruitment can be a difficult process for players, but is especially difficult for me as a GM knowing that I cannot accept everyone.

It was my pleasure, and it was time well spent reading a very thorough and captivating setting. As well as browsing some of the gameplay thread, which impressed me with the level of quality and dedication. You also referenced some solid PbP guidelines that I was already familiar with which I saw as a very good sign.

GM Wicked wrote:

Since I've encouraged spellcasters, and each applicant so far has proposed a spell-casting class, I want to emphasize how rare magic is in the Northlands, and how special are those who wield such power. Let me here provide a discussion post that appeared early in character development:

snip

An important aspect of any character who employs magic is how their power has actually served as a limitation growing up (and surviving) in the Northlands. Do consider how, if selected, you might explain your powers to those who would fear and shun you.

I touch upon these concerns for my character but let me flesh them out further.

As far as how he will come off to others, his ability to divine the future and understand wyrd will be played as divine, either a blessing or a curse from the Norn sisters depending on interpretation. As for the rest of his spellcasting which is more arcane in nature, he would use the Spellsong feat to mask it and be subtle about his uses. So in essence, he hides most of his arcane abilities but when he uses divination magic he makes it come off as divine.

As for how he got those powers, I hadn't considered that aspect yet. Since he is so thematically entwined with the concept of wyrd in the setting, perhaps something he or his parents did in response to a divination from the Norns caused a retaliation. Perhaps his mother was destined to die in labor, and his father went to incredible lengths and sacrificed in an attempt to prevent it, but there were magical repercussions for the child. Perhaps Eldgrímr was told his wyrd was to amount to nothing and he would live and die with a plow in his hands, and in his arrogance he tries to usurp fate and ended up cursed with powers and knowing the inevitability of his future.

I definitely have some ideas bouncing around that I think could work. If you like I can hit the drawing board and try to narrow my thoughts down, or if preferable I can leave it for the time being to see if I am selected so we can work on it together.


GM Wicked wrote:
Well met, applicants! Thank you for taking the time to consider our game and prepare characters. Recruitment can be a difficult process for players, but is especially difficult for me as a GM knowing that I cannot accept everyone.

Thanks for giving me the chance to apply. In truth, I find the setting and the play posts I've seen so far interesting enough that I may follow along and just continue to read the whole thing as it progresses, just for fun.

Quote:
Since I've encouraged spellcasters, and each applicant so far has proposed a spell-casting class, I want to emphasize how rare magic is in the Northlands, and how special are those who wield such power.

Fully understood, and part of what I think is interesting about the setting. I see this as a situation where a young man who is just finding himself has been given something which most might see as a gift, but which he views as a burden, because it makes him the one thing that most young adults do NOT want to be... 'different'.

So he keeps his powers mostly to himself, and if he has to show them, he attributes them directly to Freyr. Since he is very devout and prays a lot anyway, this might not seem like a stretch, even if some people still find it offputting. If people push, he tries to shrug it off and basically says, "If one of the Gods gives you something, what do you do? Say no? Offend one of the Gods? No. You smile, nod, say thank you and do the best you can with what you have."


GM, Are you good with using Bluff (Perform Inconspicuous Action) to conceal the casting of spells?

I think I found the post of the collection of the crew for the current trip. So, my Dragon Skald should fit well as a sailor.

However, I cannot find Silvermeade Hall on a map. Can you tell us about the demographics of the settlement, so backstory can fit.

Then, his backstory would explain why he has kept his tongue for over forty days. Maybe mourning or exile, need to think about it.

cheers

PS This Gameplay is an awesome read!


Óbjarni wrote:

GM, Are you good with using Bluff (Perform Inconspicuous Action) to conceal the casting of spells?

However, I cannot find Silvermeade Hall on a map. Can you tell us about the demographics of the settlement, so backstory can fit.

From Spymaster's Handbook? Yes I believe that would be allowed.

As to Silvermeade Hall, The third post in the Gameplay thread has some basic information. I hope that's helpful.


CampinCarl9127 wrote:
I definitely have some ideas bouncing around that I think could work. If you like I can hit the drawing board and try to narrow my thoughts down, or if preferable I can leave it for the time being to see if I am selected so we can work on it together.

No, don't trouble yourself with that degree of detail just yet. I do have some comment on your proposal regarding fate, but that will need to wait for tomorrow.


Could I convince you to consider a Druid themed around storm and snow (rather than Wild Shaping), existing mainly as a wandering wise woman within the culture of the North? It's a character I've always wanted to play in this particular setting. XD Alas, Spherecasting looks to be out, though its noticeably lower power level might fit the setting better.


GM Wicked wrote:
No, don't trouble yourself with that degree of detail just yet. I do have some comment on your proposal regarding fate, but that will need to wait for tomorrow.

Sounds good, I'm looking forward to your comments!


GM Wicked wrote:

Well met, applicants! Thank you for taking the time to consider our game and prepare characters. Recruitment can be a difficult process for players, but is especially difficult for me as a GM knowing that I cannot accept everyone.

Since I've encouraged spellcasters, and each applicant so far has proposed a spell-casting class, I want to emphasize how rare magic is in the Northlands, and how special are those who wield such power. Let me here provide a discussion post that appeared early in character development:

GM Wicked wrote:
The Lion Cleric wrote:
Where would a skald (of the magical variety) learn his kennings? The second one is obvious, training with a wise woman, but how do the men train? Would the wizard/mage apprentice fit in the setting in a certain degree, or are they way too frowned upon, even if they are skald-like?

This is a good question but, by virtue of the rarity of such things, one for which there isn't a straightforward answer. Our campaign guide tells us that skalds tend to hide their magic abilities where they can, or else fashion them as divinely-granted. Wherever your skills come from, they probably wouldn't be from anywhere "civilized," as much as that term can apply in the Northlands. Note we begin near Halfstead, which is the largest and most "cosmopolitan" settlement in all the North. So, while there wouldn't be any schools of magic, you have more options than you'd find elsewhere.

Innate powers, like sorcery, are plausible, and self study could work. You could really get creative here. Perhaps you entered the feared Moors and Barrow Lands and stumbled upon an ancient Andøvan (a long-dead people) artifact, stealing it from a burial mound. Removing it from the dead might have unlocked its latent magic, or perhaps it was cursed and grants you arcane power as a punishment instead. Perhaps you already died once but were revived, but during your death sleep encountered Wotan himself (whether real or imagined) but

...

Thank you, the setting seems interesting. im not too worried, such is how PbP work, having gm'd i get the difficulty in decision making.

Aisling Pronounced Ashling, oddly enough

was born with her oracle magic and told it was a gift, despite that she was never really allowed to leave the farmstead until she could hide her magic successfully. Nowadays she still hides her magic, but actively uses it to her benefit.

she developed her abilities mostly through trial and error, self study while hunting or alone. She's intent in her decision that these powers were given for a reason, fated to lead her somewhere and down some path


Rednal wrote:
Could I convince you to consider a Druid themed around storm and snow (rather than Wild Shaping), existing mainly as a wandering wise woman within the culture of the North? It's a character I've always wanted to play in this particular setting. XD Alas, Spherecasting looks to be out, though its noticeably lower power level might fit the setting better.

Although I personally love the theme of a winter storm druid (my very first pathfinder character was a storm druid), the class is not allowed for PCs in this particular campaign. The only full caster available is Oracle. Consider the Nature, Winter, Wind, or Waves mysteries to arrive at something close to your original idea. You're correct that Spheres are not in use for this campaign.

CampinCarl9127 wrote:
As for how he got those powers, I hadn't considered that aspect yet. Since he is so thematically entwined with the concept of wyrd in the setting, perhaps something he or his parents did in response to a divination from the Norns caused a retaliation. Perhaps his mother was destined to die in labor, and his father went to incredible lengths and sacrificed in an attempt to prevent it, but there were magical repercussions for the child. Perhaps Eldgrímr was told his wyrd was to amount to nothing and he would live and die with a plow in his hands, and in his arrogance he tries to usurp fate and ended up cursed with powers and knowing the inevitability of his future.

This is an intriguing way to explain the existence of supernatural powers, though I do want to emphasize a core tenet of the setting: Wyrd bið ful aræd (WOOHRDT - PBITH - FEWL - aw-REYEDT)--fate is inexorable. The Norns are seen to control the wyrd, or fate, of men and gods alike. As such, all Northlanders recognize the power and influence of the Norns over their lives and accept it with a grim determination. If good or ill befalls a person, it was fated by the Norns and cannot be avoided. Northlanders merely pray that the Norns favor them with good fortune and face dire circumstances with bitter resignation that their wyrd should fall such. If your father attempted to prevent your mother's death, the Norns knew, and it was fated to be. If Eldgrimr tried to usurp his fate and ended up cursed, the Norns knew, and that too was fated to be. His gifts as a Skald, though explained as a "twist" of fate, are also fated. This belief in absolute predetermination is an important component of Northland culture. While Eldgrimr may struggle to rationalize his lot in life (indeed, that could allow for some great RP), there was no other way it could have been. See the rules on death and dying on the campaign page as a further example. Predetermination as a philosophy is riddled with problems, but that's the fun part about playing in a fantasy setting. We can suspend disbelief :).

Other questions?


GM Wicked wrote:

This is an intriguing way to explain the existence of supernatural powers, though I do want to emphasize a core tenet of the setting: Wyrd bið ful aræd (WOOHRDT - PBITH - FEWL - aw-REYEDT)--fate is inexorable. The Norns are seen to control the wyrd, or fate, of men and gods alike. As such, all Northlanders recognize the power and influence of the Norns over their lives and accept it with a grim determination. If good or ill befalls a person, it was fated by the Norns and cannot be avoided. Northlanders merely pray that the Norns favor them with good fortune and face dire circumstances with bitter resignation that their wyrd should fall such. If your father attempted to prevent your mother's death, the Norns knew, and it was fated to be. If Eldgrimr tried to usurp his fate and ended up cursed, the Norns knew, and that too was fated to be. His gifts as a Skald, though explained as a "twist" of fate, are also fated. This belief in absolute predetermination is an important component of Northland culture. While Eldgrimr may struggle to rationalize his lot in life (indeed, that could allow for some great RP), there was no other way it could have been. See the rules on death and dying on the campaign page as a further example. Predetermination as a philosophy is riddled with problems, but that's the fun part about playing in a fantasy setting. We can suspend disbelief :).

Other questions?

Yes, exactly! The inevitability of fate is an accepted reality in this setting. I wanted to take that further and explore a character who not only knows and accepts the inevitability of fate, but is also burdened with knowing some of the details of it. What kind of mental toll would be exacted for seeing the future yet being unable to change? For knowing how events will unfold and marching forward nonetheless? Even understanding that what small glimpses of fate granted to him are already themselves foretold, and that part of his wyrd is to know part of his wyrd. When he or his parents tried to usurp their wyrd, at the end they would realize their folly, and that even their foolish attempts and their eventual acceptance were all already written in their wyrd.

I read the rules on death and dying, and I must say what a cool take on it. In fact Eldgrimr might help make that mechanic even more salient. If one of the players decides, OOC, that it is time for their character to die, than in-game Eldgrimr can divine their wyrd to die.

Of course having a character based around divination and fate also would give you a ton of tools to play with. Need to direct the party a certain way or make sure a crucial piece of information is known? Drop him a vision of the future and they will know the direction they need to head.

I've actually explored similar concepts in some of my homebrew games. I wrote an adventure arc where the acts of the party were aided by mysterious forces that were beyond their ability to understand or control. Enemy NPCs suddenly turning friendly at a crucial moment, leads being dropped from nowhere, showing up at the exact right time, etc. But once they reached the climax of the story arc they were jaunted back in time and soon learned that they were the mysterious force, and they were tasked with engineering fate to play out the way that it had originally happened from their own perspectives. Of course if they had failed, then reality would either collapse on itself or extinguish them from ever existing depending, because the timeline had already been solidified and to alter it would...

Yeah, messy and complicated stuff. But really cool and interesting, and definitely a theme I would like to explore :D


Alright, I don't know how much of a chance that I have of selection considering CampinCarl's wyrd to join the campaign. However, life is competition.

I really enjoy my Óbjarni character, Norse culture, and mythology, and his original campaign was cut short.

So, after my first read of the Player's Guide, I'll make Óbjarni an Estenfirder and well-practiced viking and skald.

Óbjarni was becoming too popular. A rival who seeks to become the first jarl of Estenfird orchestrated the Althing of Estenfird to convict Óbjarni and outlaw him for witchcraft.

Óbjarni made his way to Halfstead and then to Silvermeade Hall to join a new crew. He has kept to himself for 40 days looking for omens of wyrd and chooses to step forward with the heroes to fill the role of their departed skald.

He will be an excellent sailor, orator and singer.

Skald 6 (Dragon Skald)


Alright, recruitment is closed! I've asked the current players to look over the applicants and send me a PM with their thoughts, which will play a major role in selection. I will announce the chosen player on Sunday evening or Monday.


Awesome, best of luck all!


Once again, thank you all for taking an interest in our campaign and for taking the time to write up characters, backgrounds, and posts. I really enjoyed reading each of them--that's the best part of running a recruitment. The worst part, of course, is turning good players away. But, after carefully reviewing the submissions, and considering the feedback of the other players, I've reached a decision.

Eldgrímr Hallgrimsson, Skald (Fated Champion), by CampinCarl9127, please join us over in Discussion! I'm about to sign off, but feel free to post any questions you have, and I'll be around tomorrow.

Everyone: May your heroes live on in other places, fighting the good fights, living the songs of the skalds before they are sung. May your fates soar through the ages!

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