Allsgard Saga

Game Master GM Woja

Player's Guide


1 to 50 of 55 << first < prev | 1 | 2 | next > last >>

Setting: The world of Allsgard, a world steeped in Norse mythology, with some of the names (and genders) changed. It is also a land of emerging firearms, thanks to the innovative dwarves of Dunarhall. I want to avoid posting a wall of text in this recruitment thread, and so I am reserving the player’s guide for the applicants that I pick. It is still a work in progress anyways.

Epic 6: This campaign utilizes the optional Epic 6 rules variant of Pathfinder, with some adjustments to the xp. Characters earn 1-3 xp every time they advance the story, be it by defeating enemies, finding loot, solving puzzles, making allies, and more. Every 50 xp, a character will level up, up to the cap of 6th. Every 50 xp after that cap is reached, a character will earn a new feat. If your character dies, you will create a new one at the same level, but with minimum xp for that level. There will be no permanent character death during the initial adventure of this campaign; why that is will become clear once the adventure begins.

Timeline: I still have a player’s guide to finish, and I am confident I can get it done within a week, so I am giving applicants until the 22nd to apply. Once applicants have been chosen for one or two groups, depending on how many people apply, we will have a week to go over character backstory, and we will begin the campaign on March 1st. For now, post with a general character idea, and we will work on solidifying it to suit the campaign setting later.

Races and Classes: All core races, as well as aasimar (called Vanir), tieflings, tengu (called ravenfolk), and goliaths are allowed. A homebrew race called dragonkin will also be allowed, but you have to become one, and cannot start as one.

All core, base, and hybrid classes are allowed, including gunslinger.

Ability Scores: 20 point buy, maximum 16 in any score before racial bonuses.

Feats and Traits: Characters will begin with one bonus feat, in addition to any other feats they get at 1st level. Characters can have two traits.

Wealth and Health: Maximum starting gold and hp. We will roll for hp after 1st level; we’ll both roll and you can take whichever is better.

The Aesir: The prime deities of Allsgard, the following eight Aesir are the most popular among them, though there are many others. It should be noted that very few dwarves and Vanir worship the Aesir.

Spoiler:
Woja, matriarch of the Aesir
Gender: F
Alignment: NG
Domains: Air, Knowledge, Magic, Travel, Trickery, War
Symbol: Blue Eye
Weapon: Shortspear

Fryr, husband of Woja
Gender: M
Alignment: NG
Domains: Air, Charm, Good, Magic
Symbol: Falcon
Weapon: Longsword

Tiwas, oldest child of Woja and Fryr
Gender: M
Alignment: LN
Domains: Law, Protection, War
Symbol: Sword
Weapon: Bastard sword

Dura, middle child of Woja and Fryr
Gender: F
Alignment: CG
Domains: Chaos, Good, Protection, Strength, War, Weather
Symbol: Hammer
Weapon: Warhammer

Valda, youngest child of Woja and Fryr
Gender: F
Alignment: NG
Domains: Good, Healing, Knowledge
Symbol: Silver chalice
Weapon: Greatsword

Lygi, sibling of Woja
Gender: ?
Alignment: CN
Domains: Chaos, Destruction, Fire, Trickery
Symbol: Flame
Weapon: Dagger

Heidel, brother of Woja
Gender: M
Alignment: LG
Domains: Good, Law, War
Symbol: Horn
Weapon: Greataxe

Helar, son of Lygi:
Gender: M
Alignment: NE
Domains: Death, Destruction, Evil
Symbol: Skull
Weapon: Scythe

EDIT: VMC is allowed. This campaign will use background skills, and the Elephant in the Room feat alternate rules.


Dotting! Like I said on the interest check thread, considering building a shieldmaiden of sorts, maybe even with the brawler shield based archetype just to be different.

Are we using background skills? What about the Elephant in the Room feat taxes rules mentioned in the other thread?

Would VMC be okay?

Are we doing the whole “after level 6, you start getting only feats instead of levels”?


Yes to actually all of your questions. I will update the thread.


I've got a couple of ideas, but need to look at how they'll each work with E6 (never tried it before)
How do you feel about Feral Hunters?


Andy Brown wrote:

I've got a couple of ideas, but need to look at how they'll each work with E6 (never tried it before)

How do you feel about Feral Hunters?

I am pro-feral hunters.


Can't edit the first post but here's the link to the elephant in the room.


Archlich here! This is tentatively the character I'm working in: Lahrehn Sceadufjord is a shieldmaiden, a shield champion brawler (VMC barbarian) with a more defensive combat style. Still working on lots of things on the background and waiting on the player's guide, so I don't expect her to be finished any soon :) But posting here with the profile mostly to show what I'm working in if more people are inspired and want to think on connections etc.


This looks interesting.

As you mentioned those are the main gods, how would you feel about another inspired by the Norse goddess Skadi?

So a god who actually comes from giant (or possibly Goliath) stock and whose portfolio cover hunting, mountains and things like surviving the cold. Thinking domains like Animal (the hunt), Earth (mountains), strength (weathering the harsh conditions), travel (nomadic life and skiing) and water(Ice subdomain only perhaps, winter).
Symbol would be something like two crossed skis, possibly accompanied by the head of a hunting dog.
Would obviously be mainly a god for Goliaths and hunters.


Cuàn wrote:

This looks interesting.

As you mentioned those are the main gods, how would you feel about another inspired by the Norse goddess Skadi?

So a god who actually comes from giant (or possibly Goliath) stock and whose portfolio cover hunting, mountains and things like surviving the cold. Thinking domains like Animal (the hunt), Earth (mountains), strength (weathering the harsh conditions), travel (nomadic life and skiing) and water(Ice subdomain only perhaps, winter).
Symbol would be something like two crossed skis, possibly accompanied by the head of a hunting dog.
Would obviously be mainly a god for Goliaths and hunters.

Such a goddess exists!

Slaki
Gender: F
Alignment: TN
Domains: Animal, Earth, Strength, Travel
Symbol: Mountain peak
Weapon: Handaxe

She doesn't come from giants, as that is not how the gods work in this setting (I will end up posting the player's guide, as I think it will be helpful, once I finish it soon), but she is certainly goddess of the hunt and mountains.

(Oof, just realized I have a Valda AND a Kalda. Might change one of their names Changed it to Slaki)


elephant in the room is new to me, I can see it might have an impact on the build I'm thinking of...


Nice.

So far I'm looking at creating a Goliath archer of as of yet undetermined class. Because who can resist the pull of a longbow taller than most humans?

The character would in part be inspired by Thorgal, the main character from a Belgian comic book (different from (most) US comics, yet also strangely similar) set in Viking era (though it expanded from there).


1 person marked this as a favorite.

I thought the exact same thing about playing a ranged goliath character. Anyway I will go for something different.

I think a young shaman learning Seiðr would fit perfectly in this setting, and a ravenfolk too.


Background:

Inside a dingy tavern stooped over a table, was a very large and very loud goliath. He had already drunk far too much.

"Drink hail! Wassail for all!" He raised his mug, spilling much of it's contents on himself and on the table. "Who am I?" He says, looking at the man across from the table with bewilderment. "Sven! Sven I am! Son of Olaff! Surely, you have heard of me?"

Sven was a large man. It was said that he had giant blood in him. Covered in tattoos and body hair, he was a larger than life figure...outside of his homeland, that is. "Refill this mug and I'll tell you my story. Deal?" He didn't wait for an answer, and instead launched right into his speech. "From Halgrim I came. You know Halgrim? Important city! Where men are real men, and so are the women! Not like weak southerners. Halgrim!" He took another swig from his mug, burped, and then leaned onto the table, resting his head in his hands. Once certain that he wasn't going to throw up, he continued "Nothing was happening in Halgrim. Too small of a town. My grandfather was a great warrior. Killed a wyrm with his hammer! But my father? He was happy being a fisherman. Said that his father was a fisherman, and his father before him, so I should do the same. But I have no patience for fish. So I left. Got on a ship that could use a hand and sailed away. Merchant ship. Learned alot about sailing on there. Not as boring as fishing. Went all the way to Rahadoum before I got kicked off. Cap'n couldn't handle the truth about his daughter, or his abyss damned goat! So I signed on with a southern ship. Was going through a storm, when one of those curs heard me praying to Woja. Told me that on their ship no praying to northern gods was allowed, so I prayed for them to grow some balls. They didn't like that. Tried to throw me in the brig. I threw them."

Sven was smiling now, as he was truly getting into his story. Eventually his description of the brawl died down. One could easily infer that it did not go exactly as well as he remembered. "...and when it was done, the bastard capn' had me flogged and thrown in a lifeboat with barely any water. Said that I should ask my gods to save me. Fool! Fool on him, because look where I am now! Port frickin'...uhm..." He slammed his mug on the table. Luckily it was already mostly drained. "Best thing that ever happened to me! Fishing isn't the life for me. And what's the point of sailing if you aren't going to have anything to show for it besides an uneven tan? I say Woja take him and every southern ship. I'm Sven Olaffson, and once I find a ship, I'm gonna raid these seas." He looked at the man across the table, a glint in his eyes. "Right after I finish another drink."

Crunch:

Str (19) Dex (12) Con (16) Int (7) Wis (12) Cha (10) HP (13) Saves (5/1/2) AC (19/12/18) CMD (16)

To Hit: +4
Damage with large butchering axe: 4d6+9

Race: Goliath
* Stats: +2 Str, +2 Con, -2 Cha
* Giant Blood: Goliaths count as both human and humanoid (giant) for any effect related to race.
* Medium: Goliaths are Medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Goliaths have a base speed of 30 feet.
* Low-Light Vision: Goliaths can see twice as far as humans in conditions of dim light.
* Mountain’s Tenacity: Goliaths receive a +1 bonus to Will saves.
* Powerful Build: The physical stature of goliath lets them function in many ways as if they were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
* Stone’s Endurance: The rock-like epidermis of the Goliath grants a +1 natural armor bonus.
* Mountain Men: Goliaths gain a +4 racial bonus to Climb checks.
* Survivor: Goliaths gain a +2 racial bonus to Survival checks.

Traits
* Defender of the Society: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
* World Traveler: +1 Diplomacy and class skill

Feats
* Feat Tax
* Lvl 1: Exotic Weapon Proficiency Butchering Axe, Heavy Armor Proficiency
* Lvl 2: Furious Focus
* Lvl 3: Storm Soul
* Lvl 4: Weapon Focus
* Lvl 5: Storm Warrior

Skills with FCB
* Diplomacy: 1 SP (+5)
* Perception: 1 SP (+5)

Background Skills
* Profession Sailor: 1 SP (+5)
* Perform Story Telling: 1 SP (+4)

Equipment
* Four Mirror with armored kilt (+7 AC, 1 Max Dex, -5 ACP)
* Fighter's Kit
* 16 gold

Class: Gloomblade Fighter
* Shadow Weapon (Su) A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish.

Goliath Gloomblade Fighter. Has Storm Giant blood in him, and can create weapons which begin as lightning forming in his hands. At lvl6 will take a 1 level dip into brawler for martial flexibility. With the advanced weapon training feat, this will give him a whole bunch of SLAs via Item Mastery, representing the power in his blood. So until then he is a front line fighter who can summon a weapon from lightning. From lvl6+ he's a front line fighter who can do things like heal, teleport, see invisible enemies, etc.

Skills are limited. Will be taking +1 perception every level, and alternating between Diplomacy and Intimidate.


Do the Vanir have their own society, or are they members of other races like most published campaigns?


wanderer82 wrote:
Do the Vanir have their own society, or are they members of other races like most published campaigns?

Vanir have their own society, and a city called Vanaheim. They are not born to members of other races like in other settings.


When you get the "player's guide" together, Woja, please link it on the Campaign tab or something of the sorts so we can refer to it :)

Do you need help? Maybe suggesting traits, helping flesh out a certain race of place, etc.? I'd be happy to do so, just PM me. I really enjoy Norse mythology (had studied it in school!) and would be my pleasure to contribute.

Cheers


So, if you're proposing not sharing the setting information with players until after you've chosen characters, what setting details are we supposed to base our characters off of? I have some questions:

- Where are the PCs going to begin?
- How will they meet one another?
- Why are they adventuring together?
- What genre are you expecting this story to be?
- What sorts of enemies are you expecting us to face?
- What is the terrain like?
- How long are you planning to commit to this project?

I suppose in a more general sense: If I were to imagine a Norway, but with magic where the gods are real, what do I need to shift in my imagination to have an accurate image of the world that you're creating?

What year do you suppose it would be?


leinathan wrote:

So, if you're proposing not sharing the setting information with players until after you've chosen characters, what setting details are we supposed to base our characters off of? I have some questions:

- Where are the PCs going to begin?
- How will they meet one another?
- Why are they adventuring together?
- What genre are you expecting this story to be?
- What sorts of enemies are you expecting us to face?
- What is the terrain like?
- How long are you planning to commit to this project?

I suppose in a more general sense: If I were to imagine a Norway, but with magic where the gods are real, what do I need to shift in my imagination to have an accurate image of the world that you're creating?

What year do you suppose it would be?

I realized I should have had the guide ready too late. All your questions and more will be answered in the guide which should be posted tonight or tomorrow!


Great! I'll check back in later, then. I'm a huge fan of Norse themes, I just find it tough to make a character without information to base off of.


I'm assuming that your answer will be to refer me to the forthcoming player's guide, but just in case, I'll ask: Can you talk a little about what gnomes and halflings are like in this Norse-inspired world?


Dotting in!


Build question for you, GM.

I wanted to stack the Feyspeaker and urban druid archetypes to make a shapeshifting trickster devoted to Lygi, but urban druid alters spontaneous casting while Feyspeaker removes them.

How would you feel about using both, but just losing out on spontaneous casting entirely like a feyspeaker would?


Looking to make my Goliath a Nature Fang Druid. He'd have the aforementioned focus on archery (making me very happy with the bonus feat you give at 1 so I can get Precise Shot in addition to bow proficiency).

Not sure yet whether I want to grab an animal companion or grab the Animal(Feather) domain for a delayed companion but, more importantly, a nice Perception bonus. Druidic Herbalism also is an option I'm looking into.


Andostre wrote:
I'm assuming that your answer will be to refer me to the forthcoming player's guide, but just in case, I'll ask: Can you talk a little about what gnomes and halflings are like in this Norse-inspired world?

It will be covered in the player's guide, but for now:

Halflings were once slaves and even now that slavery has been outlawed they are still treated as second-class citizens, and are targeted by illegal slavers.

Gnomes are agents of chaos created by the trickster god Lygi who wanted to make the world just a bit more fun for themselves.


Simeon wrote:

Build question for you, GM.

I wanted to stack the Feyspeaker and urban druid archetypes to make a shapeshifting trickster devoted to Lygi, but urban druid alters spontaneous casting while Feyspeaker removes them.

How would you feel about using both, but just losing out on spontaneous casting entirely like a feyspeaker would?

Sure, I would be fine with that!


Here is the player's guide. It is subject to change as the campaign draws near; players will have a complete copy once it is finished.


Read the players guide! Cool stuff. Keeping my build, still picking appropriate avatar. Will be playing the Gloomblade as a mercenary with sorcerer tattoos runes carved into him, thus explaining his weapon summoning ability. Will add to the background soon enough. But the short of it is that he is an escaped Goliath slave, working as a mercenary. Given his name, and runes, by a Dwarven Skald that he worked for as payment for his services. Has come to prove himself, thinking that it is the best way to attract the right employer.


Okay!

I'm imagining... a female sea raider. A fierce proponent of Woja, so much so that they extol themselves as a descendant of Woja. An oracle that becomes a barbarian. Perhaps a member of the jarl's guard? I'm envisioning someone who charges into battle alongside her fellow shield-maidens on the regular and who performs admirably but not eye-stoppingly. Her real strength would be in timely magic, inspiring words, and staunch allies.

I'm imagining a character strongly motivated by fantastic situations and glorious victory.


Players guide will be my lunchtime reading :)

I'm seeing a bit of overlap in character ideas between these and my main idea, although maybe not too much operational overlap.
Might try one of my other ideas, once I've had a chance to see the guide


Hmmm, I might change things up a bit.

Thinking of changing my character to instead see it as his mission to get Goliaths changed into a proper race. Think Pinocchio's drive to become a real boy but on a much grander scale.
Just figuring out how to go after this in ES6 (In regular game I would have gone Mystic Theurge for a character that simultaneously walks arcane and divine roads to that goal).

Also wondering what the lifespan of Goliaths would be, considering they are more or less glorified constructs (at least that's how I read it).


Cuàn wrote:
Also wondering what the lifespan of Goliaths would be, considering they are more or less glorified constructs (at least that's how I read it).

Excellent question! The goliaths of this setting live to be about 60. They don't "age," but they do have that built-in lifespan the giants gave them to prevent them from becoming too powerful.


GM Woja wrote:
Cuàn wrote:
Also wondering what the lifespan of Goliaths would be, considering they are more or less glorified constructs (at least that's how I read it).
Excellent question! The goliaths of this setting live to be about 60. They don't "age," but they do have that built-in lifespan the giants gave them to prevent them from becoming too powerful.

Hmm, that would also add "extending lifespan" to the character's to do list.


Since some other ingenious soul called the seiðr...

I'm imagining a monk, originally from Hedmark, who went up to the Boreal Monastery for dark, personal reasons I haven't come up with, yet. *smile*

He has a sister back down in Hedmark, which is why he finally decided to leave the monastery (after mastering more than one fighting style): she could be in danger from the Reapers.

I didn't note any details in the Player's Guide about elves, but I am thinking he is half-elf.

Also, I see him with a full head of hair and a beard. Going with the bald look in the North seems a bit impractical.

I'll have a full character sheet to submit by the 22nd.

Great setting!


So, original idea...
Gunnr Gudrunardóttir - female Human, Hunter (Feral Hunter), mechanically a switch-hitter with a bit of support magic and survival/hunting ability

Gunnr was born in a farm near Hedmark just after midnight on midsummer day, after a 24-hour labour which her mother spent loudly blaming her husband and all the Aesir for the amount of pain she was in. It's unlikely any of the gods took the random cursing personally, but it's possible that at least one of them heard, and if that's the case it was probably Lygi.
When she was a year old Gunnr began to show signs of a strange ability - very slight changes to the shape of her ears, changing eye colour, and fine fur that would appear briefly before vanishing. As she grew older she was able to control these changes and found they were the side effect of other changes, such as the ability to carry more, hear more or see further.
Gunnr is the middle of three children; her brothers would often tease her about the changes, but would also stand with her against anybody else who took exception to her strangeness, leading all three to get into a number of scuffles as Gunnr grew.

Now 19, Gunnr has decided that something must be done about the bandit attacks...


Question: It says that Goliaths count as both human and humanoid (giant) for any effect related to race. Can they take feats with Stone Giant as a prerequisite?

Background...with the player's guide in mind:

When Sven fled the lands of his birth and captivity, he had found himself in an inhospitable wasteland. He might have well died out there, if not for Olaff. The dwarven skald found the goliath face down in the snow and had dragged the huge 'man' inside. When Sven woke he found himself looking, for the first time, at someone who was not either a Stone Giant or a Goliath. When asked who he was, he could not give an answer, for his giant overseers had disallowed their property to have names, out of fear that it would inspire them to think of themselves as individuals. Olaff gave him a name. Sven Olaffson. A name that Sven carried forevermore.

For the next year Sven lived with his adoptive father, learning from the old Skald, and assisting whenever he could. It was not purely from the goodness of the dwarf's heart that he kept the Goliath around, a fact that the dwarf readily admitted. It was curiosity. For the dwarf was a practitioner of the old magic, the kind more readily practiced before the fall of the Old Empire. And in Sven he saw potential. As the months rolled by and turned into a year, Olaff slowly carved away at Sven, carving runes into the Goliath's stone-skin. He did this to awaken what he saw within, mostly just to see if he could. When the dwarf was done, Sven no longer looked like the Goliath that he once was. His face was narrower and his skin was covered in swirling runes. Runes of power that answered his call.

As of yet, 'all' that Sven can do with his runes is to form weapons using his shadow. But Olaff told him that there might yet be more to that, but that doing so was not something that Olaff could teach him. For the magic came within, the runes had merely brought it out. It was for that reason that Sven left, and struck out on his own.

Sven soon found himself in Hedmark of all places, looking for work, for a journey of discovery can only go so far on an empty stomach. He had come because of the Proving Tower, for he heard that it was something of a proving ground for would-be heroes. And in his mind, proving himself there would show all potential employers that he was worth hiring. Ever since he had fled from his captivity he had realized that the world turned around gold, with the biggest difference between people was how much of it that they had. For what made a Jarl? What made a thane? Many people said things like lineage, honor, wisdom...but they were all wrong. It was gold and power, with the former leading to the latter. And the problem that Sven had was that he didn't have any of the former.

Background is done. Sven is a Goliath seeking to unlock the arcane power within himself, and to get paid in the process. For the build, it will go like this:

Lvls 1-5: Gloomblade Fighter
Lvl 6: Brawler
Lvls 7+ Gloomblade Fighter

It really hurts him as a fighter to dip out. But the reason for it is to get him martial flexibility. That allows him to get a combat feat that he doesn't have as a move action. Which at lvl6 will be advanced weapon training which lets him get item mastery feats without weapon prerequisites.

Therefore, at lvl6, he'll be able to cast things like see invisibility, lessor restoration, healing spells, dispel magic, fly, dimension door, etc. That represents the true awakening of his runic magic.

So a fighter, who eventually gets a splattering of very useful spells.


@Sven: Keep in mind there is no level 7+. This game is E6 so the level caps at 6 (after that, we only get feats but no more class levels, caster level, spells, BAB etc.).


Ah, right! Thanks for reminding me. Well, that's perfect. Because lvl6 getting his SLAs would be the perfect capstone. :D


1 person marked this as a favorite.

Right. I like the idea of doing an iron caster (there are ways to do it even without cheesing with brawler, by the way!) and I think it's cool you're doing it around a gloomblade using a runic theme :)


The Archlich wrote:
Right. I like the idea of doing an iron caster (there are ways to do it even without cheesing with brawler, by the way!) and I think it's cool you're doing it around a gloomblade using a runic theme :)

Thanks. :)

Also, what ways are there besides brawler?


The Barroom Brawler feat, plus Abundant Tactics on Advanced Weapon Training, for example. Gloves of Dueling helps. It all depends on how often you want to be "casting" - Brawler will usually get more uses per day, but it's a dip against the full class progression so... You have to balance. The multiclass thing ends up being good to increase your Base Fortitude too, so especially in a level-capped game this might be a good idea. You will want your Base Fortitude high (target for a +6, I think the highest spells would be a +7).

The Cartmanbeck's Guide to the Iron Caster - it's not up-to-date with the last books so it's possible there are other fun builds going around.


Many thanks. Switched the dip to barroom brawler on the feat plan.

Also if Goliaths can take stone Giant feats, I’m taking stone soul. 1/day for 10 minutes can absorb 10 points of damage. This represents him summoning not only a shadow weapon, but a shield as well. :)


Definitively interested in a Norse fantasy campaign! I only have a rough idea for a character right now but I’m thinking of making a squishy arcane full caster for this if only to stand out against all the armored vikings. A Winter Witch or an Elemental Sorcerer are the likely contenders right now.

Regardless of which wins out I am curious about a few things before I fully start hammering out the character sheet:

- Can you get an extra trait if you take a drawback?
- Can we reflavor Golarion-based traits/feats and use them for our setting?
- Besides the languages of the core classes what are the other main languages in Allsgard?
- This might be something you'll explain in the Player's Guide but I'm wondering if we'll be using the deities shown in Book of the Damned for Allgard's Archfiends?


Delightful wrote:

Definitively interested in a Norse fantasy campaign! I only have a rough idea for a character right now but I’m thinking of making a squishy arcane full caster for this if only to stand out against all the armored vikings. A Winter Witch or an Elemental Sorcerer are the likely contenders right now.

Regardless of which wins out I am curious about a few things before I fully start hammering out the character sheet:

- Can you get an extra trait if you take a drawback?
- Can we reflavor Golarion-based traits/feats and use them for our setting?
- Besides the languages of the core classes what are the other main languages in Allsgard?
- This might be something you'll explain in the Player's Guide but I'm wondering if we'll be using the deities shown in Book of the Damned for Allgard's Archfiends?

Yes to extra trait with drawback, yes to reflavoring Golarion traits. The people of the north speak Common and Northern. And I will have to look into that book!


Just some other things to note that I should have added to the player's guide: there will be long (years) periods of downtime, so think about what your character would do in their spare time! Also, the initial adventure of the campaign will be rail-roady, but after that it will be up to the players where the characters go and what they do. There will be plot hooks to follow, but you have agency over which ones you pursue.


GM Woja wrote:
Just some other things to note that I should have added to the player's guide: there will be long (years) periods of downtime, so think about what your character would do in their spare time! Also, the initial adventure of the campaign will be rail-roady, but after that it will be up to the players where the characters go and what they do. There will be plot hooks to follow, but you have agency over which ones you pursue.

Things to do in your spare time - that's what background skills are for :)

Talking of languages (and linguistics) would northerners be likely to learn Giant and other monstrous languages, or would Vanir gnome and halfling be more likely?


Andy Brown wrote:
Talking of languages (and linguistics) would northerners be likely to learn Giant and other monstrous languages, or would Vanir gnome and halfling be more likely?

Dwarven, giant, halfling, draconic (the language of magic), celestial (language of the Vanir) are all languages that it would make sense to learn.


I have thought some more. I believe I will be using skald (dragon skald) with Variant Multiclassing in Paladin. This character will straddle the line between seeker of glory in battle while raiding and paragon of virtue. This character will be adept at inspiring words, sea travel, and battle.


Could I please get more information on elves, if it's not a problem?


Dotting in. I'll definitely give the player's guide a read over soon!


1 person marked this as a favorite.

Hey everybody! Just stopping in to say my week has become a lot busier than anticipated, so I am pushing back the deadline. I will keep recruitment open until March 1, and I intend on getting a new player's guide, which touches on all the core races, up soon. Hopefully over this upcoming weekend, but I make no promises.

1 to 50 of 55 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Allsgard Saga--Norse Inspired E6 Campaign All Messageboards

Want to post a reply? Sign in.